1. Do you mean cinematics or camera pans?
2. This is done to avoid situations where you engage a pack and a bunch of mobs from the nearby pack come to help.
1. Camera pans, although some of the cinematics are a bit superfluous (it has gotten better though), like the troll gate cinematic. These kinds of things should (in my opinion) be reserved for the most epic events (e.g. end boss battle, that one feels like it belongs there). It's a way to spice things up, but if it's used everywhere, it becomes annoying.
2. Thanks, I was wondering if it was an oversight. Apparently, it's not.
Edit: The middle part of the map is currently by far the most enjoyable part, the rest pales in comparison. This seems to be a common problem in RPGs; reasons are:
- At the start, toolkits are incomplete, the game "crawls" along.
- Towards the end nothing really changes, characters scale to oblivion and beyond. Some rotations become extremely spammy.
Note that, in my opinion, the map is still very good overall, just not as good as the middle part.
Some possible improvements:
- Innate skills should provide central parts of the respective character's toolkit. Heroes should work well right from the start.
- More base mana regeneration for some classes; seriously, having to run back and recharge mana frequently isn't fun. Alternatively, let abilities scale with increasing returns (e.g. exponentially), for instance: 40/70/110/140 mana, 90/180/270/360 base damage -> 25/50/100/200 mana, 80/160/320/640 base damage. This also helps the late-game scaling of abilities vs. auto-hits.
- Examples: Tinker: Replace "Time is Money" with "Repair Tools" (so the resource generation is available immediately), fill in the gap with a levelable skill that increases Clockwork Goblins' HP, damage, ... .
- Some ultimate abilities need to be looked at, they are underwhelming because of small effect + long cooldown (e.g. Rain of Arrows).
- Some abilities are extremely "unstable", e.g. Plague Toads (the frogs move from enemies' cleave attacks), Plague Strike (fairly weak against normal mobs, ridiculously strong against bosses).
- Hard crowd control. There are many mechanics you can use to make fights interesting, hard crowd control (stun, hex) is way more annoying than it is interesting. The prime example for this is Atal'ai: Use 1 ability -> get stunned -> use another -> get hexed -> repeat.
- Kergaloth and the fire boss have way too many phases, there is no point in essentially repeating the same encounter >5 times. You could do it like this (Kergaloth): Phase 1 (100%-75%) + transition + phase 2 (75%-50%) as before; in phase 3 (50%-0%) elite adds spawn while the boss continues to fight.