- Read the additions in the new patch readme, they're all good, until you get to the unit balancing.
|» Pros|| |
- Single player in Engaging, to say the least, if you ignore the NE campaign
- Newbies now stand a chance against pro-players, if the first one masses units more than the latter
- Overdone improvements to Air units... Why do I need ground, when we can just keep our heroes in base, and still get exp?
|» Cons|| |
- The level 5 creep exp cut-off - Blizzard, get off your crack, if you creep a lvl9 golem camp (like in Gnoll Wood), which is higher than your level 5 hero, you, in theory, should LEARN from killing the high level monster, no?
- The "remote-experience" thing... Why would anyone care for heroes affecting the outcome of the battles anymore when they can just sit in base and drink tea with biscuits, and still level?
- Is there any reason why the new tilesets have to give me headaches with all the colourfullness?
- Rediculous exploits, like wisp by the merc camp, or worker by the tavern, screw any competitiveness in multiplayer... Unless the other players are doing it too.
With some work, however, this expansion could be made into something of the like of Brood War.
|» Review|| |
If the units were more balanced, so that different play styles were accomodated, if the tilesets were fixed from their cartoony, and clearly "overdone", look, if the new units and buildings, like the Shipyard, and the mercinaries, were better integrated into the gameplay, and if all the other things that are "broken" in the expansion are fixed, then this might become a true gaming classic.
Oh, and by the way, if you don't have the expansion yet, or, god forbid, the plain Warcraft ]|[, now is a good time to get it. Go.