Posts from Ideas and suggestions.
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):
And a bonus for Stronghold/Tower is also needed; new creature banks were added, among other things, to help lagging castles catch up.
The option of choosing two types of creature banks is not only a clumsy solution, but it will also lead to restarts of the type "the wrong type of creature banks was generated."
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...
Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s
Тут делимся книгами /topic/at/1139927/
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.
Therefore, there is no desire to be as similar to it as possible. On the contrary, there is a desire to correct the shortcomings of SoD wherever possible.
The emphasis on cons-hives-skeletons is a shortcoming of SoD. The fact that everyone has grown used to it does not make it a virtue. If NWC had known what online strategies would be like during the development of SoD, they would have taken measures back then.
The option of expanding the number of creature banks seems to me the most elegant solution to this problem - the total number of objects with troops increases (meaning the variance of distributions decreases), the average size of a "canned" stack decreases (increasing the importance of other troop sources), and the variety of end-game scenarios increases.
And, very importantly, the standard functionality is not touched. In the days of TE/BT, people tried to solve the cons-hive problem in different ways by changing the size of the guard/composition of the guard/the reward. There was significantly more backlash.
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 Necropolis is too nerfed, it's better to ban Isre, but not to give 30% Necro to everyone, otherwise Necropolis has become completely useless.
Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s
Тут делимся книгами /topic/at/1139927/
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