Saying that HoMM4 isn't a jumbled mess of incomplete and disastrous features is some serious reality bending, and I'm saying that as someone who actually liked the fucking game.
It isn't just about "waah they changed things so fanbois branded it shit", the deal is that most of these changes were uncalled for or idiotic or unfinished, which made them an objective step back from the previous games.
Why would you ever want to drop unit upgrades?
Why would you fork units of the same tier at castles AND make them so ridiculously unbalanced? (My favourite example is the choice between minotaurs and medusas - nigga, why would you ever consider minos)
Why would you drop spell effects scaling with magic skills (like omni-slow/omni-haste)?
The list goes on. And then you have shit like castle sieges which are super-terrible, OP heroes in combat, critters moving around the overworld without heroes, eeeeetttttcccccccc. Obviously it had a few good ideas, like caravans or hero classes changing with skill selections, and even some of the terrible ones had some aspects to which you'd see sense, but nearly all of them were made better (or rather repaired) in HoMM5.
The SP campaigns in HoMM4 were also pretty bad. Well-written, perhaps the best-written across the entire series, but who gives a fuck? The campaigns were full of mirror matches everywhere, which was idiotic, and they also abused the retarded map design from Shadow of Death, aka "enemy castle is behind a border gate and also happens to have a one-way teleport to your base, HF!"
It isn't just about "waah they changed things so fanbois branded it shit", the deal is that most of these changes were uncalled for or idiotic or unfinished, which made them an objective step back from the previous games.
Why would you ever want to drop unit upgrades?
Why would you fork units of the same tier at castles AND make them so ridiculously unbalanced? (My favourite example is the choice between minotaurs and medusas - nigga, why would you ever consider minos)
Why would you drop spell effects scaling with magic skills (like omni-slow/omni-haste)?
The list goes on. And then you have shit like castle sieges which are super-terrible, OP heroes in combat, critters moving around the overworld without heroes, eeeeetttttcccccccc. Obviously it had a few good ideas, like caravans or hero classes changing with skill selections, and even some of the terrible ones had some aspects to which you'd see sense, but nearly all of them were made better (or rather repaired) in HoMM5.
The SP campaigns in HoMM4 were also pretty bad. Well-written, perhaps the best-written across the entire series, but who gives a fuck? The campaigns were full of mirror matches everywhere, which was idiotic, and they also abused the retarded map design from Shadow of Death, aka "enemy castle is behind a border gate and also happens to have a one-way teleport to your base, HF!"