Skip to content

DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

#1306
Auto-translated
It's absurd that heroes like Sir Mullich, Izra, and Vidomina exist, but you can only play as them by making them disabled. Their abilities are greatly overrated. Logistics experts, Tazar, and even Crag and Galtran are much more powerful, but for some reason, no one thinks to limit them. That's where the biggest inconsistency lies. However, if you look at the root of the problem, the rules were originally written for the 2SM4d(3) template. Subsequent adjustments for newly playable templates only partially reflected their specific characteristics. For example, level 30 heroes appeared on Jebus. And if it's Izra or Vidomina there, their necromancy skill at that stage of the game, when they were discovered, no longer matters. In that case, it's better to ban these heroes altogether rather than release one-handed necromancers. On Jebus, logistics experts and "free" mage-tricksters (from prisons) are much more dangerous (overpowered), as they are on all templates. That's who you need to fight against. And Sir Mullich, along with heroes specializing in magic, can be rightfully returned to the game, especially with the presence of the Sphere of Suppression and the Cloak of Renunciation. These artifacts significantly break the game. By the way, if they aren't banned, you can set a price of around 100-250 thousand and/or with a corresponding value