- Joined
- Feb 2, 2009
- Messages
- 157
This is interesting but there are a number of issues that I have noticed:
-Azhara's E ability, watery minion does not have a learn tooltip, and its extended learn tooltip does not really convey the full extent of what the ability can do. Likewise Watery Minion does not have a tooltip for its level 2 or 3 forms.
-The Naga heroes have a build time of 40 as opposed to 55 which is more common in melee games.
-Most of the custom heroes all have their hero name set to their proper name, which looks very odd. Consider giving them titles like "Blood Prince" or "King". I see that you have managed to do this with Azhara, so I do not know why it wasn't done with the rest of the Heroes.
-Illidan's ultimate is based on the original campaign Illidan's ultimate, which results in him assuming a demonic form with +12 base damage in addition to the other benefits outlined in metamorphosis, which makes him basically just a slightly better demon hunter considering all the abilities are the same.
-Azshara and High Elf archers have a base attack range of 650, something unreachable even by Riflemen with the Long Rifle upgrade. Granting the High Elf archer medium armor in light of this seems incredibly strong.
-Strike Angel's Lightning Blast ability should be a passive icon.
-The Naga Royal Guard is still way too strong even if you can only have two of them at a time. Two Frostbolts and two Crushing waves net a burst of 500 damage to a single target in a small span of time with a guaranteed 6 second total stun time on a hero target. The fact that this unit retains its 45 base damage chaos attack and whopping 1350 hitpoints is a wonder, and it only costs a tiny bit more to build than a tauren.
-The High Elven Sky Fury tower is absolutely insane, it boasts a whopping 62 base piercing damage every 1.2 seconds and takes half as long to build as a guard tower (Which must first be upgraded from a scout tower) and costs about the same. What makes this building even more imbalanced is the fact that it can be built anywhere that is Ground Pathable rather than anywhere that is buildable. This results in towers built in places where other players cannot even fortify.
Many of these should be fixed as most of the units and Heroes are just reskinned versions of their non-campaign counterparts or of heroes that already exist. Thalorien is just a paladin with healing wave instead of holy light for example and Kael is just a normal blood mage.
I will be looking forward to seeing updates though, and I am excited to see what you will end up as development of this moves forward.
Edit: In only a handful of hours you addressed nearly every point that I had brought up. I like the new changes you made a lot and I can see you making abilities suited to each of the factions' strengths and I am impressed. It is clear to me that you are putting serious care in to this project. Amazing work and I will give this another test run with my friend before giving it a formal rating, but its looking great!
-
-
-
-Azshara and High Elf archers have a base attack range of 650, something unreachable even by Riflemen with the Long Rifle upgrade. Granting the High Elf archer medium armor in light of this seems incredibly strong.
-Strike Angel's Lightning Blast ability should be a passive icon.
-
-The High Elven Sky Fury tower is absolutely insane, it boasts a whopping 62 base piercing damage every 1.2 seconds and takes half as long to build as a guard tower (Which must first be upgraded from a scout tower) and costs about the same. What makes this building even more imbalanced is the fact that it can be built anywhere that is Ground Pathable rather than anywhere that is buildable. This results in towers built in places where other players cannot even fortify.
Many of these should be fixed as most of the units and Heroes are just reskinned versions of their non-campaign counterparts or of heroes that already exist. Thalorien is just a paladin with healing wave instead of holy light for example and Kael is just a normal blood mage.
I will be looking forward to seeing updates though, and I am excited to see what you will end up as development of this moves forward.
Edit: In only a handful of hours you addressed nearly every point that I had brought up. I like the new changes you made a lot and I can see you making abilities suited to each of the factions' strengths and I am impressed. It is clear to me that you are putting serious care in to this project. Amazing work and I will give this another test run with my friend before giving it a formal rating, but its looking great!
Last edited: