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In Heroes 4, Diplomacy was toned down to 70% max, and 600 xp worth of creatures + 10% per level of the hero, also requires at least level 10 (assuming no other skill ups used) before you can hit grandmaster
Heroes 5 reduces it further, can't remember the exact numbers. In both versions it is tied to the Nobility/Leadership skill so it is no longer a separate secondary
and i haven't even talked about how hero equipment can just throw out tactics out of the window. what's the point of carefully choosing units when your hero stats are just too much for the opponent to handle?
What strategy? Game literally becomes rock, paper and scissors. We've seen from videos that it lacks basic tactical elements like cover systems, back attacks, flanks, joint attacks, attacks of opportunity, terrain effects, etc(or they haven't been implemented at least yet as basic features). We know from devs that creatures will have less abilities than h5 so there is gonna be less layers in that regard enforcing the rock, paper and scissors style of you happening to have the more suited creatures since numbers wouldn't be a factor. Odds are AI is gonna be just as dreadful as always to boot so you'll be able to cheese it easily with dumb single stacks with your hero slaying everything which becomes even worse if stacks are limited in size or you'll have to nerf heroes too to make this more reasonable option so we'd remove another power fantasy part.
Fun of HoMM -games at least to me is about struggling and pushing through the early game with what little you got being the most challenging part and then getting few epic fights late. If we're stuck with boring mid game as also end game then what's the point of even playing ever beyond first few weeks if there is never gonna be anything fun to look forward to? You'd take away the power fantasy and say to just grind it out like a chore with no reward ever in sight. I can't see why I would ever buy a game like that.
You can help fix mid game by creating better scaling for enemies in locations, maybe add occasional natural heroes you face in locations. Create natural garrison to towns. Some form of Area of Control(but not as instant) like h6 had to lessen game of tag with small heroes(garrison type solutions could help for this also). Something to prevent weekly creatures from blocking caravans to speed up the game from unnecessary busy work that adds nothing(without going to the awful global recruitment levels of over simplification from h6).
Yes, I was wrong. It has trivial strategy.