Posts from The Hero's Path
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Is there a mentor on the map?
What's the difference between choosing different mages?
The eternal problem of morale in the ranks of troops.
It's a bit inconvenient that experience isn't gained for completing quests, like in an RPG.
Perhaps, even by simply reducing army sizes and growth rates by these same 10 times, the game would become more dynamic.
At the same time, the role of Chaos would increase.
As for the mages, I agree; the Elf is cute, but I have a feeling that without Phoenix and Mind Control, I'll be struggling in the 4th city.
There are millions of units clashing with a huge amount of enemy troops, which diminishes the impact of Chaos (yes, I understand there are rituals, but I can't imagine how to break through 10,000 demons in Chaos) and elevates the importance of the Undead faction. The game essentially consisted of four stages:
1. The initial starting area
2. The quest for the Vampire Castle
3. The quest for Sandro's Cloak
4. Everything else
There is a noticeable imbalance in favor of the Undead faction's troops:
1. They don't suffer from low morale.
2. They can be resurrected in large numbers with a 2nd-level spell instead of a 5th-level spell.
3. They have Spirits and Vampires, and to increase their numbers, you only need mercury, not gold.
It's a definite drawback that when you take a Lich, you can't acquire vampirism without building a Mage Guild (or I just didn't find a way).
Alchemy is a powerful tool, but there's no sense of "balance," in my opinion. It would be better to make potions more dependent on skill than on the number of ingredients. Because, in the end, I only used potions twice, before entering the Lord's lair and in the battle with him. It would be better to have more reagents and potions available for purchase, limiting their maximum effectiveness (similar to Rune Casting).
Rune Casting is also a shame to use; resources are money, and without an understanding of the "maximum resources," it's difficult to learn how to spend them effectively.
And regarding the quantitative aspect, in my opinion:
There should be fewer enemies, and unit growth should also be reduced. At the same time, the prices for "expendable" units should be much lower than for "non-expendable" units. The Arena is unclear – is it even worth fighting there beyond the level of a Squire? The difficulty increases significantly. Also, the Factory/Dwelling lacks buttons for trading; buying 500 Zombies or selling 300 Crystals is quite a chore
At the same time, there is a strong imbalance in favor of the undead faction's troops.
it would be better to make potions more dependent on skill than on the number of ingredients
Rune casting is again a pity to use, resources are money