Hello -Kobas-, I know I'm replying very late to your map, Rise of Heroes II, but I have to say, I quite like it. I'm a fan of nearly all your maps (with the exception of the doodad maps because of the fact that I'm not a terrainer). In Rise of Heroes II, the players choose a hero, buy items, and then defend the Night Elf base from hordes of enemies. I liked all of your heroes, they had great backstories and descriptions, and they had decent looking abilities that weren't all customized warcraft 3 spells, but the heroes weren't all balanced. Skar had no attribute bonus ability, a nearly useless Silence Ability, and his Dispel Magic Ability seemed pretty useless too. Omaga's Summon Treant ability seemed to summon useless treants after level 3. At first he had treants with 100 damage, but then he had treants with 15-17. The game also seemed biased towards ranged agility heroes. The melee heroes, although they could somewhat tank the enemies, the bosses shredded them in 3 seconds, and the agility heroes could just sit back while the night elves took the damage. The bosses never seemed to target the ranged heroes unless they got very close. That brings me to another point, the bosses. Although I think the bosses are sort of cool, they had no "eye candy" spells, and other than the occasional weak spell, they were just juggernauts. Extreme hp, extreme damage, extreme attack speed. That's pretty much the lowest form of boss making! "I want this unit to be a boss, so he has to have more health and damage than the heroes fighting it!" I don't like those kind of bosses. They're boring. Although your bosses weren't the five minute bosses (the ones where you send in your permastun hero and afk while he bashes the boss to oblivion), they still weren't good. I'd recommend reducing the damage and the attack rate - heavily. Give them more eye candy spells, especially dodgeable ones. No one likes a tracking firebolt! I'd also like to comment on your Bandit Lord boss. To me, he seems undefeatable. His Divine Shield has too long of a duration, and too short of a cooldown. He also has way too much damage and way too much health for a boss with divine shield. Nerf that ability! Onto the gameplay. I like how the player can kill hordes of monsters and how he or she gets Inner Power for every monster killed. It was quite a nice touch. I also love the random drops, such as the increased exp rate and how the gold amounts were randomized for the items Gold and Treasure. However, the player couldn't pick up the items if he or she has a full inventory. Another thing I suggest is increasing the time between waves. Players barely have enough time to rest and shop between the waves, and no time at all on the boss waves due to the fact that EVERYONE has to focus on the boss to prevent it from annihilating four or more ancient protectors. This makes for a huge creep pileup. You also seemed to have very little area of effect damage spells, and the spells often do not have enough power to take out huge creep masses, rather reduce them to 1/8 health or more. Since the spells seem to have such a long cooldown, give them more damage! Now, the items. You don't seem to have very many items for a hero defense game, but the upgradable items are cool. However, I'd still like more items. You should also reduce the cost of potions. Although they are very useful, it is impossible to save up for the permanent items because your potion stocks are exhausted so quickly. And in the end, the permanent items beat the potions because permanent items don't constantly drain your money (or force you to go back and shop). Your terrain is stunning, with great use of doodads and height, but the players only see half of it. You restrict the bottom of the map from the heroes, and the western part has no use, other than to see the -Kobas- hero and annoy him. I like how you made so many different responses for him, but I think the responses were kind of unnecessary. As far as I can see, there is no other reason to go to that side of the map. Maybe the player could find potions or do optional boss fights on that side? Other things I liked about your game were the loading screen, the respawning allies, the adjusting difficulty, the many different types of enemies, and the regrowing trees.
I'm pretty sure you aren't continuing this map, but if you are, could you do something about the bugs and maybe implement my suggestions? One last thing I suggest is to make the game easier. I think it is way too hard.
I really liked your map -Kobas-. Although it isn't perfect, I really liked it and I hope you improve it.
I give you a
5/5
EDIT: I'm curious, how much time have you spent on this map?