1) Imps are still my favorite, and it's a pity to spend them in the early game... I usually save them for the final battle, but if I don't have them, am I only left with playing as Demons? So, there's no choice.
2) I agree with Vortex... I didn't like the new upgrade because they take huge damage when the enemy counterattacks, and their defense is also weak. So, it's easier to take a Golem and teleport the old Demons into the thick of the battle; I don't mind sacrificing them anyway.
3) Cerberuses - upgrade them first, then alternate upgrade them as standard.
4) I'm not sure about this one... Please tell me something: if, for example, a Succubus takes control of an enemy creature, does it have the characteristics of the enemy hero or our hero? This is very important (I think it's like the enemy hero)... For variety, I can change upgrades during the game.
5) New ones, and again, new ones! I used to underestimate them... now I see that they're worth it. I had five Pit Fiends standing next to each other, and the Death Knights kept walking around them. It turned out that two of them were enough, and I did that five times.
6) The new upgrade for Pit Fiends is just a cheat, no joke. Let me give you an example: I was fighting a friend, I was playing as Demons, and he was playing as Light Elves. I had three Pit Fiends left. I clicked on attack, targeting a 991-damage Dryad... you get the idea of how much damage it did.
7) The new upgrade for the Golem is terrible. We teleport the Archdemon to the middle of the field, and almost always, on the next turn, the Archdemon can teleport anyone (especially effective against Elves - if Archers and Druids are trapped in a corner by Ents and someone else).
That's all, I think. In conclusion, I'll add that after they nerfed Deleb, you can forget about an easy start... although I rarely played as her anyway, so I don't feel any significant loss
Добро и зло,
Есть сила и власть,
И много всего
Но знай ты одно,
Что все это чушь,
И лишь без любви
Не проживешь ты и дня..