...But around the same time, a new group of players started to make significant progress (appearing on Hv), and people began to dedicate more time to improving the quality of their gameplay. Increasing the quality means not only accelerating thinking but also increasing the time spent on making the right decision.
As practice shows, the saying "measure seven times, cut once" is a synonym for the saying "slow and steady wins the race" and applies to many players in Heroes.
I agree with that, and I'll support it. No matter how much time you take, even if it's just 1 minute, the trend is clear, and sooner or later, everyone will have to play with 10 minutes on the clock because quality ultimately prevails over everything else. I'm sure that most players are driven by a competitive spirit and the desire to win against their opponent, and to win, you need to think more and better.
You can, of course, say to learn to think faster, but the point is that not everyone wants to think faster, but everyone wants to play better.
— Why — "Ы"? Why — "Ы"?
— So that no one can guess.
— Idiot... Let it be — "Ы"
...increasing the quality means not only accelerating thinking but also increasing the time spent on making the right decision.
You can play Funky however you like, but in tournaments, all other things being equal, the player who has prepared more thoroughly should have an advantage, even if it's just taking a shower before the game, so that he doesn't get an itch on his forehead during his turn and doesn't get distracted for a couple of seconds. And if both players want to, they can always agree on unlimited time: in the World Championship, in the first round, I played against a Croatian, and in the second, against a Romanian - and in both cases, we played three games with unlimited time, and there were no complaints: I need to sleep, and he's wasting time.
And I can't help but agree with Captain: if you're having trouble with planning, play a couple of off-tournaments: if in random games, the first few days are often just reconnaissance, then in off-tournaments, you already have to make calculations for the end of the game. This clear dependence cannot be achieved in random games, but you will still practice building a plan for the game in advance, which is very useful.
PS There's one thing I can't understand: why Anarchy is put in the same category as smurfs - it's one of the most time-consuming templates, including because: "There is no spoon" - meaning there is no template.