I've commented on your page directly about how I love this map / these factions & how I want more of this--
But now that I've played several hours of Dwarves vs everyone I have some feedback:
•Please for the love of god give the Miner more variation in voice lines. Every time I need a building or repair it's "yOu sEeM a LiTlE PaRcHeD."
•There are upgrades for Gryphon Rider and yet no ways to make said unit...?
•Demons inevitably crash the game. After 1-2 hour(s) of playing like a cheesy dumbass (such as building a never ending wall of canons + lumberjacking my way to the next gold mine vs interacting with the map) the match will just brick itself because the raw power of whatever the demons are doing with their unit production (like also building a shit ton of Ziggurats JUST to cock block and stall me from attacking their mine) is apparently too incomprehensible for my gaming PC. While this is hilarious, it's a pretty serious bug.
Thank you for this map. Hot damn do I crave more.
(Especially for the orcs. Like, really, Far Seer and Beastmaster? And I don't even remember their 1 custom hero, the fel orc knight or whatever. I understand why these hero options are kept familiar to the core faction they're deviating from, but it still feels lame as hell compared to the ballin' new heroes from the other factions-- like bear riding kings and snipers with flashbangs)
Edit 1.0: Arch Necromancer is phenomenal. Everything about the design of his toolkit feels so good, and this singular addition to the Undead roster makes me want to play the faction so much more, especially since there's now a mass variety of skeleton-types to summon, and not just from the hero, but from the Necromancer Unit as well!! (skele archers, berserkers, mages, building recking orcs, ect)
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Also, something I forgot to mention last time: if dwarven troops are meant to have "low survivability" then their mechanical units should be extremely tanky to compensate. The faction's literal tanks and fighter jets do not feel that sturdy.
Edit 2.0: An addendum is needed for the Marauder from the Orc Hero roster. Much like the Arch Necromancer, the Marauder is like a super version of a previously existing unit (in this case, Raider) and he's well designed and a lot of fun to play (not to mention his model looks amazing). However, I still stand by my stance of wanting more unique orc heroes (though making Beastmaster green was a nice touch).
Edit 3.0: The Tinker from the dwarf faction needs a massive buff. For a unit who's entire purpose is for repair, he's frankly no better at it then a Miner. I compared, side by side, 1 miner vs 1 tinker to repair their own individual tower at 217 HP and the Miner came out a good chunk ahead. Maybe the tinker gets better with buffs, but out the gate he should be able to out-pace two miners considering he takes up two food and a lot more gold+lumber.
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Meanwhile, Tauren. They are the definition of quality over quantity and not only is it thematically appropriate, it feels good knowing your handful of units have a fighting chance against getting rushed by a dozen footmen. Additionally, their mechanical relationship with the kodos feels like the platonic ideal and natural evolution of other such mechanics that we've seen in scarce quantities in OG WC3 (I.E. Acolytes transforming into Shades & Night Elf Archers combing with Hippogryphs)-- I'm always a huge fan for unit interactions like these when executed so well. Sunwalker is also an excellent hero who brings a lot of flash and substance to the roster. It's genuinely been hard to find anything other than praise for the Tauren faction...
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Except: Battlemaster. He's good. In fact, he's almost familiar. To a great hero. Would his skillset happen to be inspired by Jah'rakal, AKA, Troll Warlord from OG DOTA? If so then I beg that Battlemaster get some buffs-- •Getting rid of Blind? Good choice, but its replacement of throwing more axes is almost as mid. •Endurance Aura? See, at a glance that's hype, but bring back Fervor with it so he can stack his own attack speed to 100% in a 1-v-1 (this never happens, but only because no one dares to square up to Warlord in a straight-up fight). •And finally, swapping between melee and ranged is amazing, as are the stat bonuses that come with it, but dude, Warlord's melee form came with bash! I know this feedback is coming from the only Jah'rakal main on the planet, but do my boy some justice in his spiritual successor, c'mon!
Edit 4.0: I've never had enthusiasm for Night Elf, so my commentary feels aloof. I like the changes to Ancients mostly, both that each individual tree provides food + upgrades to make them move faster. I feel as though every player at one point has wanted to do a "ancients only" army, so now maybe someone will be crazy enough to try.
Also, whereas the Demon faction crashes the match in the late game, the Sentinels crash the early game... immediately. At best I'm able to put one single building down before I'm ejected from WC3 entirely. Needless to say this is a massive bug, and a bummer.
Edit 5.0: For some reason when setting the AI to Orc they can either spawn as the Horde, Tauren, or the Sentinels. I haven't played a full game against them, but they at least don't crash the match 5-10min in. However, when using the Legion's Vampire hero to charm a Botanist, I'm able to use them to build a single building before suddenly-- crash. My guess is whatever is going on to make them spawn under the "Orc" tag might be what's making them unplayable for me and potentially others.