

Does anyone else think that the defender in a siege gets too much advantage as opposed to previous installments
Between the turrets dealing insane damage, the tier 1 upgrade for fortifications that gives about 200 creatures for free, the useless catapult and the useless skill siegecraft that no one picks it feels like there's a clear disbalance here. The defender is supposed to have advantage, but it has never been this much, at least in the titles I've played a lot before (Homm3, homm4 and homm5). I know most people play Exodus where sieging isn't very relevant but I feel like it's still important to address.
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Possible ways to fix this would be:
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Nerf turret damage.
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Or
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Lower the amount of creatures in the tier 1 fortifications upgrade.
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Or
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Make Siegecraft skill useful outside of siege (maybe you could bring the catapult with you to any fight and have it be able to throw equivalent fireballs on the enemy) and buff catapult without the Siegecraft at the same time.
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Help finding a recent anime based on a scene
A guy is seen hanging out with someone by two (three?) otakus. The guy is seeming normal but the otaku notice that he has subtle "otaku eyes", explaining in "overanalysis" why and conclude that he is "one of them"