Aesthetics VS-
How well the graphics blends with Warcraft 3 while being elegant
This faction is lovely and vibrant while not reinventing the wheel. I can lament some small details which sadly removes a bit of the effect, but this is very solid, to a point of being better than the 4 base factions. This effort is even done in the tiny VFX here and there, as almost all stuff are custom made for the occasion. I was tempted to just put VS but more I look at it more I see those nitpicks, however I guess it's a matter of juicing up some animations and fill the small gaps. Don't get me wrong, achieving this level is already much more I bargained for in a contest. |
Fluff A
The epicness, spice, philosophy and background of the faction
In most case I would not put a notation, nor make it outside of average when dealing with existing lore. But the way you depicted Tyrande -with some correct liberties- immediately immerses the player into the theme. The unspoken details in the lore brings interest into the faction and its intricacies. The limits of the subject weren't hindering you. On the other elvish hand that's still in the Warcraft 3 ballpark while the strategical implication might break the fluff (see later). Good but nothing extravagant. |
Feel & juice S
(How fun is it to play the faction, how well the faction gives you positive feedback
Even outside yourself doing custom faction, your contribution to the community is felt through your custom VFX on countless maps already.
This one doesn't make any exception. While not a cascade of awesomeness, the right stuff comes at the right moment.
Unfortunately you could have pushed further some VFX, and when too many effects piles up they blend together to the point of making a too smooth visual soup. Well, that's me "squirming my ass to shit straight" like I say in french, could be my own bias. |
Strategy and tactic A-
How the mechanics blends together, giving the faction its unique approach
On paper, this is very solid, enough to impress me by a good margin. On practice I have several concerns. Not like they break the game, but maybe these were the point you missed due to the lack of testing against seasoned melee players. They should however be easily fix in balance (see later).
☼ Your workers not being able to do something else in the early-mid game than gathering gold and build makes them awkward to use. But that's not the only concern : having them idle doesn't waste any gathering since you never use the 5 gathering gold.
☼ Lumber gathering not costing food liberates too much space for army, putting Tyrande faction at a strategical advantage right of the bat
☼ The altar regenerating mana just calls for spamming them in your base, which makes another awkward strategical position for your faction and breaks the immersion a bit
☼ Saplings to defend the base is just free XP for raiding heroes |
Balance D-
How its strengths leave space to the rest, does it blends gameplay-wise together with the other 4 races
The worst part by far of your faction. We can say the base units are too cheap for their value, but the upgrades makes them too superior to the other faction equivalent roles. I'm wondering why you left so many obvious balance errors in your thought process, and I'm not talking about polishing.
☼ You get a farm with +2 free food, +5 free food at night, and gain through an upgrade a damage reduction bonus (which doesn't need the building to be finished btw). I don't say it is broken, but makes your faction too easy to use. You get here a lot of bonuses without any drawbacks. This is how I would balance it
►► Provided food reduced from 8+5 to 6+3
►► Cost increased from 80 20 35 to 95 35 40
►► Armor reduced from 5 to 3
►► Make the aura active only after the building is built
►► Aura AoE reduced from 700 to 500
►► Aura effect increased from 15 to 75% for peon (all factions) and saplings
☼ The Woodland shrine prints lumber to oblivion with no drawbacks. Cheap, and can also print upgrades. I can't pinpoint the exact lumber generation, but it is overboard. Get 4-5 of these early on and you print lumber for free without food cost. Another problem is raiding your base is very unrewarding for the enemy, since your shrine is harder to kill than isolated peons, and also don't give XP loot when destroyed. There's several ways to fix this, but this is how I would do it. The objective is to make it comparable to a warmill (because this is a warmill with extra steps).
►► Cost increased from 180 45 to 220 60
►► Can deposit lumber
►► Level increased from 0 to 4
►► First solution
>>> Generates 0.7 lumber per second per loaded worker on average
>>> Can load up to one worker per two nearby trees, max 5 workers
►► Second solution
>>> Make it cost 6 food
☼ I won't say the altar being able to print mana is broken too, but that's again too much reward. To fix this I would make the cooldown and effect global, so it no longer stack. I mean when it is cast by one of them, all the other does the same but doesn't stack. You may compensate a bit by increasing slightly the mana (or reduce cooldown) depending on the current player tier.
☼ Lunar vigil is the strongest of the core upgrades. +6 at night is both daunting and leans even more towards night combat. It makes 10-20% more damage passively. I would replace it by a +10% attack and spell damage, capped at +6 for example.
☼ Sanctuary is also quite strong just with the free -8 received damage. Like for the lunar vigil I would make it % based with a cap (or the reverse).
☼ The forager is a bit too cost effective for its price, this is mostly due to its base 2 armor, the healing and the spamable later on dispel. I don't think a forager doomstack can do something great, which is not a problem, but the support it grants compared to the risks participates in the global high power of your faction. When upgraded it gains 1.6 mana/s ! Remember to make the casters comparable to others !
►► Cost increased from 150 20 to 160 30
►► Level reduced from 3 to 2
►► Mana regen reduced from 0.8 to 0.72
►► Base HP reduced from 300 to 290
►► Armor reduced from 2 to 0
►► Collision size reduced from 32 to 31
►► Weed out
>>> Bonus HP reduced from 50 to 40
>>> Bonus mana regen reduced from 0.8 to 0.325
>>> Cost adjusted from 75 100 35 to 50 100 60
☼ The Nightblade... one of the most important early balance problem. Too high punch, scales too well, and has access to many support abilities. She outmatches all T1 units, and even if they tend to die of death you have so much value in the first minutes of the game. Yeah they are a bit expensive, but they are worth every penny. They also run as fast as knights. It makes early game too smooth. Unless you face them with AoE spells you can't match them in raw stats and passive abilities. In the late game they just print damage with Nightfall.
►► Cost Reduced from 235 60 to 205 40
►► Armor reduced from 3 to 1
►► HP Increased from 360 to 405
►► Damage reduced from 23+1D4 to 16+1D3
►► Movement speed reduced from 320 to 270
►► Nightfall
>>> AoE damage changed from 24/36/48 (fix) to 50/55/60% of the damage dealt by the attack
>>> The AoE damage no longer stack with the attack damage
►► Elude
>>> Bonus speed increased from 20% to 40%
>>> Evading melee attacks has a cooldown of 4 seconds (ranged 8)
>>> Can also soak 75% of spell damage, capped at 150 total reduction
►► Shadowstep
>>> Research time increased from 35 to 45
>>> Bonus HP reduced from 120 to 45
☼ The Lamplighter may be too disruptive when spammed. Its normal attack may make it a tad too threatening against workers and ranged units for its price.
☼ I would reduce the building armor to compensate the numerous interlayed defense systems. You call.
☼ Armor could be split between night elves and beasts too.
☼ Saplings are just free XP to enemy heroes. You might make them level 0.
☼ Due to coping-pasting the same tech, the 35 second research time is spread everywhere, making teching too easy. I would rebalance each one of them with 45-60s durations ; with some exception coming through further tests
☼ I think i'll pass for the other units for this review, they feel somewhat a bit underwhelming. However I have yet to test doomstacks of them. |
Content B+
Does the faction feels complete compared to its intent and the other races
The only two main drawbacks is the lack of 3 minimal heroes, and the shop could be a bit more expanded.
The rest is very pleasant, rich and well placed. Balancing the units and core features would also make the other units more usefull, since you can do so much with Tyrande, 2 merc heroes and base units.
Fix all of that and it will reach S+ no sweat. |
Handling & ergonomics A-
Does this faction have the proper data shown, how easy is it to understand
There were efforts to make tooltips expanded and VFX clear. However there's some faults here and there.
☼ Astral reconning had no tooltip (could be 2.0.2 bug)
☼ We don't know how much the wood gathering gives ; some kind of average would be very welcomed
☼ The macro is too easy due to the cheap supply and lumber gathering
☼ Spawning sapplings could benefit from being automatic, cast when a nearby friendly unit or building is attacked
☼ The damage floating text for Arborist might be a bit confusing with critical hit. I would replace it with just a VFX. If you really want to keep it, change its color at least.
☼ The Skyhunter tooltip indicate she only attacks ground, but actually only attacks air. |
Triggers, code, overall polishing A
Is the map correctly coded, no leaks, have efficient algorithm, are details taken care of
The map has a good level of polishing, especially in code, but from a gameplay perspective it could have been better mostly due to balance.
☼ Don't forget to put the handicap back to 100% !!!
☼ Since you replace the tree of life with a town hall equivalent, it makes the Haven too close to the goldmine, making gold gathering awkward. To fix this simply create a Haven at the player starting point instead.
☼ A specific color code for your faction in tooltips would be a plus
☼ The upgrades in the Woodland shrine could be better sorted
☼ You don't need the active button path, nor the war3mapImported
☼ Wildberry could gain a more explicit visual on target and healing.
☼ The Skyhunter being in the 2 food ballpark makes thing a bit incoherent. I would make her more powerful, more expensive and having more impact with her ability. 3 food would be a good compromise, but 4 is fine too, so it it closer to a hippogryph rider. It would also make less unit to control and leave more breathing room to the army selection.
☼ The Lamplighter may benefit from altered stats from the Bat rider.
☼ Tyrande on a ground howl is strange, but needed for balance reasons. Another mount would be welcomed.
☼ The Arborist attack animation lacks punch and has the wrong animation projectile launch (the arrow gets fired from her left). It should also feel more magical & epic due to the rather damage dealing role of the unit.
☼ Don't forget to verify the following :
►► Damage point/backswing
►► Projectile launch/impact
►► Same repair cost as the base cost, even for non repairable units
►► Armor type (sound) ; for example some of your buildings sound like stone but are wood. |
Contest rules A+
Only relevant in a Tech tree contest
The judges may inflate their notation due to the visual quality and completeness of the gameplay, but also because the faction is much too rewarding. I won't repeat what I have said in content and polishing. Due to the power creep it may artificially reach the podium. |
Overall tier B
The balance destroyed a lot of this tier, the rest barely raises it up. It's a good faction but needed many more tests and especially from melee players. It is not very far from being awesome tho. By just applying my suggestion it will reach A+ or even S, but has the potential to reach VB ! Its identity and main strategy is there at least, and genuinely deserves getting worked further. |
Personal taste A+
No impact on the rest of the notation, just by curiosity
The pill barely got swallowed about the balance. A shame since the rest brings your craftmanship to a good light. I don't say it in a bad way. You are one of the best factioneer of the community, and this map shows perfectly your strengths and weaknesses in terms of mapping. Rework those damn tree rats, I know you like tall ferocious purple skinned mommies to keep you company. Don't let that bias take in (got the same problem) ! |