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No, they are not disgruntled, but rather interested people. They actually want the best possible outcome. It's just that everyone has their own perspective. And some of my suggestions, as well as those of other players, have either worked or not. The tests already show whether a new feature is good or not.
The main thing is that the games of players who have experience on this arena don't end quickly and decisively. We are aiming for battles that are more or less average in duration.
Yesterday, I tested with Bishop. I leveled up a Castle warrior with resistance, while he leveled up a mage with 20 spell power and 400 mana. He took neutral creatures to outspeed and have an extra cast. In the first round, he cast Chain Lightning + a spell, and about a quarter of my army was gone. I cast Prayer and eliminated about a quarter of his army. Then, there was a back-and-forth with his Chain Lightning and my resurrection spells – in the end, only once did the monks resist his magic, and that was at the very end. As a result, I was left with Archons + monks, while he had a Sapphire Dragon and 30 Nomads. We didn't finish the game, but I only had enough mana for one or two more resurrections – he would have continued to mow down my army with Chain Lightning, and I probably wouldn't have been able to do much. And if he had a resurrection spell and Blindness, he could have even come out of it without any losses. But if I had resisted his Chain Lightning in the first round, the situation would have been much worse for him. And the Berserker's Amulet and Chain Lightning are almost always available as options, but I didn't take them.
In general, the choice of artifacts could be made fixed, and the different paths could be organized differently. But then, on the one hand, it could balance things out, and on the other hand, it could lead to just ready-made, constant combinations.