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Wicc, what can you say about my first two suggestions? :)
New here? I'm Roha — want a quick tour?
1. I read reviews from HoMM players about HotA; some of the dissatisfied players complain about the overabundance of objects (mainly, as I understand it, they complain that there are more various clues/quests). How can this be fixed without removing them from the game (and subsequently adding new ones):
2. (Here will be my long-standing dream) It would be nice to give the opportunity to check the scholar and/or witch hut with the Vision spell (the mechanic is the same as with monsters, only the radius changes). Saviage once told me in a chat that it is technically possible to do this. Given that playing Anarchy in HotA is less interesting than in SoD, at least the Vision spell can be made a little more useful.
The composition of armies in the final stages should be as diverse as possible.
And it will also lead to restarts like "the wrong type of bank was generated."
Ideally, you should simply allow the option to refuse both scholars and huts. This was implemented in WT, and I don't remember any complaints.
I have another suggestion to balance magic by swapping some spells. There are too many overpowered spells in Earth magic (Slow, Resurrect, Teleport, Implosion, Antimagic). Let's swap Slow with Dispel/Course. Or, let's move Resurrect to Fire magic...
As I understand from the feedback, the fans of "only Soda" didn't appreciate this variety in the Horn of the Abyss and, because of this variety, they don't even want to play as Hotu.
I don't think changing the composition of creature banks will affect the stance of those who only play with soda.
The "only Conflux and Necropolis" enthusiasts didn't appreciate the variety, and because of this variety, they don't even want to play HotA.
No, it's much simpler – they balanced their favorite Conflux and Necropolis in Heroes.
And Necromancer is too nerfed; it's better to ban Isra, but not to give Necromancer only 30% of its former power, because Necromancer has become completely useless.
And Necropolis is too nerfed; it's better to ban Исра rather than reduce Necromancer's damage by 30% for everyone, because Necropolis has become completely useless.
With the enhancement, it becomes 15+10=25, which is almost 30) so it's not much cheaper: p