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Ah, you’re right, I didn’t notice. But generally, yes, I agree.
New here? I'm Roha — want a quick tour?
And the "world" is not just the external design of the factions, but the totality of their interactions with each other and the world in which they live, and the history of that world.
That's exactly the point, but the interactions and relationships between the factions, as well as the overall story, are not well-developed; they are simply copied from other games. That's the downside.
But in these other games, are the factions and their overall history original and not related to traditional fantasy concepts?
We're talking about what is most important in the game. In some games, it's the storyline, meaning you play to complete the game. In others, it's the combat. In the third game, for example, the storyline/world and the combat had almost equal weight, while the fifth game is more focused on combat. This is evident in the character progression, creature upgrades that offer many tactical options, and the world itself, which was hastily put together.
Improved balance, added new and diverse skills for both units and heroes, alternative paths were created, overall, new tactical possibilities.
with a story
not the worst graphics
But neither its history nor the game itself appealed to me.
I can't understand your point of view.
A person who has a point of view different from others.
The hero's development is also suspiciously straightforward. Specifically, the fact that you can now define it yourself. Clear plans for leveling up overpowered heroes will appear, and interest in the game will completely disappear. This is a situation typical of Starcraft2, where everything is based on overpowered build orders.
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Sometimes, I have thoughts that it would have been better if "Heroes" had gone away along with John... At least, the spirit of the game would have been preserved.As I understand it, the new game will feature 7 schools of magic, with 4 of them being elemental. There is also some kind of darkness and light, and also an unclear, primordial magic. Summoning has disappeared somewhere. It is unclear why chaos should be divided into separate schools. I suspect that this will not end well; there will be a lot of chaos spells, and the rest of the magic will languish.
The development of the hero is also suspiciously evolving. Namely, the fact that you can now determine his development yourself. There will be clear plans for leveling up overpowered heroes, and interest in the game will completely disappear. This is a typical situation for Starcraft2, where everything is based on overpowered build orders.
The development of the hero is also suspiciously evolving. Namely, the fact that you can now determine his development yourself. There will be clear plans for leveling up overpowered heroes, and interest in the game will completely disappear. This is a typical situation for Starcraft2, where everything is based on overpowered build orders.
Moderated: OFF-TOPIC in the message