Alright, my brother made most of this.
Hopefully you'll be able to understand some of the terms we used here.
HEROES |
United Creeps |
| | Acid Reaver | A talent that gives the charge skill damage depending on how far Bane traveled?
A talent that allows acid rain to damage units even after leaving the AoE for a certain duration? | | |
Scarab | A talent that instantly kills a unit below a certain percentage of HP under the effects of nightmare. 5-15%?
A talent that allows Smite to damage surrounding units for a percentage of the original damage. | | |
Colossus | Talent that makes the rock thrown larger.
Improve the ultimate. The area it affects is easy to escape even if you lay down your slowing, stunning skill. | | |
Elder Treant | Talent that makes the Entangling Treant have a little more health or one that makes the killer suffer some negative effect or damage.
Indicate what more levels of the ultimate does.
Talent that allows units brought back by rebirth to have little mana. 10% at first research and 30% at max?
Increasing HP healed with Cannibalism and increasing the time that the HP is healed makes healing slower although larger in amount. | | |
Arboreal Crusader | Tangleweed is easily visible and countered, especially by ranged units.
Ultimate skill is somewhat easy to avoid, since spells must be cast before it may do damage. Haven't thought of a way to improve it yet... | | |
Dread Shaman | Talent to increase number of bounces of attack? | | |
Arcane Mistress | No comments. | | |
Master of the Hunt | Wider Wolf Pack AoE. | | |
Icespinner | A talent for the Frozen Spire to have a minor slowing effect?
A talent for the webs spun to be improved in duration. | | |
Grim Hag | Swoop skill requires a target unit, making it much too easy to dodge. Maybe change it to target point instead? |
|
Elven Battalion |
| | Rune Knight | Talent that increases Siphon Mana rune's hitpoints?
Rune Shield skill seems much too strong. Even AI become nearly invincible. | | |
Blazing Priest | Ultimate skill damage dependency on stats? It wouldn't be overpowered because it's not instantaneous. (Grand Rune kills 5 heroes at once) | | |
Mystic Swashbuckler | A talent that makes units recently affected by Mockery damaged by a non-hero unit become hexed again. | | |
Time Cleric | -spells command for her does not work.
A talent that gives her evocation spells a small, increasing slow on the target.
A talent that gives her heal spell a chance to be cast again onto a nearby, friendly unit.
Maybe a way to control the clones even by a little bit. Sucks when they stay and die for the cooldown is looooong. | | |
Arcane Archer | Increasing levels of the Meteor increases the AoE of the skill, making it harder to focus damage. Maybe don't increase the AoE of the skill too much or increase the AoE of each meteor along with the skill.
Mention what skills the familiar gains on the tooltip.
Mass Haste seems out of place since all her other skills are gradual healing/damage/duration. | | |
Aeromancess | Soar animation bugs when she is killed while flying.
Her Maelstrom buffed by Requiem's fire sometimes causes fatal error. | | |
Divine Wizard | Maybe a talent to increase the AoE of the Energy Drain skill. | | |
Infiltrator | Attack of Opportunity doesn't seem to work when the unit is in the smoke screen. | | |
Tactician | A talent that allows control over some promoted units?
Maybe explain how other heroes may add their own effect to the banner. Until now even I don't know how that works.
-spells command does not show the damage dealt by the Great Bow active version. | | |
Soul Binder | Nice work making a unique hero. No mana regeneration is great. |
|
Grim Brigade |
| | Sorrow Liege | A talent that transfers all of the damage taken by the prince to active royal guards when he is below a certain health percentage.
A talent that improves healing innefectivity on the target.
Maybe indicate how much damage the bastion deals?
Reinforce says it will teleport units to the target location. Must units be loaded into the bastion before they are teleported to the target area? If so, please indicate; otherwise the skill seems to be faulty.
A talent that improves the durability of the fortress. | | |
Behemoth | A talent that increases the hitpoints of the anchor by set amounts and giving the units slowed by it a minor DPS and slight increase in the pull-back stun chance. (Heavier Burden)
Increase the hitpoints of zombies of R.I.P. Tide or make them become unaffected by their own explosion. They tend to kill themselves.
High Tide AoE dependent on the level of Reek?
A hero in between two anchors and happens to be pulled back will cause a fatal error. Hero was being pulled by both anchors simultaneously. | | |
Emberwraith | A talent that gives corona smaller rings that border inside and out and deal a percentage of the original ring's damage. | | |
Forlorn Martyr | A talent to maybe improve the speed of Streaks. I see the skill similar to Fenris' dream run, so speed becomes key for the chase. | | |
Defiler | Exploding Corpses, like Tangleweed, are easy to spot. The problem with this one arises when health bars are always shown. Hence, they are easily avoided. | | |
Incarnation | No comments. | | |
High Oracle | A talent that makes units that take fall damage from the ultimate deal AoE damage around them.
A talent that increases the max units healed by Ki Blitz. | | |
Putrid Eidolon | Prolonging the ultimate skill is sort of useless. Delays the explosion and gives enemies the chance to destroy the Protector or escape the blast.
A talent that improves the durability of the protector, for it becomes quite easy to destroy mid-game onwards. | | |
Ascendant | Maybe a talent that makes the number of lightning bolts striking the area increase? | | |
Nephilim | Maybe the talents section can be used to list down Ivarhem's skills, so players know what the skill can do exactly. Just maybe. |
|
|
| | Blackguard | Doom Hammer damages before the projectile hits the target.
No visible effect for the second, slow + damage skill; which makes it hard to determine if the damage hit or not. |
|
MAPS |
| | Mire | Maybe explain how the players may aid in gaining control over the area. | | |
Kedge's Landing | The quests say that some wagon will try to return the moontear after enough experience has been gained. Is this true or does the moontear really just disappear? Also, the quests say that the moontears provide energy for the team. Is the energy there food or healing for the hero in possession?
The towers eventually get destroyed after battle over control. | | |
Candleburg | Maybe explain what the lumber mills are for? I don't know what they are for myself. |
|
GAMEPLAY |
Maybe explain how potatoes of the apocalypse work? It would be helpful for newcomers.
Team 1 usually gets the United Creeps and team 2 usually gets the Grim Brigade. Is this intentional?
Creep waves indicate that their attack may be improved via research, but no matter how much time passes they don't get any stronger. Is the system that will be used to improve them still in the works? |
Great game! Hope work continues to be done for its improvement. Definitely not a DotA clone.
My final rating:
4.8/5; Vote for Director's Cut
Mind you, brother isn't too experienced with some of the aspects of the World Editor. Some of his comments (I didn't read all of it) may seem a bit impossible or so.
My quick review; since I was too lazy to format this.
Fenris (Master of the Hunt) kicks ass, and so does Serra (Infiltrator). That's all.

Just joking.
Anyway, the terrain is very good, I liked the wide, open spaces and the numerous hiding places or areas where you can ambush other heroes. I also liked the periodical terrain changes in the game, it gives a feeling that a long war is actually happening. I would advise not to put any neutrals at all, as the empty spaces could be a 'duel arena' for heroes that go off the lanes.
The shops' items were also very unique, and the upgrading system is pretty good; wherein in other AoS maps with recipes make the game hard to play at first. I also liked the Gloves of Evocation, where a small percentage really does matter. Also try adding a set of gloves that increase other kinds of magic, but not Physical spells.
As for the numerous maps to play in, I liked the different concepts. It gave great variety to each game with the different objectives in each map.
I won't comment on the heroes anymore, I think you have enough up there.
To sum it all up, I really enjoyed this game; and I hope this could be the next most-played WarCraft III map after DotA. I am also planning to play this more on Garena, so people would be able to spread the game around, until it conquers DotA. >

Rating:
5/5; Vote for Director's Cut