The most interesting part is the battles against each other and maneuvering at a distance.
Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
Secondly, I repeat, Heroes is a game designed specifically for development.
In Starcraft, everything is really decided by the amount of units, both at the beginning and at the end of the game. That's why the game is primitive; the champions are those who can click the mouse faster, not those who think (there's simply no time for that).
Who calculated that?
And what's wrong with the fact that StarCraft is essentially the only professional game among esports? :)
Added after 16 minutes
and my most interesting final battle was against Dreamcatcher on map 115 :) the armies were so perfectly balanced that Dreamcatcher survived on a Pegasus with 4 or 5 helms - they fought for about 30 minutes! The pleasure from the game is N times greater than from 3-4 weekly battles where everything is simply decided by 20 archers, 1000 skeletons, or an implosion golem with 4000 health. IMHO:)
By the game developers. Yes, is it really the case that heroes like Tazar, Crag Hack, Kirr, and many others are meant to be used when they are around level 6-8? And what is the point of having 8 skill slots for a hero, just for show?

Sorry for the off-topic, but what's wrong with the lottery? First come, first served! ;) The explosion and chain lightning spells provide a huge number of additional tactical options, so you always need to think about whether your opponent might have them and find ways to counter them.
Added after 10 minutes
In general, I would suggest limiting the explosion spell (and, in principle, all 5th-level spells) to require a certain amount of wisdom experience and a built 5th-level guild, with no books or items available without that. I think this would balance the element of randomness a bit.
Added after 1 minute
If you use your logic, then it's unclear why heroes are given troops at the start, a spell in the spellbook, etc. They can break through to a neighbor and fight him.
I suspect that Heroes is designed for games of varying lengths - both long and short. And tournament practice confirms this.

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
2 Wlk777 try playing TE.
Many of the things you are arguing about here have been fixed in TE. Recruitment for a new tournament is open; download TE and sign up!
2 Wlk777, try playing TE; they've adjusted the explosion spell (it now deals damage equal to SP*60 + (75, 150, 225)), and added other spells, which means implants aren't as important anymore. Although, in my opinion, you can still fight against implants in SOD – mass slow and mass haste are excellent alternatives that, when used correctly, can even outperform implants.
I wish they would ban the Red Dragon! (The Red Dragon and the Explosion spell turn many Heroes games into a lottery).
Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
I just finished a tournament. In none of the games did it even come close to a stalemate; everything was decided by the second week. Yes, I got lucky – either with the map or with my opponent's actions, but this "luck" keeps happening, and it's been going on for years. And I'm "unlucky" only in games against top players – the maps are terrible, my opponent has everything going for them, and I'm just slow and sluggish, etc.