~~Bugs/negatives:~~
- The dialog disappears too fast, some people might not be fluent in english and can take more time reading it(heck i'm even fluent in english and there were some times were i couldn't finish reading the whole dialogs, now imagine usually when people read those they take their time as well to maybe impersonate the character that is speaking as well), so beeing this fast will make ppl ignore it all together and that's bad, because you want them to enjoy the story.
- The player should be able to skip any dialog at any time, the reason beeing of course replaying the map for various reasons, so that player knows already all the dialogs and should be able to skip them.(pressing esc to skip would be nice). ~~The current esc button only makes the text disappear but the time in cinematic mode stays the same.~~
- The hotkeys on some heroes seem to have weird spots like h, t, etc , i suggest changing them to q w e r, or z x c v for a better gameplay experience.
- It seems like at the start of the game the player can choose between showing the damage dealt by enemies and heroes to eachother, but from what i saw no matter what i picked the damage will always be showed against my hero(even when i choose to turn it off).
- When opening the "hero abilities" all spells have the word "learn" and then the name of the spell, but after u pick 1 spell sometimes the word "learn" remains in the spell name after you learned it already,ex. of this bug:
Templar class: holy hand spell it's called "Learn holy hand" instead of just holy hand.
- All the animals like sheep,frogs,etc can block the path and be very annoying especially if they are invulnerable(at the farm where the child runs away and in the first town), i suggest making all of them vulnerable.(evil smirk)
- There is this tight ramp that makes the hero confused when i try to go back to the first town, i suggest making that space larger, it seems like the hero gets confused when i try to click to go back only when he is inside the red square i drew.
- Sometimes the mobs respawn in different places from where they died(their own little group) resulting in creating groups of mobs larger than intended.
- The butcher(abomination) mini boss that drops medallion of corruption is too weak for dropping such a strong item(i kept this item untill the end of the game), i suggest buffing his overall stats and his spell(which i think it healed him? for like 10% hp, i killed him in 5 sec, solo(on hard).
- I see there are a lot of barrels lying around all over the place, but after i destroyed them all i found nothing, i suggest putting something inside them like pots and tomes.
- I made lvl 40(max lvl) pretty fast right when i entered the Nomad lands, i suggest maybe increasing the lvl cap to 50 and giving the heroes a new last spell when they hit the cap, like a bonus of stats or a new spell/passive or the choice of upgrading 1 of their current spells sounds cooler.
- I killed the first demon guardian semi boss in 4 sec(well i was pretty op myself but still) he needs more hp and armor, and his spells were pretty weird, him summoning those buildings(workshops) caused some fps drops(might cause crash), his flame strike was decent.
- The fight with Asmodeus, even tho it was a decent challenge, i feel like he should have been able to do more than just stun and summon some demons from the portal behind him, i suggest the followings:
-Stage I:When Asmodeus gets under 70% hp he becomes invulnerable and starts a channeling animation, while he does that the first demon guardian is beeing summoned to fight the heroes + 1 melle and 1 range demon, after he and the demons are defeated Asmodeus becomes vulnerable and the fight resumes.
-Stage II:When Asmodeus gets under 40% hp he becomes invulnerable again channeling and summons the second boss(that blue ground dragon) + 2 melle and 2 range demons, after their defeat Asmo becomes vulnerable once again and the fight resumes.
-Stage III:When Asmodeus gets under 20% hp he gets bonus stats and enters rage mode(attacks faster but takes more damage) while demons are beeing summoned from the portal behind him every 4 seconds + he summons 1 more portal depending of the difficulty chosen at the start(ex. On easy he summons 1 more portal arround the heroes, on normal 2 portals, on hard 3 portals and on nightmare 4 portals, each portal summons a demon every 4 seconds).
Yea i know,this looks like a lot of work to be done, but i hope i gave u some new ideas with this
--- Some heroes are weaker than others~~ This topic is vast~~ Just some things i noticed from testing a bit all heroes:
_I will rate all the heroes as well(the rating is based on these traits:damage capability(solo and in a team), healing capability(solo and in a team), survivability and late game usefulness aka scaling with stats/items.)
_If i don't say anything about a Hero's spell that means i liked it the way it was_
_The order of my second ratings:_ (Very bad > Bad > average > decent > good > strong > very strong)
~1.Soul Hunter[9/10] --> (Bad early game, strong mid game, very strong late game) One of the strongest hero in terms of damage and mainly survivability for soloing especially(i would say he is the strongest overall since it has huge potential with his crits and lifesteal passives).
And yes i finished the map using this hero.
-Feral discharge (just a bad spell, low dmg, and a very weak stun) It needs a x agi effect, maybe a x 0.5 agi on first level and it gets + 0.5 each level , so on lvl 5 will be x 2.5 agi.
~2.Hunter of the night[6/10] --> (Bad early game, average mid game, average late game) Average damage dealer overall, has decent survivability with high armor, has only 1 spell that scales late game"the trueshot aura"(which can help its team if the other 2 are range as well), the other 3 spells are either very weak or just useless.
-Black arrows (deals too low dmg) since it takes the spot of an orb effect already, it should deal much more than just flat weak damage.(needs either a new effect to the orb or the damage needs buffed)
-Soul barrage (deals next to no damage) weakest dps spell in the game, either remove it or somehow manage to buff it that it deals full aoe damage like other hero's spells(ex. Demon's Chaoswave)
-Shadow walk(decent dmg early game but falls off mid and late game) i suggest giving it a bonus effect that scales with the ranger's stats or damage.
~3.Pyromancer[9/10] --> (strong early game, very strong mid game, good late game) Certainly the strongest damage dealer in the game! His survivability it's sure lackluster but his spells balance the scales overall, all his spells are offensive spells with good damage, the only problem is again the fact that all his spells don't have effects based on his stats, making him fall of in late game.
-Pyroball (even tho deals decent dmg with a cute low stun, the spell itself is too weak, i think this spell needs an effect of x2 or x3 int stats the most from his arsenal of spells.)
-Enflame (similar to immolation) it's a really strong spell, only 1 problem tho, the pyro is a ranged hero so he needs to get in melle range to be able to use the spell therefore taking huge ammounts of damage, i suggest increasing the aoe range of the spell from 100(melle range) to 250 range.
-bugs: Pyroball has a typo on the oder of numbers of the levels(ex. lvl 1 - etc, lvl 2 - etc, lvl 3 - etc, lvl 4 - etc, lvl 1 - etc, the last one should be called lvl 5 not 1, 2 more heroes got this typo on their spells).
~4.Pandaren Warlord[4/10] --> (bad early game, average mid game, bad late game) What can i say.. Panda race is one of my favorites from War3 but oh boi, is this hero bad, all his spells are pretty useless, i guess he is a decent tank, but thats it.
-Taunt (here we go, yes taunt is a spell, but lets be honest, its not a hero spell, there is a reason blizzard put this one on an unit and not on a hero because is pretty shit, oh and don't forget they actually buffed this spell with the last patch as well since it was that useless) i suggest giving this spell another effect beside taunt like aoe damage and armor reduction for 20 seconds, that will get the spell from very bad to good.
!~~!Oh and this spell actually crashes the game as well, so it really needs to be fixed asap, might make players think the map is unfinished or unplayable.!~~!
-Power Slam (good idea with the x str damage effect) but unfortunately its too weak, i suggest doubling thex str effect on each lvl to up this spell from bad to strong.
-Pandaren Flow(i like this spell) it only need a small buff to the hp regen or armor to get it from decent to good.
-Multiply (nice idea but still too weak overall) it needs an increase in either: number of clones or the damage the clones do.
~5.Life Bringer[8/10] --> (strong early game, strong mid game, strong late game) Best support class by far, all his spells seem good enough to me.
-Death trap is a good spell, but i feel it's a little bit underwhelming, i suggest increasing its damage and giving it multi shot pasive for later levels.
-bugs: Death trap has a typo on the order of the number of levels.
~6.Demon Traitor[6/10] --> (good early game, good mid game, bad late game) Interesting hero, i like the idea of a demon traitor beeing on the good side, now about the spells, his only good spells are Chaos wave(but even that spell falls off in late game and spiked carapace).
-Chaos wave (good spell) i think it only need a bonus effect for the last level, like a damage over time or armor reduction.
-Crushing attack (bad spell) First off, it doesn't fit the hero, i suggest the following changes:
-increase the % chance of the passive by 6% for each level
-change the stun effect with armor and damage reduction for 5 seconds or with the chance to do aoe dmg based on his str and healing him for x str(ex. lvl 5 spell-> 15% chance to do 500 dmg + 2.5 str in 250 aoe and heal the demon for 1.25 x str).
-Demonic Understanding (really bad spell for an ultimate), i suggest either increasing the attack speed % or making the spell give bonus damage to the hero based on his str(ex. lvl 5 spell-> 80% attack speed increase for 15 sec or 45% attack speed increase for 15 sec and increasing his base damage for x 2.5 of his str).
~7.Shadowscale[7/10] --> (good early game, good mid game, decent late game) I like this hero, every spell seems to combine well with her poison theme.
-Poison arrows (this is indeed a good spell, but still for taking the spot of an orb effect its too weak overall) I suggest increasing the poison damage per sec. by 50 for each level.
-Exculpate (basically shadow strike) the damage is too low, needs increased by either 200 dmg on all levels or giving it a x agi effect(ex. lvl 5 spell-> 300 + 5 x agi initial damage and 125 dmg over 2 sec. for 12 sec.)
-Cloud of unknowing(basically acid bomb) it needs an increase in armor reduction by 2 on all levels and an increase in damage per sec. by 100 for all levels.
-Tetra vortex(too weak for an ultimate) it needs increased damage by either 200 on all levels or a bonus effect based on her agility.
~8.Unbeliver[9/10] --> (strong early game, strong mid game, decent late game) One of my favorite heroes, perfect hero for soloing, he has everything, beeing a summoner as well, love all the spells, works well with the necro/darkness theme, i would have given this hero the perfect score of 10 if only he had atleast 1 spell based on his int stats.
-Cruciatus (good spell), my only suggestion its to give it a bonus effect of damage based on his int stats.
-Inferius (its a good summon, but i feel like he dies too fast) my only suggestion is buffing his armor by 5 on all levels.
~9.Templar[6/10] --> (decent early game, average mid game, average late game) Decent hero, half tank/half healer(like a true paladin) but the problem comes again with his spells, they will fall of pretty fast later in the game, all his spells are "good" but not great.
-Radiance (really strong for early game, but like any other spell that is not based on stats will fall off eventually), i suggest giving it a x stats effect at max lvl(x5 int, or x 3 str).
-Holy Hand (decent passive for an off tank) could get a small buff, but not necessery.
-Mighty Swing (his only "dmg" passive) the cleave % is a bit too low in my opinion, needs buffed with 20% on all levels atleast.
~10.Agent of Dawn[2/10] --> (baaaaaaaaaaaaaaaaad) I see you tried something new with her spells but nope, ain't working, i think this is the worst hero by far!(to be fair i only played with her untill lvl 6 so maybe she becomes really strong late game somehow? i doubt it tho)
-Unleash (very bad spell) similar to dark ranger's spell, the damage is way too low, it needs like a 500% dmg increase on all levels to make the spell decent even, i noticed after using the spell it drops some fps as well, might cause a crash later in the game if not fixed.
-Showdown (i really have no idea whats the deal with damage based on move speed) i just see the spell dealing non existent dmg, thats it, i guess keep working on this dmg based on ms thing, i guess increasing the dmg by 1x ms on all levels will be a good start).
-Vindicta (i like the way you thought of this spell, it has potential BUT the way the spell works for now its just bad) I say replace the Hero moving to the target with a clone of her, so the hero is not affected and stays in the same place(especially since this hero has good attack speed and the way she moves back and forth makes her attack speed useless, stopping her attacks), that will make this passive work, now the dmg as well seems like it needs a buff of 1x agi on all levels to make it decent.
-Evasive fury (As for the ultimate i find it average, it needs a 2x damage buff on all levels to make it a good spell/ultimate).
~11.Keeper of balance[4/10] --> (average early game, average mid game, bad late game) This hero's spells need some changing.
-Killing floor (bad dmg over time) needs to be doubled, the trees should be able to spawn even if the target didn't die, otherwise u will use this spell only to last hit and thats bad, now about the trees, their hp and dmg needs doubled as well OR make their dmg and hp be based on the keeper's int.
-Gaia unleashed (this seems like a joke spell similar to dark ranger's aoe spell)
-first off, make the spell have a 10 sec cd on all levels.
-triple the damage on all levels atleast.
-give the affected targets a bonus dmg per second based on the keeper's int.
-the stun seems fair, so stays the same.
-Nature's comeback (just double the attack speed and damage on all levels)
-Sleep paralysis (As an ultimate spell, this seems like a joke spell again) i suggest giving the spell a bonus effect similar to the shadowscale's ultimate, but make it deal less dmg.
-bugs: all his first 3 spells have typos on the order of numbers of the level.
~12.Lone Wanderer[5/10] --> (average early game, average mid game, bad late game) Again an interesting hero with nice spells, but they need some buffs/reworks.
-Summon kishi (very weak summon)She needs double the stats on all levels + some passives for last levels like bonus attack speed, and crit maybe.(similar to the real Misha of Rexar from the campaign)
- The loyality spell from kishi doesn't seem to work,i assume its supposed to be similar to spirit link(from the spirit walker from melle games), but it doesn't seem to distribuite any damage.
-Originate (average aoe stun spell) It needs an increase in damage by 200 on all levels
-Unnverving presence (a good passive but it lacks 1 thing and that is damage based on his stats) Make it deal a bonus damage on all levels based on his str and increase the % chance by 5% on all levels.
-Eye of the tiger (again with that dmg based on ms thing) by the looks of it it needs the % damage of ms doubled on all levels to deal decent dmg.
~~Positives:~~
- Mobs dropping hp/mp pots, really nice.
- Having a backpack, great!
- Beeing able to use multiple pots at the same time without any cd, fantastic! (i wished we could be able to stack the pots, maybe in the future).
- Mobs beeing able to respawn, gives the players the oportunity to farm a bit more before adventuring further into the map, great!
- Even tho i love the fact that mobs respawn, i feel like they are doing it a bit too fast, sometimes trapping the players and taking them offguard when they try to run back to return a quest or maybe falling back from a tough battle, i suggest reducing the respawn time of all mobs by maybe 10 seconds.
- Interesting and funny NPCs with their dialogs/quests!(the orc shaman is my favorite).
- I really liked the concept of the arena(especially Bollocks, he is one funny guy), but i feel like the dragon boss was pretty weak, the strongest monster was the scorpion since he was the only one that almost killed me with his stuns and snakes, i suggest increasing the stats of the dragon and giving him some death coil spell that deals 1k dmg or something, cuz for a final boss he was very underwhelming.
- Loved the 3 Ursa team mini bosses,i have an idea,i would love to see the Big Ursa getting some bonus stats and maybe Avatar form after his other 2 brothers are slain(him going into a rage mode), i think that will make the fight waay cooler.
- Overall a really nice rpg map, a classic!
