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Tried the demo of the 6th installment this morning...
I don't have many positive impressions. I liked the graphics and the hero running around without an army. Oh, and the music theme from the 2nd game(!), I don't know if that's a plus or a minus.
There are many things I definitely didn't like:
1) The castle picture in the window. This creates the feeling of some kind of browser game based on the Heroes series.
2) It's inconvenient to upgrade troops. When I was in the castle, I first had to enable the troop recruitment option, and only then did I find the long-awaited option. In terms of functionality, this is time-consuming, in my opinion.
3) Moving troops from one cell to another only works by dragging and dropping. Clicks don't work. I didn't like that.
4) There's no confirmation prompt when passing the turn if the heroes still have movement points left. Considering the confusion with the windows and some habits from previous games, I accidentally clicked the bottom right corner three times. That is, I lost three days.
5) Spells-skills that can't be cast every turn (at least, not the same ones). Mage heroes were never overpowered in the 3rd and 5th games; you still had to take attack, defense, etc. But here, magic has been completely nerfed... Besides everything else, this deprives the mage of his main advantage - rushing through with a strong, quickly obtained, powerful spell. (although I might be wrong here; I haven't played that much yet, so this is a logical conclusion).
5) Troop placement. I couldn't figure this out in 2 hours in skirmish mode. Archers, which initially seemed to be in the outermost slot, end up right in the middle during combat. And in general, the hero's slot arrangement seems to be like in the 4th game - 4 units in the front, 3 in the back, but in reality... I don't know what's really going on.
6) The new experience system. Why change anything at all? Why mess with the CHESTS!
7) I only played as the Knight, but these sisters of theirs... how to put it... they're a great unit. Overpowered. The Knight's start is VERY strong thanks to them. I also upgraded them quite quickly, and in the end, by the middle of the second week, having 27 upgraded sisters, 6 riders (which are not that great, by the way), and about 30 unupgraded archers, I can defeat almost everything thanks to the healing. In the 5th game, you could do the same trick with 10-16 paladins, but there, the paladins are an upgraded unit of level 6, and here, the sisters are already available to the hero. By the way, the sisters also deal significant damage to enemies.
In general, despite all the coolness, I'll still consider this a drawback. At least for now. Let's see what the other factions are like. If they have their own tricky features that make the start easier, then that's a big minus, in my opinion. Because that's a significant simplification.
Well, for now, I'll continue to explore it...