Auto-translated
I posted one of the first comments in this thread and haven't been following the discussion, but it seems things have taken an interesting turn.
1. I don't want to offend anyone, but it seems like the staunch supporters of 4-minute turns are afraid of those who want to play with 6-minute turns.
Perhaps they've gotten tired of clicking the mouse (I'm sure there are some) and want to have an advantage in that regard, which, in my opinion, is nonsense, because strong players know that the most important thing in the game is the pace; sometimes, a day or half a day can decide the outcome of the match.
On the other hand, I've had "average" players admit to me that they don't want to play with 6-minute turns for one simple reason: they're perfectly happy rushing with their main hero and the entire army on 4-minute turns, without any build-up or special strategies (because they simply haven't learned how to do that yet). At the same time, by giving the strong player more time to maximize their turn, they reduce their already modest chances of winning.
Personally, I try to conduct as many battles and actions as possible in one turn, which means I have to transfer troops from hero to hero not only in one line but also through several small chains + single units + positioning before the battle. In principle, in 80% of the turns in the game, 3.5 minutes is enough, but there are strategically important moments (turning points in the game) when it's simply necessary to do everything with everyone! 4 minutes is just not enough for this (maybe it's subjective because I often play on a laptop, which slows down, and that's why I ask opponents for 6 minutes).
Still, it seems that players don't want to think about how to further improve their game with the extra 2 minutes, but instead prefer to weaken their opponent's game by reducing the strategy to something more primitive due to the simple time limit. It's an understandable tactic...
Of course, I understand those who go crazy with long opponent turns, but if the turns of the strong players I play with last an average of 10 minutes, then 2 minutes don't really help.
A player I respect noticed while I was writing this post that all the major tournaments where the best Heroes players competed were played with 4-minute turns, and 6 minutes weren't even mentioned. Maybe that's the case, but I would like to see this game from the outside, so to speak, to see what you really need to learn: tactics or the speed of mouse control...
2. I was also against the 116-resource restart earlier, especially when I read that players often cling to this "lifeline" when they get a weak starting layout. But recently, after studying our template more or less, I see that there are far more "bad" generations than standard, "playable" ones, and when you get 1 road in the starting area, why not fix the generator's bug with this method, when there might not be any restarts at all?