Aesthetics C+
How well the graphics blends with Warcraft 3 while being elegant
This is very vanilla, not in a bad way. You were limited by the theme but some details felt out of place, for example the orb and the "enemy army remover" Timberfeller projectile. |
Fluff N/A
The epicness, spice, philosophy and background of the faction
I throw a wildcard there since it's an existing lore. But from the few I know there's just Grom and his groons. It doesn't have much feel outside old horde vibes. |
Feel & juice C+
(How fun is it to play the faction, how well the faction gives you positive feedback
Grom is fun to play as an alternate blademaster. However the rest is too polarized between too much and too little. You get a lil' grunty at start which doesn't have much use even upgraded. Many abilities are active and blocked by mana/sacrifice walls, which doesn't make the player want to use them. An actual Farm can sacrifice stuff ? It doesn't make much sense, but so be it. Is Grom tied to greed ? The greed orb looks also off. Timberfeller eating trees to gain HP ? Grooners has gone vegan now ? |
Strategy and tactic D
How the mechanics blends together, giving the faction its unique approach
This is where it starts to (really) hurt for two main reasons. The first is there's almost no reliable source of healing. The second is its synergy with summons. Grom would be best bro with undead with their cheap (= only costing mana) skeletons to compost in farms. Or just pick beastmaster as first hero and print Barrens' wildlife steaks into oblivion. The player doesn't want to convert gold into healing when you can just use hero spells.
Your design is not as cursed as the other entries, but that makes Grom too predictable and dependent on his performance.
Summons may be good on paper to help early creeping, but that just free XP for enemy heroes. |
Balance E+
How its strengths leave space to the rest, does it blends gameplay-wise together with the other 4 races
Oh boi. Oh boi. Not a problem of Grom, but more on his Groons. The costs, food and power level of your units sometimes are all over the place. I was tempted to put F but the broken upgrades aren't trivial to access. Furthermore the other aspects of the faction nerfs the power creep early on. I don't mind some late game factions with numerous options and stacking upgrades, but there you are selling a kidney to give AK-47 to your units.
☼ The "enemy army remover" Timberfeller is the broken doomstack. Just spam them and you win. Fast ranged AoE attack with large bonuses against buildings, can print HP back and also remove your own army due to their friendly fire. Cherry on the shit they cost 3 food while having the power (and cost) of at least 8. They can also be massed and transitioned into pretty fast.
☼ The Jaeger. Absurd price. WTF. Just limit it to one and make it like 10 food ballpark cost ? Would that be simpler ? Or also make it cost lumber to function ? I don't think it can solo a full 100 food army composition, but during its building time you just have 45 food to spare...
☼ The money printer orb is broken. 25% to gain 2% of the unit cost is on average 0.5% of the unit cost per attack.
☼ Some or your paths are utterly broken, even with a high cost
►► +50% global attack speed ? It's like having a better permanent non-dispellable bloodlust (40%)
►► Towers with bouncing attacks makes them absolutely broken since you haven't set the damage loss factor, tripling their DPS. Even with a 0.5 factor it makes them quite strong, but the upgrade also transforms your towers into US army Phalanx turrets. 6+2+2d6 every 0.6 seconds times 3, thats 70 DPS for a small tower. Compare the power cost with full upgraded towers of other faction and you will see clear problems.
►► Splintering spears TRIPLES the DPS of the spear thrower against air (yes, it's only against enemy air). Also the upgrade lies because it also increases their attack speed by 20%, so it's more like x3.6.
I could go further, but you understand the point. You need to practice balance by comparing with classic features. Compute DPS, costs, test fights and analyze the results. |
Content C-
Does the faction feels complete compared to its intent and the other races
Lacking the 2 other minimal heroes hurts the most. You might add some kind of warlock hero and Timberfeller hero to replace the unit ; make them convert their kills into sacrifice too. The grunt and raider are useless since you have an overpowered "enemy army remover" Timberfeller.
Without the paths the faction doesn't have enough flexibility. Items could be more custom. Thankfully you could add hero mercenaries to fill the lacking roles. |
Handling & ergonomics D
Does this faction have the proper data shown, how easy is it to understand
Too many active abilities, some indirectly dependent on sacrifice. The custom UI does the job but we can't see any tooltips.
Units are split into many production buildings. I think you will gain a lot of UX if you made some abilities automatic or even passive, leaving more APM breathing room for the important spells. You should also specify more exactly the stats of spells and upgrades, it is not constant in your tooltips. |
Triggers, code, overall polishing C
Is the map correctly coded, no leaks, have efficient algorithm, are details taken care of
Code-wise I have nothing to say. Could be S+ or even V&S, if you take care of the custom UI related issues (but yeah, it's a whole can of worm so I understand...).
However the objects are dragging down everything, partly caused by balance. The Jaeger desc is the same as the grunt.
You should put primary unlocked elements in 0-0, for example your first caster actually takes the 1-0 slot.
The orb of avarice should also specify how it stacks.
Remember to take care of these details as well:
☼ Damage point/backswing
☼ Projectile launch/impact
☼ Art - Walk/run speed
☼ Tooltip data pointing
☼ You don't need to put custom paths for models and active buttons. The only important thing is for disabled buttons. Because in maps with a lot of imports it makes mapping faster by just pressing the first letter of the resource in model/icon list. |
Contest rules B
Only relevant in a Tech tree contest
The commander trope is there, but the overall balance and polishing can smash the notation either way. Beware of this. |
Overall tier D
This faction has qualities in its design and code, but terribly unwell exploited due to lack of polishing. Maybe you had not all the time you needed ; more importantly you had not tested it enough even against hive members. The balance is all over the place on the special units.
It has potential to make Grom and his groons shine through the players (with an axe hurr durr). On the other hand you should definitely gain experience on melee balance even if right now you are able to send people to the moon with your code. |
Personal taste C-
No impact on the rest of the notation, just by curiosity
I am not fond at all of the Grom trope, nor the lore around it. The broken elements worsened the effects. A shame since you can print top tier faction triggers. As a faction it could have some interesting elements revolving around deforestation, warriors, war machines and even corrupting himself.
Overall it is too unfinished to have a definitive taste. Maybe some additional cooking would make it thicc and juicy, you have no excuses ! Don't hesitate to hit me up so I can assist you in the design and balance. |