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Based on watching several tournaments from MSstudio, I'd like to share some personal ideas and suggestions.
Earth Magic Overpowered
In my opinion, for several years now, it has been obvious that Earth Magic is excessively powerful. The Book of Earth wins game after game. Of course, there are exceptions, but all players strive to acquire it first. Earth Magic provides easy breakthroughs in the early game through slowing effects. In the mid-game, it allows capturing objects (especially Dragon Utopias) without losses due to resurrection. In the late game, it offers control through City Portal. The Resurrection spell could be moved to Water Magic. This would undoubtedly weaken Earth Magic while significantly strengthening Water Magic. The ability to capture objects without losses opens up possibilities for playing with a small army. Also, Resurrection in Water Magic would logically fit alongside healing and dispel magic. If this change is not possible because it would break the original game, a new spell called "Return To Life" could be added to Water Magic. On popular maps, Resurrection could be banned, and only "Return To Life" could be used.
Interference
Change the Interference skill so that in battle, it affects both opposing heroes and influences the Spell Power of both heroes. If someone chooses to play without magic, they will also be without magic. This seems to better reflect the spirit of this skill. On the other hand, even with 1 SP, you can still fight in a varied way.
Eagle Eye -> Sharp Sight
Change the currently useless Eagle Eye skill. Alternatively, to avoid breaking the campaign mechanics, do what was done with the Resistance skill: remove it completely and replace it with a new skill called "Sharp Sight." This skill will only affect the adventure map. Basic:
Summon elemental
Limit summons by the number of rounds depending on SP (e.g., 3 + SP). This change should not affect the clearing of neutral creatures, but in PvP, it will increase the importance of a strong army.
Elemental Resistance
Elemental Resistance reduces damage from enemy elementals of that element.
Black/Red Tower
Visiting the Dragon Tower or Phoenix Tower should reveal the map within a 12-15 cell radius. Visually, the towers are quite tall; it seems logical that you should be able to see further from them.
Escape/Bribe/Cast - Equivalent Actions
Change the mechanics of escape and bribe. In a sense, equate them to casting a spell. A hero can only perform one action per turn in battle – either the hero casts a spell, or they choose to escape/bribe. This will make hit-and-run tactics, which are currently prohibited by the rules on many maps, theoretically impossible. This is undoubtedly a plus from a PvP perspective. Instead of hit-and-run against neutrals, you will have to come up with something more complex.
Earth Magic Overpowered
In my opinion, for several years now, it has been obvious that Earth Magic is excessively powerful. The Book of Earth wins game after game. Of course, there are exceptions, but all players strive to acquire it first. Earth Magic provides easy breakthroughs in the early game through slowing effects. In the mid-game, it allows capturing objects (especially Dragon Utopias) without losses due to resurrection. In the late game, it offers control through City Portal. The Resurrection spell could be moved to Water Magic. This would undoubtedly weaken Earth Magic while significantly strengthening Water Magic. The ability to capture objects without losses opens up possibilities for playing with a small army. Also, Resurrection in Water Magic would logically fit alongside healing and dispel magic. If this change is not possible because it would break the original game, a new spell called "Return To Life" could be added to Water Magic. On popular maps, Resurrection could be banned, and only "Return To Life" could be used.
Interference
Change the Interference skill so that in battle, it affects both opposing heroes and influences the Spell Power of both heroes. If someone chooses to play without magic, they will also be without magic. This seems to better reflect the spirit of this skill. On the other hand, even with 1 SP, you can still fight in a varied way.
Eagle Eye -> Sharp Sight
Change the currently useless Eagle Eye skill. Alternatively, to avoid breaking the campaign mechanics, do what was done with the Resistance skill: remove it completely and replace it with a new skill called "Sharp Sight." This skill will only affect the adventure map. Basic:
- exact amount of resources on the adventure map
- approximate size of the guard for objects
- type of resources in Lean To, Windmill, Wagon, Mystical Garden
- exact size of the guard for objects
- type and exact amount of resources in Lean To, Windmill, Wagon, Mystical Garden
- presence of Guardians for neutrals
- exact number of neutrals
- exact number of enemy units
- spells in Shrines
- spells in Scrolls
- skills in University, Witch Hut
- heroes in prisons
- units in Refugee Camp
- effect of Scholars
- contents of Black Market
Summon elemental
Limit summons by the number of rounds depending on SP (e.g., 3 + SP). This change should not affect the clearing of neutral creatures, but in PvP, it will increase the importance of a strong army.
Elemental Resistance
Elemental Resistance reduces damage from enemy elementals of that element.
Black/Red Tower
Visiting the Dragon Tower or Phoenix Tower should reveal the map within a 12-15 cell radius. Visually, the towers are quite tall; it seems logical that you should be able to see further from them.
Escape/Bribe/Cast - Equivalent Actions
Change the mechanics of escape and bribe. In a sense, equate them to casting a spell. A hero can only perform one action per turn in battle – either the hero casts a spell, or they choose to escape/bribe. This will make hit-and-run tactics, which are currently prohibited by the rules on many maps, theoretically impossible. This is undoubtedly a plus from a PvP perspective. Instead of hit-and-run against neutrals, you will have to come up with something more complex.