Is there a sphere of magic ban and a cloak of ban for magic above level 2? It's very critical if you're leveling a mage, because otherwise you can just completely miss out:(
There are only properties on certain artifacts that either increase or decrease damage from different schools of magic.
Added 34 minutes later
I would like to explain the situation a bit — what the problems might be and why there is such a reaction.
The thing is, modern Heroes is not pure fun, but rather a Competitive game. Tournaments are played, including those for money. Therefore, the requirements for it are slightly different than for ordinary games.
For example, any change to the rules or engine features changes the balance of towns, the balance of strategies, and most importantly — the power hierarchy of the players. Therefore, many changes are perceived as hostile a priori simply because they might infringe upon the interests of those who learned to play in one format, whereas in another, their win-loss statistics might worsen.
Plus, there is a risk of adding imbalance or impoverishing the gameplay, and many such things are not discovered immediately. For instance, when classes were added and monster specializations were improved in TE, they didn't anticipate that Broghild would turn out to be such an imb; this only became clear a couple of years later.
Therefore, if you want to make alternative online Heroes, you should immediately determine the target audience, gather a support/lobbying group, and design the gameplay specifically for them.
To illustrate the scale of the problem, one can cite dozens of threads in which megabytes of posts have been written over the last 3-4 years on the topic of SoD vs TE/VT.
So, you shouldn't expect enthusiasm like "oh how cute!" here.
The simplest path is to take one of the popular versions as a basis and make a complete copy of it in terms of gameplay, but with new technical capabilities.
Plus, try not to push your own ego too much, regardless of whether it's on point or not; respect and kudos in this business usually come long after the work is completed, while during the process, you mostly get rotten eggs.
I am sure that "tearing true Heromanics away from classic Tournaments" is a utopia. And such a goal is not being set, naturally. Although we have grounds for competition for every taste, including tournaments starting this Monday.
The player hierarchy, formats, and established development schemes are also wonderful, seriously. However, there are not only positive aspects to the latter. And that is the first nuance.
The long games characteristic of classic matches without direct contact with the opponent (there's even a tournament rule about "restart on early encounter") is the second nuance with an ambiguous assessment. Moreover, a significant number of games end without any battles at all with anything other than AI.
And the third nuance is the extremely long duration of a single game. It's quite difficult to set aside several hours in a row even for beloved Heroes. There are saves, of course, but...
This is exactly where we want to build HeroesLAND — by navigating between these nuances. We really want to. That is, basing it on turn-based tactical battles that are maximally familiar to those in the know, plus a dynamic (non-turn-based) adventure world map with treasures, quests, hunts, fights, fortress sieges, and attempts to capture the whole world. By the way, it's not at all mandatory to look at that map.
Possible and actual balance problems are indeed the absolute reality. But we are trying.
As for a "complete copy of one of the popular versions," I think that is simply impossible in the chosen format. True turn-based movement on the map can only be implemented in a PBEM game or a complete "clone" based on matches.
PS. Of course, the heart finds phrases like "oh how cute!" much more pleasant — not without reason — but the mind understands that critical remarks are many times more useful when they carry at least some constructiveness.