I loved the vibes and aesthetic of this mission. Kerrigan's first encounter with the Gurubashi trolls was cool, and I was looking forward to see how the Zerg would adjust to Azeroth. Once again, the terraining is extremely high quality and well-done. Buuuut, then we're back to gameplay issues that have dragged what would be an amazing experience down to the ground.
Kerrigan's Psionic Storm feels extremely unusable in the early portions of this mission as a player is more likely to just storm their Zerglings against the early creeps, that it just became easier to attack move with Kerrigan and proc Chain Lightning on attacks. It also feels really weird that Kerrigan is a melee hero when in the HotS campaign, she was a ranged hero that struck enemies with lightning.
Once we destroy the first troll village, we get another masterfully made cutscene, and then we finally get to build our very first Zerg base, yay! Now that the pacing has slowed down, I was actually able to check out how you've translated the Zerg units to Starcraft 2, and I've noticed some questionable decisions.
- Overlord only has 200 hit points, which is exactly how much HP they have in Starcraft 2. I was expecting these to have at least 400 HP.
- Roaches and Hydralisks both have Medium armor and a Piercing attack. Roaches also have more attack range than the Hydralisks for some reason. The Roach in Starcraft 2 is meant to be a frontline short-ranged attacker, so I was expecting it to have Normal damage, and Heavy armor. so they can actually function as a proper frontline unit. Heck, maybe even give them Siege damage.
- Hunter Killers have a fixed amount of damage, which is weird if the intent is to translate everything to Warcraft 3's gameplay.
- The costs of everything seem relatively unchanged despite now using the Warcraft 3 economy.
- Banelings do not have an attack, and have to use the Explode ability to deal damage. This is annoying because you cannot Attack Move, and not only that, they do FRIENDLY FIRE, so if you spam Banelings, you are more than likely to just blow your own units up,
- The Extractor has a smaller building size than the Gold Mine, and the Hatchery is smaller than a Town Hall. I assume this is because a lot of the data is taken from the original Warcraft vs Starcraft mod on moddb, and these things haven't been changed.
And then we finally fight the Trolls, and the AI and troll faction is just way too overtuned.
Here I'm thrown against an entire army of Batriders, Dire Trolls, and casters that can summon Serpents AND use Lightning Shield. This is meant to be the 2nd mission, and the "first" actual base you have to destroy to reach and save Zagara, yet it is such a slog.
You are stuck on 1 base, and the enemy spams so much junk that the Zerg do not have the tools to counter. Lightning Shield makes Zerglings useless, Dire Trolls are just way too tanky, and the Batriders force you to spam Hydralisks which get shredded by the Dire Trolls and Lightning Shield. By the time you have a decent army, the enemy has maxed out on a massive army, and it becomes impossible to keep up against them as your resources are limited.
Once you clear this area out, the entire mission becomes a breeze, but getting to that point shouldn't be a painful experience.
Additionally, I've gotten all 4 masks, and Kerrigan mentions that she has somehow grown stronger, but it doesn't actually state what part of her has gotten stronger?
There's also a few issues such as Creep Tumors not even providing a move speed or attack speed boost, so spreading creep is kind of useless.
Suggestions:
- Kerrigan could be ranged instead of melee, and perhaps make burrow give her hp regen because you have no healing options until you get Zagara and the Queen.
- Psionic Storm should NOT do friendly fire. It is too easy to kill your own Zerglings.
- Banelings should have an attack which triggers their Explode ability, so you can just attack move with them. Also remove friendly fire from the explosion so you can spam Banelings like in Starcraft 2.
- Roaches should have a different attack type and armor type from the Hydralisk, as well as less range. The Roach is supposed to be a short-ranged frontline unit, so give them Heavy armor. Also don't they spit green acid biles in Starcraft 2 instead of whatever the purple missile is?
- Fix the Extractor and Hatchery pathing/building sizes to match what their Warcraft 3 equivalent would be (Town Hall / Gold Mine)
- The AI's production should be slowed down. They produce WAY too fast. They should also have LESS Dire Trolls and Batriders. Lightning Shield is absolutely cancer to fight against when all my Zerg units have 200-450 hit points, they should not have this on mission 2.
- Actually tell the player what getting the 4 masks do for Kerrigan, or give her an item with a tooltip for it.
- Fix the creep tumors so they can provide a move speed buff, adding a purpose for spreading creep.