Exactly.
Actually, I would remove half of the restrictions from the rules. Vicc, as far as I remember, quite accurately described the real overpowered strategies in the game; if I'm not mistaken, these included Necropolis builds, Diplomacy, 4 damage dealers, and stealing control from units under the effect of Slow, as well as hit-and-run tactics. Everything else doesn't have such a big impact on the game and could easily be allowed. For example, Mullich and level 4 specialists were unbanned; did anyone suffer because of it? No one did; it just means there are fewer rules to remember. Are they better than Gunnar, Kirr, or Crag? That's a rhetorical question.
In my opinion, it would be possible to allow Fae, Mages, and Vampires. And Isru and Vidomina, but only prohibit them from being chosen as starting heroes, like Gosh. At least they finally removed the Red Rush strategy. Also, remove Cartographers and Forts from the map. And allow the Grail, in all castles.
And all these 2-level buildings and 3 starting units are just catering to the small weaknesses of players who want a relaxed game, where everything goes smoothly and the game is under complete control. This is the same as the absence of morale, gold sink, experience for troops, overpowered scouting, replacing scrolls with gold, etc., in Warlords. And as a result, you get those very "knife-throwers" that were mentioned above, who need the sun to shine at the right angle, the knife to have the correct weight, and the wind to blow only in their favor, in order to hit their target. And if this player, who is used to this castrated environment, suddenly finds himself in a normal one, then panic and swearing immediately begin, saying that everything is the fault of the damn SOD, who placed obelisks near the castle, now I will lose 5 more marks and will not be able to take that max-cons with a level 121 hero, as I was used to. And if the morale of a stack of Gremlins is also low, then the chair will burn out in an instant.
I'm exaggerating here, of course, but I hope the point is clear. I wouldn't want young generations of players to repeat the mistakes that former top players made.
well... but if you give people the opportunity to be in a sandbox where they can feel like "daddies" and have "a million" different settings?
as the saying goes, let the child play with whatever he wants, as long as he doesn't cry.
the topic of skill is somehow parallel to starting armies, the contents of respawn locations, morale, and other game mechanics.
to understand this, you just need more time and experience. and not everyone strives for this skill. your own sandbox is always closer to your heart :) I was like that myself a year ago :rolleyes:
and what is hero skill?
my IMHO:
it's not just honed micro-management skills, where a hero without morale takes a max-cons with a level 121 unit, but also the ability to make a more optimal decision in a specific situation, choosing priorities depending on the army, hero development, as well as taking into account the risks of morale, the risks of mini/max banks and captain's hats dropping from dungeons, the ability to manage your emotions in situations where everything went wrong, the ability to get out of such situations, etc., etc.
Heroes is a deeper game on a subtle level than it might seem at first glance.
you just underestimate the power of morale and captain's hats =)
P.S. the knife-throwing comparison is excellent :smile54:
http://heroes3.tv/WiZarDX_576
http://goodgame.ru/channel/WiZarDX_576/
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