- Joined
- May 14, 2014
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- 919
I don't know. We're just gonna wait and see. In the meantime, you can try version 1.27a of this campaign if it works on patch 1.30.
1.27a also doesnt work
(68 ratings)
Released.
- Fixed bug in Blackthorn Bandits Quest, the Block Path of Trees is now passable.
- Fixed some dialogue mistakes.
- bugs fixes and small changes.
- Fixed small bugs all over.
Major Changes :
1.6a : - Added a Drop Item System
- Major bug fixes and maintenance.
- Fixed two cinematic bugs in Alterac Ruins map. Released Act Two and Three.
Act One : - Fixed a bug in the Necrolyte's Quest. Black Dragon Claw and Eye of Shadow are now visible.
- Bug fixes and balance improvement.
- Added a Specialization Selection for each class.
- Update the campaign to patch 1.29.2
- Updated the campaign to make it work with patch 1.30.1.
-----------------------------------------------
Tirisfal Glades : - Most of the Skeletons have been replaced by Scourge minions. Scarlet Monastery : - Added a new Resurrection Stone in the north-west. - Changed the location of the first Resurrection Stone and stash. Arathi Highlands : - Added two Resurrection Stones, one on the north-east, the other on the south-west. Alterac Ruins : - Added more spells to the ogre heroes. Hillsbrad Foothills : - Added a Tomb of Relics in Tarren Mill. ---------------------------------------------------------------------------- Cinematics and Dialogues : - Improved most of the dialogues. Items : Changed some of the loots dropped by creeps. ----------------------------------------------------------------------------- Death Knight (Frost) : - Deathchill : No longer decrease attack damage. Warlock (Demonology) : - Shadow bolt --> Summon Succubus. - Summon Felhunter : Increased hit points and mana cost. Hunter (Survival) : - Kill Shot : Increased mana cost and cooldown. Fellson : - Elixir of Death : Reduced the amount of heal for level 2,3 and 4 (200/350/500/600 instead of 200/400/600/800) - Chemical Rage : Reduced the attack rate for each level. Merphist : - Skewer : Reduced the amount of damage. Grimthos : - Vampiric Aura --> Vampiric Touch (Single Target) - Hardened Armor --> Howl of Terror. - Act 3 button should now appear after completing Act 2.
------------------------ Heroes -------------------------------
- Added a Hero in the undead encampment of the first mission of Act 3.
- Fixed the Death Knight's Frost Presence ability.
- Fellson's Summon Sludge ability no longer requires a corpse.
- Arcane Blast now deals accurate damage.
- Fixed Memory Leaks.
- Fixed a known issue in patch 1.31. - Revamped the campaign and made it compatible with Reforged.
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I don't know. We're just gonna wait and see. In the meantime, you can try version 1.27a of this campaign if it works on patch 1.30.
The Forsaken base is meant to be less effective in that mission. You goal is kill the Generals while the Forsaken maintain their defenses.
ITS NOT WORKING IN NEW PATCH 1.30 AND 1.31
Please fix this crash at the beginning after selecting your Hero.. I wanna play this campaign
Patch 1.30 is currently instable. I don't recommend playing this campaign on it for now.
unless something has changed, no. there is a unplayable bug that causes a crash at the end of the very first cinematicDoes it work whit patch 1.30?
wait for the creator to update the game. it isn't gonna happen until this new Warcraft patch gets its shit together tho.Hi guys, I found an issue. When I try to play the game it instantly crashes. What do I do?
I can select my character and watch the introduction, but 1 second later the game crashes.
I'm in the Lordaeron tunnels with Nathanos in Act 1, and I can't figure out how to clear the rocks and get over to where the golem is with the circle of power
I'll wait for patch 1.30.2 to come out then I'll start updating this campaign, I can't tell exactly how long it will take, it depends on how many bugs caused by the new patch.I dont know anything about making maps and Things on HIVE but, am curious to know how long will it take you to update the game or file?
1 a month
2 a week
3 more than a month
Thanks! I'm glad you liked it.Love this kind of campaigns bro, keep it up maybe come up with a new one, something like the army of the lich king, diffrent factions of the horde, the alliance, go figure, I would love to see something like that in the future. Thank u for also posting a older 1.26 version, I think that is a measure that many campaign producers should incorporate in theyer process, it would help the hive community a lot along with the w3 community overall! Keep it up!![]()
Unfortunately, this campaign is now unplayable on the latest patch.Just came from Jayborino's youtube channel wanting to play this campaign aaaaand I can't because of the wc3 patch ;(
Alright, so I tested this campaign this morning with patch 1.30.1 and I got the same crash that you guys were talking about (Right after the intro cinematic), I tried opening the campaign with WE to see if any trigger is broken but everything seems to work just fine, I even tried saving the campaign with patch 1.30.1 but the crash is still there...
Anyway, I'll try to mess up with some triggers, probably the sound triggers which I think are causing the crash and see how that turns out. However, I cannot promise I'll make it work, if not, then there is nothing I can do for that. Sorry.
Will the new patch fix this problem?So, I've done some tests last night and I think I found what's causing the crash after the intro cinematic, from what I can tell, the crash is due to the Name of the Hero when changing it via the chat box. I've tested the old version which is made with patch 1.27 and everything worked fine. I am not sure if this bug is related to the newest patch or not. But nonetheless, I advice everyone who plays on 1.30+ to download the old version (1.27) of this campaign while I try to find a solution to this problem.
I hope so. I'm sure Blizzard is looking at those bugs and will hopefully fix them soon.Will the new patch fix this problem?
You mean permanent summoning? The Warlock's abilities seems fine in my opinion, but yeah, I may consider upgrading it a little bit.Hi Seeker! I made this account because of your campaign. Is there a way to switch out/modify the mage/warlocks character abilities with Archimondes? (Dark portal+Infernals) Or make a warlock more summon oriented? I wish to roam around with a summoning hero. The demonology path only gives 2 weak felhounds + a doom guard.
Odd, version 1.27a works fine for me on patch 1.30.1. Is the crash still right after the intro cinematic?Unfortunately, the 1.27a ver of the map still crash for me, maybe because it wont work with the 1.30 ver? I dun know, maybe its just me. But I will be waiting for the new update, hope you can find the solution with the issues, and hope that blizzard wont have a new update anytime soon, since with each update more custom maps will be unplayable
Even with version 1.27a?Cant get past the starting area of the first chapter now.
You mean permanent summoning? The Warlock's abilities seems fine in my opinion, but yeah, I may consider upgrading it a little bit.
Hey there,
I recently felt like going back to wc3 after a looong time and after enjoying some of the great custom campaigns on this site, I eventually wound up playing yours. I'd like to share my thoughts right after finishing it.
I'll be upfront right from the start: I didn't really enjoy it all that much. BUT, I didn't write this wall of text just to shit on your work and effort. I think there's a lot of genuinely great stuff about Legacy of Lordaeron and much of what I found are flaws can be fixed, if you were inclined to do so (assuming I don't just point out nonsensical shit, of course).
So...things I enjoyed:
- The models and overall look. The custom models for pretty much anything are awesome. The Gilneas-related stuff totally blew my mind to be frank. That alone makes me want to play an RTS campaign featuring Worgen.
- The idea. I loved the Founding of Durotar and making a campaign in that vein that continues the Forsaken timeline is just an awesome idea. The conflict between the Forsaken, the Crusade, and the Worgen also strikes me as a fantastic choice. Cool characters. cool setting, lots of potential.
- The character classes. While it's a pity that the player character has no personality, I loved the idea of having choice when it comes to character creation. Even small touches like naming him/her are lovely.
- The first chapter, for the most part, is great. I love the introduction, the time when you're still weak and have to act more tactically, even avoiding fights to come back later. I also think that - to a point - the way you find your first gear and gradually get stronger is done fairly nicely.
- The secrets: Just a lovely touch to have a map where you can actually find small secrets and be rewarded for exploration.
- The penultimate mission. Being able to train forces and divide your attention between defense and attack is a welcome change of pace.
That said...there's a slew of things I didn't like. Some of that is probably nitpicking, but I feel like an abundance of little flaws ultimately drag down the whole game. So, here goes the negative:
- Balance issues/it's far too easy. Several factors make the game ridiculously easy from a certain point onwards. I played a rogue characters (the one with slice & dice), and after the scarlet monastery I was virtually invincible. Without even using the stat boosting tomes that I could have bought with the overload of otherwise useless gold, my character ended up having like 27 armor, 2,5k HP and Dodge. After finishing the monastery and equipping the loot found there, Fellson also has pretty much infinite mana. Paired with his insane 800 HP heal that costs 75 Mana and has only a handful of seconds cooldown, the two of them were largely unkillable. At the point where Grimthor is added to the team and grants another ludicrous 40% lifesteal with his aura, it simply gets bizarre. I can honestly say that I cleared nearly all maps in chapter 2 by giving a chain of go+attack commands to all over the map while doing something in another tab. Nothing can stop the hero party. Apparently there's a fourth hero whom I didn't even pick up. This would have made things even more trivial. I'm not a hardcore gamer who needs campaigns to be as hard as the Arkain series or To The Bitter End. But some challenge would have been nice. If I can kill bosses by just autoattacking them, something's wrong.
- Too many enemies. It feels like the game's response to me being overpowered is just ramping up the number of stuff I have to kill. The monotony of being forced to trudge through hundreds and hundreds of un-challenging boring creeps is insane. It's just busy work. Plus, even though there are too many enemy troops, there's still no challenge. Even in maps like the final one where waves of enemy troops crash onto Sylvanas' base, all I had to do is put grimthor on the bridge. I don't think I used him for anything else and never issued another command to him.
- No more (good) loot after the dwarven mission. Soon after Grimthor joins the party you go on the mission against the dwarves where you also find the SI:7 assassins. I'm fairly certain that this is the last mission with decent loot. Everything you find after that (as in: throughout the entire latter half of the campaign) is sub par by comparison, with many (mini-)bosses dropping either nothing at all or stuff that is a downgraded version of what I already have equipped. This is particularly laughable in the side quest on the map with Galen Trollbane where I received an item that gives a character like 3 Agility and movespeed. Why even have such a reward? Who would ever equip that? The two optional dungeons are especially bad in that way. The one with the forest troll boss and Scholomance are full of useless, underpowered loot. Scholomance is particularly frustrating in that sense because the map is gigantic, full of unchallenging hordes of enemies and there was not a single useful item to be found. Oh, and exiting the map takes forever because there's no portal after the final fight. The forest troll boss map has such a portal although it's a much smaller map. Why?
Maybe you spread the good loot out better. That way, I also don't become overpowered quite as soon.
- Curse, curse, curse! One thing that makes the grotesque mass of enemy creeps particularly frustrating to fight is the abundance of banshees and their curse ability. It doesn't make any fight difficult but instead makes them drag on even more. Lot's of dispel casting is the only solution. Fun.
- Plot progression in the 2nd chapter. So, chapter one finishes with the ominous worgen threat established as the main thing. That's great stuff. In the beginning of chapter 2, that is still very much the main plot as you begin your first mission by defending an outpost from waves of Worgen. However, after that the Worgen disappear from the story for hours on end. Instead I have to fight some faceless nobody dwarves, humans and undead who have little to no motivation, no memorable characters, and no agenda. Feels like a humongous boring side quest. Resuming with the Worgen quest at the end of chapter 2 is like waking up from a nightmare.
- Fellson feels imbalanced. Fellson's spells are a really mixed bag. On the one hand, his heal was arguably the most broken spell in my party (could only possibly be beaten by other player characters which I didn't choose, but I don't know about that). It's too cheap to cast, heals for far too much, hardly has any cooldown, and can even be used offensively to kill weak/hurt enemies. Especially when Fellson runs around along Grimthor it just gets silly. Since Grimthor is strength-based, he already has like a million HP. Then he has 40% lifesteal, a +10 Armor buff AND reincarnation. Combine that with Fellson's heal and...how exactly is anything supposed to kill Grimthor?? Between the two of them, the hero party has far too much survivability. On the other hand, Fellson has weird spells like the attack speed self-buff and his ultimate. The damage of the ultimate is negligible and the healing pales in comparison to his q. The attack speed buff sends weird signals. I mean, Fellson is a mage and int based. In practice, he's auto-attacking a lot since there's constant fighting, but in terms of creating a lore-friendly character, that's a weird skill for a wizard type. Lastly, his summoning is useless. In the early stages where it could be useful if I prioritized levelling it, it doesn't make much sense because there are a lot of enemies like skeletons, revenants, and wraiths that don't leave corpses (plus the heal is much better anyway, so why would I ever want to choose the summoning over it anyway?). Later on, the summoning is ridiculously weak. I actually checked, and its stats on lvl4 of the skill are worse than those of murlocs you meet in chapter 2. With its lousy 525 HP it's also not a good meat shield. Not that you need any meat shield because of what I mentioned earlier.
- Typos. Just a minor nuisance but there are a lot of typos in the dialogues between characters from beginning to end.
- Party has no personality. Considering how monotonous the gameplay is, it would have been a really nice touch to learn anything about the heroes in my party. Fellson never talks, my PC only says stuff like "Yes, milady" every now and then, and Grimthor is just a random skeleton whom I find on some hill. Grimthor's quest is also weird. So...I meet this random dude and he just asks me to fight some tough monsters because he wants their stuff for...unspecified reasons. I...roll with it because...um...why not, I guess. And after that Grimthor - who neither knows me nor my quest - is like, okay, thanks for the stuff - nevermind why I needed it - I'll tag along with you from now on and follow you to the death. Um, sure.
Oddball.
- Narrative Dissonance/Why the fuck is my hero so overpowered even in terms of the in-game logic? This may seem like a weird nitpick, but it really bothered me. So..to begin with my character gets raised from the dead. A weak fledgling Forsaken who does minor quests to prove their worth. Okay, I get that. Few hours later, I managed to complete some tasks and I've proven myself. So Sylvanas gives me a new task. I am to infiltrate the Scarlet monastery and kill their leaders. First of all...WHAT?! The Scarlet crusade is like a considerable military faction that open opposes the Forsaken nation in warfare. And you want me to infiltrate them? Okay so...I have to be sneaky right? Get in through the sewers, don't raise an alarm, kill their leaders in the dead of night while the other fanatics sleep, create a diversion to draw the bulk of their forces away....? Um, no. As it turns out, I step right in front of their monastery, kill the guards, shit on their lawn and kick in the front door. Then I proceed to methodically murder every single crusade member in a 2 man frontal assault.
If by the logic of the campaign a no-name apothecary and a newbie who was raised from the dead like a day ago can just friggin slaughter the entire crusade mano a mano...why was the crusade even considered a threat??
But it gets worse. In the Mug'Thol sidequest, the quest giver basically asks two crappy newbs (me and Fellson) to take on five ogre tribes, their respective chieftains plus Mug'Thol - all on their own. I'm even expected to raze their bases (more or less). Why does anyone in this world think this is possible???
Same goes for the dwarves. My superior in chapter 2 reveals that the Forsaken - as in the entire force stationed in the area, are struggling against the dwarves. So they send my 3 guys to just waltz in and kill the entire dwarven tribe/kingdom without aid. Bases, leaders, everything. Like, yeah, you got this, right. The fuck.
Then we go to Andorhal...
- Kultira is a dumb, dumb, entitled prick, and the Plaguelands suck badly. So...I learn that theirs heavy fighting in the Plaguelands and our faction needs help. I arrive and voila there's actually a battle going on that I help turn in our favor. So Kultira is like, yo boy, nice that you saved my creepy cheap ass. Say, could you help a man out? I need this small favor. Could you like...um...RAZE FOUR ENEMY OUTPOSTS KILL ALL THEIR TROOPS AND SLAY THEIR COMMANDERS while I sit here and scratch my decaying ballsack.
And the funny thing is...sure, I can do that.
Next thing I know, Kultira wanders off to the Western Plaguelands (by way of exiting the Eastern Plaguelands map through an exit on the eastern side for some reason. Is the map upside down??). Btw, Andorhal, which we're apparently fighting over, is nowhere to be seen.
In the Western Plaguelands I find Kultira standing all alone in the middle of nowhere and telling me that we're supposed to wage war on the commander of the scourge, a powerful lich. And his lieutenants + their bases. What was Kultira thinking going there all alone??? He can'to do shit on his own. Plus, isn't he supposed to be a commander of troops??? I also think I may have found a bug on this map. During the fight with Araj, the gate closes. But the only Monolith for revival is on the outside. So...if by some miracle I actually managed to die in the fight...how would I get back in for a second chance???
After the fight, Kultira says in passing that he'll send a couple of his men to chase after the scourge remnants in the are. So NOW you think of calling on your troops? What a dick...
- Razing buildings. I already complained about the messed up ingame logic wherein my boss expects three guys to basically go and destroy an entire military outpost on their own. But it's even worse if they also just expect me to manually raze every building. That's as if in the Punic Wars the Romans sent Scipio alone to just raze every building in Carthage. Also, mechanically it's fucking dull to stand in a base that I emptied of troops and stupidly punch every barracks, castle and sanctum to dust. The fact that later on bases keep spawning troops makes the shitfest drag even more. And there are so many frigging missions that require you to kill every single farm in a base manually. Especially the last two missions are absolutely awful in that regard.
- Anticlimactic ending on chapter 2. Chapter 2 ends on a really low note. The plot justs snaps out of it's dream, oh yeah, shit, there was something about Worgen. Uhhh.. here's a map with some of bases. Kill them.
I do that, Sylvanas gives a speech along the lines of "so, let's kill some more Worgen" and that's it for the chapter. Boring.
- Anticlimactic final mission. Five friggin worgen bases to grind down, while babysitting Sylvanas' undead ass. Plus two bonus bases to raze to the last building (as if five weren't enough). Then I fight two guys whom I've never fought and who have no personality + one guys I already beat in the previous mission. I easily kill everything on this map, raze every building, don't die a single time and don't have to even use any ultimates. Then the final cinematic tells me that the battle is going badly. Sure, whatever.
- What was the Worgen's plan to begin with? The first time the Worgen appear in the campaign, they seem to be secretly planning an invasion of the Forsaken lands. They even destroy that one random base. Then I kick their troops to shit. After that, I never learn what their intentions were and on every occasion where I meet them, they get mercilessly clobbered. How did they plan to wage war on the Forsaken if my three man tag team can obliterate their entire military (and grind their capital to dust)???
In conclusion, I like the idea, concept, setting, and theme a lot. And I absolutely loved the attention to detail, models, and textures.
But all of that is dragged down by serious balancing issues, gameplay monotony, a lack of challenges, bland characters, a story without dramatic stakes, and an onslaught of minor things like typos.
If these things were worked out, I think this could become one of the all time great wc3 campaigns and right up there with the best custom stuff on this site. As it is, I can't really recommend it.
Before I read what you say, I was thinking that you are trolling, but after I finish it, I have to admit that you are telling the truth.
As for the skills of heroes, Fellson is actually an Alchemist rather than a mage or wizard, so a healing potion magic is not that kind of bizarrd for him. But I have to agree that this skill is kind of broken, especially with such weak enemies and Fellson's other useless skills. In fact, this healing potion magic is original wc3 hero Death Knight's Death coil with a different name, but as I can recall, healing potion has a even shorter cooldown than death coil, and Fellson being a intel hero gives him even larger advantange, since he can sure use it much much more often than a strength hero such as death knight.
P.S. the other hero you haven't acquired is called Mephist, which can be found in chapter 1. He is basically an undead blademaster with even better skills than the normal orc blademaster. By the way, what are the other campaigns you've already played from hive? Any personally favorite and recommendation? Although I do notice the problems of this campaign, I still enjoy it, since campaigns of similar type like this, which are inspired by Rexxar campaign, are kind of rare in hiveworkshop.
Yea, it still crash after the cinematic, im thinking maybe there's nothing wrong with the name changing chat, maybe something in 1.30.1 is breaking the game for most of us
Just out of curiosity: Why would you think I was trolling?
I didn't mean to say that his heal was a bizarre thing to have. His W, the attack speed buff, is an oddity. It doesn't synergize with his other skills. In my opinion, Fellson's W and E should be replaced with more useful skills with also increase his mana consumption because as it stands, he's an inexhaustible healbot.
Thanks for pointing that out. I actually went and watched a couple youtube let's plays of this campaign in order to find the fourth hero. Now, I didn't go and replay the campaign with Mephist but from what one can assume based on his skill set, it's another very powerful/OP addition. As an Agi-hero he's bound to build a sizable armor rating over the course of the campaign. He also synergizes extremely well with Grimthor. He gains the lifesteal bonus from Grimthor's aura - which is immensely powerful considering that he will have high attack speed due to his high agility. In addition to that, his Critical strike also means frequent self-heal spikes when he benefits from life steal. Another neat/broken thing about the combo of Mehpist and Grimthor is that they both have 5 second stuns with less than/roughly 10 seconds of cooldown respectively at lvl 4 of their q skills. So...they can basically keep a single enemy permanently stun locked. Again, the amount of survivability through heals and damage mitigation is off the charts.
As for your questions, I actually just went through the most popular custom campaigns on this site before I eventually arrived here. I didn't necessarily play any campaigns in the style of Founding of Durotar though. If you're looking for a roleplay campaign that follows on one character's adventure, I would highly suggest checking out The Legend of Magnador. Iceborn is another pretty superb one. Lastly, you might wanna give Shadows of the Past a try, if you can look past the bad English.
Ah, and of course The Chosen Ones, which is easily my favorite wc3 campaign ever.
(Since all of these maps, aside from Magnador maybe, are fairly well-known, I wager you probably already played them. If not, do yourself a favor and play them)
I agree that the characters aren't all balanced to the same level. Some are OP comparing to the other classes. However, the difference isn't that big in term of gameplay. Some characters start very weak and becomes much strongers with each level, All classes have their points of strength and weakness, It all depends on how you play them. Now, as for the other heroes (Fellson, Grimthos and Merphist) they were all placed in a way so that they can support the Main Hero. Yes, Grimthos's Vampiric Aura makes the gameplay much easier especially if you play melee hero but it's not the case if you're playing other classes.- Balance issues/it's far too easy. Several factors make the game ridiculously easy from a certain point onwards. I played a rogue character (the one with slice & dice), and after the Scarlet Monastery I was virtually invincible. Without even using the stat boosting tomes that I could have bought with the overload of otherwise useless gold, my character ended up having like 27 armor, 2,5k HP and Dodge. After finishing the monastery and equipping the loot found there, Fellson also has pretty much infinite mana. Paired with his insane 800 HP heal that costs 75 Mana and has only a handful of seconds cooldown, the two of them were largely unkillable. At the point where Grimthor is added to the team and grants another ludicrous 40% lifesteal with his aura, it simply gets bizarre. I can honestly say that I cleared nearly all maps in chapter 2 by giving a chain of go+attack commands to all over the map while doing something in another tab. Nothing can stop the hero party. Apparently there's a fourth hero whom I didn't even pick up. This would have made things even more trivial. I'm not a hardcore gamer who needs campaigns to be as hard as the Arkain series or To The Bitter End. But some challenge would have been nice. If I can kill bosses by just auto-attacking them, something's wrong.
You don't necessary need to kill them if you can just get past them.- Too many enemies. It feels like the game's response to me being overpowered is just ramping up the number of stuff I have to kill. The monotony of being forced to trudge through hundreds and hundreds of un-challenging boring creeps is insane. It's just busy work. Plus, even though there are too many enemy troops, there's still no challenge. Even in maps like the final one where waves of enemy troops crash onto Sylvanas' base, all I had to do is put Grimthor on the bridge. I don't think I used him for anything else and never issued another command to him.
The items on this campaign aren't placed in a way like you get some simple items at the beginning and then you will be rewarded with great items at the end, it's all random.- No more (good) loot after the dwarven mission. Soon after Grimthor joins the party you go on the mission against the dwarves where you also find the SI:7 assassins. I'm fairly certain that this is the last mission with decent loot. Everything you find after that (as in: throughout the entire latter half of the campaign) is sub par by comparison, with many (mini-)bosses dropping either nothing at all or stuff that is a downgraded version of what I already have equipped. This is particularly laughable in the side quest on the map with Galen Trollbane where I received an item that gives a character like 3 Agility and movespeed. Why even have such a reward? Who would ever equip that? The two optional dungeons are especially bad in that way. The one with the forest troll boss and Scholomance are full of useless, underpowered loot. Scholomance is particularly frustrating in that sense because the map is gigantic, full of unchallenging hordes of enemies and there was not a single useful item to be found.
This wouldn't have happened if you picked the Spellbook with the Mass Teleport ability in Act One. But it's a nice suggestion nonetheless.Oh, and exiting the map takes forever because there's no portal after the final fight.
Curse might be disturbing especially when your heroes are weak but it shouldn't be a problem when your heroes get stronger.- Curse, curse, curse! One thing that makes the grotesque mass of enemy creeps particularly frustrating to fight is the abundance of banshees and their curse ability. It doesn't make any fight more difficult but instead makes them drag on even more. Lots of dispel casting is the only solution. Fun.
Act 2 contains some quests based/taken from WoW like the Stormpike or Wildhammer Dwarves, that's way. However, that shouldn't ruin the whole story nonetheless.- Plot progression in the 2nd chapter. So, chapter one finishes with the ominous Worgen threat established as the main plot element. That's great stuff. In the beginning of chapter 2, that is still very much the main plot as you begin your first mission by defending an outpost from waves of Worgen. However, after that the Worgen disappear from the story for hours on end. Instead, I have to fight some faceless nobody dwarves, humans, and undead who have little to no motivation, boast no memorable characters, and no agenda. Feels like a humongous boring side quest. Resuming with the Worgen quest at the end of chapter 2 is like waking up from a nightmare.
Fellson isn't a Mage but rather an Alchemist, that's way his has his healing potion and self-buff, same can be said for his summoning. He isn't really that OP, His main purpose is to heal his allies while helping a bit with his summoning.- Fellson feels imbalanced. Fellson's spells are a really mixed bag. On the one hand, his heal was arguably the most broken spell in my party (could only possibly be beaten by other player characters which I didn't choose, but I don't know about that). It's too cheap to cast, heals for far too much, hardly has any cooldown, and can even be used offensively to kill weak/hurt enemies. Especially when Fellson runs around along Grimthor it just gets silly. Since Grimthor is strength-based, he already has like a million HP. Then he has 40% lifesteal, a +10 Armor buff AND reincarnation. Combine that with Fellson's heal and...how exactly is anything supposed to kill Grimthor?? Between the two of them, the hero party has far too much survivability. On the other hand, Fellson has weird spells like the attack speed self-buff and his ultimate. The damage of the ultimate is negligible and the healing pales in comparison to his q. The attack speed buff sends weird signals. I mean, Fellson is a mage and int based. In practice, he's auto-attacking a lot since there's constant fighting, but in terms of creating a lore-friendly character, that's a weird skill for a wizard type. Lastly, his summoning is useless. In the early stages where it could be useful if I prioritized levelling it, it doesn't make much sense because there are a lot of enemies like skeletons, revenants, and wraiths that don't leave corpses (plus the heal is much better anyway, so why would I ever want to choose the summoning over it anyway?). Later on, the summoning is ridiculously weak. I actually checked, and its stats on lvl4 of the skill are worse than those of murlocs you meet in chapter 2. With its lousy 525 HP it's also not a good meat shield. Not that you need any meat shield because of what I mentioned earlier.
English isn't my native language, I only use basic english for the dialogues.- Typos. Just a minor annoyance, but there are a lot of typos in the dialogues between characters from beginning to end.
True, the characters on this campaign aren't well presented like they should be. They were all placed randomly, it's not like the Founding of Durotar where the characters know each other well. I am more focused on the gameplay rather than making presentation of the heroes.- Party has no personality. Considering how monotonous the gameplay is, it would have been a really nice touch to learn anything about the heroes in my party. Fellson never talks, my PC only says stuff like "Yes, milady" every now and then, and Grimthor is just a random skeleton whom I find on some hill. Grimthor's quest is also weird. So...I meet this random dude and he just asks me to fight some tough monsters because he wants their stuff for...unspecified reasons. I...roll with it because...um...why not, I guess. And after that Grimthor - who neither knows me nor my quest - is like, okay, thanks for the stuff - nevermind why I needed it - I'll tag along with you from now on and follow you to the death. Um, sure.
Oddball.
There isn't any particular logic in this whole campaign, like I said, this campaign was inspired by WoW gameplay and lore from the beginning to the end. And we all know that WoW doesn't have a sense of logic if that's what you are looking for, like for example, Arthas who got killed by a bunch of players rather than the real characters we know, same can be said for this campaign.- Narrative Dissonance/Why the fuck is my hero so overpowered even in terms of the in-game logic? This may seem like a weird nitpick, but it really bothered me. So..to begin with my character gets raised from the dead. A weak fledgling Forsaken who does minor quests to prove their worth. Okay, I get that. Few hours later, I managed to complete some tasks and I've proven myself. So Sylvanas gives me a new task. I am to infiltrate the Scarlet Monastery and kill their leaders. First of all...WHAT?! The Scarlet Crusade is like a considerable military faction that openly opposes the Forsaken nation in warfare. And you want me to infiltrate them? Okay so...I have to be sneaky right? Get in through the sewers, don't raise an alarm, kill their leaders in the dead of night while the other fanatics sleep, create a diversion to draw the bulk of their forces away....? Um, no. As it turns out, I step right in front of their monastery, kill the guards, shit on their lawn and kick in the front door. Then I proceed to methodically murder every single crusade member in a 2-men frontal assault.
If by the logic of the campaign a no-name apothecary and a newbie who was raised from the dead like a day ago can just friggin slaughter the entire crusade mano a mano...why was the crusade even considered a threat??
But it gets worse. In the Mug'Thol sidequest, the quest giver basically asks two crappy newbs (me and Fellson) to take on five entire ogre tribes, their respective chieftains, plus Mug'Thol - all on their own. I'm even expected to raze their bases (more or less). Why does anyone in this world think this is possible???
Same goes for the dwarves. My superior in chapter 2 reveals that the Forsaken - as in the entire force stationed in the area, are struggling against the dwarves. So they send my 3 guys to just waltz in and kill the entire dwarven tribe/kingdom without aid. Bases, leaders, everything. Like, yeah, you got this, right. The fuck.
Like I said, this is how WoW mechanisms works, the NPCs gives you the quest, and you do them, it's not for them to do it. If you're not familiar with WoW then this might not be the campaign that may want to play.- Kultira is a dumb, dumb, entitled prick, and the Plaguelands suck badly. So...I learn that there's heavy fighting in the Plaguelands and our faction needs help. I arrive and, voilà, there's actually a battle going on that I help turn in our favour. So Kultira is like, yo boy, nice that you saved my creepy cheap ass. Say, could you help a man out? I need this small favor. Could you like...um...RAZE FOUR ENEMY OUTPOSTS KILL ALL THEIR TROOPS AND SLAY THEIR COMMANDERS while I sit here and scratch my decaying ballsack. He basically asks the relief force of three random guys to just go and win his war. Without his aid.
And the funny thing is...sure, I can do that.
Next thing I know, Kultira wanders off to the Western Plaguelands (by way of exiting the Eastern Plaguelands map through an exit on the eastern side for some reason. Is the map upside down??). Btw, Andorhal, which we're apparently fighting over, is nowhere to be seen.
In the Western Plaguelands I find Kultira standing all alone in the middle of nowhere and telling me that we're supposed to wage war on the local commander of the scourge, a powerful lich. And his lieutenants + their bases. What was Kultira thinking going there all alone??? He can'to do shit on his own. Plus, isn't he supposed to be a commander of troops??? I also think I may have found a bug on this map. During the fight with Araj, the gate closes. But the only Monolith for revival is on the outside. So...if by some miracle I actually managed to die in the fight...how would I get back in for a second chance???
After the fight, Kultira says in passing that he'll send a couple of his men to chase after the scourge remnants in the area. So NOW you think of calling on your troops? What a dick...
Razing building might be frustrating sometimes but even in Rexxar's campaign you have mission where you need to destroy buildings.- Razing buildings. I already complained about the messed up ingame logic whereby my boss expects three guys to basically go and destroy an entire military outpost on their own. But it's even worse if they also just expect me to manually raze every building. That's as if in the Punic Wars the Romans sent Scipio alone to just raze every building in Carthage. Also, mechanically it's fucking dull to stand in a base that I emptied of troops and stupidly punch every barracks, castle and sanctum to dust. The fact that later on bases keep spawning troops makes the shitfest drag even more. And there are so many frigging missions that require you to kill every single farm in a base manually. Especially the last two missions are absolutely awful in that regard.
Act 2 didn't get a better ending like I hoped for sadly, it could have been better than that but unfoutunatly I didn't get enough time and ambition to finish it.Anticlimactic ending on chapter 2. Chapter 2 ends on a really low note. The plot just snaps out of its dream like, oh yeah, shit, there was something about Worgen. Uhhh.. here's a map with some of their bases. Kill them.
I do that, Sylvanas gives a speech along the lines of "so, let's kill some more Worgen" and that's it for the chapter. Boring.
This campaign has the same ending of the Battle for Gilneas from WoW : Cataclysm. This whole mission was inspired by it.- Anticlimactic final mission. Five friggin worgen bases to grind down, while babysitting
Sylvanas' undead ass. Plus two bonus bases to raze to the last building (as if five weren't enough). Then I fight two guys whom I've never fought or met before, and who have no discernible personality + one guy I already beat up in the previous mission. I easily kill everything on this map, raze every building, don't die a single time and don't have to even use any ultimates. Then the final cinematic tells me that the battle is going badly. Sure, whatever.
If you read some articles about WoW : Cataclysm, you'll know that the Forsaken and Worgen have entred into a brutal conflict ever since the Greyman Wall was shattred by the Cataclysm, the Worgen attack on the Forsaken outpost serve only as a demonstration that shows the hostility between the two factions. and of course, the whole assault on Gilneas was ordered by Garrosh and not Sylvanas.- What was the Worgen's plan to begin with? The first time the Worgen appear in the campaign, they seem to be secretly planning an invasion of the Forsaken lands. They even destroy that one random base. Then I kick their troops to shit. After that, I never learn what their intentions were and on every occasion where I meet them, they get mercilessly clobbered. How did they plan to wage war on the Forsaken if my three men tag team can obliterate their entire military (and grind their capital to dust)???
The Founding of Durotar was also easy to beat even on Hard difficulty, comparing this campaign to Founding of Durotar, I would say Rexxar's campaign was much easier in term of gameplay and doesn't consume a lot of time. All my heroes were basically invicible.Since this campaign was heavily inspired by the official Rexxar campaign, I will use the Rexxar campaign as the standard of comparison. This campaign is no doubt too easy; however I would suggest that it is more because of how weak the enemies are. Although the enemies in chapter 2 & 3 has much higher damage output than those in chapter 1, but their HP is generally TOO LOW. The author does have already buffed the creep's HP in chapter 2 & 3 (comparing to chapter 1 and normal standard units we can see in original wc3), but so far it seems not enough. The author could set some new difficulties to solve this issue, such as normal, hard and insane, and make sure that enemies are challenging enough in the harder mode, or even secret hidden boss limited in the harder mode.
I may change some of Grimthos' spells in the upcoming updates.Grimthor's lifesteal aura and reincarnation do seems overlapped, maybe change one of these two would be nice? For example, lifesteal arua replaced by unholy arua or sth. I know there's an equipment in the campaign that can provide unholy arua, but after all kinds of arua provided by equipment are only level 2 or even level 1, and it would be much more convenient if one of the hero has an moving speed boosting arua himself. Thus, heroes can travel faster through the map, just like what it is in Rexxar campaign.
Good point here.Besides, I'm always confused that why many of the forsaken allies on the map are not always visible; the magic book players can get in chapter 1, which contains a mass teleport magic, should enable players to travel through the world much easier, but with only a few allies visible on the map, the magic book is not able to show its full potential. Still very useful in chapter 3, though, considering how weak Sylvanas' troop is.
I've fixed the color bug in the recent update.The number of the creeps on the map is not the only problem; after they are killed once, the new, reborn creeps would turn into red and can no longer provided money when they are eliminated, which makes the travelling more disturbing, especially when heroes reach the level limit of the current chapter. I don't understand why the author don't just copy the creeps design from the Rexxar campaign; the creeps in the Rexxar campaign reappear much slower or don't reappear at all, can always provide money and has significantly less number.
I may take that under consideration. However, I personnally find that the Demonology Warlock is already OP enough for the Rain of Chaos spell or Dark Portal...Not permanently, a lot of mana can be mustered, just give more minions to play with. I wouldn't mind a demonology path to be Dark Portal (random demons every time, stronger and numerous after each level) + Rain of Chaos (infernal, every level gives +1) + Rain of Fire (increased radius and damage) + Word of the Legion *or insert fancy name* (Level 6 - Nathrezim Elite, army buffer with different abilities, Level 12 - aditional Elite, or just a stronger version)
The arcane mage path is unfun to play. Items can be found with Silence ability, therefore renders this ability pointless, Mirror Image is also, intel hero + low armor and hp, enemies rip them apart easily, not worth the mana and ability point and barely capable to distraction. Polymorph is Okayish, Arcane Blast is too weak, and has too much cooldown. This path becomes absolete early on. Buffing the range and damage of the Arcane Blast would be ideal, as well as drasticly lowering the cooldown. Polymorph would be great as an aoe ability if you can do things like that. Instead of Mirror Image, as a crowd controll/disruptor spell, momentarily turning enemies against each other would be better. Basicly Charm, but without permanent effect. (Autocast ability) And instead of Silence, anything.
Yea, it still crash after the cinematic, im thinking maybe there's nothing wrong with the name changing chat, maybe something in 1.30.1 is breaking the game for most of us
Encountered same problem with this guy.
I believe @ploteventflag is right here, the naming changing doesn't seem to be the cause of the crash, I did a small test last week by trying to turn off every trigger related to the name changing and the intro cinematic on the map, yet the crash still occur for some unknown reason, to be completely honest, I have no idea what's causing this crash, the triggers are all fine. Patch 1.30 must have broke something within the script of this campaign which I don't know where exactly. For now, the only solution I found is basically removing the entire Hero Selection System from the first map and leave only ONE pre-placed character at the beginning of the map, or maybe creating a different Hero Selection System I guess. I don't know tbh.Yeah still the same crash right after the first cinematic![]()
Hey, @Zetubal and @Ancient God Kratos, I would like to thank you both for the reviews and criticizes on my campaign, I will give a brief explanation for that later.
I may take that under consideration. However, I personnally find that the Demonology Warlock is already OP enough for the Rain of Chaos spell or Dark Portal...
Anyway, Thanks for the suggestions.
I believe @ploteventflag is right here, the naming changing doesn't seem to be the cause of the crash, I did a small test last week by trying to turn off every trigger related to the name changing and the intro cinematic on the map, yet the crash still occur for some unknown reason, to be completely honest, I have no idea what's causing this crash, the triggers are all fine. Patch 1.30 must have broke something within the script of this campaign which I don't know where exactly. For now, the only solution I found is basically removing the entire Hero Selection System from the first map and leave only ONE pre-placed character at the beginning of the map, or maybe creating a different Hero Selection System I guess. I don't know tbh.
The Death Knight's Q skill equal to Rexxar's Storm bolt skill when it comes to the amount of damage and stun. The Survival Hunter's ultimate is fine as it is imo.Thanks! I would love to see author's thought on this. Plus, I hope that you can remember to fix the damage problem of unholy death knight's Q skill and Survival hunter's R skill; to get a "whosyourdaddy" damage output without typing the cheat code is kind of ridiculous![]()
I may take that under consideration. However, I personnally find that the Demonology Warlock is already OP enough for the Rain of Chaos spell or Dark Portal...
Anyway, Thanks for the suggestions.
The Death Knight's Q skill equal to Rexxar's Storm bolt skill when it comes to the amount of damage and stun. The Survival Hunter's ultimate is fine as it is imo.