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Balance in Heroes 5.

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#173
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2 elro
1. Cheap?? It requires a lot of crystals and gems, plus many other resources. There are two guilds, priests...
2. Is the start normal? Yes, the infantry survives, but can't kill anyone. Two charges for the archers is not even funny, and there's no need to talk about the cart, as only one hero starts with it. Building and buying it on the first turn is expensive (especially since it's not always possible to build a forge on the first day). And if the guild doesn't give you a +100% movement energy rune, then clearing mines with archers and mages will result in dozens of units lost, and God forbid there's such a guard on crystal/gem mines.
3. When playing on large maps, and in any long game. Haven will completely dominate with mass light magic and hordes of cavalry.
4. Yes, 40% is not insignificant, especially with large armies. But all races have very strong racial abilities (in a long game, the Academic will have so many mini-arts that you'll be amazed...).

P.S. Let's say, Veishan, Irena, or Ayren are, in my opinion, stronger than Sinistar. And with the right skill, no one dies in the League. Well, unless you encounter nasty neutrals (improved fairies on wood/ore, casters on mines), but then usually the Minotaurs take the hit. And everything else is cleared out by furies/magic without losses. "And Deleb, who turns demons into a combat-ready army." With this phrase, you admitted the ineffectiveness of Imps without Deleb.

P.S.S. 2 Alex-R, it's a long story. The main thing is to deal with tough neutrals at the beginning of the game (for example, archers/fairies on ore/wood is a disaster. It's good if there's a Necromancer in the tavern or a Warlock with Assassins). You have to catch "Hellfire" and Imps and defeat them in pairs. Also, gating, as the only option, makes early battles very long and tedious, and it's very difficult to avoid losses, because the archers are far away, and you have to rely on sulfur in some kind of cluster. If the game is fast, the Imps are not ready for the finale on weeks 4-7 (precisely because of their slower development), later, yes (especially if there's a dwelling for Imps and you don't lose them much). But here, there are simply not enough of them, and gating is useless in the finale. You need to attack, not stand and summon; the main army is simply destroyed, and they don't even pay attention to the summoned units. The light magic option is very unreliable; you have to find the skill, and then find the spells. Although, Grok or Marbas (against magic) are very strong with light magic.

P.S.S.S. In general, I'll wrap it up... otherwise, I could write a lot more...
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.