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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".
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Freikors, thank you for the detailed post! In principle, there's almost nothing to argue with: yes, "Heroes 3" has its flaws, but we've already gotten used to them, and they mainly affect tournament games on random maps (where the generation is often far from ideal). The authors of custom maps, especially single-player ones, take measures to compensate for the game's shortcomings.
As for mods for "Heroes 3": they have added various new features to the game, but it's hard to say if there is even one that has actually improved the balance or fixed the gameplay flaws (primarily, where the AI would be noticeably "smarter," because this is probably the most difficult task compared to adding new "features").
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
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Indeed, you are right. Please don’t consider this post as advertising; I even feel a bit embarrassed. Most likely, I will switch to using “fixes” myself. In the last game I played (about 2 hours ago), the opponent generated 2 Wyvern Lairs, 1 Basilisk Warren, and 2 Gnoll Strongholds, against my Gryphons and Spearmen. 10 Wyverns per week versus 4 Champions, you know...)
Anyway, I’m playing Heroes 3 today. To everyone who read this – have a good mood and good luck in life and in your favorite game.
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Freikors
Ave, Heroes! I stumbled upon this topic and decided to write a "longpost" dedicated to the shortcomings of Heroes 3, which—alas—in my view, are quite numerous. Let me say right away that Heroes 3 is a good game; otherwise, it wouldn't have hooked me in my same teenage years when I was wiping out hundreds of dragons and so on "without losses" on King.) Later, after watching streams and studying the technical side, I realized I played poorly, but that's another story. The main thing is that I am writing this with some PvP experience (non-tournament), so I know what I want from Multiplayer.
I will write point by point; if I compare, it will be with the fifth part, as it is my favorite and, in my opinion, the most successful in the series (I think one of the reasons for its creation was, besides the development of the series, the shortcomings of the third part). I am speaking primarily about "pure" 3, say, Shades of Darkness (in the HotA mod the balance is tweaked, but that's a mod, it has its own nuances).

1. General Balance.
I think one can notice a trend—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 achieve a state where any opponent's strategy could be answered with a counter-strategy. The balance of the third part is well known to all—there are seas of restrictions, up to 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 is offset by the hero's weak attack and lack of morale (there is 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 person gets a centaur dwelling, while their opponent gets 2 manticore "external dwelling", and even with a summoning portal. It's clear 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 topic on this forum suggesting banning visits to these objects). In the fifth, respawn is uniform, i.e., either level 1, 2, 3 dwellings are available to everyone—or to no one. Objects that give "free" troops do not exist at all. Accordingly, map balance is much better.

3. Dependence of hero movement range on the speed of the slowest unit.
One might think—what's wrong with that? IMHO, extra micromanagement—the hassle of "speeding up" heroes, which beginners are taught from "birth"—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 that no one suspected people would start using this in an attempt to win an extra cell of movement. However, I am writing this as IMHO, since I'm not sure—in principle, it can be viewed as an element of strategy.

4. Standard Heroes.
There are 128 heroes in the game (144 with Conflux). Of these, in the overwhelming majority of cases—excluding diplomats, sometimes logisticians, Solmyr-Jeddit-Solmyr, etc.—Tazar, Crag Hack, Mephala, Neela, Gundula turn out to be the main ones; that is, specialists whose bonus actually affects the course of the final battle (and thus, the entire 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! That is, there are few truly playable heroes. For example, in the fifth there are only 64 heroes; of them, 6-8 are considered "OP", plus say 15-20 "weak", while no less than 40 are quite playable—5 heroes per faction. However, there are always people playing other heroes—I just wanted to say that the problem of their "inequality" is more acute in the third than in the fifth.

5. General Similarity of Castles.
Despite the presence of 2 classes—mages and warriors, 8 heroes each—and city specialization (Tower—magic-shooters, Stronghold—attack-melee), the specialization is quite conventional, because after level 10 parameters grow roughly equally; as a result, we have similar heroes (30-30-20-20 and vice versa). There is no racial ability except 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 completely wild from a roleplay perspective). In the fifth, for example, each faction corresponds to a certain direction—besides the racial ability, there are also stats (Necromancers get spellcasting and defense, but their attack is weak, while Knights get defense-attack and have problems with magic), so confrontations became more vivid; you feel the difference between factions.

6. Stupidity of Neutral AI.
I am focusing specifically on neutrals, as in the fifth, 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 using the "leading" method for neutrals. Essentially, this is a banal exploit, not brilliant tactical skill—it's enough to model and remember the computer's behavior. In the fifth, a neutral won't be distracted by a single centaur; he will go straight for the archers, making battles more intense. There is no such term as "eating" (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 difficult, 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 decreasing role of level 1 in battles, when troglodytes, for example, are replaced by angels. To which the writer received a caustic reply—saying that the 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 are battles of factions (races, castles). There are three reasons for this. First, there are fewer troops in external dwellings and no "free" wyverns and angels. Second, level one 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, first levels eventually "sag" in damage and survivability (exceptions like skeletons are rare) and are replaced by troops of 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 a 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. One could certainly name a map where mysticism or own sight would be indispensable, but in the overwhelming 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: blessing the army en masse, 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—48. However, even on this forum there are quite a few topics where people ask—in what cases is misfortune useful, for example? A good example and answer—none, because in the original, damage under misfortune is not halved. However, joy-sorrow, quicksand, etc., also have a limited area of application. Moreover, schools are not equal—a vivid example is the magic popularity poll, where earth magic 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 school of fire for balance. In the fifth, 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. Moreover, there are no longer, or almost no longer, useless spells (perhaps 1-2 claim to be—like Sorrow or Magic Fist). Plus, heroes in the third 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 creature movement on speed.
There are two points here—first, with initiative and speed being indivisible, slow creatures are the biggest "bottlenecks" (like dendroids). Second, mostly, though not always, the 7th level has 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 it's implemented IMHO better; the same ents (dendroids) have low initiative 7, but speed 6, meaning with tactics and a speed aura (speed + 1) they will arrive immediately as soon as they move. Moreover, small levels move first, then "heavyweights"; there is time for the 7th level to cover itself or be neutralized.

That's probably not all, I forgot much, but considering humanity's tradition of thinking "decimally", that 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—the reduction in the number of important objects (1 Dragon Utopia - maximum 2), gold, and resources on the map make the task of 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 is a good part, comparison with the fifth suggests itself, the above—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 Third, 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 initially repelled me with its unusual brightness. However, it's a boomerang—now many who are used to 3D find 2D graphics outdated.

I consider the question of graphics in a good game to be the last thing. I consider Heroes 5 to be the last successful part of "Heroes".


I am currently working on creating a mod intended to eliminate many of the shortcomings of the third part. There will be no new innovations. The goal of the mod is to make the Heroes 3 features designed by NWC work in the right key. Almost half of them now work somewhat crookedly. Accordingly, why add new functionality if there's room for improvement in what already exists?

By the way, you didn't mention that in Heroes 3 not only are many secondary skills barely useful, but even primary skills have a problem. For example, attack is much more profitable than defense, and spell power—knowledge (because of things like intellect and mana vortex, which double the amount of mana).
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Ben80
...
By the way, you didn't mention that in Heroes 3, not only are many secondary skills not very useful, but there's also a problem with the primary skills. For example, attack is much more beneficial than defense, and magic power is better than knowledge (due to things like intelligence and mana vortex, which double the amount of mana).
In principle, there are a few (not many) skills that are not very useful, but everything depends on comparison. And if there simply weren't any great skills, then mysticism would be very popular. You choose the more useful skills, but you have to take what you get. It's like in cards - you expect to get 4 aces when you deal, but you get 4 sixes. And you'd probably like the deck to consist only of aces - but then the opponent would also get only aces...
"attack is much more beneficial than defense," especially for a tank (a unit that absorbs damage), who is constantly being attacked:D. This can only be useful for a gray behemoth, who doesn't care about the enemy's defense.
Magic power is very useful if you want, for example, to take down a diamond golem with its 95% resistance with a single lightning bolt. Especially if a mana vortex is placed near each enemy squad. And what if there isn't a single well on the way, and the warriors don't have much intelligence? By the way, as far as I remember, the problem with playing as a mage is the shortage of mana, which needs to be replenished frequently, and not the power of the spells. After all, cloning 1 angel and 10,000 angels costs the same. And you can destroy it in 1 round, even though you would have enough power for 50.
It all depends on how you look at a particular problem. And on the ability to get out of a difficult situation, rather than trying to adapt the situation to your needs.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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dnaop-wr
In principle, there are a few (not many) skills that are not very useful, but everything depends on the comparison. And if there were no cool skills, then mysticism would be great. You choose more useful skills, but you have to take what you get. It's like in cards - you expect to get 4 aces in a draw, but you get 4 sixes. And you would probably like the deck to consist of only aces - but then the opponent would also get only aces...
"attack is much more beneficial than defense," especially for a pushover (tank), who everyone attacks:D. This can only be useful for a gray hippopotamus who doesn't care about the enemy's defense.
Magic power is very useful if you want to, for example, kill a diamond golem with its 95% resistance with a single lightning bolt. Especially if a mana vortex is placed near each enemy unit. But what if there are no wells on the way, and the warriors are not very intelligent? By the way, as far as I remember, the problem of playing as a mage is precisely the shortage of mana, which needs to be replenished often, and not the power of spells. After all, cloning 1 angel and 10,000 angels costs the same. And it can be destroyed in 1 round, although there would be enough strength for 50.
Everything depends on how you look at a particular problem. And on the ability to get out of a difficult situation, and not to adapt the situation to yourself.

I have analyzed all these points - probably in the way a game analyst should. That is, with the involvement of mathematics and a probabilistic approach, and not a situational one.

In particular, I have thoroughly analyzed everything related to Attack vs. Defense. I will not provide the analysis of the dependence of the benefit on the parameters of Defense or Attack here (although it is interesting), by the way, if anyone remembers, for Attack +1, you get +5%, for Defense +1, you get -2.5%. But this is just for the record. The main thing is that most battles with neutrals (that is, in the development phase, and not only) occur in conditions of a significant advantage on our side, and our main task in such situations is to minimize losses. And in this case, the best defense is offense. A model example: we attack 30 gnomes, kill 20. The remaining 10 gnomes inflict damage on us, first with a counterattack, then with an attack. But if we had killed 25 gnomes immediately (only 25% more!), then 5 gnomes would have attacked us, and our losses would have been twice as small. This example well illustrates the thesis "the best defense is offense."
Yes, there are situations where Defense is more important - these are situations when the neutrals attack first, again, with a large advantage on our side. This is passing archers, flyers, just fast units. Taking Dragon Utopia, in the end.

But in general, according to the results of my analysis, my conclusion is that the balance between Attack and Defense should be adjusted. I plan to make it +4% damage for +1 Attack, and -3% for +1 Defense. At the same time, the ratings of creatures will practically not change, as well as the cost.

Added 16 minutes ago
Freikors


3. The dependence of the hero's movement range on the speed of the slowest unit.
It seems - what's wrong with that? IMHO, unnecessary micromanagement - fussing with "boosting" heroes, which newbies are taught "from the cradle," is simply unnecessary. Why can't I take a hundred zombies or gnomes into my army? I doubt that the developers intentionally introduced this parameter into the game, or rather, I think that no one suspected that people would start using it in an attempt to gain an extra movement point. However, this is just my opinion, as I am not sure - in principle, it can be considered as an element of strategy.


Yes, you can treat this in different ways. As well as with chains. In my model, heroes will cost 5000. There will not be many of them in the players' possession at the beginning of the game, and there will not be chains either, and perhaps there will not even be micromanagement, or at least less of it. Closer to the end of the game, chains are needed less, with the increased mobility of the main hero (City Portal, etc.) and the accumulation of a large army that needs less small reinforcements of the size of a weekly increase. By the way, the City Portal will be slightly adjusted :)
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The city portal will be slightly adjusted.
Very interesting! I'd like to know more details. Will you charge money (in addition to mana)? Or will the cost depend on the distance? Or will it simply be limited to the number of times it can be cast in one day (like the Dimension Door spell)? By the way, this is a great idea!
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
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Marmot
Very interesting! I'd like to know more details. Will you charge in gold (in addition to mana)? Or will the cost depend on the distance? Or will there simply be a limit to how many times it can be cast in one day (like the Dimension Door spell)? By the way, this is a great idea!

Cities will only be offered within a certain distance. And at the basic level of Earth magic, there will also be a choice. An Earth magic expert will only have a slightly larger maximum distance.
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In my mod, heroes will cost 5000. There won't be many of them available to players at the beginning of the game, and there won't be any upgrade chains, maybe even no micromanagement.
Giving monsters move points will solve the problem on its own.
In reply to Niemand
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Dagr
Give the monsters extra movement points, and the problem will solve itself.

That would be a significant new feature. And, consequently, it wouldn't be Heroes 3.
In reply to Ben80
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Ben80
Yes, there are situations where Defense is more important – these are situations where neutral creatures attack first, assuming, again, that we have a significant advantage. This applies to archers, flyers, and simply fast units. Taking Utopias, for example.
...In my mod, heroes will cost 5000. At the beginning of the game, players won't have many of them, and there won't be chains either; there might not even be much micromanagement, or at least less of it. Closer to the end of the game, chains are needed less, as the main hero's mobility increases (City Portal, etc.), and a large army accumulates, which needs smaller reinforcements, the size of a weekly increase, less often. By the way, the City Portal will be slightly adjusted.
If the player has a significant advantage, neutral creatures often try to flee rather than fight. And it becomes uninteresting – click on the left, click on the right, and move on. However, an unupgraded army with an unupgraded hero at the beginning of the game is unlikely to provide an advantage in speed and strength.
In Heroes 4, the hero system is implemented differently – you can only hire 1 hero per week in any tavern. And you can only pass artifacts along the chain, but not monsters.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
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dnaop-wr
If a player has a significant advantage, the neutral creatures often try to flee rather than fight. And it becomes uninteresting – hit one, hit another, and so on. However, an unupgraded army with an unlevelled hero is unlikely to give an advantage in speed and strength at the beginning of the game.

An advantage in strength is created locally – in terms of overall numbers, the neutral creatures may even outnumber our army. And we defeat them in parts, so to speak.
At the same time, the hero's ability to eliminate neutral units completely or almost completely with the first attack is extremely important. This is Attack.
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Speaking of drawbacks, the multiplayer aspect in the game (probably in all of them) is not very well thought out. 90% of the games boil down to a single battle, and the winner of that battle wins the entire game.
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That’s why I don’t play with all sorts of noobs.

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