~Negatives:
- When bosses go neutral they can get healed by the healing ward....
- Also why the fuck are bosses spell immune, Isn't it enough they got a gazillion hp? lol
-The Kel'Thuzad boss was a bit tricky. I had no idea the ankh served as a waygate to another mini-boss that I needed to defeat—wtf! It would be helpful if that were made more obvious. That was the only time I got defeated; I didn't even lose a single unit in that fight, yet everyone still ended up dead at the end. It was kind of funny.
- Bolvar's body is invisible, only his weapon was visible on all the maps.
- There was a blacksmith in some maps. Was he supposed to have any role? It would be cool if he could craft a set from all those purple items.
~Thoughts:
I played through all the maps and really had a blast! It got pretty chaotic. Most of the time, I just needed to keep my units alive, and everything went smoothly from there. My heroes were basically untouchable; the mobs and bosses didn’t even go after them. With their high HP, they felt invisible to the enemy AI.
I ended up with four groups of units on the early maps, which made moving through the corridors a bit of a challenge. The game was mostly about keeping my units alive so they could keep dealing damage to the enemies and bosses. Honestly, I think I could’ve finished it using just the heroes since they were so overpowered, but it would’ve taken way longer because they didn’t do enough damage.
And damn, that ending though? I'm not very familiar with the Shadowlands expansion in World of Warcraft, so the story was pretty irrelevant to me. But yeah, that ending was kind of disappointing; I thought I was about to fight the big boss, but instead, it fell flat. The last battle with Sylvanas was tough mainly because she had this overpowered AoE spell that nearly wiped out my units, forcing me to keep them back. Once again, the heroes could always handle it solo. I really liked the part where a random hero got teleported to another region and had to survive on their own; I thought that was a cool gimmick. However, once again, the heroes were so overpowered that there was never a real chance they would die, lol.
One aspect I didn’t like was that with each new chapter, the items get scrambled and do not carry over from mission to mission. Some items do, but many do not, which I found kind of disappointing. As a result, I ended up with a lot of weird, useless items along the way in each chapter.
It would have been great if this was similar to a real campaign with chapters that are linked and not separate missions.
Talking about the items, I thought they were fine—nothing special, though. It would be great if the items could carry over from chapter to chapter, and if the blacksmith could combine some of them to save space.
Regarding difficulty, I played all the chapters on Mythical difficulty. I'm not entirely sure what that changed, aside from increasing the enemies' health. It just took longer to defeat them. Throughout the entire game, I never felt like I could truly lose, aside from occasionally losing some units. Each boss had its own unique spells and gimmicks, which I thought was really cool.
Overall, I enjoyed this map; it was a nice "mini-campaign", so to speak. I have always disliked everything related to World of Warcraft, but this series of maps was decent enough since I was familiar with all the units and heroes.
P.S. You couldn't resist including yourself as another secret mini-boss in this as well, ha?
