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

#397
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dnaop-wr
...and generally, if everything were reworked to be like the third game, it would be amazing!
Actually, these are two different games, each good in its own way, and there's no need to force one to conform to the rules of the other – it's better to play each according to its own rules. And it's perfectly possible to play – you just need to adapt to a different tactic.
You're right, but simultaneous attacks are ridiculous. A Druid, against infantry groups, with his sandstorm and a small number of archers, can avoid losses, while an Archer suffers losses because of it. Calculate how many times the Sylphs (who aren't being targeted) can go back and forth before the infantry arrives when you have a Druid with this spell? For example, on the standard S map "Dangerous Grove" or Grove (I don't remember). As a result, if you encounter a Druid, great, you can buy a Rogue, take two chests, and rush to the enemy as quickly as possible with one Rogue, disrupting everything. But if you encounter an Archer, you need to immediately take a Druid with him. I'm not saying the map is fully thought out or balanced, but it's interesting, and this is just an example. And in general... well, it's Heroes, not Rome: Total War. And even there, a raiding party almost always takes out the enemy first, and only then suffers losses.

By the way, I was browsing the forum links, looking for S maps. There aren't any, or they're all designed for a specific faction, or they're just empty. Do you know where I can find something like the one I gave as an example, with a choice of cities and small initial skirmishes? I remember there used to be a standard S map like that, but even though I have three versions of the game, I can't find it. And I really want both fast and interesting maps. If you can help me find maps of this type, I would be grateful.