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I would like to see a clear damage division system implemented in Heroes of Might and Magic 6, similar to that in Knights of the Blood. Yes, I'm against total copying, but the system there is really good.
In Knights of the Blood, there are five types of damage – physical, magical, fire, poison, and astral – and four types of defense. There is no defense against astral damage. Each creature has a damage type and bonuses/penalties to defense against the four main types. Spells and War Spirits/Dragonlings also have damage types.
In general, tanky creatures are good in the Adepts difficulty. Nothing too extreme (except for units in campaigns), but it still requires some effort.
I really hope that there will be an option not only to fight the boss but also to play as them.
I hope that in the sixth installment, the barbarians won't have battle cries. I have nothing against them, but in the fourth game, barbarians could easily defeat other factions simply by using their creatures, without using any magic. And battle cries, in my opinion, are an alternative form of magic. It would be better if they increased the direct damage and stats of the barbarian hero.
And yes, if the new creatures are something like "elf mage, elf archer, dwarf mage, dwarf archer, dwarf warrior, human molecule," and so on, it will be boring. The Necropolis castle gives hope that the developers will draw inspiration from mythology.
There are five, I think. Humans, elves, demons, necromancers, and something else unfamiliar.
Yes, I'm also hearing for the first time that elves have been officially announced as the fourth race. Could you please provide a link to the official developer announcement, if possible?