1) I will never stop saying it - it's
ALWAYS better to use actual numbers instead of vague words. For example, Life Nexus' nature aura "increases hit point regeneration in a huge area". How much exactly does it increase, how am I supposed to know if it's worth using it? And what is "huge area"? 1000? 2000? 10000? Yes, sometimes writing exact values might not be of much use, but it's still better than some vague values like "huge" or "medium" or whatever else.
2) Would be nice to know stats and food cost of units made in Life Nexus without actually making them and manually checking everything.
3) I don't like these 'Secret Recipes' - why hide them? I don't find it fun just sitting there and trying every possible combinations just to find something new, especially when some of these cannot be done in earlier chapters. Just list every recipe with /recipes or make some way to obtain the information about these secret recipes in-game.
4) Ancient Wisp should have different icon - too easy to confuse it with normal wisp.
5) There
really should be a hint about Sacrificial Dagger upgrades - when it can be upgraded further and when it can't. I wasted my devotion in chapters 1, 2, 3, got the impression it can't upgraded past the Starforged Dagger, despite the tooltip saying it can (thought it's just a lazy copypast). And ended up finishing the campaign without upgrading it into Karakan. Only found up about Karakan before posting this comment, from a quick glance at previous comments here.
6) Treant Fighter should have a passive ability icon to indicate its on-hit armor decrease ability.
7) Venom Dagger + Vicious Desire = Viper. Yet Viper has literally the same stats as Vicious Desire. America, explain.
8) Chapter 2 - Despite all the changes, that lonely neutral furbolg in the cage received no improvements. Actually, he's even more weak and useless, now that the enemies are stronger.
9) Magnificent Crystal - tooltip doesn't mention that the second 100 damage hit affects the main target as well. Also, dark blue colored text hurts my eyes.
10) Why is it not possible anymore to circumvent the Undead base? There was no reason to remove that option, especially when the path itself is still there.
11) Chapter 5 - the robe of the magi is unchanged. You know, in the original campaign it was a worthy reward for being perceptive, but here it's just weak compared to all these powerful custom items. There really should've been something better than just the robe. And preferably, a tougher enemy than just a Revenant.
12) Chapter 6 - orange AI never attacks. Red AI also does almost nothing, only rarely sending a couple units, that pose no threat. So the only real enemy here is green satyrs. In the original campaign both red and orange were pretty active, especially red. Why was it changed here in such way, even for
nightmare difficulty?
13) In the original campaign orange AI was skeletons with corrupted NE buildings. But here it's yet another satyr base with just a few skeletons. As I mentioned already, the enhancement should've expanded the already existing uniqueness instead of removing it.
14) None of AIs here has heroes, even though in the original campaign orange AI had a hero - Skeleton King. Yet another thing removed for no logical reason instead of actually enhancing it.
15) 3 Dreadlords simply running around were... Boring. Like, it felt just dull. Not even any escort or special abilities for them. Illidan can effortlessly solo them and that's it. There is just nothing interesting about them.
16) So there are True Boots of Quel'Thalas and normal ones. Why not just make both True?
17) Chapter 7 - so if you're unlucky enough with AI picking targets, fucking Rogues can just hurl 3-4 bolts and kill your hero, and it also stuns the target. How is this shit balanced? And on the other hand, Killers are completely fucking useless against actual threats - Archimonde and his avatar - because they're immune to magic. Well, half of the time killers can't cast bolt on other heroes as well due to banshee's anti-magic shell.
18) Thrall - Rage of the Elements spell - apparently fire is not an element anymore, otherwise I don't see the reason for the spell to do absolutely nothing fire related. It summons 3 different types of earth golems but not even a single lava elemental.
19) Illidan was wrong - I absolutely did not need his help. In fact, he showed over 20 minutes late to the party. It was harder to kill Archimonde in the original campaign than here. Spaming Expert Treant Fighters really trivializes the fight, as they can stunlock Archimonde. Also, if there are too many units, then the hardest part of killing Archimonde is dealing with
MASSIVE lags. I tried killing him without blocking undeads, which naturally required me to use more units - casting rejuvenation or bloodlust resulted in
1 frame per several seconds. I honestly expected the game to simply crash (and it did, but much later, after Illidan spawned).
20) Avatar of Archimonde really shouldn't respawn after Archimonde has been killed.
21) Actually, the whole chapter should end after killing Archimonde. Or at least after that + destroying the undead base. There is absolutely no fun just waiting 20-30 minutes after virtually completing the mission.
22) Why does Illidan spawn only with Imperial Gloves, where are the other artifacts? Like, come on, it's not like he would destroy everyone singlehandedly due to having a few more stats.