There is always this focus on making the game easier. In my opinion it would be better to make DD less overpowered by only allowing 1 pr. turn.
Only Heroes playing via Internet have led to the restriction of DD spell, and finally the conclusion, that the 2 DD's per turn with expert Air magic secondary skill is optimum case on eXtraLarge maps, was made. Otherwise the DD would have the greatest power, of cause, but on the other hand, with a single jump per turn, the Air magic wouldn't be populal as the skill for the Main -- the only profit from expert one would be the contra for mass Slow in the Final Fight, but expert View Air can be easily done by the Scout. So the 2 DD's are also appropriated to reinforce the Air magic school, which have become less pupular after the previous steps against DD :)
"...the personal strengths and weaknesses of a leader are no true indication of the merits of his cause"
(с) Roger Zelazny
(с) Roger Zelazny

