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What a bunch of jerks with their messed-up chat, and they even banned me. What important people! Say hi to Mom.
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What a bunch of jerks with their messed-up chat, and they even banned me. What important people! Say hi to Mom.
Please, explain the differences in the game balance between this unfinished product and The Shadow of Death?
I don't have enough fingers on my hands and feet to list everything.
I can only write nonsense.
FireToSky is one of the strongest players appearing on this resource. If you don't care about the community's opinion, then maybe it would be easier for you to look for other potential clients. By the way, your blatant stupidity is striking. You don't understand the essence of the shortcomings that are pointed out to you, even after the second or third time. At the very least, I completely don't understand what main goals your, let's say, "creation" pursues?
P.S. based on the first impression, the comparison with SoD (Shadow of the Death) should still be flattering to you. For now, your creature is far from even the most buggy Voga (Wake of Gods).
Please, explain the differences in game balance between this unfinished product and Breath of Death?
The goals are quite obvious; everything is following a well-trodden path in similar games:
1. An idea or brand that will attract people to the game.
2. A максимально prolonged gameplay (this is where the reduction of ranged units and the principle of mob formation on the map should be attributed: they were made so that it would not be possible to defeat stronger ones early on). The longer the player stays in the game, the less chance they have of leaving it ("oh, I'm so tired, but I'm only a few levels away from N, okay, I'll play a little more," "*%&# the game sucks, but I've already spent so much time on it" etc.).
3. Adding "perks" that speed up or make the process easier, but at the cost of resources. At first, the resources are in-game, and then the perks are given for real money (but not before an audience is gathered, otherwise you can scare people away).
4. Increasing the role of monetary investments from the real world -> finally getting a profit.
That's why the mechanics of the original game are being twisted, because they interfere with the goals. Those who want to play their favorite game in an online entertainment format will be disappointed. The project is only in its early stages, which means that you can still have fun (I will be happy for the game if it does not turn into total pay-to-win and grind).
The main question is: what is the purpose of all this? In my opinion, it's unlikely that this kind of rework will attract strong online players. You'll end up drowning in bug fixes. It's completely obvious to me.

Browser games are mainly played by people who are not very interested in Heroes. You probably won't find customers here.
I still hope that there are browser-based and browser-like games.
Again, couldn't you at least try? If it doesn't bother anyone.
By the way, I don't understand why noble players, while waiting for their opponent's turn in a multi-hour tournament match up to the third hero, couldn't defeat a couple of armies in the HeroesLAND arena without a timer? :o)