As I expected, it makes much sense that way.
Some suggestion for those issues : for the no builds, look at what Shadows of Hatred campaign did for the no those that emulates raids/dungeons from TBC. You face dangerous bosses and foes, with a limited roster of units that is resplenished when they die, with, if I remember well, a limited amount of lives for the heroes. All those no build missions parts from mission 1 to 4 could use this format. Because you have only one hero at time with limited abilities, it makes sense to count on units but with a drawback. AoE is the easiest way to design bosses and you should includes them more.
For the scepter of healing, I suggest adding the passive regeneration from unholy aura instead of the healing war constant effect. You can raise a bit the amount of direct healing the scepter provides as an alternative. For the mind control item, I'm not sure if it is possible, but capping the amount of units you can control, of making the mind control temporary, would greatly balance it. Those are the real two offenders when it comes to item balance.
For the build sections of mission 1 to 4 now :
- 1 just needs a better layout of the map, and more assets to make it prettier to explore. I think you can open a bit the centaur roster by giving to each a different elemental to recruit to vary how to face them. One is getting fire who mess with melee units with immolation aura, one earth elemental with siege damages that can destroy quicly your buildings and spellcasters, the other an air elemental that can cast cyclone to do crowd control. You have also an elven and deamonic base. What if it was a free for all map? Like elves and demons fight the centaurs too, with you caught in the middle. If everyone get a big base, it could be fun to actually actively wait for an enemy attack to leave their base to caught if if less defense, or follow the wave and attack another enemy base alongside it. Desolace is made of people all hating each others after all, and it goes well with Garrosh's mindset of "Kill everyone!".
- 2 I would say to specialize each troll base into something different. One could be "cavalry" theme with regular air strikes from bat riders in all directions, and sending waves made of turtles riders and raptors riders. The other could be more focus on "infantry" theme with axe throwers, headhunters, and spellcasters. Overall I did find this mission kind of fine. It could be a bit clearer tho where you have to go to get the tablet, I had to use the iseedeadpeople cheat to understand you could go at the bottom of the map, behind the murloc gang. Zul'farrak count goblins from Gadgetzan, ogres clans, and pirates too. Another factions raiding you could work. It was the easiest of the four imo because nothing the enemy sends at you is really a threat.
- 3 I would not change much for the regular mission, excepter scepter of healing nerfs and maybe a better item for the turtles in the right side of the map. It's dangerous to reach them but the reward is just a ring of protection +2, which isn't great.
- 4 make it easier to travel the map and maybe replace one of the ogre faction for a twilight hammer one, stronger. Also gives the enemy the opportunity to attack from more different sides of your base, with long range siege units. Mines and towers get very easily rid of attack waves.
-> As a general rule, gold mines are too rich too. You should have more pressure on expanding. They should not exceed 20 000 golds, even 15 000.
One thing I did forget on my last post, I ended up killing the ogres before meeting the secondary quest due to the maze like shape of Feralas. I could'nt complete the quest anymore so I had to come back to a previous save. Could be prevented by automatically freeing the stonemaul once the enemy base is destroyed, so the player knows he has to search the secondary quest before killing the ogres.
For 5, you just need bigger, stronger, and meanier opponents. The heroes are level 3 and reach 4, they are not that crazy stat wise, without easy mind control and free permanent huge healing, if you nerf the items, they won't get that far alone.
For 7, I would simply reduce the amount of bosses and rewards on 8, and put two of them as rewards on the left and right huge bases. Getting rid of them could get you those rewards at the start of the two first parts of mission 8.
8, as I said, you just need way stronger bosses. And longer timer.
For 9, what if you ripped off the design from either the last part of the Second mission of the FoD, or the Third one. You play only the heroes and you follow alongside attack waves of your allied bases. The enemy is twice of thrice stronger but your heroes are supposed to make a difference.
For 10, go crazy. Bring enemy heroes to level 15 with improved adds. Do a Daelin and his squad level of challenge. Take inspiration from Curse of the Forsaken and the Icecrown fight.
I look forward to see what kind of improvement you can make for the campaign.
