But the core principles of the game haven't changed.
It seems that we have a situation where either you don't understand me, or I don't understand you. I'll try to clarify.
I meant the balance in using heroes and units from the Castle in the army. And not the balance between races (it's always been flawed).
But in the fourth game, the balance between heroes and the army is quite clearly defined. But! It should be noted that the fourth game is the most sensitive to the quality of the map. That is, the balance of the army depends entirely on the map. If it's a rush map, you'll have a combat hero and a scout; if it's too closed and rich, monsters will be used with a tactician. It's very difficult to find a middle ground, and that's why only maps created by online players or edited by them are played. And the lack of a random map generator also has an impact, of course (I'm not talking about Salnikov's generator, you can't play on it). The problem of maps is very acute. You start a fan-made map and start encountering imbalance after imbalance.
In my opinion, the fifth game has more tactical development options. The third game is more interesting in terms of the battlefield. IMHO.
Added 3 minutes ago
All the previous parts, because the fifth game is largely an evolution of the fourth game, which, for commercial purposes, was disguised as "the third game with initiative."
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.
© О. Хайям