Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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You don't need an overpowered ballista – three of them is enough. This is actually a plus.
etc.
You can argue about this endlessly.
Please, write concisely. I don't want to read everything.
The logic of the scheme itself is important. I wrote about the ideal that should be strived for, but whether it is achieved or not is another question.
Once again, there should be perks on the base that affect all subsequent ones – two.
And can a perk be changed – that is, can you not permanently discard, for example, the protection of Askh and luck on the road, but turn them into something more delicious?
And here's another thing – I once suggested linking a number of spells to skills, removing them from free access, and this idea was successfully banned (in the symmetry thread), but now I see, for example, vampirism, regeneration, earthquake, and something else attached to skills... and now, attention, the question: what prompted the revision of this point?
Nargott has a single-player wheel; it's not very good for multiplayer, just like my example.
When I start implementing the planned features on the map, I will actively play on it, and many things may change accordingly (where I was wrong), but the focus will always be on Multiplayer – I won't be playing and testing against the computer.
1) The most important aspect of the 2-2-4 build is pursuing the 3rd tier perk (it should be noticeably stronger than the previous ones).
2) But even with that, you can still develop mixed systems for different situations.
In the end, for some reason, for example, the WGE duels turned out the way I initially suggested, even though it was strongly rejected.
The speeds ultimately remained at the level that was suggested (a slight reduction and leaving flying units untouched), instead of the level that was implied.
No, no, the reduction applies significantly to infantry (-25%), and there is also a reduction for flying units, but it's smaller.
I argued that high-speed units are necessary.
Remind me of that post where I criticized your approach; perhaps there were completely different reasons, I don't remember the nuances. Most likely, it concerned those spells that are already in the guild (and in the original, they all exist).
I was just writing about vampirism, and also about raising the dead – in my opinion, this is purely a Necropolis thing. For example, it doesn't seem right for a Sylvan elf to take someone and turn them into undead, but now I'm going to implement this by distributing different races with suppression of one or another magic (specifically, Sylvan elves will be able to upgrade light, summoning, and chaos, but I'll replace dark magic with suppression of darkness for them because it's not appropriate).
What about vampirism? That's definitely not an undead spell.
Added 1 minute ago
And here's another point: don't you think runes are extremely overpowered?
I especially want to highlight the energy rune and the battle rage rune.
And here's another point: don't you think that runes are extremely overpowered?
I'd especially like to mention the energy rune and the battle rage rune.
Yes, the runes are quite powerful. But only if there are enough resources.
However, compared to other runes, the dragon rune causes much more concern in the mod, as doubling the stats can provide a huge bonus. I would call this rune the ultimate one – it will definitely need to be made more expensive (it would be better to remove it if possible).
Could it be adjusted? For example, the Energy Rune could increase speed not by 100%, but by 2-3 units...