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A flea circus à la HoMM VII. As a result, nothing is visible, especially which unit is selected at the moment. Imagine how "convenient" it will be to play on a 9-inch tablet, for example.
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A flea circus à la HoMM VII. As a result, nothing is visible, especially which unit is selected at the moment. Imagine how "convenient" it will be to play on a 9-inch tablet, for example.
A flea circus à la HoMM VII. As a result, nothing is visible, especially which unit is selected at the moment. Imagine how "convenient" it will be to play on a 9-inch tablet, for example.
And yes, obstacles are a relevant topic.
Well, it depends on who you ask, but I, for example, like the idea of simply adding more obstacles to the arenas!
Obstacles are configured in such a way that the minimum drop rate is always 0.
What do you mean?
Generally, I think that with a decrease in speed or an increase in the arena size, "shoot-and-defend" and "magic-attack-and-defend" tactics will win – meaning ranged units will have an advantage. In that case, you could slightly reduce the damage of ranged units and the power and cost of direct damage spells.
Yes... I think in this case, it's not worth increasing the cost of spells (otherwise, Necromancers will have to either change their build or they will quickly become ineffective), but the effectiveness of spells can be reduced.
I wasn't even talking about increasing the cost of spells - read more carefully.
only Chaos magic (we won't touch the damage in other schools - it's not that big anyway, and it has its own properties)
Reducing movement speed only prolongs the game, and essentially, you'll have to rework a lot of things because it will change the races' tactics.
It's strange to say, but Nival managed to create a balance where the game progresses at a decent pace and is still interesting to play.
I disagree; it depends on whether the player values maneuverability.
Some people, for example, like that they can throw almost their entire army into the attack on the first turn and win. This makes the game more dynamic, but less tactical.
However, simply reducing the top speeds is not enough, because after that, the problem of uniform speeds arises, as in Heroes 6 or Heroes 7.
Therefore, a small reduction in infantry speeds, around 20-30%, would be appropriate (but across the entire range, including actively using a speed of 3). With the exception of flying units, whose mobility should be distinctly high (as in previous installments), but with reduced damage or survivability. In this case, maximum speed diversity can be achieved, flying units can have a distinct class role, and the problem of "half the army attacking on the first turn" can be solved.
In general, I think that reducing speed or increasing the arena size will benefit tactical "shoot-and-defend" and "magic-and-defend" strategies – that is, ranged units will win in this case. Then you could slightly reduce the damage of ranged units and the power and cost of direct damage spells.
It definitely creates a bottleneck; there's no arguing that – it's obvious.
You could try increasing the range and reducing the number of shots.
I disagree; it depends on whether the player values maneuvers or not.