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Dear comrades, I dare to add some fuel to the fire of the everlasting topic regarding the improvement of our beloved game.
I've decided to slightly change the vector of the topic and have added a poll on HotA-hate for now.
List of innovations in HotA
We all waited for HotA, but in the view of many players, the resulting overpopulation of new objects on the map and monsters, the inappropriate redrawing of old ones, and the heretical new Castle offset its obvious advantages.
SoD is a classic, 21st-century chess, and does not require such things. On the other hand, the original was tailored for M-templates and less intense skill; moreover, years of PvP practice have exposed some rough edges that truly need to be filed down: ignoring Fire and Water schools, the heartache of choosing between Diplomacy and Ballistics, useless artifacts on respawn, etc. — none of this enhances the gameplay.
In general, I submit for your judgment my version of a pool of improvements with an emphasis on tradition — nothing radical, just tightening weak points to diversify the gameplay.
The exception is a few borrowings from the 5th part, which, IMHO, holds a distinguished second place on the Pedestal of Eternity of the Heroes series. I am mainly referring to negative luck and the properties of magic schools.
Let's start with skills:

- Ballistics turns into a strategic device for hunting big game!
- Demoralization of castle defenders at the sight of a catapult — isn't that an elegant move?
- Buff the mages!
- To hell with the Diplomacy ban!

- A couple more useless skills no longer clutter the slots!

- now this skill is only useless to a level 1 warrior.

- Abolishing a useless skill is not our method!

- Just a little more balance..

- and we can unban the Necromancer Amplifier!
Magic:


- Bloodlust, along with Weakness, should compete with buffs from other schools!
- When was the last time you used Magic Resistance? Now КЗ is not such an imba.

- Fire magic in all settings is characterized by increased damage. Why isn't it so in Heroes 3?

- Here it is, negative luck. For those unaware — a failed hit in the 5th part means half damage.

- "twice" is neither too much nor too little, but just right!

- Ice Bolt becomes a tactical alternative to Slow!

- also a feature from the 5th part
Artifacts:

- why not?

- A Ghost of Hope for a mage in the late game?

- i.e., taking into account the built-up Castle — four times! Now we're talking..

- Small things, but pleasant!

- Another feature from the 5th part..

- Similar to the corresponding skill.
I believe our specialists are up to this. All that's left is public interest.
P.S. The Heroes 3 library design was used from the venerable site HeroesPortal.net
I've decided to slightly change the vector of the topic and have added a poll on HotA-hate for now.
List of innovations in HotA
We all waited for HotA, but in the view of many players, the resulting overpopulation of new objects on the map and monsters, the inappropriate redrawing of old ones, and the heretical new Castle offset its obvious advantages.
SoD is a classic, 21st-century chess, and does not require such things. On the other hand, the original was tailored for M-templates and less intense skill; moreover, years of PvP practice have exposed some rough edges that truly need to be filed down: ignoring Fire and Water schools, the heartache of choosing between Diplomacy and Ballistics, useless artifacts on respawn, etc. — none of this enhances the gameplay.
In general, I submit for your judgment my version of a pool of improvements with an emphasis on tradition — nothing radical, just tightening weak points to diversify the gameplay.
The exception is a few borrowings from the 5th part, which, IMHO, holds a distinguished second place on the Pedestal of Eternity of the Heroes series. I am mainly referring to negative luck and the properties of magic schools.
Let's start with skills:

- Ballistics turns into a strategic device for hunting big game!
- Demoralization of castle defenders at the sight of a catapult — isn't that an elegant move?
- Buff the mages!
- To hell with the Diplomacy ban!

- A couple more useless skills no longer clutter the slots!

- now this skill is only useless to a level 1 warrior.

- Abolishing a useless skill is not our method!

- Just a little more balance..

- and we can unban the Necromancer Amplifier!
Magic:


- Bloodlust, along with Weakness, should compete with buffs from other schools!
- When was the last time you used Magic Resistance? Now КЗ is not such an imba.

- Fire magic in all settings is characterized by increased damage. Why isn't it so in Heroes 3?

- Here it is, negative luck. For those unaware — a failed hit in the 5th part means half damage.

- "twice" is neither too much nor too little, but just right!

- Ice Bolt becomes a tactical alternative to Slow!

- also a feature from the 5th part
Artifacts:

- why not?

- A Ghost of Hope for a mage in the late game?

- i.e., taking into account the built-up Castle — four times! Now we're talking..

- Small things, but pleasant!

- Another feature from the 5th part..

- Similar to the corresponding skill.
I believe our specialists are up to this. All that's left is public interest.
P.S. The Heroes 3 library design was used from the venerable site HeroesPortal.net



