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Fellow players. I rarely visit the forum, but I couldn't resist commenting on the 6th installment... :) I don't want to draw parallels between the gameplay and its predecessors; I just want to offer my perspective on it as a standalone, self-contained turn-based strategy game... It's just awful. :)
They say that the 2nd game will have a rebalancing of the Castles. Let it be... But, if you consider the Castles with a hierarchical balance, like 2-3-1, then everything fits together. And the developers actually took this into account.
Many call the 3rd game the best, but I don't understand how it strategically surpasses the 5th. The 5th is also more beautiful and offers more tactical variations in combat (thanks to giving units special abilities, of course).
The 4th is tactically weak and more like an RPG. And the overpowered Necropolis faction completely ruins it.
But the 6th... I don't know who tested this game, but making a combination of three readily available 1st-level spells virtually perfect (of course, with high magic power) is idiotic. The game is ruined... I'm talking about Stone Skin, Ice Shield, and Regeneration. I didn't record a video; you'll have to take my word for it, but winning battles with the armies listed below WITHOUT LOSSES on a difficult level (if the idea of balancing all Castles is being promoted) is not right.
Hero 1: Level 18; 135 regular 1st-tier units (the lowest in the hierarchy), 34 elite 1st-tier units.
Hero 2: Level 16; about 200 regular 1st-tier units, 30-40 regular 2nd-tier units, about 150 regular 3rd-tier units, about 80 elite 1st-tier units, 74 elite 2nd-tier units, 20-30 elite 3rd-tier units, 6 champion units.
Hero #1 wins. The location is a completely unprotected Castle.
And there were many similar battles. If you want, play the Shrine campaign, developing the Path of Tears – you'll see everything for yourself...