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Remove Guildhalls from Jebus King?
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In reply to Sevan_80
#17
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Sevan_80
and in the graveyards, there's dirt and so on.
If you make snow in the factories, then it's true that there will be dirt in the graveyards as well. Taking over with archers, speed 6+, without any losses, is also very easy. You get a lot of money, artifacts (boots), and decent experience without losing even a single unit.
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In reply to Xocenk
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#18
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Then, in principle, in any object guarded by internal creatures, the native land for these creatures applies (in Griffin Conservatories, Dragon Fly Hives, Dwarf Cottages, and Naga Banks).
Нам это идеально подойдёт! (с)

"Совесть - она либо есть, либо её нет" (с) RedWhait HP
In reply to =Lizard=
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#19
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=Lizard=
This topic has been extensively discussed in the forums when playing as Laura. Even she struggles with units that have 6+ speed (unless the terrain is very favorable, which is impossible in dungeons), because the field is only 14 units long, and the math is simple. Perhaps, with a Devil and 6 units, waiting for morale to drop might work, but I haven't tried it, and it would be quite a hassle. So, having snow in the dungeon is always a good option.

Added 1 minute ago


There's no such move available, you might struggle. However, with 11 speed, it becomes possible, which is why I mentioned the Devil.
aren't you considering diagonal movement? The length is different there.
icq 699279927 discord saneok#0028


привет, можешь сменить подпись) 6лм - норм шабл, а джебус тупое говно. Я был тотально не прав. © =Lizard=
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#20
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Okay, so we've apparently sorted out the issue with the guilds. We've temporarily removed them from our template. We're waiting for a fix from the HotA team. But I'd also like to hear your opinion on skills like Literacy and Diplomacy. Are such skills necessary in the template without "junk"? Many people have asked why we removed the Scholars. In reality, they haven't been removed; Scholars are still present in this template... they just don't grant Literacy to other heroes at higher levels. Hell said that in any serious match, you wouldn't want the main hero to gain Literacy. You can simply recruit a literate hero from the tavern. Also, regarding the artifacts, are Boots of Speed overpowered, or are they still balanced?
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#21
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Boots provide 600 movement points per day to one hero. The Logician, when recruited as the 3rd hero, costs... The Swamp creature in the tavern costs... Logisticians themselves cost... The stable located right next to the town on the road costs...
http://ru.twitch.tv/lizard_wt
In reply to =Lizard=
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#22
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=Lizard=
Boots provide 600 movement points per day to one hero. A Logistics expert, used by three heroes, provides... A Swamp creature in the tavern provides... Logistics experts on their own provide... A stable located right next to the city on the road provides...

Well, you still need to upgrade the Logistics skill to expert level. By the way, yes, the Stable is quite random.
In reply to MKC_world
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#23
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Guys, Kittens
Well, you still need to upgrade the Log to Expert level. By the way, yes, the Stable is quite random.

Why do you think I wrote "3 heroes"? 3 heroes, even with a basic Log, counter Boots. 3 heroes with an Expert Log – that's almost an auto-win.
http://ru.twitch.tv/lizard_wt
#24
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And how sad will the scenario be with golems in 6 stacks in the Dungeon, just like in the Necropolis?
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In reply to MerlinTheMagician
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#25
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MerlinTheMagician
Well, in principle, in any object guarded by internal creatures, the land is native to those creatures (both in Griffin Conservatories and Dragon Fly Hives, and in Dwarf Cottages, and in Naga Banks).
There is no such problem with these objects, so why complicate capturing them? In my opinion, snow in the workshops is the ideal option. And even if Lorelei can capture them, there is nothing particularly dangerous about that. The main thing is that no hero with speed 9 should be able to capture them, as currently happens.
In crypts, either always have mud, or replace the zombies with upgraded ones.
In reply to socola
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#26
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socola
These objects don't have that problem, so why complicate their capture? In my opinion, snow in the Factories is the ideal solution. And even if Laura can capture them, there's nothing particularly terrible about it. The main thing is that any hero at ninth speed shouldn't be able to capture them, as is happening now.
In the Necropolises, either there should always be dirt, or the zombies should be replaced with upgraded ones.
At the very least, this would be much more logical and conceptually sound than making micro-changes to individual objects: this could be done endlessly.
Нам это идеально подойдёт! (с)

"Совесть - она либо есть, либо её нет" (с) RedWhait HP
In reply to MerlinTheMagician
#27
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In that case, it would be better to prohibit these objects on random maps, rather than modifying the original ones, if the change in terrain caused by these objects is undesirable. This has already been done with some of the new Fortress objects (they have been prohibited). Instead of the Factory, come up with a new building if it is needed to obtain a Tier 7 unit.
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#28
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The initial goal of introducing workshops was to create a contrast between the Titan and Archon stacks. And, especially on higher difficulty levels, this often works as intended.
http://ru.twitch.tv/lizard_wt
In reply to MerlinTheMagician
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#29
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MerlinTheMagician
At the very least, it would be much more logical and conceptually sound than making minor changes to individual objects; this could be done endlessly.
I think that the primary focus should be on game balance, rather than a vaguely understood concept. Removing entire workshops is also not the best idea, but leaving them as they are now is not an option either.
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#30
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Boots (and gloves too) are definitely a negative addition; they have too little value, they drop too randomly, and they stack with the same log and stable, which over a week gives a huge advantage, most often to only one of the players, so it clearly doesn't add to the balance. I like the idea of snow in the factories.
In reply to Sav
#31
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Sav
Perhaps a radical option will be implemented: mandatory retreat for the attacker after 100 (or another number) rounds of combat (any combat at all). This will also solve the problem of a stalemate in a "handcuffs" situation in a battle between players.
How can one be forced to escape from handcuffs?
"They do not know what they are saying"...