Act1
I'm impressed, each class has its own specializations.
Love the opening of the hero being revived back into the world.
That Sylvanas model looks so good, the portrait is amazing. First time I've seen it before.
Fury Warrior is by far the best choice from looking at them. Battleshout means even on hard diffculty there is no slow drag early game, since the sludge minions + the other minions we get later (spider summon, troll berserker summon, etc) all stack that battleshout damage, which makes early game easy. Late game it is very powerful too because of the stun, aura, and ultimate which all scale well.
Infernal stone reward for people who choose to explore- yay.
I like how Nathanos implies there's something more to the spider issue when we return- eluding to the gates we couldn't pass earlier.
Reward choice- people would be crazy to not pick an aura reward like the mana regen one, especially early game when mana is so minimal.
If you copy paste sentences from Microsoft word or w/e with apostrophes ('), then they will appear very spaced out in cinematics. Not a big deal, just thought I would mention it.
The Scarlet shipyard we need to reach Mevel/Mevan can be killed by us, since it's an enemy unit.
Once Meval/Mevan moves south, it pings his new location, but also his old one at the same time (orange ping).
Very cool to hide blood witch behind the rocks which need explosives. I almost missed that (and would have missed life steal item for my melee hero

) Thanks for giving that vision of that spot to let player know something is there, or would miss it 100%.
Found the Doomguard summon item at top of map, almost opposite of the infernal item

.
Silverpine Woods keeps pinging me its teleporter even though I don't have e a quest to go there. Ok, later went there and found the new Worgen side quest, but there was no message saying I should go there and check it out or something, it was just a ping out of nowhere.
Glad I found that bonus hero- good crowd control with his gouge spell. Also, it was nice that he scaled to my heroes' levels, since otherwise it would punish players who don't know where he is and end up with a level one hero alongside their level 6 heroes. That was always a big issue I had with Chen in the Rexxar campaign. The bonus hero has no team colour on his model though.
When our heroes move out of the way for Gebbler to come talk to Lillian Voss in her cage, it's obvious the scarlet crusade units saw our heroes, but pretended they didn't see them (since they were so close, with direct line of sight).
At the bottom of Silverpine, at the human town, all villagers run into their houses when we get close, but at the top house, there is a man and child who go run towards the house but don't go inside it.
For the item you get for killing the Worgen in the side quest for Silverpine, when you click on it on the ground, the tooltip has an extra /r after "unique"
Theres no town hall building in the Undercity, so the reward from killing Archmage in silverpine is not that useful. I could only see a town hall building in Brill in the main map (it became very useful though in act2, as well as the final map of act3 to teleport around defending the bases early game).
I like how Sylvanas last line in telling us to attack the monastery is a reference to the name of the first act, ashes of the crusade.
Don't understand the reason of putting so many enemies with cold arrow (archers) or slow/stuns (golems) around the map. Just makes travelling time longer.
The Velnorona hero at the Scarlet Monastery has E hot-keyed for both life drain and the silence spell.
The boss fights in the monastery were very good, especially Renault's. I like how everyone dropped unique items.
Act2
Melisra describing the alliance remnants as a "plague" is funny, considering they are Undead themselves.
First creeps I met (level12 wolf and company) on the way to Durnhole humbled me a lot, compared to me destroying all creeps in Act1 easily.
Far bottom / bottom left area of Hillsbrad doesn't have much, just ghosts and skeletons.
Infested Sludge guard corpses can't be raised as the sludge minions for Fellson.
I actually killed my own hero to see if the Sludgewell signet item summoned a powerful sludge: it was very weak, not worth it lol.
Infernus and Bloodvenom have the opposite directions attached to the directions to find them - east vs west.
There was no initial ping for where to go to find the goblins' stuff back in alterac.
The shop in the base in Arathi Highlands sells no tomes.
I am glad there were at 2 town halls in Hillsbrad to teleport to.
Arathi Basin is much better sized than Hillsbrad (its smaller, which is good cause I explored so much empty space in Hillsbrad).
Love the music for Arathi.
Also, thank you for making all quest items be things that are consumed as soon as they are picked up, so they don't take inventory space.
The shop in the Hinterlands also doesn't sell tomes.
Hinterlands shop is too close to the main guy we speak to for the main quest, so during the cinematic there is the blue arrow bobbing up and down above our heroes showing they are the target for buying from shop.
After finishing the Shadra spider sidequest, Deathstalker Lookout (one who gave me the quest) has a yellow explanation mark above his head, but doesn't give any further quests.
Final Scholo boss was really hard with the cages, good fight.
No Waygate to teleport us back to start of the dungeon of Scholo? Ahhhhhhhh!!! Long walk back
Koltira had been lured away from his original position when I pulled dark greens' troops towards his base, so he wasn't at that spot he originally was at. Then, during the Thassarian cutscene, Koltira was not in it, + Thassarian's neck was rotated 180 degrees backwards because he was looking at where Koltira was.
There's no shop to buy tomes in the Weastern Plagueland base.
When talking to Linsay for the first cutscene, our heroes were lured out by creeps following us, so they were not in the cutscene.
The acolytes for the purple undead base guarding the Valkery were just standing there, no buildings produced troops, not sure if that was intended. Same for far north Undead base.
We don't have vision of the Eastern Plagueland's Forsaken base, so I can't teleport back to it after doing the Valkery quest.
There was no message to kill the Necroknights around the map in order to open the gate to the final boss.
Using Gouge stun on the boss makes him invulnerable and the fight cannot be completed.
It said " to be continued" at the end of act 2, even though there was 1 act remaining.
picture of act 3 not showing 3 unkown bnlobs
Act3
I liked the stealth mission with Ralar.
The Pyrewood mission was good.
My heroes max out at level 15, but I still have 2 more attribute spells that I can learn.
After we win in Pyrewood, when Liam and his forces retreat across the river, his units run back across the bridge to me, and are not enemy units to us now.
Final map was tough at the start, till slowly I broke their buildings and then the Forsaken could slowly push forwards.
It was very satisfying watching all those Forsaken units swarm Genn Greymane.
Laughed at how all our heroes just died in the final scene.
At the end of Act two, it did not colour in Act two as "completed" (the picture in the box). It also created a bunch of chapters in there without any name or description. Act three also did not get coloured in as "completed" after I finished it.
General Points
One of the best campaigns I have ever played. Always felt like my heroes were getting stronger, and was not boring at all. Doing the final mission on hard difficulty and finally turning the tides against Gilneas made all the previous grind worth it as I saw our forces slowly mass push towards Genn.