Someone already tested this, and found out changing the base growth of dragons doesn't influence dragon cities.Ya5MieL wrote:Dragon growth should be minimum 1+2 from well if dragon cities are to be of any use.
The advantage of reducing growth rather than nerfing is that it creates more diversity.Ya5Miel wrote:I wouldn't mint them staying at 3(if nerfed).
It helps them on larger maps, where they get the time to boost their knowledge and spellpower with artifacts and special map features. On smaller maps wisdom is a useless skill, unless the mage guild is going to be cheaper.Ya5Miel wrote:There is no need to ban wisdom from might heroes, they can learn it, but it wont help them much if they have very few spell points.
Could you please be a little more specific about the reasons you think so?Jolly Joker wrote:No offense, but it looks like you are on a good way to ruin a perfectly good game.
In Heroes 3, this is very relevant. In H3 necromancy is the easy way to win a large map, while things like black dragons aren't that important. But in H2, it's the other way around. There exist no necromancy amplifiers, no artifacts boosting necromancy and no heroes who specialize in necromancy. And no skeleton converter. You can never raise more than 30% as a necro in H2, while in H3 you can get something like 80% IIRC.Jolly Joker wrote:You have to consider the changes in every respect. For example: Every nerfing of a very good creature in the game - like Titan and Dragon - will be a buff for the Necro. There must be creatures balanced so that you still can beat a Necro on a large map - and beating a Necro on a very large map might become very difficult when your Blackies or Titans just got nerfed to 200 HPs or 2 creatures per week.
Also, in Heroes 3 there is no well. The creature growth of different tiers in H3 is balanced in such a way that black dragons are a nice addition to your army, but in H2 they are a nigh-invincible stand-alone force.
Of course, if the map maker decided to place a legion of peasants on the map somewhere, a necromancer will win. But you can't take every possible map into account, because it is fundamentally impossible to have a balanced game on every possible map. You have to assume some kind of "average" map.
Don't forget every faction can use every hero type. That is a fact we'll have to live with, because it can't be modded. So I don't think any SP would become unplayable. You can always hire a wizard if you really need someone with wisdom. Also, I highly doubt might heroes would become useless on larger maps. On larger maps your army is going to grow big, so they will still be attractive. And they can still cast spells like blind. You can't learn dimension door, but that spell is often not available anyway, even on large maps (because you still need to be lucky to get the spell in your mage guild).Jolly Joker wrote:The same is true for taking away higher magic from Knights and Barbarians completely - they will just be useless on a larger map because there is no way for them to D-Door anymore, for example, not to mention the many SP-maps that will get unplayable due to this.