Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
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It's clear that this idea wasn't well thought out. It seems like it just came to him in a rush, and Wojciech was the first to "burst" (I'm just kidding, of course).
I think everyone is annoyed by the fact that one player gets control immediately, while others have to go through many rebuilds. This is one of the reasons why Heroes is, to a large extent, a game of luck. And if we even test such a rule as proposed in the first post, after some time people will start to get annoyed, and there will be something like, "He had more resources," or "My mines had 2 piles, and his had 3." Then there will be discussions about how many resource piles can be taken, and so on. As for the mirror map, I'm tired of talking about how it doesn't balance the game at all, especially in HotA. So, everyone should calm down and just play as it is. Otherwise, you can play chess, and even there, white moves first.
Kostya, did you read my post? I didn't even suggest something like that.
The 6th level of magic should ideally be located in the basement, as the roof already has a small spire at the 5th level. Therefore, digging is required, meaning that to build the 6th level of magic, you first need to dig a tunnel under the city (call Reddi).
The idea of making it more difficult to obtain or use control abilities has a fundamental flaw: it increases the length of matches, and they are already not short.
Therefore, in HotA, the idea was more about adding new control spells to Fire and Water, and either not touching the existing ones at all or slightly weakening them (e.g., making them slightly more expensive in mana or slightly more expensive in moves, or reducing the range of the damage spell, or limiting the number of teleports per day, or something else). There was also the idea of giving wings a basic Fly ability instead of an expert one.
That is, control should be obtained in the same timeframe (or even faster), but the fact of having control should not lead to such a gap in pace with those who do not yet have control.
It's clear that this idea wasn't well thought out. It's more like it just came to him in a rush, and Wojciech was the first to crack.
Heroes is a game where no matter how many changes you make, you can't avoid situations where the balance is heavily skewed.
The problem clearly exists. It's unlikely that we can completely eliminate it, just like with many other issues in the game. But that doesn't mean we shouldn't try to mitigate the problem. In other cases, we come up with rules to address the most significant imbalances. As a possible solution here, we could establish a time limit (either through rules or by agreement) before which the "control" ability cannot be used. For HL+U, this could be something like 134.