- Joined
- Jul 24, 2009
- Messages
- 5,682
Found some time to do another playthrough and list out my thoughts. I'm aware this is still WIP and you know a lot of the issues especially as it pertains to QoL
Good
Lacking
Nitpicks
Good
- Unit abilities, while a bit more complex than I'd prefer in a Wc3 faction, are fun to play with and generally well thought-out. Some highlights:
- Basically all of Mantleress's abilities are awesome. Solidification is visually and functionally very unique.
- Fuel Transfer on a high HP unit with negative armor is an interesting idea
- Once I figured out what Heat Remains were, they were pretty neat as an idea.
- Unit and building assets were great. Special effects ranged from decent to great.
- Wisp wood-harvesting is not revolutionary, but novel. It's a good counterbalance to the fact that Wisps die on constructing anything. I only wish there was some special effect, and if you could do away with the chopping sound / anim.
- Complexity aside (I'll touch on that later), the global menu's abilities were cool and reasonably well-balanced. The [E] is a standout that I used often; it's simultaneously powerful, but also has drawbacks (lots of Ember Points, and is kinda wasted being used on weaker units). It's like a more clutch Holy Light.
Lacking
- Important QoL missing
- I eventually figured out a decent build (3 wisps in gold, 1 on lumber for 5 seconds, 1 building altar), but the lumber cost of Heat Canals and Black Legions makes getting a smooth build order up a bit trickier than the other 4 races'. I think both could be 5 / 10 lumber cheaper respectively.
- Wisps not being able to be loaded / unloaded individually, and entirely while you're teching up, is an issue. They also don't come back if you cancel construction, which seems unfair.
- When the Gold Mine collapses, all Wisps inside of it dies.
- I don't believe your race has any detection aside from the global [Q].
- It's clear you're not aiming for a "5th race"-style faction. This techtree is one which you love the more you play… but on the flipside, it's really overwhelming early on - and I've done 3 playthroughs already. Contributing factors:
- The balance of active and passives is good, but the sheer abundance is a lot to track. Many abilities also have long descriptions and multi-layered effects. The global menu + Ember points was the cherry on top in terms of complexity, but each ability on it is at least a bit easier to understand.
- The number of upgrades is overwhelming. I thought this was just my vibe and unfamiliarity at first, but then I went into the World Editor and saw you have 37 upgrades! That's more than double Undead's! This is not just a design preference, but actually will impact late-game balance. A faction with many upgrades will mean that in the ultra-late game when they're all researched, they'll be OP.
- I understand that some upgrades are mutually exclusive, e.g. the Aspects, Deepr Canals vs Additional Vents … this is just another layer of complexity.
- The faction feels like a vague industrial fire cult, but does not feel tied to Ragnaros.
Nitpicks
- Salavamander starts at 0 mana. Not sure if it's intended
- "Heat Remain" sounds wrong; remain is typically not a noun. Something like "Leftover Heat" or "Residual Heat" makes more sense.
Approved







