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Universal rules are a good thing, and there's no point in arguing about it.
But I'll try again to explain why RR shouldn't be banned specifically for HL+U.
Vik already wrote that for many years, other sites played without banning RR, and there were no complaints about it.
On HotA, as I understand it, people started playing HL+U relatively recently, and until now, they mainly played L or L+U maps, where RR is indeed critical. In most games on these templates (taking the skirmish map as an example), the gameplay boils down to resource grabbing, controlling the entire map, and Fortress battles.
But now, let's go back to the HL+U template. The template is large, and this approach (like on the skirmish map - controlling the entire map) takes a very long time.
I won't make unsubstantiated claims, but I'll say that in Chaos League, on the bay, and in the CIS tournaments listed by Vik, games usually ended in the 3rd or 4th week! I won't even give examples of games on the Warlords template, where the game often ends at the end of the 2nd week. And this is definitely not due to the allowed RR. There just wasn't this habit of "mosh-farming," and those who did mosh-farm were killed right at their spawn point.
What is happening now on HotA (I'm judging again by streams and reports)?
Games end on average in the 2nd month! In many ways, this is because the blue player is calm - they won't be harassed at the beginning of the week, so they can calmly buy their army and run around for another week. And the red player, if they see that they won't be able to take the blue player's castle by the 7th day, also doesn't rush to attack. As a result, we have an artificial prolongation of games due to the essentially un обоснованного ban on RR on HL+U.
All these theoretical justifications, such as:
full purchase + mana vortex at the beginning of the week with RR, in my opinion, are a typical "skirmish player's mindset" and a reluctance to think more broadly and play more aggressively, instead of the usual mosh-farming.