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Balance in HotA.

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Marcus Aurelius
In my opinion, balancing control is easiest achieved by providing "easy control" to both players.
Giving both players easy control will simply mean that luck, rather than skill, will determine the outcome. Gathering objects using control over a couple of days is not a difficult task, even for a beginner.
Marcus Aurelius
Otherwise, factors such as wings, Chaos Zone, or Knight's Vault in the first Utopia will continue to play a significant role. It is quite possible that in HotA, it will be possible to customize the template so that both players receive the necessary objects.
To prevent control from the first Utopia from being so decisive, the GM system was redesigned. In general, the paradigm of today's online gaming is such that control is one of the most important elements of the game, and to obtain it, one must make certain efforts, rather than simply leaving the castle and seeing a stable with a free flyer.
Marcus Aurelius
That's a debatable statement. Again, adjusting the balance of the distribution is a separate issue, but simplifying the game, in my opinion, is a plus for both players and viewers. The fact that these objects can change the established gameplay does not mean that skill will be diminished; it simply means that the concept of "skill" will change, i.e., only the standard technique of the game will change. The introduction of workshops and candies is a prime example of how new objects can refresh the gameplay without causing imbalance or rejection.
Workshops and candies are not fundamentally new objects, but slightly modified old ones. Don't confuse modified cons and clues, which did not have a significant impact on the gameplay, with completely new objects that provide control.
Simplification may be a plus only for the casual audience, but there are none among the players in HotA.