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What would you change in Heroes of Might and Magic IV?

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#322
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In my opinion, there are significantly fewer things that need fixing in the fourth game compared to the third and fifth, as I consider this game to be the best in the series. However, I still have a few wishes (which, unfortunately, will never be implemented). Here they are, in order: 1). Remove the simultaneous attack for archers. It just doesn't make sense – eagle-eyed crossbowmen notice that hobbits are aiming at them with slings and, at the same time as the enemy, release their mechanisms)))) Or, for example, vigilant centaurs see a cloud in the sky and throw spears at the titans – their reaction must be good))) Simultaneous attack is a great thing for melee units, but archers should always take turns. First, the first ones attack, then the second ones respond. And nothing else. 2). Either reduce the heroes' independent strength, or include separate slots for troops and separate slots for heroes. So, five slots for troops (and only for them!) and two (three, four – it's possible, but a bit too much) only for heroes. Otherwise, we end up not using three (sometimes even four) types of creatures from our castle. That is, we do use them, but only in the early stages of the game – and in the final stages, everyone drags around only heroes and creatures of the 3rd and 4th levels. Because of this, the Magic of Life becomes the weakest, as it is focused on supporting one's own troops. It's an imbalance! And it's just boring. In the third game, even the coolest warlord needed spearmen, or, say, gnolls. And they served him not as "cannon fodder," but as a powerful striking force! This is absolutely correct – because wars are won not by "big" warlords, but by "small" soldiers! 3). Add a random map generator. The "overused" nature of tournament online maps is a bad thing. We shouldn't turn Heroes into Starcraft. 4). Fix some spells. Having practically identical speed boosts for Nature and Chaos, and only slightly different Slow and Fatigue spells for Order and Death, is not good. But the division into Exorcism, Cancellation, and Dispel is correct, in my opinion. 5). Add a higher-level hero class for warriors. In the fourth game, warriors have essentially become an appendage to mages; even barbarians are forced to find some kind of magic for themselves. Mages have a superclass – Archmage, which everyone strives to get, except perhaps Demonologists. But what do warriors have? Only ordinary combined classes. We need to introduce a class that requires leveling up 3 non-magical disciplines to the third circle: for example, Nobility, Tactics, and Combat. It can be called anything, even Generalissimo, but such a class MUST exist. And the bonuses should be appropriate: for example, +25% to the attack and defense of all troops, including the attack and defense of the hero himself. 6). Barbarians need a skill that gives magic resistance to their troops. At least 20-30% should be mandatory; otherwise, the race becomes unplayable in games that last longer than a month. In the Equilibrum expansion, Magic Weakness was fixed – that's good, but it's not quite the same. We need a hero skill. 7). Set a limit on the use of Potions of Immortality. In my opinion, the best option is "one battle – one Potion of Immortality." This elixir should be just an *insurance policy*, but not the basis of tactics.