BUGS:
First of all the bugs. As with any new campaign, I have encountered bugs here. Some are small, oversights rather, some are quite big:
- In chapter one when selecting a class, Timewalker is in team Elemental Mage.
- When you complete chapter one and press continue, the loading screen of chapter two doesn’t appear, just a black screen. It appears when you press chapter two button in the campaign loading screen.
- When Falstad reads a book in chapter two, the ogres that attack you are team orc and red color instead of team ogre and purple color.
- In chapter three I got summonable whelps even when I destroyed the eggs in chapter two.
- Also noticed that in dwarven bases a workshop doesn’t benefit from masonry upgrades.
- Gryphon Aviary as well.
- And the flying machine doesn’t benefit from blacksmith upgrades, and you can’t upgrade them at workshop.
- Also in dwarven tech tree scout tower and guard tower have swapped icons.
- In chapter six, build cannon tower button appears, when you can’t even build a workshop.
- Also in chapter six, Arcane Sanctum description says you can train spellbreakers.
- In chapter seven the furbolg quest works fine until you've cleansed 10 furbolgs. The furbolgs you cleanse after that loose their green corruption effect, but remain in team corrupted furbolgs and keep attacking you.
- In chapter eight Hammer of Titans wasn’t with the trolls. Instead it appeared atop a cliff. Don’t know if it’s a bug or was it intentional. If it was intentional, than it should definitely be with the trolls, because the Hammer is too important and helps Falstad a lot.
- In chapter eight cutscene, where we see an ogre battling a gnoll, ogre is red color instead of dark green like the other ogres.
- In chapter ten, Rom quest is kinda broken. When I destroyed the green base guarding him, he just remained in a cage. The cage was invulnerable and nothing else could happen. That happens when you use save/load or restart the chapter.
- Once in chapter ten I have stolen a whole rider, it didn’t turn into a drake.(only once, all the other times it turned into a drake)
- In chapter ten drakes you have stolen as Dragonmaw Riders and Drakes you have stolen directly seem to be different units.
- In the final boss fight when an aspect dies, the battle is replayed, but the aspects loose their items.
- If you rescue Rom in the final chapter, then the end cinematic of the final chapter crashes. If you don't rescue him in that chapter, but still have a happy ending, then it works.
THINGS I LIKED MOST:
- A huge number of heroes with different abilities that you control.
- Class selection.
- Good and bad optional quests.
- Tons of surprises that happen all the time, all the ambushes, enemies fighting each other, jumping from the zeppelins and stuff…
- All the different artifacts.
- Enemies being a lot stronger, you can’t complete any chapter with heroes only(save for chapter five and maybe nine) which is really nice.
- New chapter three.
- New chapter nine.
- New boss fights in chapter nine. Both Kryll and Firelord, don’t know which is better.
THING I DIDN’T REALLY LIKE:
- The aspects: They are grotesquely large, especially Deathwing and their wings fly too fast. Malygos takes like 40% of the room when he talks to Krasus, and Deathwing occupies the whole screen when a dragon. Also they use Dragon Roots portrait, which doesn’t make much sense sometimes. Malygos portrait is sitting on eggs which doesn’t make sense for two reasons: in DotD timeline he is the only blue dragon alive and he is a male. Nozdormu also doesn’t make sense sitting on eggs cause he is a male. Also I don’t see why WoW models couldn’t work here, you can select them using the icons and cast abilities using the icons.
- Deathwing boss fight.
HEROES:
Now my thoughts about the heroes:
Rhonin: overall I love the changes about Rhonin. Priest voice fits him well. He really feels as the main protagonist now. Whatever class you chose he becomes your most powerful and useful hero by far.
- Timewalker is the awesomest class ever. Loved it. Rhonin is really powerful. He becomes a lot more powerful with level ups. At the higher level he is able to take entire armies on his own, a one men army. Slowing enemies and increasing attack speed is a win combination. Summon future self is a best idea ever. Really cool. Though the future self could be a little more powerful. Logically it should be more powerful than level 10 Rhonin. Perhaps increase it’s hit points, mana, attack and armor to be slightly higher than level 10 timewalker, and as a compensation slightly reduce duration time.
- Dark Summoner is also a really good idea. Rhonin becomes an army by himself, literally. But he is noticeably weaker than the timewalker and the other classes, and could use a little buff. Wrath could use a different model(The Void Lord). It also could be a little buffed with more hit points, attack and more armor at higher levels. It could also use some abilities at higher levels(e.g. Evasion at level 2, Evasion and Blink at level 3). The voidwalker could be bigger, maybe increase it’s size as it levels up. His attack could also be buffed a bit. And maybe give it abilities at higher levels(e.g. Frost Attack (Passive) at level 2, Frost Attack (Passive) and Curse/Frost Armor at level 3). Nether Dragon is a great ability, but maybe change it’s attack type to chaos and give it an ability(e.g. Cripple).
- Arcane Master seems to be Rhonin's strongest class. Love that you no longer sacrifice life for mana. The Ultimate is really awesome, turn Rhonin into a killing machine.
- Spirit Priest has been improved a lot. He can regain mana and heal himself at the same time. The only thing is that the Ultimate could use a different name and summon a more powerful unit. Other summoning ultimates all summon really powerful units (Inferno, Doom, Summon Phoenix, Vengeance), maybe an Ice Revenant or nerfed Death Revenant a custom level 8 ghost or skeleton(with abilities).
Vereesa: love the new voice. Also love the new ability. In previous versions you were mostly controlling Falstad, while with Vereesa you just turn Searing Arrows on and Refill her mana when she goes out. But now you have to control her as much as Falstad which is good. However imo she could use a little buff(she is noticeably weaker than Falstad, let alone Rhonin) and it would be cool that she had something of a Searing Arrow in some way. Here is my suggestion how. I really like a new Krasus medallion icon. However you could change it with a bunch of other good icons. Just type “ruby” in search and you’ll find a bunch of fitting and good icons. This icon to be used from the start of the campaign. Vereesa to start with a locket with this icon. She can’t drop the locket. The locket gives 10/15/20 % chance to deal extra 20/30 damage or stun the opponent for a few seconds. And a lore description that gives some emotional massage like: “This is for you, My Little Moon. Know that where ever I am, I will always be thinking about you, and you’ll always be in my heart. Stay close to your sister and I’ll be there, as you two will be with me where ever I am. Our bond is forever. Love you always.” When the trolls steal the locket Vereesa becomes hysterical and says something like: “Where is my locket? It’s more precious to me than my life. It’s from someone I love very much and will probably never see again.” When you find it from the trolls, only Vereesa can pick it up and it is automatically placed at the first place in her inventory. Ysera doesn’t get the locket for a Deathwing fight. This is not my idea but is copied from another campaign (
Curse of the Forsaken v3.0.1), but I doubt anyone would mind, cause imo the idea is awesome and Vereesa could use a little buff and a little lore background.
Falstad: love the new voice. Fits perfectly. The abilities are very cool. Good things should never be changed. EDIT: And just noticed that Falstad model has been updated and it looks now more like on the book's cover.
Rom: is really good. The only problem is that there is no way that he can attack air units in chapter eight, unless you complete a bad optional quest. The new icon is OK. Again good things should never be changed.
Krasus: love most of new abilities. Really makes him a better hero, and more useful. Also really love the fact that he stays a dragon in chapter ten and that you took my suggestion about the voice, works really well. The new abilities also work very well, except the ultimate. He desperately needs a new ultimate imo for a number of reasons: it’s really weak for an ultimate, he channels it so he can’t use his stronger abilities, it doesn’t work story wise (Deathwing has it and it fits Deathwing story wise, but not rally Krasus). There are a bunch of other more powerful abilities that would fit Krasus well imo, e.g Resurrection, Tranquility or even Carrion Swarm(with some fire sparks or some kind of spirits instead of mosquitos). EDIT: Though Krasus's/Alexstrasza's Cleansing Fire could use a custom model instead of green dragon projectile, something "naturey".
Nekros: I really love his new model. It’s nice that he has a much larger role in the campaign too. Really also love how he becomes more powerful during the chapter and how he later becomes a one man army. So when Rhonin is powerful to take an entire army on his own, so is Nekros. But Nekros is a Warlock so his class should be renamed to “Warlock” and he should have Demon Hunter(Demon Form) projectile art and some more warlocky abilities e.g Rain of Fire, Summon Felhound or Felguard or Succubus, Drain Life or Siphon Mana, Doom or Inferno as an ultimate. At the very least he could swap the ultimate with the Dreadlord in chapter eight so that he gets Inferno and Satyr Dreadlord gets Earthquake. Nekros having Inferno would fit the loading screen perfectly.
CHAPTERS AND INTERLUDES:
Now I’m going to state my opinion on the chapters and interludes. What I like about them and what could imo be changed. I know some changes might not be worth it at this point, but I’m just saying. Might find some nitpicking here, but hey
Prologue is really lovely. A nice thing is shown a war with the trolls, than with the orcs and stuff. Executed in an awesome way. The things you could change is Alexstrasza. Imo some other lore powerful character that doesn’t appear in the campaign could be better as the narrator e.g Aegwynn/Medivh/Uther or even some villain like The Lich King/Archemand or maybe even Prophet Velen. The next thing I know is a really big change but just saying, I don’t really like the place where the council of six meets. It looks like they are meeting on the street. They should be meeting on a high plato that has a nice view overlooking everything, would be really epic if they met on six floating stones, think that the old Dalaran map could serve well to put their meeting place somewhere cool like that. Also you could change the two elves on the council, to my knowledge the only elves that were on the council were Kael’thas Sunstrider and Aethas Sunreaver(not counting Krasus and Kalec). Andromath could be changed as well. Antonidas should definitely be on the council, replacing e.g. Andromath, he was the ruler of Dalaran in all but name during and after the second war, just use his standing model. However I’m not sure about Kale’thas and Kel’thuzad, how much it fits their characters. It would make sense that Kael left the council after the war to help his people rebuild and regrow. Kel’thuzad should be on the council lore wise, but it doesn’t really fit his character. The Kirin Tor are 100% good guys in this story and a manipulative, sceaming, shady wizard doesn’t really fit imo.
Chapter one has really been improved a lot. It’s really more fun. It’s a lot shorter, but a lot harder. Especially love the Vereesa part and the final part in the port. Loved that you can’t complete the port quest without the mercenaries. You have to use shotgun and polymorph all the time. Things I noticed: a farm in the burning village is not burning, it should burn too. And imo the standard WC3 human farm would fit the campaign better than the WC2 one, it’s different enough from the dwarven house already, plus all the other buildings are in WC3 style. Also an animal activist is in team hunters. She and the wolves could be in the team called “nature” or something. In Vereesa zone where bandit gangs are fighting there is a Barrack. It imo looks out of place and you could give a Mercenary Camp model and reduce hit points and armor a lot. And the gryphon riders on foot could use a different non hero model(
DwarvenMountaineer). Also there are blood elven sorceresses and priests in Dalaran, but here it doesn’t really matter (it matters in TLG cause it’s a campaign and a movie at the same time, here not really, but they could use their high elven RoC skins). Everything else is really perfect. EDIT: Forgot to say, in the optional quest where you rescue the villagers, all villagers are male. Would be good if two of them were women.
Chapter two is a 100% different chapter. And improved a lot. Loved it. It’s no longer monotonous. Love the way you have to pass half a map to reach the books. The Blademaster in the end is an awesome mini boss fight. And especially loved dwarven mercenary units, really unique, though the sniper could have a little less range. Dwarven spellbreaker is a neat idea. Rexxar voice would fit the Slayer better imo, cause they have the same voice as Rom now. What I really loved is that orcs and ogres are enemies and the zeppelin ambushes. Two thing I didn’t like: there is really no reward for destroying the eggs, cause you can complete the map with 20 food just fine, I think returning the tomes here would be better, and two Blademasters in a single map is imo too much, replace the one at the beginning with some Grunts and Raiders.
Interlude is epic. The Kings look really royal and Krasus’s new chamber looks awesome. The stuff about the council I’ve said already. Everything else is just awesome.
Chapter three is again a 100% different chapter. First of all I love the new Kryll escort area. The experience has been improved a lot. I love how you get ambushed and swarmed with murlocs all the time and how Kryll runs in the bushes. Though I don’t get why Kryll is running away when he runs where he’ll end up anyway. The base building mission is a great idea. I love killing goblins(hope that didn’t sound inappropriate). I liked the fountain quest very much. What I also like is that you managed to make a map where the Flying Machines are actually useful, there is no better way to kill all the zeppelins after you’ve destroyed the bases, and flying machines chasing zeppelins around to deal like 2 damage points is kinda hilarious. I don’t think that the castle and tier three upgrades and units are needed, it’s the first base building mission. Also the standard footman voice would fit dwarven footmen better imo, cause now they have the same voice as Rom. Have you thought about adding dwarven spellcasters, just think that a great combination could work, orc shaman and human priest. How about enabling the priest here and both shaman and priest in chapters eight and ten. Imo the goblins could use an air unit. Also I noticed that goblins do not rebuild ships, imo they should, what’s the point of shipyards. It MIGHT be cool if there were more sappers, attacking your base and in enemy bases, the whole point of goblins is blowing things up and dealing a huge chunk of damage. It also MIGHT be cool if goblins got attack and defense upgrades as you destroy shipyards. Goblin buildings could use different models(
Goblin Outpost,
Goblin Barracks,
Goblin Tower), and the goblin tower could have a cannon tower/mortar team/rocket projectile art, goblins are all about that. The last thing, I don’t know if it’s a bug, was that the enemy was hoarding a huge chunk of units in front of the unit production buildings, happens both here and in chapter ten. The upper red base had like 10 zeppelins, 10 shredders and more than ten goblin miners and shooters. EDIT: Doctor Morceau could use a dwarven model (e.g.
Monk).
Chapter four has definitely been improved. Really liked how the map starts in Dalaran and how Krasus ends up in Northrend. I like that the enemies are fighting each other in the outside. But the map imo still doesn’t live up to it’s full potential. I’ll say just my imos, and the things I say may be too much work, but I’m just saying. First of all the terrain outside is stunning, love all the ice and cliffs and storms. But the terrain inside could use a little reterrain so it looks a little more magical. This map has some nice elements/inspiration or something(
Coldarra). It would be cool imo if Malygos chamber was also reterrained, making it larger, removing the flowers and the throne, removing the snow and ice and replacing the floor with the one that’s used on the inside, and replacing the walls and sky, don’t know if it’s possible, with spacelike custom terrain(e.g.
Dalaran_WhiteMarble.blp or
Ashen_Stars.blp). Would make it more magical and Malygos more terrifying. Including the undead is a nice idea, but on the second thought they kinda don’t fit. Imo outside they could be changed with the northrend creeps (polar bears, wolves, wendigos, ice trolls, polar furbolgs, mammoths, magnataurs) fighting each other and the tusskar, and tusskar joining Krasus and explaining how the creeps have never been so aggressive. Replace the undead guarding the key with e.g polar furbolgs or ice trolls. Remove the undead towers outside and add more creeps fighting. The old god stuff(anchronides, nerubians, faceless ones) also kinda don’t fit. Remove the faceless ones. When you enter the citadel you fight the naga instead, imo naga are way more interesting than the faceless ones, and a naga female appears in the book, and it would make a lot of sense that they are attracted to magic . Make some of the naga fight the dragonspawn. Put naga royal guards where faceless ones level 8 are now. And in the last room with two support columns, remove the support columns and add a Naga Sea Witch as a mini boss fight, like the Blademaster in chapter two, with some naga joining the fight. The thing I kinda don’t like in the campaign is that you get two artifacts in two missions if you are a bad guy, but no artifact if you are a good guy. Also Rain of Fire is too weak for the ultimate, but Krasus could still use it somehow. Both of these things could be resolved in this map, here is my suggestion how. The optional quest is kinda….lame. The book is hidden nicely, but the gems are too close to each other, and it is too easy. Spread them across the map. Move the first outside, keep the second where it is and move the third where the armor is now. Change the armor room, remove the mechanism, and even the armor(I personally never liked it

). If you’re a bad guy, when you activate the gem some naga come out and attack you, attracted to the gem’s magic, with one of them carrying a tome. You gain three tomes while fighting the naga and a mana pendant for completing the quest as a bad guy. If you’re a good guy when you destroy the gems some arcane elementals released attack you, like in the optional in chapter eight. When you destroy the last gem and defeat all the elements the Staff of Aegwynn appears where the book was found. The Staff gives bonus attack damage, increases mana regeneration of the hero who wears it, and gives the ability to cast Rain of Fire/Blizzard type spell, but with arcane missiles instead of fire/ice. That way you get the artifact as a good guy and Krasus has Rain of Fire like spell. EDIT: Imo tusskar being friendly while all other creeps being hostile doesn't make much sense. Also why were they imprisoned and scattered around the map, again doesn't make that much sense. Imo they would be perfect as the enemies outside of the fortress. Maybe change them with high elves of Quel'thalas/humans of Dalaran/Dwarves of the Explorer's Leage. They are there researching magic/archeology and that's why they are scattered and some of them got to deep and imprisoned, both inside and outside. And it would imo make a lot more sense that they are friendly to Krasus than tuskarr. It would also be imo better gameplay wise with more variety of units.
Chapter five is a lot better. You kept the best parts and thrown the worst parts out. Fighting units with abilities is a really good idea, and works really well. I especially loved the part where you fight goblin heroes. The last two islands have been merged perfectly. Love the graveyard escort part. It’s also nice that you get different rewards for good/bad detective quest. The only thing is that drakes are out of place. Makes no sense that red drakes are in Deathwings territory. They serve the Orcs, Orcs and Deathwing are enemies, and Deathwing doesn’t have any dragons (yet). Change them with some other creeps that you fight (e.g wolves at the gold mine and ghost in the graveyard). The medallion doesn’t have to be used before chapter nine, plus there is a dialog in chapter nine where Deathwing tells Rhonin how to use the medallion, if Rhonin already used it, than that dialog wouldn’t make any sense. Everything else is perfect as it is.
Chapter six is really good. A really good mechanic, racing with time is really fun. I love the terrain, it looks stunning, Caverns of Time especially. The Amulet of Aman’thul is a perfect idea and a really good artifact. Thing you can add to the tech tree is enable to build an Arcane Tower and research Arcane Sentry, science there is no mortar team, there is no other way to scout but with Arcane Tower’s reveal. You can train blood elven priests and sorceresses (but it’s a time mess map so they can work

). I love that you took my suggestion about the ogres, they work really well, they could use a buff though. They should be stronger than Grunts, but they are actually weaker. Change them with Ogre Magi, move Bloodlust from the casters to them, and increase their hit points attack and armor. Also make ogre’s and forest troll’s attack and defense upgradeable. The Bronze Dragonflight might look better in new color peanut. The loading screen could also be better, with Nozdormu himself or the hourglass from Caverns of Time. Also love the detail with Alurmi and her being on the map. But the quest itself could imo be better, Rhonin is quite slow in the later part of the map so there is enough time anyway. Like dealing with creep camps across the map, e.g bandits and gnolls. Like humans have exterminated gnolls in the future and a good guy would posses gnoll’s leader getting the gnolls and killing the bandits, while the bad guy would posses the bandit’s leader and kill the gnolls. I also fail to see a reward for the quest on either side.
Interlude is really good. It fills the story nicely and gives more character development to Nekros. Love how Nekros’s and Alexstrasza’s chambers look like. Nekros’s dream though could be a little reterrained. Alexstrasza and the dragons are in a rocky hole while they should be on a lush hill. Also there could be a bit more dragons. In the book all the eggs were Alexstrasza’s, but that was retconned and now all the females of the red dragonflight, capable of bearing eggs, were forced to breed and bare eggs. Which is imo a nice change, cause the children of an Aspect are more powerful than normal dragons, and there are too many eggs for Alexstrasza only anyway. All dragons call their aspect mother/father (Ebonhorn and Wrathion call Deathwing father and they are obviously not his children, Kalecgos called Malygos father in WotLK, and it’s confirmed that he is not) and so Alexstrasza calls all red dragons her children. So it could be mentioned here, adding more smaller Dragon Roots to the dream beside Alexstrasza’s large one, and in the dialog when Alexstrasza says: “My last consort is dying.”, Nekros could be like: “So what, I still have your subjects. And as long as I have you, they will provide me with the eggs I need.”
Chapter seven is really fun. I’m in love with the terrain, it really looks like an enchanted dreamworld forest. I especially love Ysera’s chamber with the flowers and waterfalls. I love the thing of you attacking enemy bases and gaining an army in the process. Very glad you took my suggestion on Green Dragons it just feels right to have them and they really help the scenery and battle. Satyr heroes and gargoyles really look epic. Especially love the creative way the female satyr is used. I also like the optional quest very much, the rewards are really good and help you. Will of G’Hanir is a really good artifact. It enables Krasus to use Entangling Roots again, though it could do even more considering how hard it is to find, and how easily you can forget about it e.g increase hit points regeneration of a hero who is wearing it. I also think that the map would be even better with night elven UI and background music. I also don’t like the acorn system that much. Maybe make a lot less acorns that have a lot more food, e.g the map having 10 acorns that give 10 food each, you find one at the start of the map by the time you reach the base you have 20 food, two more acorns in the base, two more in the furbolg area and one in each enemy base. Don’t make them buyable cause that imo ruins the point of finding them. Eranikus could be more powerful, gargoyles kill him in a second. I mean lore wise he should be more powerful than Krasus, being a prime consort. Maybe give him the stats of a normal level 10 green dragon(hit points, attacks, armor) plus mana and abilities, maybe even a humanoid voice(e.g Keeper of the Grove or Druid of the Claw). I like that you constantly get attacked with swarms of spiders, gargoyles and heroes. But I noticed no corrupted treants attack you. And the Dreadlord is kinda weak without some support, maybe make him attack accompanied with some satyrs and/or treants, instead of gargoyles, and gargoyles attacking separately from the Dreadlord. All of hero’s abilities fit the story perfectly, except the Dreadlord’s ultimate. Inferno doesn’t really fit the Emerald Nightmare. It would fit Nekros a lot better and Far Seer’s (and Nekros’s) Earthquake or Firelord’s Volcano or Crypt Fiend’s Carrion Swarm would fit the Dreadlord a lot better imo. Trees of Nightmare could use a different model(
Tree of Life and Derivatives) has bats instead of butterflies. And I noticed a thing, not sure if it’s a bug, when I attacked Trees of Nightmare and Corrupted Ancient of War they kept uprooting and rooting all the time. EDIT: The Furbolg area could use some Furbolg Huts though. And might be cool if you changed the quest so we get rid of all corrupted furbolgs(cleanse as many furbolgs as possible and kill the ones you can't or kill all the furbolgs).
Chapter eight is also better. The map being smaller works very well. I also love that you added base building, works really well. It’s also nice that all orc bases are in different color. The problem is that Rom has no way of attacking air units unless he uses his ultimate or you complete a bad optional quest, so would be cool if he could obtain the Orb of Venom(or some other orb, though Orb of Venom fits him best cause of the Poisonous Daggers) somewhere at the start of the map. Again Green Dragons are imo out of place. We’ve seen them in the previous chapter, and when they aren’t in the dream, they are native to the other part of the world. Replace them with some other high level creep(e.g. Sasquatch or Hydra). The red base’s attacks with only Dragonmaw Riders get kinda monotonous. The thing I don’t like about the riders is that they throw spears. Drakes aren’t wyverns and riding a fire breathing monstrosity, just to throw spears from it’s back doesn’t make a lot of logical sense. Change their projectile art with those of a red drake(but don’t make them do splash damage). And how about adding Orc Spear Throwers in this chapter as well as chapters nine, ten and two as well as the Prologue and “The Jailer”, to replace some Warlocks and Dragonmaw Riders. Would give more variety. Not sure if Dragonmaw Riders have Envenomed Spears. If they do remove them, again no point in throwing spears from a fire breathing monstrosity. Envenomed Spears could instead be added to Orc Spear Throwers. You could also replace the Blademaster in red base with some other hero(e.g. Beastmaster(
Beastmaster) or Tauren Chiftain(
OrcVeteran)), too many Blademasters in the campaign imo. And the last thing the enemy was hoarding units in the red base here like in chapters three and ten, but on a lesser scale.
Chapter nine is my favorite chapter. Rhonin’s area has been improved for the huge amount. It’s like ten times more fun. I love all the surprises that happen all the time like orcs fighting the whelps, spiders attacking, orcs rising skeleton orcs and all that stuff. The only thing here is that there is no sense in being able to hire kobolds when you’ve killed them. I personally don’t think the mercenaries are even needed in this chapter cause all three heroes are already very powerful at this point and you get the dwarves anyway. I like that you’ve added dragonspawn, but they don’t look that good. Would be nice if someone could recolor the model (I would, but I have absolutely no clue how it’s done), though I don’t know if it’s worth it at this point. The red, blue, green manipulation doesn’t really look that good. I also love Falstad and Vereesa area. I’m absolutely in love with the two boss fights they make this chapter a lot better and a lot more fun. They are really fun. Also love when everyone is running for the exit. Though there could be a Hint before each boss fight recommending to save game before the fight. Everything else is really perfect.
Chapter ten is really fun. Loved how it’s changed. It’s really fun. Love the new part when Rhonin meets Krasus. The caravan part has also been improved a lot with caravan coming in parts. It’s really more fun. Also love the fact that it really feels like you’re a poor Dwarven resistance that has to face the mighty orc fortress. You have Rhonin, a hero that can take on an entire enemy army, and the base and the other powerful heroes, and you’re still struggling. The enemy sending all their huge waves at you all the time, outnumbering you a lot. Also love the fact that you have to steal as many dragons as possible and that’s still not enough, the enemy has more than enough forces to slaughter an entire drake army, you really have to focus on base building. I thought that having five level 10 heroes would be too much, but it’s not. You’re really in a hurry to get Falstad and Vereesa as fast as possible so that the enemy doesn’t overwhelm you. It’s really nice to have all the heroes in a base building mission. I also love the big badass towers, but they should not have upgradable hit points/armor. I also love the huge enemy waves plus Nekros. But having Nekros in every single enemy attack gets kinda monotonous, maybe not make him part of every attack, but add more enemy army when he is not part of the attack. And how about adding Dragon Roots to the campaign. Like the ones the orcs have in RoC undead campaign. Dragon Roots train red whelps/drakes/dragons. Maybe in a red base in chapter eight and the three upper red bases in chapter ten(ones where Vereesa/Falstad are and the central one with all the towers). Rhonin being able to use Demon Soul on the Roots, destroying them and getting a level 10 Red Dragon. The chapter does have it’s weak parts though imo. The dragon aspects are grotesquely large, taking all of your base. Nozdormu and Ysera would look better with color peanut/emerald. The part when the three aspects confront Deathwing was left out(the part ”Ysera, Nozdormu and my dear friend Malygos”), but it was a really important part imo, showing how mean and badass Deathwing really is. Imo it should definitely be returned, but slightly changed, Ysera showing up first confronting Deathwing and Deathwing mocking her about sleeping, then Nozdormu shows up and Deathwing mocks him about sand/time and lastly Malygos shows up and Deathwing mocks his “friend”. Alexstrasza is grotesquely large and kinda useless, but also kinda hilarious. She is really weak, a lot weaker than any hero even the dragons. When I first played the map I sent Rhonin and Krasus to the fountain of health and Alexstrasza to the tavern. The taven was guarded by a tower and a Dragonmaw Rider, I thought she is larger than the whole hill, it should be no problem. But Alexstrasza was able to take half the riders hit points before running away, that was kinda hilarious. Also she flies straight to the place where Krasus summons her. Ones she flew right above the enemy base and started to flee before even reaching the middle of the base, was kinda hilarious again. The third time, I sent her to destroy two pig farms at the green base that I couldn’t, had run back to base to deal with Nekros, she flew past the base’s entrance, Grim Batol Tower missed her, but two drakes chased her, and she had to flee few seconds after reaching the destination, the drakes outpowered her greatly, again kinda hilarious. At least she could move to the destination using attack command. Deathwing boss fight could be better imo. The area is really small, the four aspects that you control are really large, not to mention Deathwing. He shouldn’t be much larger than the other aspects. Deathwing takes like 60% of the battle area, and you barely have enough space to move the aspects. The area could be a lot larger. All the aspects could use their respective dragonflight’s projectile art. I’m also not a fan of a giant lord Prestor. It also doesn’t make a lot of sense that black whelps are hatched from red eggs. Maybe use Deathwings aspect powers in this fight, summoning the elements instead of giant Prestor/Black Whelps. Change giant Prestor with Granite Golem/Fire Golem(
RagnarosMinion)/Large Sea Elementals/Revenant of Air(
Revenant.blp) being summoned in turns. And replace the whelps with a number of small water/fire/earth/air elementals also being summoned in turns(e.g small water elementals first, than earth etc…). And again don’t see why all five aspects can’t have wow models. You can control them with the icons. EDIT: If the playable Aspects can't have their WoW models, I don't see why Deathwing can't. Would imo make him look better/more terrifying, he is the main antagonist. Alexstrasza/Dragon Queen Charge could use a new icon(
Alexstrasza).
Epilogue is really good. A few changes could work though. When Rhonin and Vereesa are touring in Stormwind add Varian Wrynn(
King Varian Wrynn) among the kings. After the scene where Falstad comes to Aerie Peak, would be cool to see a scene with the Hill Dwarves and Rom rebuilding in Grim Batol. The scene with Alexstrasza, Krasus and the eggs hatching could be moved to a lush hill, something like in Nekros’s dream in “The Jailor”. The scene where Ysera, Nozdormu and Malygos are flying can be removed or changed, with each dragon flying alone, Malygos flying over Northrend, Nozdormu over the Barrens and Ysera over Ashenvale, but that’s too much work and I don’t know if it’s worth it. The last scene where there is a black whelp hatching could also be removed as I see no point in it. If it’s a reference to Wrathion(the worst character in lore imo) than it should really be removed. If not, it should be removed anyway, cause I really see no point in it.
Alternate Epilogue was definitely improved. Love that Deathwing is now the narrator. Though again some things could be changed. Add Prestor among the kings in the celebration scene. There are blood elves in here as well, in Vereesa’s death scene and in Dalaran. Falstad could die defending Aerie Peak instead with gryphon riders on foot and gryphon riders in the air fighting with Falstad. Would be nice to see Deathwing killing Krasus. And replace the black whelps/drakes/dragons with the red, cause Deathwing got the red eggs. They serve Deathwing, but they are still red dragons. EDIT: Might be even better if you changed Deathwing's black whelps/drakes/dragons with twilight(
Twilight Dragonflight)(whelps making purple with red/blue/green manipulation) and giving them some void attack(
Void Missiles). I know it might not be worth it and that Sinestra doesn't exist in this universe, but they would fit perfectly(and they are my favorite dragonflight so had to say it

)