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"You don't choose your playstyle," I think I read that somewhere.
And I want to talk about point 5.2:
1). Regarding the choice of starting hero – the current rules allow for using specialized spells against neutrals. So, feel free to start with Solmyr, Alamar, Jeddite, and others. Just build a Guildhall on the 1st or 2nd day and go for it.
2). Regarding scrolls in general – it's no secret that level 5 scrolls can be found behind a horde of a hundred pikemen (I found a Death Ripple that way once). Finding a transport spell on the 1st or 2nd week undoubtedly gives you a huge advantage without any effort. That's not good.
3). Regarding combat scrolls against neutrals – the reason why I'm in favor of banning them is more complex: the essence is that allowing such scrolls, firstly, reduces the importance of early Guildhall construction. That is, players using 4-5 heroes on the 1st day will not differ as much from those who play with 7-8 heroes, as resources will no longer need to be collected as much, and in the chains, you can ignore resources, which leads to an unjustified simplification of the game. In addition, if you get, for example, Prayer, Resurrection, Clone, or Chain Lightning, the hero's combat power can increase sharply. For example, with Expert Prayer, you can break through hordes of strong archers. And you can get such scrolls again just by luck, without much effort.
4). Once again about the starting hero – there will never be a 50/50 or even a 30/70 ratio! Because, if you don't get a decent fighter in the tavern, you can fall far behind in the first week. Let me give an example from my own game: I decided to start with the barbarian Dess on Jebus. In my opinion, if you're going to take mages, then take ones like that. Well, nothing came of it. And the reason is simple: in the first 3-4 days, there is always little mana. I attack neutrals, and they split up. And I can't wipe out the entire group with one spell, leaving 3-7 units, and they then take revenge on me or slowly damage the goblins. So, I couldn't even clear the second nest of birds with acceptable losses. But any fighter with offense (not to mention Crag) would easily break through all of that. So, to all those who want to start with mages, I recommend playing as Dess the barbarian to see what it's like. And I'm writing all this to say that you can start with a mage, but only if you have a strong stack of archers. That is, of all the castles, only starting with Solmyr in the Tower will make any sense.
So, what's the problem then, if mages aren't that great? The problem is this combination: you get a specialized mage and a scholar. Now it's simple: you level up the scholar and transfer the spell to your main hero somewhere in the beginning of the 2nd week. Now, if you manage to catch the opponent's hero off guard, you can feel comfortable in battle. And you can also give the Teapot of Boiling Water to all the mages, give them a few units, and send them to the opponent's territory. And destroy vulnerable units, such as archers, with the Teapot or Meteor. Interesting? I don't think so, especially since you can do all this by building a 4th Guildhall, but then you'll have to come 2-3 days later, which can change things.
P.S. But mages are great in fixed battles, so here's an option. And I would gladly play some Last of My Kind