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I decided to share my IMHO: Why do we love Heroes 3? Besides everything else, I dare suggest it is precisely because of the gameplay and its variability. Therefore, while Wicc may be right that VT complicates the game against a human and makes it easier against the generator—which allows the game to become more e-sports like—it is exactly these simplifications that reduce variability. After all, besides everything else that makes Heroes good, let's take CS for example. I know—well, not just know, I'm sure—that one cannot "grind" their "finger" muscle and the lost nerve in the brain responsible for such "grinding" enough to become a Master of Sport in CS. However, in Heroes 3, I can always count on luck, which can come from anywhere: the generator; an opponent who is collapsing; a battle where the terrain helped me; or 100 golems who gave away a relic for free (since it's easier to take it from them than a pacifier from a baby); the 1st Dragon Utopia and immediately getting control, while the opponent can't find anything more valuable than a captain's hat even after the 6th. (And only the "daddies" know how to neutralize all this and turn it to their maximum advantage). And although experience tells me that same often happens in reverse, which is why I always have someone to blame for my failure. (evil-generator)
Therefore, let's not introduce unnecessary linearity into the game if we don't want it to end up like VT.
As for what could be changed: Instead of rebuilding the Mage Guild (it's easier to implement changes from HotA regarding scrolls and shrines—limits on identical spells, water spells, etc.). Increase the value of 4-5 lvl scrolls. From personal experience, I can say that in 60-70% of generations where there was no control in the Dragon Utopia or Mage Guild, I found it in scrolls. Many simply don't fight for them (and thus play more linearly) and then complain that they were unlucky. Thus, I failed to get control at the necessary moment in only 10-15% of total generations. Therefore, it is too early to introduce rebuilding.
Regarding the buffing of certain secondary skills: Of course, there are skills that need to be raised, but this must be done very carefully. For example, Literacy is not the best skill. BUT, precisely because of the impossibility of rebuilding the Mage Guild, I snag a scholar in the first week so that if Slow is missing from the Mage Guild, the assistant can bring it from anywhere and give it to whoever needs it. Do you feel the interconnection of things? And what a joy when my foresight rewards me—that is linearity and the happiness from how you solved the problem, especially when a scholar bought on 111 retrains "daddy" in all spells from other hired heroes and even a Mage Guild isn't needed.
Therefore, everything must be changed very carefully. There are definitely skills that "daddies" will never need but are very necessary for "noobs," which increases variability. So if we are talking about improving these skills, let's instead think about how they can be used alternatively on noobs. This will further enrich the choice and the game itself. When we measure everything by why this is needed and how it will look on the main hero—let's just play Heroes 4 then. There, "daddy" settles everything even without troops.
And one more thing regarding 2lvl. I think the variability of its build-up should be left for Castle and Conflux; otherwise, these strong castles will become even stronger. Make it mandatory only for Tower and Inferno.
Thx for your attention.