Hey, just got back after playing all on Brutal as Belfs, I'm doing it again, but with some differences:
Chapter 6 seems a little bugged, will list things that I saw happening(this is on 1.33, I can't go back to 1.32 sadly, don't know how :<)
Another one that I got was at Chapter 8, when you use your Q ability as Thespia, it hurts your allies(but don't make them go hostile).
Edit - At Chapter 10, If you just let the timer run out, even if Illidan dies or you kill him, even when the bases get destroyed, you still win(don't know if your base needs to be alive also, didn't test that).
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Will talk about items: I kinda feel that there could be some new pick ups worth keeping:
- The Archmage quest drops are kinda nice, but I didn't keep any of them. Stacking Circlets at Mission 2 seems to be the best Imo(or stackable consumables on Belfs).
WindSpark, the first staff that we get from the dungeon, could give the player Gathering Storm as an active spell. Also, +3 Int instead of +100 Mana.
Staff of Flowing Water could have a nice active: Summons 2 Elementals. Since its a +4 Agi +4Int, I kept it, but it would be a nice touch.
Archus, Greatstaff of Antonidas could be +6 Int and 25% Mana Regen. It's nice to have an active stun, but idk, ended up just not using it alot.
DustShaper could just be Lv1 Devotion aura instead of an active. It could also increase Life Regen. by 2 and armor by 2 for the user.
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About Desperate Measures - 1 and 2 feels the best, since it does not take anything from you. Desperate Measures(3) is kinda of a trade: Give away your Priest healing, but get Mini Infernals, and they also serve as an AOE stun. If you only go here, you will still have Paladins as a way of sustaining your army health(tho not as good as Priests), but once you go Desperate Measures(4), you lose all your health sustain for an T3 Expensive Swordsman/Archer. Chaos damage may be good, but that does not change the fact that you go all the way upgrading into this, just to lose your entire health sustain. Having no shops also kinda hurts this even more. Infernal spam may be fun, but you still have to pay a high price for it Imo. Demon hunters are kinda on the same boat.
For Demon Hunters, maybe increase the Mana Pool by alot, since they are kinda addicts to Fel/Magic, and empower themselfs from it, and make them also benefit from Phoenix Guard upgrade(at least when not transformed). With a big mana pool, what they could do is: Every time you are in combat with creatures corrupt by the Fel, your attacks will give you +2 Health and +5 Mana. When you transform, you lose this passive, and if you are Energized, every attack against creatures consumed by the Fel will drain 3 Mana from your pool, but you will do more damage against them(don't know how much this could be tho). You won't be able to Regen any mana when transformed by any means, it will be locked at a value, and only when you go back to your melee form, you get to regen it.
That's just my feedback tho. I'm kinda liking your campaings, gave a little peek on your other works, and will play them after playing this yet again, but as Naga.
Edit: I just noticed that researching Highborne Arcanism on Chapter 6 while using naga, even tho it says that it is permanent, shows up on chapter 8 again.
So well, at the last chapter, if you go full Desperate, you lose Sedina, Paladins and your army sustain. When the values get fixed, Desperate Measures seems a little bit bad atm.
Will add at the end here that it's not that you can't beat the maps as Belfs, it's just they seem to have way less options to go, compared to Naga, and again, I know they should be weakened lore wise, but maybe little changes would be nice.
- I'm going full Desperate Measures;
- At Chapter 6, I went Naga for Belf Research that they have(and they are also easier to play around).
- When I went to check on Chapter 7, this time the Orcs where allied to me, and the game also recognized that I researched Desperate Measures only to 2.
- Accept the Dark Gifts on Chapter 7 gives the player +30 damage, not 10.
Chapter 6 seems a little bugged, will list things that I saw happening(this is on 1.33, I can't go back to 1.32 sadly, don't know how :<)
- As Blood Elfs it seems that our allied races do not upgrade to 3/3, but both at least upgrade their Casters Masterys.
- As Naga, the Blood Elfs fully upgrade their units, but the Draenei don't(didn't go look at caster, so my bad).
- Pink base seemed more active as Blood Elfs. As Naga, they just went afk.
- As Naga, Sedina just afk with a bunch of units the whole game.
- I also see that we are kinda getting to check on a next upgrade to our heros on Blood Sanctum, but we can't actually get them. Would be pretty neat to go as Demon Hunters against the Wardens. There is also a Demon Hunter on their ranks, which is kinda strange. I know that Demon Hunters before rescuing the one true Demon Hunter is kinda strange, but would be pretty neat.
Another one that I got was at Chapter 8, when you use your Q ability as Thespia, it hurts your allies(but don't make them go hostile).
Edit - At Chapter 10, If you just let the timer run out, even if Illidan dies or you kill him, even when the bases get destroyed, you still win(don't know if your base needs to be alive also, didn't test that).
--
Will talk about items: I kinda feel that there could be some new pick ups worth keeping:
- The Archmage quest drops are kinda nice, but I didn't keep any of them. Stacking Circlets at Mission 2 seems to be the best Imo(or stackable consumables on Belfs).
WindSpark, the first staff that we get from the dungeon, could give the player Gathering Storm as an active spell. Also, +3 Int instead of +100 Mana.
Staff of Flowing Water could have a nice active: Summons 2 Elementals. Since its a +4 Agi +4Int, I kept it, but it would be a nice touch.
Archus, Greatstaff of Antonidas could be +6 Int and 25% Mana Regen. It's nice to have an active stun, but idk, ended up just not using it alot.
DustShaper could just be Lv1 Devotion aura instead of an active. It could also increase Life Regen. by 2 and armor by 2 for the user.
--
About Desperate Measures - 1 and 2 feels the best, since it does not take anything from you. Desperate Measures(3) is kinda of a trade: Give away your Priest healing, but get Mini Infernals, and they also serve as an AOE stun. If you only go here, you will still have Paladins as a way of sustaining your army health(tho not as good as Priests), but once you go Desperate Measures(4), you lose all your health sustain for an T3 Expensive Swordsman/Archer. Chaos damage may be good, but that does not change the fact that you go all the way upgrading into this, just to lose your entire health sustain. Having no shops also kinda hurts this even more. Infernal spam may be fun, but you still have to pay a high price for it Imo. Demon hunters are kinda on the same boat.
For Demon Hunters, maybe increase the Mana Pool by alot, since they are kinda addicts to Fel/Magic, and empower themselfs from it, and make them also benefit from Phoenix Guard upgrade(at least when not transformed). With a big mana pool, what they could do is: Every time you are in combat with creatures corrupt by the Fel, your attacks will give you +2 Health and +5 Mana. When you transform, you lose this passive, and if you are Energized, every attack against creatures consumed by the Fel will drain 3 Mana from your pool, but you will do more damage against them(don't know how much this could be tho). You won't be able to Regen any mana when transformed by any means, it will be locked at a value, and only when you go back to your melee form, you get to regen it.
That's just my feedback tho. I'm kinda liking your campaings, gave a little peek on your other works, and will play them after playing this yet again, but as Naga.
Edit: I just noticed that researching Highborne Arcanism on Chapter 6 while using naga, even tho it says that it is permanent, shows up on chapter 8 again.
So well, at the last chapter, if you go full Desperate, you lose Sedina, Paladins and your army sustain. When the values get fixed, Desperate Measures seems a little bit bad atm.
Will add at the end here that it's not that you can't beat the maps as Belfs, it's just they seem to have way less options to go, compared to Naga, and again, I know they should be weakened lore wise, but maybe little changes would be nice.
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