Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
Welcome to Theramore Hero Defense, an up to 6 Players Hero/Castle Defense map with RPG elements.
You have to protect Jaina Proudmoore from enemy attacks.
Pick one out of 24 custom made Heroes and work together with your team to defend the city.
Complete quests, craft powerful items, beat the arena and uncover long forgotten secrets while fighting against waves of enemies. This is my first published map and my first submission on Hive Workshop.
I don't have a Discord Server so feel free to post any feedback here.
Classic Graphics is recommended!
STORY
This Hero Defense is vaguely based on the events happened in World of Warcraft
during the Horde invasion of Theramore led by Warchief Garrosh Hellscream.
FEATURES
27 normal waves, 10 boss waves
7 Arena Events
3 Special Events
12 Optional Quests
25 unique Heroes
150 (mostly) custom abilities
Item Crafting System
4 Difficulties
All Random Mode
Secrets
HERO PREVIEW
Strength
Knight
Tank Hero, adept at defensive melee combat.
Shaman
Heal/DPS/Support Hero, adept at using the elements in combat and for support.
Default Ability: Healing Totem
Learnable Abilities: Storm Strike, Healing Wave, Feral Spirit, Fire Nova Totem, Bloodlust
Sea Witch
DPS Hero, adept at using witchcraft and tide magic in combat.
Default Ability: Hex
Learnable Abilities: Chain Lightning, Serpent Ward, Curse of the Tides, Mass Frost Armor, Tornado
Latest Release Version: 1.35
Known bugs:
Need to drop Uther's Strength item and pick it up again in order to reuse it's Divine Shield ability
Sometimes only 2 players get chosen to fight in the arena after a player left the game
Casting Storm, Earth and Fire while being the last player alive in the arena can cause failure
Changes in v1.35:
Difficulty Changes:
Hard: Enemies have 115% HP (110% before) and deal 20% more damage (15% before)
Impossible: Enemies have 130% HP (125% before) and deal 40% more damage (30% before), affixes now also affect Onyxia, the pirate boss, the last arena boss and the secret bosses
New Quest (replaces the flower secret)
Item changes:
Killmaim: -5 Damage, new effect: Equip: Gives a 10% chance on hit to summon a tornado which deals 50 damage per second to nearby enemy units for 5 seconds.
Medikit: Adjusted gold cost
Pirate Boss now has a new loop mechanic (replaces the Stampede ability) and new voiced dialogue
Fire Nova Totem now has the intended special effect again
Tinker:
Flamethrower Turret level 3-5 now does more damage
Rocket Volley can now also be casted on mechanical units
Tinker has upgraded his machine gun and can now attack air units
Slightly increased explosion AOE of Annoy-o-Trons
Engineering Upgrade: buffed less damage taken by 1% per level
Changes in v1.34b:
Fix: Flamethrower Turret now spawns the right units per level
Changes in v1.34:
New Hero: Tinker
Intelligence-DPS/Tank Hero, adept at at disrupting battles and enduring damage. Can switch between a tanky Mechanostrider and a ranged Gunstrider mode.
Earthquake: level 2 and 3 damage fixed (now for good)
Summon Rock Elemental: buffed damage, HP and armor of the units
Sharpshooter
Headshot: buffed damage
Barrage: nerfed mana cost
Priestess
Shadow Word: Pain: slightly buffed nearby units damage over time and armor decrease
Item changes
Azuresong Mageblade: stats/effect revamp
Icemail Jerkin: Now is T4, buffed stats and a new effect
Horn of Cenarius: T3 now, less cost but also nerfed stats, heal effect now is % based
Reduced cooldown for most items with an useable effect
many more item changes
Adjusted the AOE of all Shockwave/Carrion Swarm like abilities
small HP buff for early waves and first arena boss
fixed +spell damage from items not working for some abilities
some trigger optimization/leaks clearing
Changes in v1.32:
New T2 item: Beastmaster Gauntlets
Later wave units now have 30% magic resistance
Readded the event quests
All learnable abilities now show the CD in the description
Removed the city gates for better overview
Arena fight gold reward nerfed
Druid: Rejuvenation nerf, Mass Entangle duration decreased but damage increased
Final arena fight: now all Fire Nova Totems should trigger a wave if not killed
Jaina now has 20 armor instead of 30
Jaina can no longer be targeted by buffs or healing effects
Some minor item changes
More minor fixes
More balancing changes for bosses/units
Changes in v1.31a:
Key for the quest has a new location
Added new icons for Sea Witch, Dancer and Geomancer
Added a few more Theramore guard units
Nerfed mana reg for recipe items
All Agi and Str heroes have slightly increased mana reg
Many balancing changes for bosses/units
Decreased HP for later bosses
Hero landing area is now wider
Tornado (Sea Witch) should also damage air units now
Changes in v1.31:
Hero changes:
Dark Ranger: Banshee's Lament now spawns less banshees per level, maximum banshees per target decreased to 8 and the damage done per banshee is now set as intended
Death Knight: Death Grip now has a shorter CD and damage is increased, Desecration now has increased AOE
Geomancer: Earth Shield increased CD and HP reg
Nerfed the Legendary weapons and now it takes more effort to acquire them (to find the weapon plans)
Attack Speed per agility point nerfed
Removed the event quests (not the event itself)
Some units should now use their abilities as intended
Final arena fight should be more challenging now (buffed units, more mechanics/abilities)
Mana reg description changed to WC3 default
Some item adjustments
Adjusted Jaina' abilities gold cost
Increased Jaina's hitbox
Changes in v1.30:
Difficulty Overhaul:
Handicap (HP) and damage for all difficulties changed
Spell damage done by enemies now scales with difficulty setting
Impossible Mode now adds affixes to wave bosses/named wave mobs (random affix out of 4) for a higher challenge and more replayability
Hero changes:
Dancer rework: Now has a new ability - Saber Dance - instead of Improvisation (which is now the base ability instead of Fade)
Executioner: New ability: Heroic Leap (replaces Charge)
Blademaster: Rend now also has a armor decrease effect
Paladin: Avenging Wrath now has a damage mitigation effect
Sea Witch: Frost Armor is now an AOE ability which casts Frost Armor on all nearby friendly units
Some minor balancing changes for other heroes
Item Overhaul:
New items/recipes, massive buffs to almost every T3 item, rebalanced stats for almost every item and many more changes
Have fun testing out all the new item changes!
Damage numbers!
Added more mechanics to wave bosses
Added/changed some abilities for wave units
Added more time before certain events start
Added a few more Theramore guard units
Some voices/dialogue changes for quest mobs and bosses
Pained nerfed (please don't hurt me!)
Rokhan's Shadow Stampede should no longer be able to damage Jaina
Buffed Jaina's mana reg
Summons and Dummies no longer give XP
More terrain changes (improvements I hope)
More trigger and leaks cleaning/fixing
Changes in v1.27a:
Some terrain changes and additions
New Defias bandit models
Multiboard layout rework
Hard Difficulty: enemies deal 15% more damage (instead of 20%)
Impossible Difficulty: enemies deal 30% more damage (instead of 40%)
Hero Balancing:
Sea Witch:
Curse of the Tides rework: No more AOE damage every 2 seconds, instead the target explodes upon death and deals damage to all nearby enemy units instead.
Chain Lightning: Massive damage buff, but less chain targets and shorter CD
Assassin:
Now has Stealth instead of Pickpocket as a base ability
Poison Bomb: Reduced mana cost and increased AOE
Berserker:
Whirlwind: Now also has a knockback effect
Dancer:
Fan Dance: Damage/Heal Buff, Gold bonus for picking this ability removed
Fan Tornado: Decreased CD
Blademaster:
Windwalk: Now does 100 base damage (up from 50)
Blade Flurry: Increased damage
Dark Ranger:
New base ability: Marked for Death (instead of Shadow Walk)
Black Arrow: Dark Minions have shorter duration and no longer benefit from summon items as intended (I don't even know if that was the case before)
Sharpshooter:
Explosive Shot: Increased AOE Damage
Fixes: Geomancer's Earthquake should now deal the intended amount of damage Changes in v1.27:
2 new Quests (One from "Doctor Gustaf VanHowzen" and one secret quest)
Bog Lurker quest will now be available later in the game
Jaina will now call for her bodyguard "Pained" when she has low HP if there are 3 players or less in the game
Jaina now has 5 more armor
Hero balancing:
Decreased ultimate CD for Pyromancer, Hydromancer, Geomancer and Sea Witch
Item changes:
mana reg balancing and the % is now displayed with the correct value
Most summons now have more armor
Onyxia Deep Breath now has increased AOE
fixed Rehgar Earthfury arena stuck bug
Changes in v1.26:
Balancing:
Handicap (HP) for enemies set back to -10% for every empty player slot
Increased HP and damage for later waves and increased damage for later bosses
Evencane Phalanx now move a bit faster and start moving 1 second earlier
Summon items now add flat Attack Damage increase instead of scaling with the HP of the hero
Grand Marshal's Aegis: barrier now reduces incoming damage by 33% instead of 50%
Lifesteal items should no longer stack
Garrosh now has 2 new phases where he casts an AOE ability and has a new voice line
Fixed second cinematic voice for Garrosh
Fixed timers at start of the game
Heroes now also get potions even if the player picked the hero after the repick timer has expired
fixed several leaks
Changes in v1.25c:
Balancing:
Reduced the handicap (HP) for enemies from -10% to -5% for every leaving player (same for starting player count)
Removed chaos damage from all enemies
Hero balancing:
Pyromancer: Fire Wall slightly damage nerf, Flamestrike damage and AOE buff
Knight: Retaliation thorns damage nerf
Visual changes for Knight abilities
Execute no longer kills the hero when targeted on enemies with thorns abilities
fixed some Information (F9) descriptions
Changes in v1.25b:
Item changes: Anubisath Scepter now also gives the hero life steal
More hero balancing (Dark Ranger, Huntress, Paladin)
Decreda Wilham now guides you to the shops location
some fixes
Changes in v1.25:
Added a hero selection time at the start of the game where you can repick but can't enter Theramore (this prevents players from doing quests early on before other players have picked their heroes and also duplicating potions via repick
Changed warning sound for waves
New ability for Daelin
New model for sewer rats
Some terrain changes
Balancing changes for heroes, items and some waves and bosses
Changes in v1.24:
New secret location
New random event
More creep camps and respawns
Wave units now have a buff called "Might of Dustwallow" while being in the swamp which increase their damage by +300% (before they used to be invulnerable which was frustrating for players, now they can be damaged but it's not recommended to fight them where they spawn)
Special Event 2 and Arena Event 4 swapped
Increased HP, Mana and Mana reg for Jaina, balanced abilities a bit
New rewards for 750/1000 kills
Troll boss wave now gives a reward
New model for Dragonspawn bosses
Hero changes:
Warlock: Fel Orbs changed: Enemy melee units now take damage when attacking the hero and each hit by the Warlock regenerates 3 mana
Buffed Paladin, Brewmaster, Berserker and Sea Witch
Items:
Potion of Healing now heals for 750 (up from 600)
Potion of Greater Healing now heals for 1500 (up from 1200)
Reduced gold cost for Runed Bracers, Ogre Maul, War Spear, Medallion of Courage, Hood of Cunning and Helm of Valor
Added anti stuck for arena bosses
Lots of balancing changes for waves and bosses
Some Terrain changes/fixes
Lots of fixes (f.e. Onyxia's Deep Breath now does damage)
Changes in v1.23:
Decreased basic wave spawns by 2
Difficulty Changes:
Easy difficulty now sets the handicap to 80% and damage done to 80% for all enemy units
Hard difficulty now sets the handicap to 120% and damage done to 120% for all enemy units
Impossible difficulty now sets the handicap to 140% and damage done to 140% for all enemy units
Hero changes:
Huntress: New ability: Hunter's Swiftness (instead of Critical Shot - it was a bit too OP with Multi Shot)
Spellblade: Enchanted Blades mana feedback decreased
Items:
New item: Anubisath Scepter (Tier 3 Recipe)
New item: Spellwarding Armor (Tier 1 Recipe)
some item balancing
Bugfixes:
Spellblade's Arcane Explosion special effect bug fixed
Changes in v1.22b:
Balancing overhaul: instead of the amount of wave units spawned depending on the player count now the handicap decreases by 10% and the damage done decreases by 5% per empty player slot for all enemies
Easy difficulty now sets the handicap to 75% and damage done to 75% for all enemies and 125% for Theramore troops respectively
Bugfixes:
Gamebreaking arena win bug fixed
Keg for the Keg Quest now only spawns after quest was picked up
Changes in v1.22:
Hero changes:
Executioner: fixed Charge (now has chance to knockback units and heal the hero), Shockwave now has increased AOE
Warden: Buffed Dash damage, decreased duration for Iron Hand of Justice, but increased damage per second
Geomancer: Increased Impale AOE, decreased mana cost and CD for Earth Shield
Dancer: decreased mana cost and increased duration for Battle Drums, Fan Dance increased AOE and decreased CD
Blademaster: Wind Walk now does backstab damage based on the hero level
Dark Ranger: Shadow Walk now does backstab damage based on the hero level
Garrosh, Rokhan and Jaina are now fully voiced (with the help of AI)
Onyxia now does 2 deep breaths, an arrow shows in which directions she casts her breath
Boss fight balancing (still needs testing)
Bog Lurker quest now only gives 1 recommendation badge as a reward
Fixed some minor bugs again
Changes in v1.21c:
Hero balancing:
All Tank heroes now have 3 base armor
Executioner: has 5 more base damage
DK: increased Bone Armor HP
Berserker: increased Victory Rush damage
Pyromancer: slightly nerfed Lava Spawns
Decreased all of the ability/mechanics damage done by the last arena boss when only 3 or less players are remaining
Fixed some bugs
Changes in v1.21b:
Changed Potions: Healing Potions now have 3 charges and all potions now have 8 sec cooldown (Potions felt a bit underwhelming)
Hero balancing (buffed Shaman, DK and Executioner, nerfed DH)
All strength heroes deal more damage from the beginning
Bogbean quest starts from the flower vendor (Brant Jasperbloom) now
New voiceline for Jaina
Fixed some bugs
Minor changes
Changes in v1.21:
Assassin rework: New model, new ability: Poison Bomb (replaces Deadly Poison), Shadowstep now also increases the damage done by 50% for 5 seconds, decreased FoK mana cost
Nerfed Dark Ranger Ulti life leech
Changed Marketplace layout (again)
Changed northern wave spawn areas: wider and more water passages to reduce blocking
Added third wave spawn for wave level 34-37 in harbor area
New model for Caretaker Tamberlyn
Minor changes
Changes in v1.20b:
Added Repick Timer
Added 2 hints, improved some game messages
Executioner: Fixed Level 5 Charge bug
Fixed some ability button positions/hotkeys
Fixed terrain bugs
Changed Jaina's Ice Block ability: Can now be used every 5 minutes and makes her invulnerable for 12 seconds
Added 30min Stock Start Delay for Recipe: Scepter of Avarice (on top of previous nerfs this should prevent always crafting this first)
Sewer and Crypt Events are now random every game (each have their own quests)
Removed 2 waves
Slightly changed layout of Sewer and expanded Crypt dungeon
Terrain changes:
marketplace layout changed
wider path between Jaina and shop area
added shallow passage north of the bridge for wave creeps to go through in case of a traffic jam
removed one front gate for better overview
Added fountain at Market Square to show where the regeneration is coming from
New Quest
New T4 item and item changes (especially T4 tank/STR items buffed)
New NPCs: Mayor Samaul, Traveling Merchant, Spirit Healer
New Theramore unit: Halberdier
New models
New sounds
New ability for Jaina Proudmoore to buy: Ice Block - makes her invulnerable to all damage for 15sec with long CD
Removed Elite Reinforcements for good
Increased CD for Pack Mule TP
Hero Changes:
Executioner: New model, new ability: Charge (instead of Demoralizing Shout which is now a base ability)
Knight: New abilities: Retaliation (passive) and Avenger's Shield
Shaman: Bloodlust is now the ultimate ability (casts BL on all heroes on the map but long CD), WF Weapon removed, new base ability: Healing Totem
Royal Guard: Surface Strike now also reduces nearby units damage done by 50% for 5 seconds
Sea Witch: New model
Brewmaster: Flying Ox animation changed
Demon Hunter: Blade Dance now always does 7 leaps
Death Knight: No longer undead, Death Grip now also spawns corpses around the hero
Huntress: Multi Shot now permanently decreases damage done from auto attacks by 25%
Pyromancer: Burning Mana now scales properly
Spellblade: Increased attack range (same as standard Spellbreaker unit)
Buffed starting HP for all melee heroes
Fixed QWER button positions for all heroes
Hearthstone and waysigns removed
Information (F9) rework
Revised Multiboard
Critters are now untargetable and don't have collision
Lesser wave units spawn during the naga boss wave
Loramus arena fight: Inferno during P2 now do damage and added Flame Strike effect
Brother Karman now sells tomes, Mayor Samaul exchanges currencies
Scepter of Avarice now gives between 1-100 gold and has longer cooldown, dungeon creeps are no longer targetable
Restricted ressource trading until repick time's up to prevent gold cheating with Heal heroes
Lots of bug fixes and optimizations
Changes in v1.14:
New Hero; The Warden, Agility DPS/Support Hero, adept at fast combat and detaining her enemies.
New mode: "All Random"; does what it says, player red can choose this at the start (repick disabled in this mode)
New commands: -random, -repick and -quests
Enemy wave units no longer give gold, instead the wave gold income is increased (this balances the gold income between the players)
Elite Reinforcements can now only be summoned in Easy and Normal mode
Pack Mule is now a bonus reward for clearing the first boss wave
Several item changes
New voice lines for Jaina
Lots of fixes and balancing changes
Changes in v1.13:
New T4 recipe vendor
6 new recipe items
Several item changes
The waves are now invulnerable until they reach Theramore isle
Some new late game boss mechanics/abilities
Elite Reinforcements Upgrade now costs 1500g, the Upgrade now costs 1000g and HP got nerfed
2 Elite units now spawn in wave 38
Hero changes:
Death Coil (DK) nerfed, heal and damage amount now is the same
Army of the Dead (DK) units slightly buffed
Rain of Fire (Warlock) damage slightly buffed
Demonic Ritual (Warlock) increased cooldown
Fixed a bug where a player was chosen twice in the same arena fight
Nerfed gold income overall
Lots of fixes and balancing changes
Changes in v1.12:
- Reverted arena change from last version, but fixed the bug that a player who left the game could get chosen for the arena fight Overhaul for Geomancer;
- New ability: Impale (replaces Boulder Bombardement)
- Earthquake now is a true Earthquake (channeled ability which does massive damage to all units in its area)
- Earth Shock now also purges the enemy unit
- Spirit Link mana reduced from 50 to 25
Spellblade's Arcane Explosion now has a channeling visual effect and reduced mana cost
Spellblade's Enchanted Blades now also regenerates mana each hit (ability felt too weak before)
Slightly adjusted stats for Spellblade, Geomancer, Hydromancer, Pyromancer and Warlock
Minor fixes
Changes in v1.11b:
Improved harbor area
If 6 players are playing, the chosen players rotate each arena event
Changed Jaina's medikits: now can be bought 5x, healing Jaina for 5000 HP each and starts with 250g cost. (Costs double per purchase)
Elite Reinforcements Upgrade now cost 750g (up from 500)
Exorcism (Paladin) AOE increased to 300 (was 250 before)
Healing Wards' heal nerfed
Minor fixes
Changes in v1.11:
Rogue renamed to Assassin, now has a new High Elf model
Abilities are not properly placed in the learn ability menu. They don't have the same spots as after being learnt.
Weird that enemy units simply spawn from thin air near the base.
Abilities could be less Warcraft III recycled and more custom/scripted...
Just won solo at hard difficulty with Spellblade
I like Frostguard, it slows enemies when hit but its a shame that when upgrading that item, the slow effect is changed to completely different effect. Its good against bosses i think.
Also Druids Starfall and ultimate abilitys description about Starfalls damage is not same
I feel like Dark Ranger could need some buffs?
Wow, 2500 downloads already, thank you so much! I uploaded a new version with more balancing and fixes today. If you find any bugs or if you have feedback, let me know!
ive got bugs to report (i think these are bugs)
1. using the executioner's ulti can kill your own hero from time to time (is this intended?). from all of my playthroughs, it can only happen when the executioner and the enemy are on low health
2. activating brewmasters ulti causes me to fail arena bossfights in the event after my teammate dies, it also happens when im doing duo w/ my friend and solo
thats all im guessing, sry for bad english. overall, i enjoyed your map! so much so that ive done many playthroughs of this map already!!
This map is amazing. The attention to detail and how Theramore is actually similar to the one in wow is pretty cool. I would love to see this map expanded, more quests, waves and a bigger map.
I might add one or two more quests for mid-end game in the next patch!
Bigger map and more waves won't happen tho. I like the map length as it currently is.
Thanks for reporting this, I found the issue. Will be fixed in next version.
Edit: Next version will have some hero balancing again
Sea Witch:
Curse of the Tides rework: No more AOE damage every 2 seconds, instead the target explodes upon death and deals damage to all nearby enemy units instead.
Chain Lightning: Massive damage buff, but less chain targets and shorter CD
Berserker:
Whirlwind: Now also has a knockback effect
Dancer:
Fan Dance: Damage/Heal Buff, Gold bonus for picking this ability removed
Fan Tornado: Decreased CD
Blademaster:
Windwalk: Now does 100 base damage (up from 50)
Blade Flurry: Increased damage
Dark Ranger:
Shadow Walk: Now does 100 base damage (up from 50)
Black Arrow: Dark Minions no longer benefit from summon items as intended (I don't even know if that was the case before)
first of all: thank you so much for creating this map! I've played it probably more than 100 times in the last few months and i still love it. Such a good job!
Here are my thoughts about some things that could be improved. Note that i usually play as a 2 or 3 player coop.
- lack of item options: We all feel like we are always going for the same items
-> rushing Lifestone early game on every charakter (maybe it's too good or too cheap - makes you able to spam your early game items and gives a hell lot of sustain)
-> depending on your role, you always go for the same items, because there simply is no real option to the best items. Some more options would increase the replayability of the map a lot
- there is no good tank item besides the two shields
- there is no option for dps heros, it's always Killmaim that is bought first, for every dps hero this seems to be the best first item (after Lifestone)
- Mage items offer the best variability, but there are a lot of heroes that don't scale well with "X% spell damage increase" (is this intentional?).
- The fact that the bog lurker is available later in the game makes it waaaay harder to kill it in a 2 player coop, because you never really get the chance to kill him without time pressure after the first special event (don't get me wrong, i like that change in difficulty and i just wanted to share my experience about it)
- overall the game feels too easy, yesterday we played as 3 on legendary difficulty and we didn't have a singe problem all the way through the game. I'm sure we had a good comp, but it just seemed too easy for the hardest difficulty setting
Balancing:
Some heroes seem so overpowered, while others seem somewhat useless. I'm sure that you know about that, because you already made huge changes to the Sea Witch, that was the worst character before the remake (didn't play the new version yet). Aside from that, you built the best hero designs i have ever seen, it was so fun to explore all of them!
Here are my thoughts:
- Dark Ranger:
yesterday i played the new dark ranger (i don't remember playing her in the past and i read, that you rebalanced her lately) and she was insanely strong. I could easily kill my whole lane faster than the other two of my party (pyromancer and spellblade) and i could kill nearly every boss alone, without potions, just by using her ult. It's way too strong.
- Huntress:
she is very fine until she gets her Ult. As intended it works with both critical strike and lifesteal and that is what makes her absolutely strong in lategame. I guess removing one aditional target per level could fix that (just a quick suggestion)
- Brewmaster:
Using the ult makes the hero lose exp (just reporting that, not a real problem though). That might be inteded, because the ult seems very strong as well, the brewmaster can solo most of the bosses.
- Paladin:
compared to the other tanks, the Paladin seemed to be a little weak (or the others too strong?)
- Priestess:
one of my favourite heroes, it's so fun to play her. She is in no way too weak, but her ult seems quite useless most times (the other skills make up for it) and the summoning ult doesn't feel to fit into her kit somehow. The life regeneration aura of the Guardian spirit is the best about it, the spirit on level 1 + 2 is not really tanky and doesn't do too much as well.
- Assassin:
i like that hero a lot, but he doesn't really do what he is supposed to do: assassinate. He has those single target skills, but the damage numbers are equal to every other hero, that is not supposed to assassinate. The 50% attack speed bonus on his ult doesn't feel helpful, because you mostly need to back off from the damage afterwards.
Known bugs:
- Fire Totem of Shaman only does 50 dmg on max level, probably also on the other levels of the skill
Wow thank you for this extensive feedback!
I just came back from my holiday break and will continue working on the map starting tomorrow.
I felt like the Impossible mode was too hard but maybe it was just bad team comps. After reading your review I will revert the last difficulty changes and maybe make the Impossible mode harder by adding some additional mechanics during the waves or for boss fights. What do you think about this?
I will also work on the heroes and make some item balancing changes and maybe adding one or two more.
Hi, first off this map is so much fun, and so impressive. Thanks so much for making it. I'm sure I'll continue to enjoy playing it for a long time.
Only issue I've encountered is that units can get stuck in/between these buildings. This happened to a few from the wave of flying naga, which Pained attempted to kill, ultimately getting stuck herself and ending my solo run This probably isn't a huge deal for most playthroughs but as a melee hero there wasn't much I could do about it.
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