Auto-translated
Ave, Heroes! I stumbled upon this topic and decided to write a "longpost" dedicated to the shortcomings of Heroes 3, which—alas—in my opinion, are quite numerous. Let me say right away that Heroes 3 is a good game; otherwise, it wouldn't have hooked me in my teens when I was wiping out hundreds of dragons "without losses" and so on at King difficulty.) Later, after watching streams and studying the technical side, I realized I played poorly—but that's another story. The main point is that I am writing this with some PvP experience (non-tournament), so I know what I want from Multiplayer.
I will write in points; if I compare, I'll use the fifth part as it was my favorite and, in my view, the most successful in the series (I think one of the reasons for its creation, besides evolving the series, were the shortcomings of the third one). I am speaking primarily about "pure" 3, say, SoD (in the HotA mod the balance is tweaked, but that's a mod with its own nuances).
1. General Balance.
I think it's noticeable: the more rules and restrictions there are, the worse the balance. The balance of Starcraft, if I'm not mistaken, was polished for years to ensure that any opponent's strategy could be answered with a counter-strategy. The balance of the third part is well known to all—there are tons of restrictions, even banning playing as Conflux and Necropolis, or using control magic (TP, Fly, and DD). In the fifth part, not a single castle is banned; Necromancers also have an advantage in troops, but it's offset by the hero's weak attack and lack of morale (there's a good chance against them for both mages and warriors).
2. Map Balance.
In Heroes 3, external dwellings (so-called "external dwelling") are of huge importance, and they are scattered unevenly—one player gets a centaur dwelling, while their opponent gets two "external dwelling" of manticores, plus a summoning portal. It's obvious how this affects gameplay. Plus, a level 2 dwelling doesn't always appear in the Castle. Plus, hives and conservatories are scattered unevenly (there is even a thread on this forum suggesting banning visits to these objects). In the fifth part, respawn is uniform—meaning either everyone has level 1, 2, 3 dwellings, or no one does. There are no objects that give "free" troops at all. Consequently, map balance is much better.
3. Hero movement distance depending on the slowest unit's speed.
One might ask—what's wrong with that? IMHO, extra micromanagement—the hassle of "speeding up" heroes, which beginners are taught from day one—is simply unnecessary. Why can't I take a hundred zombies or dwarves in my army? I doubt the developers intentionally introduced this parameter into the game; rather, it seems to me no one suspected people would start using it to try and gain an extra square of movement. However, I'm writing this as IMHO since I'm not sure—in principle, it can be viewed as a strategic element.
4. Standard Heroes.
There are 128 heroes in the game (144 with Conflux). Of these, in the vast majority of cases—excluding diplomats, occasionally logisticians, Solmir-Jeddit-Solmir, etc.—Tazar, Crag Hack, Mephala, Neila, and Gundula turn out to be the main ones; that is, specialists whose bonus actually affects the course of the final battle (and thus the whole game). The defenders' bonus is indeed too strong—it's no joke to have an additional 15 percent defense in melee and against arrows at level 20! In other words, there are few truly viable heroes. For example, in the fifth part there are only 64 heroes; of them, 6-8 are considered "OP", plus say 15-20 "weak" ones, while no less than 40 are fully playable—about 5 heroes per faction. Of course, there are always people who play other heroes—I just wanted to say that the problem of "inequality" is more acute in the third part than in the fifth.
5. General Similarity of Castles.
Despite having 2 classes—mages and warriors, 8 heroes each—and city specializations (Tower: magic/archers, Stronghold: attack/melee), specialization is quite conditional because after level 10, parameters grow roughly the same; as a result, we have similar heroes (30-30-20-20 and vice versa). There are no racial abilities other than necromancy, so you can successfully appoint some Tazar to command your army of Knight, or even some Orrin to lead a demonic army (which is wild from a roleplay perspective). In the fifth part, for example, each faction corresponds to a certain direction—besides the racial ability, there are also stats (Necromancers fit spellcasting and defense, but their attack is weak, while Knights have defense-attack and struggle with magic), so confrontations became more vivid; you can feel the difference between factions.
6. Stupidity of Neutral AI.
I am focusing specifically on neutrals, as in the fifth part the computer AI is also no match. There are many videos here and on YouTube showing how Dragon Utopia, crypts, and cons are taken with a minimal army by using the "leading" method for neutrals. Essentially, this is a banal exploit, not brilliant tactical skill—it's enough to model and memorize the computer's behavior. In the fifth part, a neutral won't be distracted by a single centaur; it will go straight for the archers, making battles more intense. There is no such term as "attrition"—battles in Dragon Utopia happen "as usual," troops on the left, dragons on the right. You also need to cover your troops and remove retaliation, but not simply "stand and endure" by distracting dragons with a low-value stack. Because all stacks are native; all are valuable (I'll dedicate the next point to this). And note that battles are also tactically challenging, and Dragon Utopia are taken by masters on the 2nd or even 1st week with minimal forces.
7. Value of Troops.
It has already been written here about the diminishing role of level 1 in battles, when troglodytes, for example, are replaced by angels. To which the writer received a caustic reply—that an inability to use high levels speaks to the player's skill, or something similar. Indeed, battles in Heroes 3 are battles of heroes. Battles in the fifth part are battles of factions (races, castles). There are three reasons for this. First, there are fewer troops in external dwellings and no "free" wyverns or angels. Second, first-level troops became more valuable—with battle frenzy (an ability that increases a unit's min-max damage by 1), my imps can hit harder than archdevils. In the third part, first levels eventually "drop off" in damage and survivability (exceptions like skeletons are rare) and are replaced by troops from other factions (I often saw screenshots of Crag or Tazar with gold dragons/gorgons/archangels/black ones, etc.). Third, every unit plays its own important role—zombies are a good "anchor," imps are damage dealers, etc.; having 50 zombies is more profitable than 3 dragons. This is also subjective—personally, I prefer the struggle of factions over a Rampart hero with Dungeon and Inferno troops running to Fortress to pick up gorgons.
8. Skill System.
In Heroes 3 there are 27 skills, not counting necromancy. Of these, two-thirds are actually useful. You can certainly name a map where mysticism or own sight would be indispensable, but in the vast majority of cases, there is a certain template set—offense, defense, logistics, earth magic, wisdom. And that's already 5 slots. If you add a second magic (often air), and variable skills like leadership, pathfinding, or resistance, for example—only two will remain. I think this is a weak point of the third part. In Heroes 5 there are only 12 development branches, but not one is useless (for example, education—it's training, giving an additional stat every 2 levels at expert), and the choice of branches often makes you think—what's better: mass-blessing the army, or reducing flying enemies' speed by 2 and initiative by 20 percent? There are many alternatives.
9. Magic System.
In Heroes 3 there are 70 spells; in the fifth part—48. However, even on this forum, there are quite a few threads where people ask: in what cases is misfortune useful, for example? A good example and answer—in none, because in the original, damage under misfortune is not halved. However, joy-sorrow, quicksand, etc., also have limited areas of application. Moreover, schools are not equal—a clear example is the magic popularity poll, where the earth magic school leads by a huge margin (I think for many people the priority is earth-air, sometimes earth-water). It got to the point that in some mods, the town portal was moved to the fire school for balance. In the fifth part, schools are logically divided "by effect"—buffs (Light), debuffs (Dark), direct damage (Chaos), summoning creatures and other things (Summoning). Battles became more interesting—duels between knight-buffers and mage-summoners, debuffers and casters, etc., became the norm. Furthermore, there are almost no useless spells left (maybe 1-2 claim to be—like Sorrow or Magic Fist). Plus, heroes in the third part cast during a creature's turn—there is still a difference in "first move" depending on the castle and an excessive weight of slow/haste spells. The introduction of the "initiative" parameter fixed this situation.
10. Absence of the "initiative" parameter or dependence of movement on speed.
There are two points here—first, when initiative and speed are indivisible, slow creatures are also the biggest "laggards" (like dendroids). Second, mainly, though not always, the 7th level possesses the highest speed—a unit with huge attack and damage. A situation where an archangel or gold dragon moves and kills a stack in one hit is, in my opinion, not as good as if, say, pegasi moved first, then centaurs, then dwarves, and only then the 7th level monster-damage dealers. In the fifth part it's implemented better IMHO; for example, ents (dendroids) have low initiative 7 but speed 6, meaning with tactics and a speed aura (speed + 1), they will arrive as soon as they move. Moreover, small levels move first, then "heavyweights," giving time to cover or neutralize the 7th level.
That's probably not all; I forgot much, but considering humanity's tradition of thinking "decimally," this should suffice.)
Summarizing, I repeat—the third part is a good game; perhaps in strategic terms it surpasses the fifth part, but the tactical side belongs to the fifth—a flexible skill system, the introduction of initiative, interesting and logical magic, caster units, buffing/debuffing troops—all this makes battle more complex and exciting.
The strategic level, however, can also be disputed—reducing the number of important objects (1 Dragon Utopia - maximum 2), gold, and resources on the map makes map control extremely important. On the other hand, it has now truly become possible to play with 2-3 heroes; "chains" are used, but not as they were before. I think everything is relative.
The post turned out to be a kind of "praise" for the fifth part unintentionally; the third part is a good installment, comparison with the fifth is natural, the above is my personal opinion. I didn't want to offend anyone.
Separately, I want to note that fans of Heroes 5 generally love and respect the Thirds because a significant part (if not most) grew up on this game. At the same time, fans of Heroes 3 often speak disparagingly of the fifth part, sometimes even resorting to the "wrong graphics" argument(!). Indeed, "baby bottle syndrome" and a certain conservatism are inherent in people; I also had to relearn, and the fifth part initially repelled me with its unusual brightness. However, it's a boomerang—now many who are used to 3D find 2D graphics outdated.
I believe the question of graphics in a good game is the last thing that matters. I consider Heroes 5 to be the last successful part of "Heroes".
I will write in points; if I compare, I'll use the fifth part as it was my favorite and, in my view, the most successful in the series (I think one of the reasons for its creation, besides evolving the series, were the shortcomings of the third one). I am speaking primarily about "pure" 3, say, SoD (in the HotA mod the balance is tweaked, but that's a mod with its own nuances).
1. General Balance.
I think it's noticeable: the more rules and restrictions there are, the worse the balance. The balance of Starcraft, if I'm not mistaken, was polished for years to ensure that any opponent's strategy could be answered with a counter-strategy. The balance of the third part is well known to all—there are tons of restrictions, even banning playing as Conflux and Necropolis, or using control magic (TP, Fly, and DD). In the fifth part, not a single castle is banned; Necromancers also have an advantage in troops, but it's offset by the hero's weak attack and lack of morale (there's a good chance against them for both mages and warriors).
2. Map Balance.
In Heroes 3, external dwellings (so-called "external dwelling") are of huge importance, and they are scattered unevenly—one player gets a centaur dwelling, while their opponent gets two "external dwelling" of manticores, plus a summoning portal. It's obvious how this affects gameplay. Plus, a level 2 dwelling doesn't always appear in the Castle. Plus, hives and conservatories are scattered unevenly (there is even a thread on this forum suggesting banning visits to these objects). In the fifth part, respawn is uniform—meaning either everyone has level 1, 2, 3 dwellings, or no one does. There are no objects that give "free" troops at all. Consequently, map balance is much better.
3. Hero movement distance depending on the slowest unit's speed.
One might ask—what's wrong with that? IMHO, extra micromanagement—the hassle of "speeding up" heroes, which beginners are taught from day one—is simply unnecessary. Why can't I take a hundred zombies or dwarves in my army? I doubt the developers intentionally introduced this parameter into the game; rather, it seems to me no one suspected people would start using it to try and gain an extra square of movement. However, I'm writing this as IMHO since I'm not sure—in principle, it can be viewed as a strategic element.
4. Standard Heroes.
There are 128 heroes in the game (144 with Conflux). Of these, in the vast majority of cases—excluding diplomats, occasionally logisticians, Solmir-Jeddit-Solmir, etc.—Tazar, Crag Hack, Mephala, Neila, and Gundula turn out to be the main ones; that is, specialists whose bonus actually affects the course of the final battle (and thus the whole game). The defenders' bonus is indeed too strong—it's no joke to have an additional 15 percent defense in melee and against arrows at level 20! In other words, there are few truly viable heroes. For example, in the fifth part there are only 64 heroes; of them, 6-8 are considered "OP", plus say 15-20 "weak" ones, while no less than 40 are fully playable—about 5 heroes per faction. Of course, there are always people who play other heroes—I just wanted to say that the problem of "inequality" is more acute in the third part than in the fifth.
5. General Similarity of Castles.
Despite having 2 classes—mages and warriors, 8 heroes each—and city specializations (Tower: magic/archers, Stronghold: attack/melee), specialization is quite conditional because after level 10, parameters grow roughly the same; as a result, we have similar heroes (30-30-20-20 and vice versa). There are no racial abilities other than necromancy, so you can successfully appoint some Tazar to command your army of Knight, or even some Orrin to lead a demonic army (which is wild from a roleplay perspective). In the fifth part, for example, each faction corresponds to a certain direction—besides the racial ability, there are also stats (Necromancers fit spellcasting and defense, but their attack is weak, while Knights have defense-attack and struggle with magic), so confrontations became more vivid; you can feel the difference between factions.
6. Stupidity of Neutral AI.
I am focusing specifically on neutrals, as in the fifth part the computer AI is also no match. There are many videos here and on YouTube showing how Dragon Utopia, crypts, and cons are taken with a minimal army by using the "leading" method for neutrals. Essentially, this is a banal exploit, not brilliant tactical skill—it's enough to model and memorize the computer's behavior. In the fifth part, a neutral won't be distracted by a single centaur; it will go straight for the archers, making battles more intense. There is no such term as "attrition"—battles in Dragon Utopia happen "as usual," troops on the left, dragons on the right. You also need to cover your troops and remove retaliation, but not simply "stand and endure" by distracting dragons with a low-value stack. Because all stacks are native; all are valuable (I'll dedicate the next point to this). And note that battles are also tactically challenging, and Dragon Utopia are taken by masters on the 2nd or even 1st week with minimal forces.
7. Value of Troops.
It has already been written here about the diminishing role of level 1 in battles, when troglodytes, for example, are replaced by angels. To which the writer received a caustic reply—that an inability to use high levels speaks to the player's skill, or something similar. Indeed, battles in Heroes 3 are battles of heroes. Battles in the fifth part are battles of factions (races, castles). There are three reasons for this. First, there are fewer troops in external dwellings and no "free" wyverns or angels. Second, first-level troops became more valuable—with battle frenzy (an ability that increases a unit's min-max damage by 1), my imps can hit harder than archdevils. In the third part, first levels eventually "drop off" in damage and survivability (exceptions like skeletons are rare) and are replaced by troops from other factions (I often saw screenshots of Crag or Tazar with gold dragons/gorgons/archangels/black ones, etc.). Third, every unit plays its own important role—zombies are a good "anchor," imps are damage dealers, etc.; having 50 zombies is more profitable than 3 dragons. This is also subjective—personally, I prefer the struggle of factions over a Rampart hero with Dungeon and Inferno troops running to Fortress to pick up gorgons.
8. Skill System.
In Heroes 3 there are 27 skills, not counting necromancy. Of these, two-thirds are actually useful. You can certainly name a map where mysticism or own sight would be indispensable, but in the vast majority of cases, there is a certain template set—offense, defense, logistics, earth magic, wisdom. And that's already 5 slots. If you add a second magic (often air), and variable skills like leadership, pathfinding, or resistance, for example—only two will remain. I think this is a weak point of the third part. In Heroes 5 there are only 12 development branches, but not one is useless (for example, education—it's training, giving an additional stat every 2 levels at expert), and the choice of branches often makes you think—what's better: mass-blessing the army, or reducing flying enemies' speed by 2 and initiative by 20 percent? There are many alternatives.
9. Magic System.
In Heroes 3 there are 70 spells; in the fifth part—48. However, even on this forum, there are quite a few threads where people ask: in what cases is misfortune useful, for example? A good example and answer—in none, because in the original, damage under misfortune is not halved. However, joy-sorrow, quicksand, etc., also have limited areas of application. Moreover, schools are not equal—a clear example is the magic popularity poll, where the earth magic school leads by a huge margin (I think for many people the priority is earth-air, sometimes earth-water). It got to the point that in some mods, the town portal was moved to the fire school for balance. In the fifth part, schools are logically divided "by effect"—buffs (Light), debuffs (Dark), direct damage (Chaos), summoning creatures and other things (Summoning). Battles became more interesting—duels between knight-buffers and mage-summoners, debuffers and casters, etc., became the norm. Furthermore, there are almost no useless spells left (maybe 1-2 claim to be—like Sorrow or Magic Fist). Plus, heroes in the third part cast during a creature's turn—there is still a difference in "first move" depending on the castle and an excessive weight of slow/haste spells. The introduction of the "initiative" parameter fixed this situation.
10. Absence of the "initiative" parameter or dependence of movement on speed.
There are two points here—first, when initiative and speed are indivisible, slow creatures are also the biggest "laggards" (like dendroids). Second, mainly, though not always, the 7th level possesses the highest speed—a unit with huge attack and damage. A situation where an archangel or gold dragon moves and kills a stack in one hit is, in my opinion, not as good as if, say, pegasi moved first, then centaurs, then dwarves, and only then the 7th level monster-damage dealers. In the fifth part it's implemented better IMHO; for example, ents (dendroids) have low initiative 7 but speed 6, meaning with tactics and a speed aura (speed + 1), they will arrive as soon as they move. Moreover, small levels move first, then "heavyweights," giving time to cover or neutralize the 7th level.
That's probably not all; I forgot much, but considering humanity's tradition of thinking "decimally," this should suffice.)
Summarizing, I repeat—the third part is a good game; perhaps in strategic terms it surpasses the fifth part, but the tactical side belongs to the fifth—a flexible skill system, the introduction of initiative, interesting and logical magic, caster units, buffing/debuffing troops—all this makes battle more complex and exciting.
The strategic level, however, can also be disputed—reducing the number of important objects (1 Dragon Utopia - maximum 2), gold, and resources on the map makes map control extremely important. On the other hand, it has now truly become possible to play with 2-3 heroes; "chains" are used, but not as they were before. I think everything is relative.
The post turned out to be a kind of "praise" for the fifth part unintentionally; the third part is a good installment, comparison with the fifth is natural, the above is my personal opinion. I didn't want to offend anyone.
Separately, I want to note that fans of Heroes 5 generally love and respect the Thirds because a significant part (if not most) grew up on this game. At the same time, fans of Heroes 3 often speak disparagingly of the fifth part, sometimes even resorting to the "wrong graphics" argument(!). Indeed, "baby bottle syndrome" and a certain conservatism are inherent in people; I also had to relearn, and the fifth part initially repelled me with its unusual brightness. However, it's a boomerang—now many who are used to 3D find 2D graphics outdated.
I believe the question of graphics in a good game is the last thing that matters. I consider Heroes 5 to be the last successful part of "Heroes".