Episode 1: Algorithm
Mission is pretty solid it just needs some adjustments on certain random minion waves. Namely Ronin, MX Elite and the Golems. Ronins and MX Elite Granades do way too much damage at range(Ive seen people instantly killed by elites granades with no chance to escape outa their range and ive seen crossblade spam from across the map by ronins that killed players with perfect accuracy. ) My biggets gripe is the Golems, the weak point either needs to be much larger or there needs to be one on their back. You can not understand the frustration these cause by having all your shots hit the melee party members trying to do damage instead of the small target. This applies to the bosses too.
Episode 2: Voids Edge
This mission is pretty well done, I dont think there should be much if any changes except for certain large characters getting stuck on random geometry.
Episode 3: The Renegade
Same as voids edge, I dont see alot of problems with this mission. Other than having 3 point defense portions in a row is just boring. Id reduce the wave down to two wave for the first two sections instead of 3 waves.
Episode 4: The Archive
The bane of many players existance. The wolf sentry in this mission should have the same upgrade options and healing ability as the Wolf unit in Voids Edge. Being able to shield and heal would help alot. Im also of the opinion it needs to move slightly slower. Ive seen it charge to its death straight into a group of thralls too many times. The final boss Gunhulk occasionly dosnt move to the middle when its shield is down and just teleports to another side and quickly puts a shield back up. This is just cheap and wasteful, it should at least keep its shield down for as long as normal instead of almost instaly recharging it.
Episode 5: The Sentinel
Pretty solid mission, and I consider fun. My main complaint is golem enemies. Please put a weak spot on their back as well. Its can be very very difficult with many characters to do damage to these things.
Episode 6: The Experiment
This mission has failed so many time because its got a terrible pacing. First off the main defense node NEEDS to be repairable between the first part of the mission and the last part. It keeps the health it had from the start of the match to the end that can make it almost impossible to properly defend when the waves of elite minions just start shooting it from across the map. The first wave to defend to the node is a bit too difficult in some matches and too easy in others (Whatever random element that determins the spawns needs to be adjusted). My next complaint is that you should have to activate the first defense wave after meeting Bolder instead of it activating when he gets there. This will give you much more time to explore and collect shards and boxes in the mission to better prepare you for the mission. My last complaint is the first boss, his shields need to be adjusted to be easier to deal with. As is now you can only get past them by bring certain characters to CrowdControl him out of them. Many teams ive personaly seen have failed at this part cause they cant get enough dps on him because of the characters they wanted to play as.
Episode 7: The Saboteur
Another bane of many players. This mission seems to have a problem where the final node health does not scale to number of players. Ive seen a single scaven kill it faster then you can kill it. This mission almost forces players to have to pick certain characters to beat this. Its ot helped by the Varelsi and Thrall that just shoot it from across the room. I suggest looking into increasing its health or putting a wall around the whole thing except for the front to make it not possible for scavn up on the ledges to instantly down it. I also belive theres a bug with Varelsi disrupters as their chain knockup skill is going through walls and its almost 50% larger then the animation shows.
Episode 8: The Heliophage
I belive this whole mission needs to be scrapped and completly redone. It feels like something you rushed on a weekend and never tested. Theres bugs and exploits all over this mission that need to be fixed. But ill discuss it as currently is. First off the knockback that everything has is stupid, Rendains ability to slow and silence you setting you up for knockback has got to go. The Varelsi and Thralls having infinete range with perfect accuracy from across the islands is a huge issues. Being sniped by brutes across 4 islands is bad design. All the spots Rendain gets stuck on(Mostly stairs) need to be adjusted. The level bosses should drop gear, they also need their phases fixed from being set amount of hp to being % hp. It create big problems on 5 man advanced to where they dont do any phases till 3/4 of their health is gone.