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Ideas and suggestions.

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#125
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Toganash
They can't even agree on basic things compared to your latest posts (say, changing some useless skills), and here you are suggesting some fantastic ideas. First, it's all too far from the spirit of the game, and second... you can argue about it endlessly. It's not the most difficult thing in the game to get up to 1000 mana + water expert... You banned the hat bug, you should be ashamed....
Yes, new control spells in the Fire-Water faction are definitely needed. But these spells must be adequate – both in terms of game logic and game balance. And it's not easy to come up with. That's why different ideas are being discussed.

There are also discussions about useless skills, but it's also not too easy to come up with an adequate function. Linear increase in numbers, as the experience with Warlords showed, does not solve the situation. They strengthened Sorcery, Mysticism, and Resistance, and added classes with secondary skills, but no one still took them because they are not needed.

That is, you need to approach this more cleverly. For example, make mages playable in themselves – either as starting heroes or as popes for transfer, and only then tune the magical skills to balance them with warrior popes.

And without a clear understanding of what "exactly this function" is needed, it is natural that nothing changes. Editing the standard functionality is generally a rather dangerous undertaking; it should only be done with a clear understanding of the result and with an awareness of its necessity.

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