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#2946
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1) I don't understand why they're cutting down on the number of races when the game already has 9 fully formed and ready-to-use races, and if you try, you can even identify up to 12. I understand that a couple need to be reserved for add-ons, but still.
For variety.
2) Alt-units are one of the best new features in the fifth installment. They differ precisely in their abilities, and sometimes in stats for balance! This all provides tactical diversity. At the moment, I'm not taking into account the hero's magic and other things; I'm focusing on the tactics based on the abilities and characteristics of the creatures. Alt-units are equal; you just choose different units for each tactic. There are some failures, but there aren't many.
Abilities don't make a difference; druids were and still are units that shoot and cast spells, and this is almost everywhere (stalkers are a rare exception), so it's not worth considering alt-upgrades as something that infinitely expands tactical possibilities. Although there are examples where it's really better to take one upgrade in one case and another in another, but there aren't many of them.
3) Where do you see the replacement of units? There were 8 factions, 7 creatures each, plus upgrades and alt-units. And also neutrals. As a result, 175 units. Here, there are 5 factions, 7 levels (units, meaning), and upgrades. In total, 70, plus neutrals, let's say about ten, which makes 80. The number has been cut almost in half.
Actually, when the fifth Heroes game was released, there were six races, only one more than now, and eight only after the last add-on, as well as alt-upgrades, and before that, people played and no one complained about the lack of variety. An alt-upgrade is essentially the same unit, with different textures and a different ability (and not always an equivalent one), so they cannot be considered completely new units.

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