Chapter 1
Getting experience for the trapped diablosaurus would be nice. And the second diablosaurus is already vulnerable, that is, in the first case, the power of autosuggestion makes Oris believe that the first one is invulnerable. Just kidding, of course, i just mean that there's nae sense in invulnerable characters/creeps if it can be designed other way. And i guess its animation should be hasten a little, because it kinda slides.
Caravan turtles cannae be healed, even though they are living.
A camp placed in the cave can prevent fatty Zando from passing even if seems like there's enough place.
Camp headhunters arenae selected with the control button along with the rest.
A Ring of Protection appears to be a Ring of Preservation when the game is paused.
Chapter 2
Music disappeared after talking to Turanga and quest targets werenae marked until i loaded a save.
Some kind of gate blocking the southwest is better than an invisible wall.
It would be better to give witch doctors already after talking to Turanga, because otherwise much more time is wasted on empty running around.
Allowing the hearthstone girl to teleport the whole squad would be more handy.
I wunder who needs an Amulet of Thorns (or whatever it's called) with only a 10% retaliation in the game with way more useful shooting units.
Over time, the funkiest (as music) and simply best in the whole universe Tenjin's golem started to fold (after loading, i guess) when it was standing.
I killed diablosaurus with Kruppe trying to get more experience for nowt, because there's a free leveling up later. This is the case when invulnerability makes sense at least for nae wasting time, or very fast regeneration can work.
Oris became the first in the lower part of interface after loading.
Chapter 3
Perhaps, it would be better to put Rendar the first, since there's a habit of it after chapter 2.
Kinda strange that it's known in advance how many places there are with captured trolls.
It's clumsy that the aqir hero simply becumes invulnerable during a combat just because and runs away. He escaped from Oris's hypnosis in my case. Maybe it would be better if the guy swears at a player and runs away without a battle in cutscene, and then other aqirs start fighting?
The game is stuck in conversation with Torvald upon trying to skip his speech about skygazers.
The armory entrance disappeared after completing the quest there and returning, and it turned out that items abandoned there cannae be taken. In my case, it was an Adventure Gear for combining it with a later obtained Combat Gear.
The backpack upgrade is missing.
It would be nice if Zando's horcrux were a rune and could be taken with a full load.
Chapter 4
The orange is destroyed, there's naebody left to complete the ritual, but its timer is still ticking.
Perhaps there should be a timer linked with some base for the main quest as well, because the endless combat, while there are several foe bases, is kinda clumsy. For finishing the map exploration, lifting the siege can be left to a player after the main quest base is destroyed.
Aqir flies went broken over time and just fly back and forth in one spot slightly to the right of their base.
Chapter 5
There's talk about refugees at the beginning, but naebody seems to be running to the portal. Maybe they should be added, and maybe with a quest?
There's inconsistency with the Bloodstone: in chapter 1, Oris had to take it and vampirism appeared, but it works different in chapter 5.
It would be nice to have the lost units marked on the map, because there isnae much spare time to search, and maybe with a side quest.
Some reward for saving Torvald and Farrak would be nice to get.
Chapter 6
This one is a bit short.
General notes
The black thing on the map. It's unnecessary and kinda contradictory if surroundings must be familiar to chatacters. Sometimes it can make the quest with a timer additionally harder, because moving through unfamiliar terrain is slower. For example, it happened to me in chapters 4 & 5. There are troll bases in chapter 4, so the area must be familiar to them, and chapter 5 takes place in the same territory as chapter 2.
Some creeps dinnae see player's units almost at point-blank range, even when their buddies get their arses beaten right next to them.
Gradual refilling items are almost pointless if they're interrupted by the first hit.
Perhaps Circlet of Nobility + Hood of Cunning combo disnae work correctly: dexterity and intelligence arenae increased.
Venom Spray is kinda weak on the levels 2 & 3. 100-150-200 of total damage is more suitable for the price of 125 MP, Also, changing the skill to let Oris spend less time for casting and more time for sword swinging would be better in general and for her passive skill.
Oris's snake should be slightly buffed with 2-4-6 armor or in some other way, because it dies pretty fast and only one can be summoned.
Oris's attack speed is so low to begin with that it seems like it disnae scale at all with agility. This is simply odd for a dexterous hero, and it disnae combine well with her passive skill. She hits even a little slower than Rendar at the end of chapter 3 while her agility is 47 and his is 30! And the skill should be reworked, as level two is almost useless. Even familiar and kinda boring gradual increasing of all effects (e.g. 25-40-50%) should work better.
Either i dinnae understand something or there's something wrong to Soul Nova, because it should hit 6 times according to its description, but daes it only 3 times.
What about buffing the first witch doctor's spell by increasing miss chance to 20%?
Soulbenders must be significantly buffed, as they're currently much weaker than witch doctors while cost the same.
Books of Retraining — into all shops!
Melee units are less useful and handy than ranged ones, i tried using them 1 time in chapter 2, understand how much i was wrong, and then used them only in 2 ways: to make headhunters even better (with raptors) and to make other ranged units from ravagers and pterradons. Maybe heavy armor should be given 25-50% resistance to everything except magical damage? And maybe their damage should be increased?
Kruppe's healing skill works with the Q button instead of Bad Juju, and Juju is better with the E button, since all heroes' healing skills work with the Q button. His ultimate isnae learned with the R button, Spiritual Journey isnae learned with the W button.
The previous note is the reason why i think that hardcoded QWER is worse than using CustomKeys, at least for already existing skills and those that based on them. If CustomKeys had worked and Bad Juju had based on firelord's Soul Burn, i would have fixed Juju by changing Soul Burn's key to the E button. And everyone gets familiar controls if CustomKeys work.
Only the first Adventure Gear set (in chapter 1) is gradually combined before all 3 components are obtained, everything else requires 3 of 3 which is unhandy.
I guess it's intentional, but still: isnae it a mistake that golems can be healed?
Sometimes a cutscene cannae be skipped with escape button, a phrase is cancelled instead, but there's still a delay as if the phrase is pronounced.
More place in Kruppe's store if possible. I need moar!
Rendar would look more impressive (and funnier) if he were bulky like dire trolls.
Kaldra's Avatar throws stones with the Z button.
The backpack upgrade works with the Z button.
Greater transfer range for Kruppe's store would be nice to have.
The Pillar of the Sun icon gets a self-application frame in chapters 4 & 5. The spell's cooldown should be decreased, as the priest is exceptional and presented as valuable, but he's nae so useful.
A hint about heroes' ability to hit fliers without an orb would be useful. And i hope this note isnae a reminder to turn the ability off...
Seems heroes' data is saved in one place, because the heroes are the same as after the latest beaten chapter upon starting one of the previous chapters.
The Sobi Mask + Mystic's Headband combo is available so late, but it's about as effective as the Life + Mana Amulet.
What about changing Devilsaurus to Diablosaurus?
Played on 1.30.4 patch.