Chapter 1
-The healing fountain is vital to succes this level, without it, this chapter is a nightmare and maybe unwinnable
-You get reasonable amount wolf riders yet you can't use the snare ability, really useful in this micro chapters.
-Rokaro can only add damage and nothing more.
Chapter 2
-Karkath(sorry if I spelled bad) is by far my favorite heroe, usefull skills and items, no wonder why is the chieftain.
-His shaman captain is just a normal shaman with only better stats.
-This chapter is ok, but the last part feel really lame and plain and can easily avoid.
-There is a zombie spam(maybe endless?) that maybe cause some leaks and lag(if you spend to much without end the chapter)
Chapter 3
-I really hate, but really hate! This chapter.
-Helltaker is just a glorified beating stick, he just have passive spells.
-The blood red orcs are just chaos/fel orcs, but because everyone has chaos damage, these feel like just more generic that the normal orcs(lol)
-The upgrade of the blood orc warlock, only unlocke the spell(this units feel more like a ranged unit than spellcaster) and never upgrade his HP, manapool, etc.
-Semi AoS chapter in the phase 2, but one bad push and you are screw up, I was expecting a normal melee
Chapter 4
-Gorfax is my second favorite hero, AoE heal and summon good golems.
-The lack of AoE dispel is painful here.
-The spear thrower lack of any upgrades, such a wasted.
-The catapult upgrade IS A TRAP! it secondary attack is a weak pierce damage, pierce is only good againts flyers, the normal siege damage is enough to deal with the medium(because is high damage regarless) and have the same bonus against unarmored.
-Take the boats is a really bad idea, ambushes, small corridors and the coast is still well defended (LOL)
-I had the same reaction of Rokaro when Gorfax point of the obvious, this realy maked me laugh.
Chapter 5
-Feztrel(I don't remember his name) the only good thing about him, is his ultimate just to kill those nasty towers in high ground, his skills are really bad. For a warlock it's really disappointing.
-This was really a big map! Feels like a actually final chapter.
-The warrior are just a buffed grunts, more damage but lack of any survavility(low hp for a tier3 unit) BUG, his upgrade doesn't work, he still attack average, despite the 30% bonus.
-The necrolyte are expensive, also his upgrade don't improved his HP, manapool, etc. Only unlock his second spell.
-The ogre-troll allies barely works as a cannon fodder(their low tiers are really bad)
-Is a nightmare move around the castle, those nasty glaive launcher, the lack of fly units is sad.
-The worst part in this chapter is the blue base, damn small ramps! I managed to enter because I pulled off the enemies out there. (lol)
-There is an optional quest that never show up(destroy the elf's base can't count as optional, you NEED to destroy that base before attack the blue base)
Chapter 6
-Karkath is back! I can save the world as we know it.
-The human hero is better that the others 3 orcs heroes(support spell FTW)
-Reasonable use of the previous level.
-Only the blood orcs helped me againts 1 base(southeast) after that, nobody move to help me.
-Master shaman(or elemental master) a really COOL unit
, those water elemental are top tier, maybe OP.
-This chapter begins good, but try to reach to the blue base is a pain, specialy because the north way always are under attack and my reinforment alway get killed, I was force to build a outdoor base in front of the blue base to build an army(of master shamans of course)
-There is a invulnerable chicken for some reason.(true final boss?)
Chapter 7
-A big flaw here! If for some reason, the player spend points in wind walker, in this level you aren't allowed to use it, without the tome that reset your spells, there is a high chance to make this level unwiniable, because rokaro wasted 3 hero point in a spell that can't use!
-I don't gonna lie, at first I belived that in this chapter will sucks, but no. Only until you get allies, the kodo beast carry this with their deveour (lol).
-The troll shadowpriest is bad, and with that model is difficult to click him.
-The last stand was ok, the ogre and the chaos orc warlord saved the day.
-The only reward for explore alternate routes is the healing fountain(saved the day again)
-No master shaman?
Chapter 8
-No heroes?
-Good concept at least, you control 2 forces, one of flyer and other of land.
-The ogre/troll captain are... just beating stick, that mana fountain is worst that the healing one.
-The spectral wyverm is worthless, can't attack, with his mana barely can use 2 spells. NO! no cool unit
-This chapter has monetary issues! I destroyed the undead base from the southwest and steal(yes steal!) the gold mine from my allies, to build an flying forces and still was a pain destroy those bases! The big undead base was easier to destroy that the alliance bases!
-The ogre-troll can build a store, BUT nobody here can use items, and the worst? The upgrade of liquid fire that you unlock doesn't work to the troll trapper liquid fire(BUG)
-BUG! The ogre build (the one which train ogres) lack of visions(you need to put one unit or other type of building to use it)