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#2682
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I wasn't talking about a few skilled players; I was talking about the widespread trend of less experienced players preferring to play as archers, and in Heroes 6, this won't just be discouraged but actively encouraged. Well, let them play however they want.
As for the guild, I actually liked the changes, but again, if they want to completely remove randomness, won't the game turn into Diablo 3, where after the tenth battle, you're just acting on autopilot? Because in Heroes 5 (please, no labels; I've played all the games in the series for a long time and consider it the most successful), simple random 0.25 initiative before the start of the battle created wonders, and each neutral encounter felt like a completely new battle, requiring a different tactic. With the initiative scale, the flight of fancy could take you anywhere. The idea that a hero can move at any point during their turn, while everyone else moves in order, as in King's Bounty, looks great, but we shouldn't forget that all the creatures there are diverse mercenaries, and they're random, which constantly encourages new tactics.

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