| - The "F" Factor (+14 - best): 1) Photo Shoot uses S as the hotkey... the same hotkey needed for Stop.
2) Surprisingly, not as game-breaking as I thought they'd be.
3) The casters are the only units with active abilities, which is fine.
Verdict:
I don't have much else to say... This is the most balanced in comparison to melee races. The gold mechanic is nice, but after awhile it kind of got annoying... I think the hero could have been a little more functional with all of the girl power running around. But... Good job.. - Shadowgrin Clan (+13): 1) Apparently, the tooltip for Weakness says it lasts zero seconds on heroes. What?
2) The Satyr Defiler (it's spelled wrong in-game) does not receive its upgrade bonuses for health, mana, and mana regeneration.
3) The Soulcaller's Agony ability uses A as the hotkey... the same hotkey used for Attack.
4) The Soulcaller's caster upgrades do not carry over when it uses Spirit Form, but even though it does do so for the Druid of the Claw/Talon, I don't know if this was intentional or not. So, I'm not docking you down on this.
4) While Land Shake only hits 23, a 3 second stun is way too good. Most because it costs nothing except a cooldown.
5) The Corrupted Ancient claims to be a powerful ranged unit, but the Troll Huntsman seem to have more attack damage? Even the Nightmare Whelps have more damage than them.
6) Consume sacrifices the user and gives 500 health to the unit. Why so much health recovered? The only units with more than that amount of health are the Warbringers and the Hall Crawlers.
Verdict:
Not that bad, actually. The only things I see that are a problem is the Corrupted Ancient. It's not that it needs to get stronger, the other ranged/aerial units should be weaker. The Huntsmen were fine until they got their unit upgrade, so I'm not sure what happened there. The hero was... okay, I guess. I didn't find the AoE channel ability (forgot the name) useful, because the computer just stepped out of the AoE. Plus, the AoE is too small on level 1, and too big on level 3. I was just hitting my owns after that, so I stopped using it. - Magic Race (+12): 1) The map is completely black...? Isn't this a melee map... Oh, it's for the Nexus.
2) I really like the way how buildings must be summoned. Pretty nifty.
3) Wow. Arcane Imprint is badass, but geez... isn't it a little OP? I mean, I can choose 2-4 abilities from 5 units? Plus the ones he already has, it's about 6 abilities average. Because of this ability, I can see why all of the units have some sort of ability, and more than one for that matter. But, I have to question it somewhat. It's too strong. Maybe if this was the ultimate instead...
4) The computer are really dumb when it comes to the Repelling Ward. I know that it can't be helped, but it's something to note.
5) I like the way how the basic unit- Bubble is made. They don't cost anything except mana.
6) I thought that the Kobolds needed massive micromanagement, but I think the Magic Race takes the cake. Tons of synergy, but man... it's too much to manage for the average person. Even though I built every unit, I was just getting confused when it came to using the Monitor and Emissary.
Verdict:
I like the concept a lot, but there's too much to handle for one person. All of the abilities are overwhelming. Half of the time while in a fight, I didn't know what I really doing- I was just casting random abilities at the nearest thing I could click on, then crossed my fingers hoping it would activate. - Experimentals (+11): 1) Wow, the refinery gets a ton of lumber. 25 lumber every few seconds? Damn... I like the idea, but that's a lot of lumber every couple of seconds.
2) Wait, what? The Cess Pool can train Slimes, okay. But... the Caskets train slimes, too?! That's... neat?
3) Very innovative idea. Giving the slimes- a very weak unit, Chaos damage. Nice.
4) The Casket and Corrosion Tower both have C for their hotkey.
5) Alchemy for the hero uses A. A is for auto-attacking, though... Very, very bad.
6) Because of how the units are upgradable, some of them are useless.
7) The lava thingies attack a bit too fast. I know that they can only attack when they're Burrowed(?)- which is pretty nice, but they're a little too good while attacking.
8) The Burning Arrows for the Puppet Archers don't cost anything at all? Is that intentional?
9) Disintegrate for the hero is too random. It seemed to always be that he would always cast that strange Aerial Shackle SFX, and it was just a waste of mana, expecting something else to come out of it. I was better off just using Alchemy.
Verdict:
An interesting concept; I like how the units need to "evolve" into one another. While the units felt cheap, even the unit diversity wasn't enough to make these guys useful. I was always having trouble damaging other units. - Goblins (+10): 1) The Saboteurs are way too good. Nothing costs mana, which allows them to lay land mines as many times as they want with no limit, they sabotage buildings for 12 seconds, when the Frost Dragon equivalent is 5 seconds. The cooldown way too short for it, as well. Hijack- which reminds me of Possession for Mechanical units, has very little casting time for a take-forever spell. Uh... and they're permanently invisible?
2) Crash Plating doesn't cost anything. It's a free 4 armor for mechanical units. Because it doesn't cost anything, fully upgraded Mechanics had 400 mana with nothing to spend it on.
3) The Tesla Turret has the ability to build buildings, but nothing to build.
4) Shouldn't Arc Booster tell how long it lasts?
5) WHOA! My hero's ult stole some of my units! By "incorporating" I didn't think I'd lose my units forever... *sad* Even then, it doesn't say anything about getting them back, or if the bonuses on the hero stay on forever.
6) It's kind of strange how I chose the Humans and went to 90% handicap, but still got Night Elves with the Goblin units, too. That's odd? Wait... I just replayed the map, and now I get the Outrpost, when last time I didn't and got Night Elf units... What???
7) I suggest having Hew be unit-target. This way, I'm not using it accidentally and hitting nothing.
8) The Tesla Turrent's hotkey is listed for both T's, not one.
9) Because Stockpiles are the only way for the Goblins to get food, having the Forestmowers quickly is really cheap (in a bad way).
Verdict:
First of all, they get lumber too fast (and this was when I didn't have NE units, too). I was so sad at the fact that I was losing terribly to a group of footman. You have too much ranged attackers, and the melee units are significantly handicapped and aren't compensated enough for it. The hero sacrifices too many units; half of my army disappeared in order to make my hero stronger, but without all of the units to protect my hero, he was dying faster than when my units were there. I used it once, and never used it again. That was some 1500 gold and 500 lumber down the drain. And I don't even know if the bonuses were temporarily or not. Oh gosh, don't get me started on the Saboteurs. Other than that... not too bad. - Bandits (+9): 1) I find it a little funny that Defend's tooltip was taken right from the Humans. The same goes to Animal War Training. If all you'd had changed was the description, I'd been fine with it, but considering that they don't have Footman...
2) It doesn't look like the Engineers got changed at all, compared to the Peasants. I am awfully concerned, because it takes me a lot longer than it should to get lumber
3) Don't you think that research times are abominably slow...? Well, considering that it's only for siege, and they're so good, I guess that's okay. Especially considering that you have the Trebuchet. 3000 range, man. However, by the time I could build them, the game ended... I guess it's alright.
4) The Aeromancer gets armor upgrades, which I think is pretty cool. However, considering that they have damage spells, and are pretty good at doing it, that might not be a good thing.
5) I hope it's not just me, because Look Out, Sir! is not working?
6) I find it interesting that the Monks can't fight, but I am concerned about that, because they don't stop to auto-attack, and go out of line and into the front line or battle. I guess that's alright.
7) The hero's pretty cool, because he's complete support. If only Look Out, Sir! was working (I never saw any misses?) he'd be even better.
Verdict:
While the hero concept is solely for making the armies stronger, at the times my hero died, I felt that my army was useless. I know that an army is much scarier with a hero, but without one, they should still manage. The Bandits have a lot of trouble without the Veteran Commander. That's not very good. - Arcanists (+8): I don't know about the Arcanists...
1) Not a mitigating factor: it's in another language. I can't correct your typos or anything, but I don't know if that's a good thing or a bad thing...
2) I didn't find the wagons useful, despite having generally weak troops. I think I was better off just spamming a lot of troops, because getting the wagons took so long.
3) The hero has a lot of damage spells. Not very balanced, unfortunately.
Verdict:
I think there are too many units. I couldn't even get to use all of them before the game ended. The hero needs an adjustment, because all damage abilities is very OP in itself. All I needed was those and I could kill any hero solo, easily. As in matter of fact, in the beginning, all I needed was for the AI to make a line so I could spam spells on them, then just watch them fall. - Kobolds (+7): 1) Apparently, the Kobold Great Hive doesn't list a hotkey for building.
2) Kobold Swarmers have no hotkey. The Cave Forge doesn't have one, either.
3) The KGH has Pillage when it works for Peons, Grunts, and Raiders?
4) I have to pay for the Taskmaster when he's my first hero. Very, very bad.
5) Aside for swarming ability, the Cave Bats are really useless. They wouldn't be able to do anything, because most air units are anti-air, as well.
6) Get Working! costs too little for a hero spell that significantly increases the attack damage of all allied units (+10/20/30 damage for 50 mana). Sure, the Kobolds are meant for swarming, but that's some OP damage when you have 30+ units to swarm with...
7) The healing units are way too good. They have Heal, Abolish Magic, and Rejuvenation? By melee standards, the units that can heal only have one spell to heal.
8) I researched the ranged attack upgrade, but the Geomancers or Woundmasters don't get anything... Hold on; they're casters. Why do they even have damage upgrades in the first place?
9) Both the Scanenger and the Trapper have Ensnare? That's a lot of Ensnare...
10) The Trapper may have very little health, but that doesn't excuse the fact that it has three active abilities that cost nothing. Micromanagement for the Kobolds should be kept to a select few units, but you have too much. The hero, the casters (2), the trapper, the scavenger... That's a lot.
Verdict:
Some units are too good, while you have the Cave Bat that's useless. Yeah- they're for swarming, but they're not worth the gold. The hero's damage support ability made things too easy. Once I hit level 5, I could run into a fight, use the spell, and computer will start running, because I could just Ensnare their heavy aerial and kill them with +30 damage on 12 Geomancers. - Murlocs (+6): 1) Two ultimates on the hero? What?!
2) The Huntsmen learn Ensnare, but it doesn't say so in their description.
3) It's interesting how most of their units are relatively weak. The buffest unit they have only has 750 health. That's a bit low.
4) Since Vapour Sprites are supposed to be expendable, their gold cost is way too high... Plus, I really don't understand this "good in numbers" stuff that people keep bringing up. It's melee; of course they have to be good in numbers.
5) The workers are really limited. This race suffers from not having enough lumber. Never was there a time when I wasn't hearing "We need more lumber" every couple of seconds. At least increase their attack speed, so they don't get lumber so abominably slow. Compare it to the Peons and Peasants: Peons get increased attack speed to make up for their ability to only acquire 10 lumber.
Verdict:
I had too much trouble fighting other armies with this race. Half of the time I had to think, "What am I going to spend my gold on?" because the units have poor health that isn't compensated at all. The Mutants- I'm thinking a tier 3 unit- were losing to Grunts. Because of that, I knew that a loss was going to happen, so I quit while I was ahead. - Jungle (+5): 1) The first hero costs more than just food. Very, very bad.
2) The bears are strong, but they cost 180 gold and 30 lumber? Lumber cost is okay, but that gold cost is too low for the amount of damage they can rack up.
3) That's weird... It says that Scout can be used on the map, but apparently I need a unit to cast it on. By the way, all of the Trappers' abilities use the hotkey E...
4) Apex Predator can't be researched, period. That, and my units get the damage boost, anyway.
5) All of the units are very, very strong. The chameleons' damage is 30-80?? And the bears have 30-70?! That's way too much damage for a 180 gold costing unit.
6) Tranquilize is way too good. Although it disables the unit, 100 health per second for 5 seconds? That's 500 health; a bit less than Holy Light and Tranquility, and those are both hero abilities. That's more than Rejuvenation, and I believe Rejuvenation costs more.
7) With such a great healing spell, I don't there was a need for Tranquility on the hero.
8) The Chameleon's frost form didn't seem to have a frost attack? That, or the duration of it was so short it's pretty useless. Besides, that 10-30 damage they had pales in comparison to the 30-80 magic damage the green form had.
Verdict:
The units have too much damage. I was only using about 60 food and I could kill other armies easily. By easily, I mean, without any casualties. - Draenei (+4): 1) The Pig Farm says it's missing its tooltip. Haha.
2) Even though I hadn't gotten Akama yet, it says, "Revive Akama". What? Plus, his description isn't filled with anything that he has as abilities. And, since he's my first hero, why am I paying for him? EDIT: That's why. The Altar of Shadows doesn't count as an Altar. That's not right.
3) The first thing I noticed: Salvage. Pretty nice addition, there.
4) War Den's hotkey doesn't work, (D) Also, Howe's hotkey. (E)
5) Pig Farms aren't detected by building pathing?
6) My goodness. Akama only has 2 skills?! Not even an ultimate...
7) Even though the Salamander is a ranged attack unit, it has no weapon upgrade?
8) Their units are very, very weak. They don't have a decent melee unit. I mean, the Stalkers are nice, but they only have 10-12 damage. They don't have another melee unit to make them and their invisibility useful.
Verdict:
I actually lost, because my units deal craptacular damage. Seriously! Doing hit and run tactics wasn't helping me at all. I even tried invisible backdooring... The units just don't hit enough. The AI attack you based on how much you are a threat. Well... I was getting attacked all of the time. - Kalimdor Raiders (+3): 1) My god... 3 gold per trip? I see that they're supposed to use Tunnel Access, but hell- that costs gold that they so desperately need for other things.
2) Because of #1, I had no hero and no units in the first 10 minutes. Also, guess what? I got attacked in those first 5 minutes and lost. Fine, I'll just whosyourdaddy just so I can see everything else.
3) I can learn level 2 Warcry on level 2, but level 3 Warcry on level 4?
4) Apparently, the Kodo Offspring has a missing tooltip.
5) You know, the Kodo Wagon might be useless for anything except food, but having a 10 second stun is just OP in itself.
6) I can only build two Tunnel Accesses at a time, but in order to make new ones, I have to kill them myself. Well, that's not really fair, because I just wasted 150 gold that this race desperately needs.
7) Apparently, when I kill one of the Accesses, the other one dies, as well. Oh, great. 300 (100 trips, compared to 30) gold just said bye bye.
8) Why isn't there a way for them to get more gold per trip?
9) It's too bad that auto-commands aren't smart enough to use the Tunnel Accesses. This way, at least my expansion would only consist of an access point for my Miners to get gold from more than one mine and not have to work at their snail-like pace. Then at least the 3 gold per trip wouldn't fail so miserably.
Verdict:
*sigh*... Getting attacked every five minutes- even with whosyourdaddy, doesn't make these guys fun. Really though, the only thing that makes this race unplayable is the abominable speed of gold gathering. 3 gold per trip? Like I said, the Kobolds have to make 3.3 times as many trips as every other race. Just because they're slow moving doesn't make the gold come in faster. It just makes it even slower. If you could make it 5 gold per trip and give them an upgrade to increase the amount of gold given from a mine, I wouldn't be as disappointed. Yeah- I've pretty much been talking about gold, but that's the thing. You can't play the race if you have no resources to build/train anything. - Black Ice Clan (+2): 1) For one, the basic unit (Fury) has too much HP and damage for a tier 1 unit. It should be the equivalent of a Footman (400 HP, 12-14 damage), but they're so buff (600 HP, 20-30 damage).
2) Both of the mages have attack and armor upgrades instead of caster upgrades (WHAT?).
3) The Frost Rider's Ram ability should only work on buildings, but I'm using it on units (ownage from a normal unit?). A normal tier 2 unit shouldn't have anything except a passive ability... It should only be casters and exceptional tier 3 units that have active abilities.
4) The Glacial Skorpid's Deep Strike ability has no cooldown, and it always gives them 1.5x more damage for each cast. Did I mention that they're tier 2 units?
5) I don't understand the point in the Glacial Skorpid's Burrow when it doesn't give them additional life regeneration?
6) Why do Drudges have to be summoned? It's called a Town Hall unit for a reason...? Plus, they don't cost anything except. However, I went over my food limit when summoning them.
Verdict:
The active abilities made my units better than my hero. That's not good. With a sizable amount of overpowered units, fighting the computer was a doozy. Thank Ram for that, though. I thought that Ram would just deal unconditional damage to buildings, but hits too much. - Skullz n Booze (+1): 1) Wow... Warcraft III crashed when I started playing.
2) Okay, it's working this time around, but... why the hell is purple playing when there is no slot alloted for a computer on purple's spot?
3) I seem to always spawn right next to purple's buildings... The Tree of Life kills all of my buildings before I can do anything. Seriously, wtf?
4) I'm sorry, man. It's no fun. Even if I use whosyourdaddy, the dumb buildings don't insta-kill when I hit them.
Verdict:
Couldn't play it properly, but at least your submission was there. I was looking forward to this one, too...
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