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I’ll reiterate one more time: it won’t change anything globally, but there should be a choice!
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In general, what is the point of this change? It only adds more unpredictability, because these heroes are unlikely to be chosen as main ones; otherwise... there is no point, in my opinion, it strengthens the position of non-mages, but rather warriors first of all.
Keep your hands off the Miners! I haven't even had a chance to play with them properly, and you want to ban them! Didn't you read how Javdet wrote that after 50 experimental generations of ramps/dungeons (with Miners, of course), there was a clear imbalance in favor of the ramp (in skirmish mode). So why ban it? And Lorelei might also appear and a single stack could be present, damn it, and strong ranged units on level 111, etc. You're exaggerating, seriously!
If you haven't understood the point yet, please read this post.
Hello there! ;) That's exactly how it's written in the rules.
For me personally, the Minecart faction is very close to the Fortress faction; both, thanks to their starting units, can quickly amass a large number of Angels in the first week and simply overwhelm opponents with brute force – it doesn't require much strategy. Which other factions can boast this? The idea that the Minecart faction, with its tactics, should fear archers is nonsense. Anyone who has played it extensively understands this. Comparing it, for example, to the Castle faction, which often arrives without Elves, is not very reasonable. A dungeon without the Minecart faction's "meat grinder" will no longer be as overpowered, and playing with and against it will be truly interesting. Currently, it feels like this: if you're playing against it, you pray that the opponent doesn't get lucky with resources and a quick start; if you're playing as it, it's the opposite – every resource node you find is roughly a +10% increase to your chances of winning. I'm simplifying, of course, but I hope the logic is clear. :)
Personally, I think the Miner is very similar to Gosha. Both, thanks to their starting stacks, can quickly amass angels in geometric progression during the first week and simply overwhelm with brute force; it doesn't require much strategy. Which other factions can boast this? The claim that the Miner, with its tactics, should fear archers is nonsense. Those who have played it extensively understand this. Comparing it, for example, to Kirra, who often arrives even without elves, is not very reasonable. Without the Miner's meat grinder, the dungeon will no longer be as overpowered, and playing with and against it will become truly interesting. Currently, it feels like this: if you're playing against it, you pray that the opponent doesn't get lucky with resources and a quick advance; if you're playing as it, it's the opposite – every resource node you see is roughly a +10% increase to your chances of winning. Of course, I'm simplifying, but I hope the logic is clear. :)
I'm playing with my favorite dungeon faction. If I can't find clusters of gems or 20+ ore in the first week (which is a more common situation than finding a steady stream of resources), what does the dungeon look like in the second week without the Miner?
I suggest you take the initiative and post a corresponding poll with 2 options:
-ban Shakti;
-leave it as is.