WOW. Absolutely amazing. Someone wrote that this is what Blizzard should be doing and i double on this. I cant believe how amazing this is. The amount of work, the details, design, creativity, mission variety, secrets, different subfactions ... i can't even mention everything! This campaign is BEYOND IMMAGINATION!! Thank you!
Few comments:
1.On the mission where the player needs to build 4 oil platforms - if the enemy exhausts some of them the mission should automatically fail. I ended up clearing everything on 3/4 platforms and couldn't build the last one ... meaning restart. Could have ended sooner as to not waste time.
2. One some missions if the player ventures and defeats the enemies before the next main quest is triggered, then sometimes the progress will be on hold and can't proceed to the next objective.
3. The cave mission, part of the secret missions is absurdly gorgeous!!! One of the most beautiful level designs. So much details, the rails, pipes, the dying goblin etc, it is so scenic. One bug that i noticed - if the player boards the boat and then unloads at the same shore, control of the boat is lost and cant progress further.
4. The freezing lake mission - WOW. This is so creative, mind blown so far by almost every mission. The first oil platform next to the base is bugged? or the shipyard is bugged? The ships wont return back to the shipyard and would have to manually move them between the platform and shipyard. Once a refinery is build, issue is gone and they harvest as normally.
5. There is some issue with saving/loading. Sometimes the game would crash if you try to load a game, leaving you with only a fresh start. Not sure why that is and what triggers it. Most of the time it happens if the game is closed and a save is loaded on a new launch, however the same save functioned previously while in-game.
6. On the mission where the player needs to find Gul'Dan, Rend or Dal'Rend starts off with oddly insane stats - health bar that cannot be even displayed and 1024 armor. Seems like a bug. The other heroes are as usual. Also it seems that neutral camps do not provide experience - weird. The attack waves do provide though. I have to mention that I love how the map layout was kept as with the mission from the Elf campaign where Maiev is there, much later.
An item called 'Bonecrusher' is found on one of the small islands at the very south. It appears to have no description, do nothing and is not retained in the next mission. Any idea about that ?
7. Catapults. They seem to have either no or close to null splash damage - quite unusual. Even though i enjoy them as pretty much ranged units destroying enemy forces in a melee fight without damaging mine too much. This is very unfitting for a catapult. Trying to kill archers on a wall can sometimes be a nightmare as they jiggle back and forth as they are out of range and the catapult cant kill, because of no AoE.
Another thing that seems wrong with them is their range. For some reason cannon towers have less range (1000) where catapults have more (1150) but they seem to have the same in practice. Whenever i try to attack a cannon tower with a catapult, its always hitting back. Its not a vision issue as i tried having vision with a flying unit. Either the cannon tower range description is wrong or that of the catapult.
8.Violet citadel mission and the one after. The busted stats of Rend are still a fact, i guess i'll keep him parked somewhere as he is unkillable. Transitioning from the violet citadel into the next mission, Utok suddenly lost all of his items?! Anyways, without items he's quite squishy and the AI absolutely LOVES targeting him.. so not much use of him anymore i guess. He's bound to die or be parked in the base. There's also a missing description for the head of Gul'Dan item - Orb of Corruption effect. Only the unholy armor is mentioned.
In this mission, something i noticed from the very start - man those griffins hit hard. absolute trains. With their attack up to 175, towers die in 2-3 hits and so do most range units, best thing is to net them down i guess. They do however have 0 armor, which makes them easier to kill, but with 1300 hp bar its still a thing. Luckily the AI doesnt send more than 2 per attack. This also brings me to the difficulty setting of the campaign so far. The AI doesnt seem to do all that much. Launching the occasional attack wave which is quite the same always or with maybe another option in the mix, it can always be countered as the attack location is the same and predictable. Making some hard counters and rotating if necessary. Even on hard difficulty the attacks are quite small, i have never been attacked by more than 5 or 6 units i believe, and that was a mix of grunts, archers and 1 caster - nothing that cant be stopped easily, especially by those badass heroes. The AI never rebuild production buildings or workers, sometimes not even armies. Has 1 barracks that produces grunts or footmen while you're attacking and thats it. if you snipe it and kill the workers so they dont repair, the base is gone. Then its a dungeon, not a base vs base rts. That doesnt count as 'Hard' its more on the easy side or maybe medium. The hardest attacks were actually at Zul'Aman where you defend with 1 hero and some recruits. However from storytelling perspective it is amazing. I assume this is the goal, but difficulty should be pumped up, at least for 'Hard' setting.
I havent progressed further. Will edit afterwards. Those extra missions are a pure joy and they keep me looking every corner! I always think that something is a secret ahaha.