The campaign feels quite fresh and I prefer it to vanilla. What some see as overcluttering of units and upgrades, others see as additional possibilities - different tactics and army compositions. I'm one of the latter, enjoying the diversity of units.
Balance of units is quite an issue:
-Grunts are too strong after all the upgrades, and are the best fighting units, overshadowing all other melee units. For example, the Advanced units all become obsolete, except maybe the Veteran, for the aura.
-Same thing happens with unit abilities, so that many become useless when coupled with the fact we can only micro so many units at a time and many abilities aren't auto-cast. Example: the late game Warlock caster's Mana suck and Troll's Decay.
-Hotkeys! Hotkeys are a big problem here: Shaman's shock attack (idk the name.. it does 125 dmg to a unit) is completely useless because it has the "S" hotkey, same as the Stop command. There are other abilities with the same problem.
-The double personality hero: excelent idea! What bothers me about him is that whenever he swaps personalities, he is removed from the control group. I don't know how this works, so I won't ask you to fix it. Unless you know of an easy way to do it? This is just what annoyed me personally, but I rather have that hero than not
- BUG: Heart of Azure, if picked up by Gan, will not trigger the bridge and you'll be stuck.
These are the issues that struck me the most. If you ever get around to polish the campaign, you'd have to adress the balance - like changing unit costs, stats or whatever you can think of. Hotkey issues are just very irritating, making abilities un-useable makes good content go to waste. Hope you get to play-test it and see for yourself lol
It's a nice campaign and will stay on my play list for some time, so thank you for that!
Balance of units is quite an issue:
-Grunts are too strong after all the upgrades, and are the best fighting units, overshadowing all other melee units. For example, the Advanced units all become obsolete, except maybe the Veteran, for the aura.
-Same thing happens with unit abilities, so that many become useless when coupled with the fact we can only micro so many units at a time and many abilities aren't auto-cast. Example: the late game Warlock caster's Mana suck and Troll's Decay.
-Hotkeys! Hotkeys are a big problem here: Shaman's shock attack (idk the name.. it does 125 dmg to a unit) is completely useless because it has the "S" hotkey, same as the Stop command. There are other abilities with the same problem.
-The double personality hero: excelent idea! What bothers me about him is that whenever he swaps personalities, he is removed from the control group. I don't know how this works, so I won't ask you to fix it. Unless you know of an easy way to do it? This is just what annoyed me personally, but I rather have that hero than not
- BUG: Heart of Azure, if picked up by Gan, will not trigger the bridge and you'll be stuck.
These are the issues that struck me the most. If you ever get around to polish the campaign, you'd have to adress the balance - like changing unit costs, stats or whatever you can think of. Hotkey issues are just very irritating, making abilities un-useable makes good content go to waste. Hope you get to play-test it and see for yourself lol
It's a nice campaign and will stay on my play list for some time, so thank you for that!
Last edited: