Actually, you came up with that.
It's really stupid, but it's an argument you used.
Cherry-picking a sentence out of context proves that someone's stupidity here knows no bounds, indeed.
My argument was that sugarcoating HoMM III while downplaying HoMMII's obvious strengths doesn't do the series any favours, if anything, such blind fanaticism only led to its downfall (enforcing lore changes was but the first step).
I'm not going to pretend I didn't enjoy every minute spent with III or that I don't love it to bits, but I can't shake the feeling it lost its way in the quest for "more of everything" and I'm still not sure I appreciate the overall shift in tone on display there. The only area it clearly succeeds at compared to its predecessor is the editor, and that alone explains the game's incredible longevity. Everything else is pretty much hit-and-miss.
Art direction, overall aesthetics, music and atmosphere I've already mentioned. Incredibly important points. It's just as jarring a jump from the lavish, lovingly drawn world of II to the quasi-realistic, crude one in III (talking about the towns and units here for the most part, the maps are generally fine) as it was from World of Xeen to M&M6. Nowhere near as severe admittedly, but my point still stands.
The campaigns - incoherent, muddled mess of a plot. Merely a few missions per story arc. No side switching. II is a clear winner here. Oh, and dibens - if you don't care about this particular aspect of the overall package, fine, but choosing to dismiss it "just because it's all about multiplayer FOR YOU" reeks of disingenuousness. Are you interested in a fair comparison or picking only those special aspects of HoMMIII which best suit your argument, sweeping the rest under the rug?
What about the scenarios, then? Which ones felt more like lovingly crafted worlds for you to discover as opposed to bland, generic, multiplayer-oriented maps?
III is riddled with all kinds of annoyances - the sense of uniqueness when it comes to faction design is lost (overly similar unit costs and stat distribution reflect this), leading to the generic/"balanced" feel and overall lack of diversity, there's honestly no incentive to adapt your play style to better suit the needs of your town or prepare for the challenges that lie ahead. The exact same complaint applies to the hero types at every faction's disposal. A (noticeable) step backwards.
Every bloody creature features an upgrade - and precisely one at that. Flying creatures feel no different than your average footmen, try them out on the battlefields of HoMM II and spot the disparity. Again, that "balanced across the board - to a fault" feeling.
Lest I forget - the big one. The entire economic system is totally backwards, and I'm sure countless people pointed that out before me. The need for territorial conquest and map exploration has been rendered largely irrelevant due to the plausibility of the idea of unit production sustained indefinitely off of money-generating structures.
Just off the top of my head, haven't played both in quite a while now, I might be forgetting something important.
Hardly "
an improvement on every possible front gameplay and mechanics-wise", eh, Zboj Lamignat? I'd say they both have advantages/disadvantages one should carefully consider.