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A clan as a dying entity.

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1) in a clan, more experienced players can give optimal advice to beginners, being less stingy with secrets than, say, on the same forum.
It's not customary for us to be "stingy with secrets." There is a lot of game information on the forum, and players keep asking questions, while others keep answering them if they can.
2) in a clan, you can arrange pairs or trios for team play; for example, the map and faction data are known in advance, and players before the tournament, or whatever you have, can roughly plan who goes where, why, and for what purpose, who they will kill, and how they will build up.
Well, that's possible... Organizing Heroes games for more than two people can be difficult, but if you gather as a clan, it might actually be easier... Although it's hard for me to judge.
In general, I don't consider the idea of clans obsolete; there would be a leader who isn't burdened by doing this and setting goals for the participants, taking into account their desires and capabilities.
Dyrman said it correctly: on HeroesWorld there is at least one perfectly functioning clan, "Keepers of the Heavenly Gate".
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Also, the vampires seem to be alive, I think.
 

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