some testing stuff
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Parapgrah ipso facton soome thing about put a lot of text here its a blank page.
One of my primary arguments against Reforged, however, is that it departs from the
assumption that most of the combat in the game should be conducted through doorways. In
tune with such a conception, Slev’s variant offers double doors, broader death zones, and
diagonal attacks as solutions for the bottleneck issue. While it may be just my personal
preference, I believe playing like that makes the game repetitive after clearing a few rooms,
and, at least for me, kills the fun. Bottleneck fighting is one of the main flaws in AHQ to begin
with, and I believe there are other ways of handling it without altering the original combat
mechanics while, at the same time, delivering more tactical variety to the game

