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Posts from Hypothetically: which units from Heroes of Might and Magic II would you replace?

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What would you add, or what would you move to a different tier?
Personally, I think the boars on the Wizards are unnecessary (it reminds me of some kind of farm). After all, boars themselves don't look very impressive. But if there were some riders on them, that would be great...
It's unclear why NWC doesn't like centaurs: level 1 with 5 hit points for such a powerful, large-looking fighter also doesn't seem quite right to me. They should be tier 2, and gargoyles should be tier 1.
What do you think? ;)
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yeah, the boar is stronger than the centaur, lol.
And I don't know who to replace, everything seems good... maybe I'd replace some of the animals (pigs and wolves), and make the peasants stronger, because even they are weaker than boars and everything else (they lowered the human race, especially the working class)).
And I would also add male heroes to the elves.

Be strong. Believe
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By the way, there seems to be some kind of unhealthy matriarchy among the Sorceresses... ))
In reply to Ty3o-ny3o
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Ty3o-ny3o
By the way, yes, there's some kind of unhealthy matriarchy among the Sorceresses... ))
Matriarchy or not, but this is a classic (everything is exactly as it was in the first part), although it would be more logical to separate the diverse races... otherwise, elves, dwarves, and other monsters are all lumped together.
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Doesn't this make Heroes any worse? In both the second and third games, elves and dwarves live together, forming an alliance. I think this approach is better than creating two new castles based on elves and one purely dwarven castle, as they did in the fifth game.
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would improve the peasants :)
because they are almost useless.
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I would consider increasing the movement speed of peasants to 3 and increasing the cost of red dragons to 2 sulfur. I would also reduce the growth rate of vampires by 1 and possibly increase the cost of their upgrade or introduce a prerequisite for building the vampire upgrade. Perhaps I would slightly reduce the upper limit of the starting army size for Barbarians and Warlocks, although maybe not.

Орден Фениксахаризматический :) лидер
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I would also replace the peasants with something like a militia (they could even keep the same name), at least with 2 hit points and 1-2 damage, and a slow speed. I understand that 4 castles were simply copied, but in the original, building Druids required 10 mercury, which they considered too expensive in the second game.
The Necropolis, with its powerful vampire lords and dragons, has been slightly weakened by the addition of archers, especially those that haven't been upgraded, and their speed is not very high. And finding 10+10 resources is not that easy.
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The main advantage of peasants is their fixed yield. However, it would be a good idea to slightly reduce the stats of skeletons, either by reducing their attack and defense or their damage.

Орден Фениксахаризматический :) лидер
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Well, in Heroes of Might and Magic III, they simply buffed all the other starting factions, and also nerfed skeletons. However, after that, Necropolis became almost an overpowered faction, while in Heroes of Might and Magic II, with such a powerful starting army and the potential for stronger armies later on, I wouldn't say that Necropolis was even in the top three factions.
And it all stems from the fact that they wanted to balance the factions and make the heroes more diverse. As a result, they ended up with factions that have varying strengths and a lot of overpowered heroes. So, not all good intentions lead to the desired outcome.
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I've been thinking about this for a while: why don't the developers of Heroes like peasants so much? Why not increase their growth rate by another 15%, while keeping their other stats the same? Skeletons, for example, rely on numbers, but they aren't that weak for level 1. And they appear out of nowhere. But there are too few peasants, and their growth rate is too low to stand up to anyone.
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It would be cool if the well in different castles increased the growth rate differently. For example: for Warlocks and Wizards by 1, for Necromancers and Sorceresses by 2, and for Barbarians and Humans by 3.
In reply to Max2009
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Max2009
It would be cool if the well in different castles increased the growth rate differently. For example: for Warlocks and Wizards by 1, for Necromancers and Sorceresses by 2, and for Barbarians and Humans by 3.

It's better to change the growth rate of the creatures themselves. Or add a second level to the well. :smile04:

And regarding "replacing"... For those who have been playing Heroes since childhood and are used to it, any changes will seem unnecessary. And if not, nostalgia will still haunt them later.

Now, if you change anything, it's like rewriting history. :)
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Yes, that's all clear, but that's what fantasies are for – let them remain just fantasies, rather than turning into ill-conceived mods aimed, say, at restoring balance. Although...
I've been playing Heroes II since I was a child, and since then, that damned level 1 for the Knight has been bothering me. )))

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