Played with orc warlock, human mage, elf priestess, nightelf druid and dwarf paladin. Had our fun as the map is inspired from wow and therefore really easy to understand. Got you some feedback to give:
- at first attempt had been orc warlock. Took portal to neutral faction's town, as i had been looking around an plague ward spawned in the base near the north-eastern workshop. You may like to prevent neutral undead summons from kicking in too early.
- warlock's dark ritual skill cannot be used on living beings, seeing as he cant summon any friendly undead that was not of use to him.
Try remaking the skill based on Death Pact, which does not require target to be undead. Nope you'll have to trigger this.
- when an obsidian statue spawns in right middle route at first(or second) night it's summons effectively shuts down that route for the night and next day.
- Dark Memory unit had no visible model being only an shadow.
- It'd be good if you add more seal abilities for Paladin, cycled through similar to his auras.
- Orc units are superior to humans in terms of health, this means if an line happent to be left to its own devices orc troops will eventually mass in it. Human units being considerably weaker makes it
an better idea at early game to initially farm on Horde's side and then switch later to Alliance to kill the massed orcs then.
- You may like to implement an faction lock so people cant switch sides in the middle of battles. In the playthrough with the orc warlock joined the alliance first, to do so attacked an orc troop, later when near death simply fled and in a short duration turned neutral with the horde again when the troops were about to catch up.
- There was Zombies in the middle isle at late game, where players can change class. They did not attack being set only to flee. You may like to prevent plague ward from being spawned in there as they are not of effect there.
- Mage was easiest to farm kills with thanks to having both Blizzard and Firestrike.
- The travelling troll merchant can be got to stop at a cliff ramp.
- Samuro is superior boss unit compared to alliance king. I think they both should be the strength of king, to that end probably may like to swap samuro for an horde warlord.
- righternmost long corridor requires one more base per side, its longest and most boring route.
- implement an check for when bases are no more so it's barricades wont respawn anymore after being leveled entirely.
- Teleport staff item counting for accessory limit is a no brainer, as its vital for successful play.
- I can suggest replacing Teleportation in this map with an 'flight paths' mechanic. Reason being nobody really travels on foot around the isle to experience the random creep spawns, instead using the teleport staff to reach wherever needed. Check systems like:
Portal System v2.5
to implement such an mechanic. Basically there would be an aviary/beastiary building in each faction's main base, that has seperate teleport abilities to each flightmaster npc in that side's bases. when flightmaster npc dies you cant take fast travel anymore to that base. During flight player would appear as riderless gryphon/wyvern.
- You may like to implement an mechanic that prevents faction backstabbing. You can go to middle area, change character, change character again to leveled char. Now you are considered neutral and have your items+skills, just take the portal leading to opposing faction's main base and level everything starting from behind, or gang upon the king all at once.
- Priestess requires one more damage dealing skill.
- in the playthrough with Mage somewhen gained an skill that has undead regeneration aura's icon and regenerates 20% of health, that obscured the skillz menu button.
- playable necromancer hero would be awesome.