Thanks! I'm glad you enjoyed it
Yeah, I'll consider that.
I know. The last mission of Act 3 used to be similar to the last mission of FoD before v2.4. However, some people complained about that so I had to change it to the way it is now. I don't know though, I may bring back the old version of this map or make some changes...
Well, most of the creeps in Act 2 are above level 6.
Thanks for pointing it out those bugs.
By the way, I would like to thank you for the Playthrough you made for this campaign, I really appreciate it
Hey Warseeker, since you said that you are currently being busy with another campaign, I once decided to give my feedback when you are back to this campaign. However, some recent replies have already discussed about sth that I discover or not, so I would like to talk about it.
Jaybrino mentioned Mission select screen bug and Grimthos' level problem; the 1st is exactly like what Jaybrino says, and I personally would like to add some more details to the 2rd: not only Grimthos' top level is not limited in ACT2, but also he doesn't get the level limitation like the others in the first map of ACT3. In this particular map, all the other heroes can only get to level 14, while Grimthos can get all the way to the top. In conclusion, normally heroes should top at level 12 in ACT2 and level 14 in first map of ACT3, while Grimthos is already able to reach level 15 in ACT 2, as long as you keep feeding him.
About the gameplay design of ACT 3 that mentioned above, my personal suggestion would be providing more variety, like babysitting Sylvanas in 1 map, and cooperate with her in another. I think that you should do babysit in the 1st map, and do cooperation in the 2rd, since Sylv does say that she will maintain the defense of the base and let heroes do the attack in the 1st map, and claims that she will lead an offensive siege in the 2rd (plus she does lead a troop fighting Genn in the final cinematics, could be the leftover after you've changed the design in 2.4, though). Of course, in the end it would be you who decide; just follow your heart and make the design you truly want. Sometimes you have to entertain yourself before you entertain others, right?
About the Demonology Warlock, I'm actually glad that both of her familiars has the basic moving speed of "fast"; could be a coincidence, though, considering the type of the familiars. Just hope you can get the other familiars moving as fast as them (hope you wouldn't get mad at my endless whinning about moving speed

, since I do care about it a lot, and the overall swift moving speed of the heroes is one of my favorite design in Founding of Durotar).
Last but not least, Forst Death Knight's Frost Presence, mentioned by
Deadmanwalking. I have fully tested it, and although it is based on slow poison ability, frost presence would be disabled when death knight is carrying an orb-like item (even the flaming blade, which is orb-like but cannot attack air, and shadow orb, which is an orb without offensive orb effect, would still disable frost presence if you let frost death knight equip them). Guess the system still views frost presence/slow poison ability as one of orb's effect? Besides, since frost presence is a passive ability instead of autocast spell, it cannot overlap any orb's effect (while an autocast spell like, for example, survival hunter's firing arrow, would be able to replace any orb effect when it is activated). Make frost presence into an autocast spell would solve the case, but I prefer a more directly approach: let frost presence enable frost death knight to attack air units, so that frost death knight no longer needs an orb. After all, autocast spells won't work on enemies with spell immunity like passive ability, and it is always better to keep more variety in the design of different spells and abilities.
EDIT: One more minor... bug found, since I don't know if it is your intention.
Still about Demonology Warlock. Her succubus, summoned by Q ability, is not able to be healed by Fellson's Q. However...
Despite being a permenant familiar, this succubus is pretty fragile while having good damage output, which makes her to be a glasscanon that should avoid taking damage, rather than a vanguard that can attack and take damage at same time. Plus, Demonology Warlock is a intelligence based hero, and that would enable her to summon succubus many times after she reaches enough level.
Thus, I'm a little confused here: do you actually want players to use succubus as a glasscanon, so you forbid her to be healed by Fellson's Q intentionally, or you just make it like this by accident, as a leftover from the last update on Demonology Warlock?