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What would you like to change in Heroes of Might and Magic III?

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#33
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Dear mrshch, you are absolutely right, but it is important to emphasize that the decision on whether to invest in fire magic is ultimately (in my opinion) based on the type of castle we are playing against. For example, when playing against a Dungeon or a Conflux, I would definitely invest in fire magic (I'm talking specifically about the Curse magic). But when playing against a Fortress, just because of the Griffins, or against a Swamp, because of the Snakes, Lizards, and Hydras (especially since Fortress, Blessing, Dispel, or Healing and Water spells are almost guaranteed to drop), or against an Inferno, just because of the Cerberuses, Magogs, and Imps, which can be successfully converted into Demons, I would think twice before investing in it. By the way, a range of 3-5 for Eye is not critical, and if one unit deals 3 damage instead of the average 4, I don't see any particular problem with that. I'm not arguing with you – it's always nice when the enemy's damage is minimized, but before casting any spell, you should still think: maybe it's better to do something else. Also, don't forget that dragons are generally immune to magic below level 4. As for my personal view, if you don't mind, I prefer to rely on buffing my own troops. There are reasons for this. For example, some of the enemy's troops have innate immunity to certain types of magic, some suppress it, and we also have to take into account that the enemy hero has invested in resistance and equipped appropriate artifacts. Therefore, our Mass Slow, Mass Curse, and other mass debuffs may be partially ignored, while Stone Skin, Blessing, Haste, etc., will work 100%. So, think about it. Although when playing against a Rampart, yes, it is advisable to use Mass Slow against melee units and Mass Curse, or better yet, Mass Amnesia, against ranged units.
Главное- это мир во всем мире.