Warcraft 3 Map Analysis

Transcription

Warcraft 3 Map Analysis
Warcraft 3 Map Analysis – Beyond the
Throne: Tides of Darkness by Kam
Analysis done by Ken-E
(Email address: [email protected])
General Game Summary
Alright, so here we go, first off all I’m going to say my never said opinions about the map
mod since I hated critiquing too much as it would lead to ‘unintentional bashing’ backfiring my
credibility. But because this is purely for your eyes only or if you wish to vouch this analysis it’s
up to you. This is indeed 100% HONEST OPINION FROM YOURS TRULY.
-The Main Weakness of the Map
So to start off, when I first time played BtT I was really astonished, the map is really
polished, lots of new units, naval units from Warcraft 2 are back and the triumphant return of
Orcs-and-Human only race. The uber units, are pretty debatable set of units because while they
play quite well at times, they didn’t feel natural roaming around in the Warcraft lore and pretty
much upset the balance of heroes in the map. Speaking of which, the heroes felt like they didn’t
fit in neither, the lack of mobility against naval combat units makes them troublesome to
maneuver and laughable at times, while I came to an understanding that there is a mode to
remove heroes but for a default setting, heroes are present. Also, heroes felt half-baked so to
speak, I’ve always felt that they didn’t get as much attention compare to the naval units.
Further on, heroes were supposed to present a far more potent and game changing
abilities at times they’re on the offensive side, as oppose to them, there are a lot of units specially
spellcasters are able to cast offensive magic. Example the Human Savant, the Bitter Blizzard
ability is an ability much like the Warcraft 3 Archmage’s Blizzard, can be a powerful ability even
for vanilla melee maps. The Decimators pretty much can Abolish areas that can kill even the most
powerful heroes, since normal units can pretty much Nuke area, heroes are pretty much at
inferiority. Not to mention that item drops feels really bad in my opinion, Shimmerglaze Roast
contains 6 charges that heals pretty much 500 hit points, it’s an imbalanced version of Healing
Potions.
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On the next page, I have given a sample picture analysis of poorly managed heroes and
their items…
The flag is still there in this very modern version which is ultimately useless in terms of gameplaywise. The drums-item have poorly related buff with a shield and pretty much I already have
mentioned the Shimmerroast item.
Figure 1.1
Since I’ve played the earlier versions and renditions of BtT, heroes are prone to overhaul and
revamping and that’s not a good sign. My suggestion is to scrap them…
Scrapping Method:
PROS:



With heroes removed, you could focus efforts to other much substantial content
like naval units, isn’t that the main asset of BtT? The unique ships?
Balancing will be far much easier, both in racial techtree and item management in
the map all through out.
Racial altars free much icon space in buildings tab
CONS:
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
There’s no denying how much effort already poured into these guys, it would be
really waste to throw them away
Figure 1.2
These instances are pretty cosmetic related but all together they affect your game’s aesthetics.
I’d rather see a better tooltip polishing than half-baked heroes. You should focus your efforts
on making up for these small details.
There’s also another matter of building space as mention in the PROS, I really disliked how the
Human race have two workers, Engineer and Peasant but upon seeing the Orc race without the
Drudge I can’t help but to smile.
Since Warcraft 3 has no use of ‘Advance Building’ like Starcraft; the result of having secondary
workers is a poorly managed labor units; not to mention that BtT has already too many units as
it is. There’s the matter of remedying this, a lot of production structures has adequate icon spaces
that could’ve been use for research spots, and however, it felt that building management is
terribly squandered because of passive building such as the Human Monastery for upgrades for
Paladins and Footman, it’s a Starcraft-ish method that supposed bring complexity but it gave too
much away of the simplicity of the structure techtree of the vanilla version. If you noticed, the
only passive structures in Warcraft 3 are upgrade structures (Blacksmith, Lumbermill, Warmill,
Huntress Hall, and Graveyard)
There’s no escaping that BtT is a familiar lovechild of Warcraft 3: The Frozen Throne.
Methodology for this will come for each race, especially for Humans…
Some structures in BtT are like this one, they’re very passive much like in the Starcraft franchise.
Spaces for this production building can still be use efficiently.
Figure 1.3
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There’s also a matter of simple tweaking for the Human Blacksmith and Orcish Warmill; I
suggest to remove their ability to receive gold as this would pretty much eliminate the purpose
of Hall-type structures.
-Races in Beyond the Throne
Humans
-Management
Like much I said earlier above, the main concern in the Human race is the building
management, it’s the most clattered if not inefficient at times. It feels completely stressful having
two kinds of workers with both being not able to build all structure for the race. I actually did this
in my map once, Water World, eventually I change it to a Tiny Shipyard purchasable in the Racial
Shops, it didn’t do much any better I’m afraid. The map somewhat miraculously approved in the
Hiveworkshop; the point is that my map back then was terrible...
How do we fix this?
Method 1:
Assuming that you decided to remove the heroes (Altar) and the passive Monastery, this will
open up pretty up to 4 adequate spaces to accommodate the remaining structures
Figure 1.4
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Since the Monastery has a healing ability, I’d suggest make transfer upgrade for a Scout Tower.
For a prototype, I’d suggest Healing/Holy Tower; while these towers can’t attack, they can heal
nearby organic ally units and has an armor aura buff (Devotion Aura, preferably). I think they’re
going to open up different if not clever tactics as they can play both great in defense or smart
offensive support.
OR
Method 2:
You could remove 2 more structures in the overall techtree. Foundry upgrades are pretty much
transferable to idle spaces in the Blacksmith and you can either have Repair ability removed
(because Peasants/Hoppers were supposed to do that right?) or move to the Shipyard itself (since
it’s a convenient way to save micromanagement effort)
Also you’re going to want answers for the removal of the Scout Tower; since I’ve seen the Cannon
upgrade for the Food Depot, is it possible to have a Guard/Arrow upgrade for it? This way you’ll
save even more space and pretty much a good mimic for the Undead Ziggurat being defensive
structure and food provider for the army.
Figure 1.5
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OR
Method 3:
You could always do a little of both! I’d remove only the Foundry as its function are really
transferable to the Blacksmith.
Figure 1.6
The verdict? I’d go for method 3, the Foundry is an interesting structure but to boil it down its
usage is pretty much transferable to the Blacksmith. It’s a naval structure that has upgrades,
what more can I say?
The ‘Reclaim’ ability for structures is really, really BAD! Because a good micromanager can
pretty much reclaim its dying structure at a return of 80% gold. I find this somewhat exploitable
if used cleverly.
Units
Barracks
Footman:
Abilities/Upgrades/Research:
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Defend (Keep) – A classic ability that pretty much a no-brainer, good work Kam!
Pious Hand (Keep) – I really find this very clever, an ability that compliments to the numbers of
Footmen trained. They’re also very good as they ascent the combat effectiveness of these basic
units in Tier 3 phase.
Refined Smithing (Keep) – A supportive incremental research, should stay if you ask me
Resistant Armor (Remove) – It gives 50% magic resistance; not a good combination, because it
Footman can pretty much negate any strong counter that isn’t aerial, ‘Large’ armor takes double
from Magic.
Unit Comment: A pretty vanilla if not an obvious roster for the human race. While they mainly
play their role as a basic melee unit and surely enough they’re meant to be trained to be many.
Rifleman:
Marksmanship (Keep) - A supportive incremental research for Rifleman
Resistant Armor (Keep) – I think if there’s a unit that should have this passive ability is the
Rifleman as they pretty much have Medium armor and kind of give them more protection.
Unit Comment: Another obvious roster for the human race. A very basic tier 1 unit, they’re
surprisingly durable though, I’d reduce their armor from 5 to 2. Their attack rate is pretty slow
for average and their attack is shockingly weak 10-12 damage without upgrade.
Paladin:
Animal War Training (Conditional) – A vanilla upgrade which adds bonus hit points to Paladins.
Although I’m surprised that it only affects only Paladins not including Gryphons. I think this is nice
but with Reconstitution; Paladin is starting to become a uber tank unit, I suggest choose either
Reconstitution or Animal War Training
Reconstitution (Conditional)
Heal (Keep) – This ability should stay because of the absence of the Priest, support can be an
interesting sub-role for this unit. In addition, I think balancing mana for the Revival ability is really
cool as it gives player choice whether to use Heal more frequently but risk of not being able to
use the Revival ability.
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Revival (Keep)
Resistant Armor (Remove) – much like the issue with the Footman
Unit Comment: Aside from the things I stated below, I really suggest that this unit stay on Tier
3. Because they’re really potent mount unit.
Shipyard
Hopper
Rematerialize (Keep) - it’s really awesome how you can easily move things with this ability,
they’re both defensive and offensive usage!
Ale Screen (Keep) – it makes the Hopper more than just a transport unit, its capable of supporting
in heavy naval fights.
Unit Comment: No doubt that the Hopper is your finest creation, its intelligent maneuvering
and promising design is pure innovation. Although just one thing, there’s no upgrade for this unit,
I suggest that Ale Screen should be turn into Tier 2 upgrade.
Argonaut
Submerge (Keep) - since the Argonauts are the only ones that are submergible units, should
retain this ability to keep them unique.
Rapid Chambering (Keep) – useful incremental upgrade
Unit Comment: While there isn’t a huge issue about the Argonaut. There’s no hard counter for
Argonauts, pretty much the Medium armor neglect Siege type attacks from Battleship and could
counter air and land units. I suggest that you turn this into Fortified while retaining armor of 4;
this way Battleship could be a possible hard counter for them.
Battleship
Crew (Keep) – extremely simple but I find it clever since huge ships have repairing crew right?
Rocket Shot (Keep) – offensive ability, another reason why to remove heroes is this. Offensive
abilities are pretty much on every unit in BtT. My only suggestion that to make this skill as
research.
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Unit Comment:
Battleship is really an interesting modern rendition to the classic WC 2
counterpart. Although, if I may suggest, there should be more upgrades for this unit. Like an
upgraded ‘Crew Count’, as simple as the execution of adding more health regen.
Mage Tower
Retribution Wagon
Cleansing Beam (Keep) – cool offensive spell with nice eye candy effects
Spell Shield (Keep) – useful and more reason to remove the Resistant Armor from other units.
Although it could use a better shield effect buff, since after casting the unit remains as is, it
doesn’t look like it is going block magic
Phoenix Rise (Conditional) – okay... Phoenix Rise is really a fascinating ability but I find this on a
mixed bunch.
Phoenix – a vanilla summoned unit back then by Blood Mage. It’s an aerial unit with a
Spell Immunity, now, I’d say to keep this unit but in much different manner; you should
put the phoenix at the Aviary as a trainable Tier 2/3 unit, also, since this unit already
possess Magic attack, I’d recommend to change Gryphon Riders attack to normal, this
way, it’ll make more diversity in aerial unit.
Unit Comment: The Retribution Wagon is pretty awesome but way in touch in to a weird scifi element much like the Decimator which incites confusion of role of magical tank. I suggest that
you change into a full fledge Blood Elf Mage unit, this way you’d add more organic unit and a
Blood elf unit since it really pains to see no actual elf unit in the human race. Thus turning this
into an organic unit I suggest that you do the Phoenix method mentioned above.
Savant
Halt (Keep) – potent spell that somewhat is pretty fair since it affects ally units but could also be
very effective if done right.
Hammer of Thor (Keep) – support spell that are very useful on melee crowd encounters, the only
thing I dislike about this is the name, Norse god Thor is non-existent in Warcraft universe so I
think it would be lore wise to change its name.
Bitter Blizzard (Keep) – vanilla offensive spell, it is really cool if you ask me. This is another reason
why to remove Heroes.
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Unit Comment: Overall the Savant is unique if not exotic unit for the Human Alliance, its skill
set is really potent if use correctly but at the same time balance. Although would’ve be better if
the Savant has followed an Initiate, Adept, and Master training research? It’s really debatable but
all the same it works fine.
Gnomish Factory
Demolition Team
Fiery Shards (Keep) – useful for any siege unit. Although fix description there’s a [Level 1] hero
tool tip on its description
Nitroglycerin (Keep or Remove) – whether keep or scrap this ability, the Demo Team is already
looking good
Unit Comment: But if you did remove the Nitroglycerin upgrade, I suggest make Fiery Shards
researchable for Tier 3.
Harasser
Cluster Rockets (Keep) – extremely powerful bombarding ground units, not to mention it’s a
vanilla eye candy even for Warcraft 3 standards. Although I suggest make this for Tier 3 research.
Unit Comment:
Since the Harasser is has already pierce, more reason to change Gryphon
Riders’ attack to Normal
Siege Tank
Shock and Awe (Conditional) – I think its function is the same as the Harasser’s Cluster Rockets,
keeping this may create a Spam Stun occasions. I suggest have 1 remove
Barrage (Keep) – vanilla skill…
Unit Comment: It’s pretty much the same unit as the Warcraft 3 version.
Decimator
Abolish (Keep) – signature move, eye candy fiesta. I really like this one, although AoE should be
reduced as it pretty much occupies your screen making it hard to maneuver around with a big
circle on your screen.
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Defensive Ring (Keep) – since this unit can only have these ability activated on stationary mode,
it’s really thought and balanced out to see Defensive ring play its role on firefights.
Unit Comment: Human Alliance’s uber unit, although for an uber unit it’s pretty vulnerable
and balance! Great job, Kam! Just a few notes though, should the decimator be taken to another
training building; since the Factory is already maxed out. This isn’t necessary though, but an elf
unit coming out from a Gnomish Factory is just out of place in my opinion.
Gryphon Aviary
Gryphon Riders
Mana Fog (Keep) – with the absence of the Dragonhawk, Mana fog is a really nifty substitute.
Although can you make it cast-able ability as oppose to its current passive state. This way players
can pretty much use mana wisely than throwing it away each and every time it attacks
Storm Hammers (Keep) – vanilla ability…
Unit Comment: There’s nothing about the Gryphon Rider I haven’t said already above other
units. Just make sure make its attack to normal.
Summary and Overall Miscellaneous
*The ‘Reclaim’ ability for structures is really, really BAD! Because a good micromanager can
pretty much reclaim its dying structure at a return of 80% gold. I find this somewhat exploitable
if used cleverly. Also, this ability isn’t available for naval structure? Why is that?
*Resistant Armor for almost every unit organic unit in the Human techtree isn’t really good. As I
said before, Footmen and Paladins won’t have no strong counter and pretty much every Human
unit can withstand vulnerability against spells and magic attacks.
*Building Management could really use tweaking or even an overhaul. The alliance race squander
too much space making it hard for management.
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Orcs
- Management
In contrast to the human structure, the Orcs are a lot simple yet extremely fresh. The
familiar yet new feel instantly makes the Orcs the most easy to use race in BtT. The building
management is well used and not to mention that everything’s occupied. Now that’s how you
make it efficient!
I think the Orc in BtT follows a really close resemblance to its Human counterpart because of the
set of units. A lot of them has similar feel or even roles to one another. Unlike the original Orcs
from Warcraft 3, they are pretty much devoted on brute force.
Units
Outpost
Grunt:
Pillage (Keep) – vanilla ability…
Gash (Keep) – much like the Footman’s Pious Hand, this ascents the Grunts capability for Tier 3
game. Although there’s a typo though…
Horde Mentality (Keep) – no doubt you should keep this racial ability. It’s extremely lore-wise as
well, the Orcs are regarded as to horde.
Figure 1.7 (Buff Description)
Figure 1.8 (Ability Description)
The actual effect is 50%.
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Unit Comment: It’s a vanilla unit, nothing wrong with him.
Berserker:
Envenomed Spears (Keep) – vanilla ability, yet you should really retain this since the absence of
Wind Riders. Although this ability feels a bit underpowered, should at least increase damage
because of the high HP of all units and slow poison would amplify it.
Berserker Regeneration (Keep) – vanilla ability but another underpowered one, 1 hit points is
barely noticeable, also should this apply to other troll units like the Bruiser or Mumbo Priest.
Horde Mentality (Keep)
Unit Comment: Another vanilla unit, the Berserker returns however they feel underpowered
at times.
Ogre Magi
Bloodlust (Keep) – should keep this, this what made the Ogre Magi a tank-semi mage support in
the orc race
Hibernation (Keep) – another one you should keep, you used the sleep animation for the ogre
magi well. This has the same case for the Gargoyle Stone Form in Warcraft 3.
Ascension (Remove or Conditional) – same case with the magic resistance from human, this
ability would works if this unit has a medium or different armor but Ascension ability would pretty
much kill of any hard counter for Large armored units. Unless we are talking about aerial units
like Dragons or Phoenix but again it’s going to take a hard time pummeling this guy.
Unit Comment:
Great replacement for Shaman and Tauren from Warcraft 3, it synergizes
magic and combat really well. Aside from the Ascension ability, it plays well.
Rig
Pulverizer
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Load (Keep) - I think the combination of an offensive transport naval unit made the Pulverizer
really stand out from the others, unlike the Hopper though, which relies in mobility. The
Pulverizer relies on versatility in combat. Kind reminds me of the same analogy of Red Alert 2’s
Chrono and War miners to the Hopper and Pulverizer.
Unit Comment: The only flaw I see in the Pulverizer is that it lacks research ability to ascent its
potency in later time in games.
Giant Sea Turtle
Scale Hide (Keep) – this ability is very simple yet could ascent its ability. Although I would make
this as a research upgrade for this unit.
Burning Oil (Keep) – it only makes sense that this siege unit have this ability. I would make one of
its ability to be researchable. Can be both though.
Unit Comment: Makes up for the orcish Demolisher, the better part of this it’s amphibious
that creates a great counterpart to the human submergible Argonauts.
Juggernaut
Obliterate (Keep) – a more chaotic variant of the Battleship’s Rocket Shot, it has larger AoE.
Suggest that you make this researchable
Flaming Grog (Conditional) – Giant sea turtle has already a DPS ability, adding to the Juggernaut
would make it even more powerful but to think about; it’s a near clone of the Burning Oil ability
but only with slow and single target. It’s up to you though.
Unit Comment: Is it really intentional that the Juggernaut does not have AoE normal attacks?
Although it makes sense because Giant Sea turtle has that cover.
Voodoo Temple
Mumbo Priest
Hex (Keep) – potent on disrupting crowds and crowds of attackers, although I think it would be
better if this switch places with Spirit Link. Making this a researchable ability and Spirit Link as its
initial
Spirit Link (Keep) – vanilla support skill, nuff said…
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Voodoo Rune (Keep) – a more volatile trap than your ordinary Warcraft 3 Stasis trap. The best
part of this is it’s really a good reference from Warcraft 2’s Ogre Mage Rune skill! Nice work!
Horde Mentality (Remove) – I don’t see a spellcaster having use for a skill like this…
Bruiser Form (Conditional)
Bruiser – now I think the Bruiser is a really cool unit but much of its role and ability felt
like an Ogre Magi wannabe-ripoff unit. A unit that play surprisingly at times but ultimately
I find this in a mixed bunch. Not to mention that they have same HP as Ogre Magi
(1100=1100). I suggest make the Bruiser a full fledge spellcaster unit, with reduced
combat efficiency, well you got that covered, since its attack is not upgradable. OR you
could always make him a ‘Rager’ unit, average health with super-regen and small armor
to make him vulnerable to piercing attacks. I think it will be cool to see Bruiser running
towards the battle field with such speed.
Unit Comment: Aside from what I above, I think the Bruiser is a tricky fellow to fix or change,
he is too similar to the Ogre Magi.
Dragon Roost
Dragon
Devour (Keep) – more added potency against ground enemies, and it’s a great substitute for the
Kodo Beast ability
Afterburn (Keep) – it’s a nice change of ability rather seeing something similar to the giant sea
turtle.
Unit Comment: There’s nothing wrong with the Dragon and it does play its role a Magic-attack
air unit for the Orcs.
Goblin Laboratory
Sappers
Kaboom! (Keep)
Powdered Stimulants (Keep) – compliments well with Kaboom!
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Unit Comment: Vanilla unit, I think it’s really smart to include this one to the Orcs. I think the
hit points is fair enough for these guys.
Warthog
Strike (Keep) – similar to the Harasser’s Cluster Rocket ability, the variation is really cool though
and useful enough to separate it from other. Although would make this a researchable ability
than given.
Enhanced Vision (Keep) – vanilla ability
Unit Comment: According to its description, it’s anti-air support unit but in fact, it’s of a surgical
support unit. It’s really versatile, just making sure I clear that up.
Blaster
Scattershot (Conditional) – in addition to a similar bombardment ability like the Shock and Awe
from Siege Tank. The Blaster is already capable of dishing out tons of damage against structures.
Overflow (Keep) – a great way to counter naval units.
Unit Comment: I find the Blaster really similar to the Siege Tank, that’s both good and bad
thing though; the good is that its more amp up and has a great way to counter naval units and
the bad side is that it’s really not that original.
Battle Guide
Cannon Fodder (Keep) – has to be one of the most unique if not ridiculously effective abilities in
BtT. Firing for instant ambushes or reinforcements in thick battle is just plain genius! Not to
mention that it synergizes deviously well with Sappers.
Last Stand (Keep) – the only defensive mechanism of the Battle Guide and its depended on the
units defending it. I say that it’s most balanced out!
Unit Comment: The Battle Guide is one of the most unique units in BtT. Excellent on expanding
ganking strategies in Tier 3 levels.
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Summary and Overall Miscellaneous
*There’s no doubt that Orc race is really the least flawed and the easiest to maneuver when
you’re new to BtT.
*Horde Mentality is an excellent racial trait, however keep in mind that it doesn’t really apply
to every orc unit like the Mumbo Priest.
The Lost
-Management
With an army composed of grotesque combination of undead and demons. The Lost
are indeed exotic as they are scary! So to start off, let’s step back a bit and take a look how this
certain race came so far. Back then, I remember The Lost was really overpowered, no training
time and pretty much an uber Protoss race in Warcraft 3. But now, things are different. A lot
different
Okay, so to begin, the resource management; I noticed that the race still retains an automatic
gold mine; no need to man it with Wisp or Acolytes, in this case, Shadows. So pretty much a
player’s command for a Shadow is to summon buildings and then head out for lumber
gathering, I notice that it’s really slow when it comes to this, lumber gathering is really feeble
compare to Orcs and Humans at the very start of the game. Luckily enough that Shades are free
and cost only mana, no food nor gold required.
Now, for the weakness, The Lost is its overall flexibility, the absences of ‘real’ transportation
and naval units, air units has sluggish movement speed and not to mention that organic Lost
units take damage from non-blighted area. Building spaces are pretty much used up efficiently
Units
Aperture
Shambler:
Mauler Armor (Keep) – it ascents units potency for later tier match, so yeah, keep this!
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Unit Comment: While a vanilla unit, it has a staggering powerful normal attacks. They’re really
fast but they’re speed however cost them their durability, so I think it’s a fair pit when against
Grunts and Footmen
Scourge:
Consume (Conditional) – while not really that necessary, ‘Consume’ does provide an accessory
ability but it doesn’t cleverly synergizes with the unit
Burrow (Keep) – much like the Crypt Fiend, it’s best to make use of the vanilla preset and
animation of it. Although a comment though, I recommend make this like the vanilla Crypt Fiend,
not sure about removing mana cost though but at least make regeneration up to speed while
Burrow, this way you won’t need ‘Consume’ after all
Ignited Scourge Form (Keep)
Ignited Scourge– it creates an effective transition from range attacker to a versatile siege
unit. Its ability does look good on it, Permanent Immolation should have a better effects
other than green because Red/Yellow flames is not equals do Green
Figure 1.9
Unit Comment: Scourge is one of the most flexible unit for The Lost, not only it has a nifty
transition capability from one type to another, it can also provide stealth and protection from
burrowing
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Nightmare
Reprisal (Keep) – useful and well placed trait
Frenzy (Conditional) – Nightmare has already a powerful attack damage for a Tier 2 unit, while
its hit points are basically average, adding Frenzy will prove dangerously powerful
Terror (Conditional) – extremely powerful when combined with Frenzy ability, it can pretty much
kill Tier 3 units like Paladins and Ogre Magi with ease.
Unit Comment: I can’t really say that its balance nor unbalance but it is really powerful unit
for the Lost. I suggest remove one of the ‘Conditional’ ability and keep the other one
Obsidian Moor
Derelict
Summon Shambler/Descrator/Corrus (Keep) – first few play time I found this ability really
imbalanced, but then as I play more, the tactics can easily be counter. The rushing for Derelicts
is a sound strategy but overall it reinforce far too slow. While optional, you could add cooldown
for these summon skills, all connected one another, so when Derelict summoned a Shambler the
rest of the units available also goes on cooldown. I think this is done by simply making ability
strings the same…
Blight Growth (Keep) – the only one has the capability to spread blight outside the base
Unveil (Keep) – though should be researchable for later Tier
Blight Aura (Keep)
Unit Comment: Derelict plays a very important role for the Lost as it is the only one can escort
your armies without taking damage. Also should the Derelict have a transport capability?
Ravager
Dark Fold (Remove) – the Ravagers weakness is its mobility, it’s really underwhelming sluggish!
The Dark Fold ability not only negates that weakness but also creates a lot of ganking exploits
and reinforcements throughout the map. How is this different to the Orcs’ Battle Guide? The
Battle Guide launches ground units on a ‘clear space’, and could only be targeted on the ground
making it fairly flexible with limitations, while Dark Fold ability you could pretty much say ‘BOOM!
IM HERE!’ to your opponents plenty of times.
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Flesh Mites (Keep) – an effective crowd control ability for such big air ship unit, it plays effectively
well.
Eradicate (Keep) – this ability makes it a powerful bombardment unit
Unit Comment: Powerful counterpart to Gryphons and Dragons, not much to go on here but
pure awesome.
Reliquary
Corrus
Corruption (Keep) – balanced ability if you asked me, though it could use an increased mana cost
and cooldown. Also its weird dabbling with the ability if you’re fighting same Corrus units of an
opponent Lost. Suggest you make them immune to Corruption
Nullify (Keep) – a more abstract ability but overall it’s a powerful nuke ability, should keep this
Metasis (Keep) – reverse Parasite ability, the summoned Monstrosity is really powerful if you ask
me, easily reinforce and change the tides of battle after dying of units
Unit Comment: Okay, so my comments about the unit is that all its ability is already unlocked,
I suggest make it 2 abilities researchable like spellcasters from Orcs and Humans. Also I would
make it this way:
Metasis (Unlocked) – but greatly reduced potency and overall stats for this fella, 900 HP is pretty
powerful, so from a Shambler to a Monstrosity is a massive leap. Also there’s a fair tendency that
it is exploitable, Shadows are susceptible to the ability, so a smart player would aim to have many
Monstrosity to spam in the field
Nullify (Locked)
Corruption (Locked)
Razor
Mince (Keep) – signature ability
Blade Shard (Keep) – synergizes well with Mince
Shadowplay (Keep) – another ability that synergizes well with both abilities above
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Unit Comment: Now, I can’t say anything wrong the Razor, it’s a balanced unit and proven to
be very effective at times. It’s not exactly a spellcaster unit but its confusing role is yet to find its
footing for the Lost since it has normal attack but can’t be treated as a late tier unit like Paladin
and Ogre Magi, and that role is already covered by the Nightmare.
Stygian Bastille
Descrator
Noxium (Keep) – it felt that this is a bit underpower, while poison does settle in but it does not
stack with multiple toxic instances. Just to app this up, I’d suggest to add slow movement poison
but this isn’t exactly necessary
Unit Comment: I think its powerful when used properly on clashes, much like the Sappers
though.
Brutes
Pummel (Keep) – effective support ability during heavy clashes
Demolish (Remove) – with Siege attack type, adding Demolish ability is like amplifying Siege
attack with another. Doesn’t seem right. Also, there’s a type
Figure 2.0
Unit Comment: Powerful unit if you ask me, it could use an increase of food from 2>>>3.
Harbinger
Soul Patch (Keep) – signature move, its well thought out for a Tank role
Unit Comment:
This uber unit is really balanced out because its speed is tremendously slow
making its weakness and pretty much a horde of grunts can gang up to take down this huge
monster. I think the Harbinger would fit into a Siege melee role, much like the Mountain Giant,
this way it creates more diversity for the Lost army since Normal attack type unit is already plenty.
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Abyss
Stygian Monarch
Phase (Conditional) – it’s the best to treat this as an accessory ability that isn’t exactly needed
nor it synergizes well with the overall unit.
Acid Burst (Keep) – it like the Devourer unit from Starcraft but it also affects land units.
Unit Comment: There’s a bug for the unit though, Acid Burst ability is already researched while
a research is not yet done. Just check it, you’ll see what I mean.
Summary and Overall Miscellaneous
*The Lost has to be one of the most innovative race I’ve seen yet. It’s also the most debatable
race when it comes to balancing. Sometimes they may come overpowered or even at times
underpowered.
*Is it intentional that Lost has a very poor lumber gathering at the very start? This may be the
thing that bogs down the pace of construction for the race.
*If you noticed, the Lost has an abundance unit of Normal attack type unit. I don’t see that as
being diverse though. I suggest that you change Harbinger into a Siege/Tank unit other than
that I don’t know what to do with the rest though.
List of Normal attack type units:
1.)
2.)
3.)
4.)
5.)
Shambler
Nightmare
Stygian Monarch
Harbinger
Razor
Total of 5 units, unless I missed someone.
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Naga
-Management
While there is no issues when it comes to overall building management, I really like
how you made their construction style similar to the Zerg, killing off the Slave after the
erection, it really creates difference and variety among the races. Although for 25 gold, a Slave
is really down dirt cheap, I suggest you increase them atleast to 50 or 60. Also, only Spawning
Grounds are buildable on water? What gives?
I think the ultimate strength for the Naga is that they’re super flexible, all units are capable of
swimming making them balanced on both ground and naval superiority, I find this really
unbalanced. When my brother started a match, I was playing Human and he was Naga. The first
few minutes of the game I was winning but then it became the opposite! All because I wasn’t
quick enough to reinforce my troops. In addition to this, a Naga player does not need to worry
himself/herself whether to produce naval units because, well… They’re all amphibious.
Now, I think, there’s a disadvantage for sea unit as a whole, they possessed limited mobility
making them unable to attack directly on the offshore main base. However in the case for
Naga, they pretty much defy this.
I suggest that you tone down the overall strength of the Naga.
Units
Spawning Grounds
Incursor:
Ensnare (Conditional) – while it plays well for this unit, since its melee and can’t attack air unit.
But it may have synergizes far too great. Incursors can isolate foes with this ability and with an
ease bring it down
Shell Bash (Conditional) – if ever you decided to keep the Ensnare, the result of this is really
powerful. Shell Bash can immobilize enemy units, to think of it, both Ensnare and Shell Bash has
the same purpose.
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Unit Comment: I was really surprised of this unit! A staggering of 33-36 attack damage, more
surprising is that it exceeds Myrmidon damage. While they attack on average speed, this unit
may be OP for its uber damage for basic unit. Also why does this unit have mana? When it doesn’t
use any?
Draken:
Blink (Conditional) – it doesn’t really make sense seeing these guys blinking around but it does
gives advantage for sure if we are talking about gameplay wise.
Poison Bite (Keep) – a vanilla Shadow Strike ability, although the unit needs to get at point blank
range which the Blink really does a great job on making them so. A bit powerful nuking attack if
you ask me though.
Barbed Tail (Conditional) – it is really an interesting ability, but nowhere near something
necessary. Since the Draken is a range unit, it doesn’t really much tank up on battles, sure it may
be a useful anti flank ability but ultimately it’s barely noticeable.
Unit Comment: A very different range unit that reminds me a bit of the SC 2 Stalker unit from
the Protoss. It plays it role quite well though, a bit lackluster on the damage but still, powerful
when it finally got its Poison Bite ability
Myrmidon:
Fury (Conditional) – another conditional ability, well from my experience I find this ability
extremely overpowered. The Myrmidon is already fast as it is but with fury, they’re blazing
maniacs that can pretty much tear down everything.
Mana Shield (Keep) – should really keep this, Myrmidons can pretty much tank up damage with
expense of Mana, not to mention that a player will be able to keep thinking whether to use up
mana or reserve it for fury.
Cull (Remove) – as fun as magic draining spree, I think it doesn’t quite fit on the Myrmidon
because its role plays as a Knight or high tier assault mana unit much like the Ogre Magi. Adding
this, would pretty much make them an anti-spell caster unit.
Unit Comment: Myrmidon is pretty overpowered though, not because of its stats but because
of its cost. Resource cost is pretty much the same as Incursor; 225 gold, and an addition of 55
lumber. By doing this, it makes the lower tier unit, Incursor obsolete as much as the player can
reach Tier 2 upgrades…
Also I find the mana pool for this unit somewhat at overabundance; suggest you reduce from 400
to 200.
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Pressure Chamber
Reaver:
Volatile Blood (Keep) – should really keep this! It creates a sub-role of suicidal raid unit which I
find extremely inventive.
Unit Comment: The Reaver is an extremely (fair) mobile raid unit that reminded me of Raiders
from Orcs in Warcraft 3. I think it’s really cool, fair given with their stats and with Volatile Blood
they’re pretty much semi-sappers.
Leviathan:
Calcify (Keep) – a useful accessory ability that compliments its bulky demeanor and raiding tank
role.
Breach (Keep) – powerful for undermining naval units and base defenses alike. Suggest you keep
this.
Unit Comment: I think it’s a fine unit, balanced hit points if you ask me. Its role are much like
the Siege Tank but the inability to attack on air, so that’s a weakness for him making him a much
balanced unit as it should be
Sunderer:
Mana Flare (Keep) – a vanilla ability that is used to disrupt spellcaster, much to its role. I suggest
keep this
Deep Breach (Keep) – since the point of Mana Flare is to discourage enemy spellcaster from
casting. Deep Breach ability does a good job for a no-win situation when it comes to clashes. If
they decided to use spell, they lose health, if they do however, they waste precious mana.
Unit Comment: Stationary unit that’s purpose is to serves as anti spellcaster aura. Overall I
think this is more reason to adjust Myrmidons ability.
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Shrine of Azshara
Coualt
Desiccate (Keep) – keep this, much needed for the role, also, there’s a typo, just check it. The
ability is spelled as Dessicate
Illusory Wail (Keep) – aside from its nifty effect, it does a great job amplifying the unit capability.
Eerir Eye (Conditional) – the Coualt may have serve its purpose as the only air unit for the Naga.
Being a detector kinda falls on to the Sunderer.
Unit Comment: Eternal Well ability doesn’t look good on this unit. While cosmetic and all; I
think it’s best to remove the ability as a price of aerial movement. Also this unit disrupts
spellcaster, another reason to adjust the Myrmidon.
Abyssal Hatchery
Urchin Turtle
Unit Comment: I’m just going to put a comment on this. This unit feels like it has a lost role…
Because a melee siege unit pretty much falls to the Leviathan. Not to mention both of them have
Fortified armor! Overall it’s easy to treat this as an uber unit, but it feels a bit underpowered
though. Its ability utterly falls to an anti-naval unit that pretty much covered by the Leviathan.
Enclave
Hydra
Annihilation Ray (Keep) – a role defining ability for the Hydra, keep this
Feedback (Remove) – there’s really tons of Naga units that pretty much has an anti mana ability.
Perhaps it’s the racial trait, but you should be aware of hard counter and medium counters. In
addition to this, the passive ability doesn’t actually synergize really good. I suggest change it to
something active, this way, players will learn to balance mana usage for Annihilation Ray
otherwise make Annihilation Ray passive or even probably have it remove.
Spawn Hydralings (Keep) – Hydra vanilla ability great work on keeping this research. Although…
I’d suggest you make its armor Medium or change Hydralings’ armor to Small. Also Hydralings
could have a removal of poison attack, as much as possible, I’d pattern baby capabilities to parent
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which the Hydra didn’t have a poison attack. And lastly, it’s best if you keep them on a timed life
on Hydralings
Unit Comment: The Hydra is really a cool if not a no-brainer addition to the race.
Siren
Summon Reef Elemental (Keep) – not much to go on here
Siphon Mana (Remove) – much like the case of earlier units. Siphon Mana disrupts spellcaster
usage, I am being oppose to this ability because it makes the Siren semi-anti spell caster caster,
now that doesn’t make much sense. You really need to reduce units with mana draining ability,
because of often role confusion amongst the units
Anti-Magic Shell (Conditional) – I can’t say it improved from the vanilla ability, because a Banshee
is more precise on target and can be cast on enemy units. I think this targeting balance of the
ability creates more strategy.
Unit Comment:
Overall I think Siren is a really underpowered, Reef Elemental is a useful
summoned unit and has a supportive selection of skills but overall, I think it needs tweaking.
Much are already said above though.
Summary and Overall Miscellaneous
*The Naga race relies heavily on mana but even so, you should really not overuse mana
draining passive like I’ve mention plenty times above already. It result in redundancy on unit
roles and makes hard counter for each units tough.
*Is it intentional that all research upgrade for the Naga has the same value? It’s ALWAYS 125
gold and 225 lumber.
Figure 2.1
Figure 2.2
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Figure 2.3
*I think the Naga has a pretty solid unit build. I find the units have balanced set of attack types
and for most of the time they feel well thought out.
*The Naga requires Altar for tier 3 hall upgrade. Because of this, non-hero mode invalidates the
player from advancing to the next level.
*If you don’t mind, do search for the Power of Corruption Project by moyackx in the
Hiveworkshop in case you’re not familiar. He got a pretty gnarly set of custom Naga and Demon
race.
http://www.hiveworkshop.com/forums/maps-564/power-corruption-v2-3b-162185/
Conclusion to BtT
There’s no doubt that Beyond the Throne came a long way until now, not to mention that it’s
one of the oldest projects in the Hiveworkshop. But all the same, I find it really chaotic yet fun
at times.
I hope you enjoyed reading my analysis as much as I enjoyed writing it. I’ve learned a lot of things
on my reviewing days and probably be able to apply them on my own future projects…
Good luck on the future of your project!
(Whoa over 7217 words including this one! That’s a new record for me in writing!)
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