Are you serious about the fixes? Ther s like an infinite list of bugs and you fixed what?
I swear those kind of posts will eventually give me cancer.
Quite a good patch. Here are my notes:
- Cannon towers are still rarely used. They shouldn’t miss and not have a minimal range, or require keep + blacksmith.
- Orb of fire should be moved to tier 2. Then it’d be a really powerful item.
- The lion horn of Stormwind should be in sync with level 1 Devotion Aura - it should give 2 armor,not 1.
- Periapt of Vitality and Crystal Ball need buffs, from the neutral items.
- Troll Batriders’ splash should be capped. Right now 4 batriders counter 80 food of Flying Machines.
I like the cannon tower suggestion. They cannot attack air, I guess that is their weakness so you should make them more easily accessible (they are already super strong vs ground armies).
Orb of Fire on t2 could be ok if human fast exe was still meta, to get a quick boost on t2 (having 3-4 shops ready to buy orbs, similar to buying mercs for instant damage). But I would much rather like to see it have a useful effect like all the other orbs. Making the orb % based probably doesn’t work since it would either be too strong when stacked or to weak if it only calculates the base damage. If they wanna keep it as orb of fire it should have some burning effect (maybe 20% chance to have something like burning oil or the phoenix shots?)
I agree with the aura items, they should all be adapted. Scourge Bone Chimes as well I think?
Periapt is by no means a bad item, it is just too situational. But it can be very useful on an INT hero if your opponent needs to snipe that. Crystal Ball especially as human is trash though.
If you are saying 4 batriders kill 80 gyro, you likely just A click your army. Split them up into groups, move them manually. Yes, you have to be fast, but there is counterplay to batriders. The only thing that is really strong with Bats is invis bats in 2on2.
I think, cannontowers are fine how they are now.
I agree with what you said The only thing about copters against bats is that,in 4x4 games, where mass air is common,if an enemy has an orc, the human is forced to go tanks instead of copters in big fights. And tanks are tricky to position right to ensure high DPS. If batriders’ damage against copters was capped, there would still be a possibility to adapt using copters. It’s not like anyone masses copters against orc anyways
Alright I was already thinking that you were talking about 4on4. True, microing is pretty hard in 4on4 when units die instantly and you mostly have 80+ supply. But I doubt they will ever balance the game for another mode than 1on1 since that is the only really competetive game mode.
Aye Well, a realistic cap of like 12 units won’t affect solo play, and would still address the issue.
I managed to do what Gusch said with gyro micro,by aplitting them or cover them with sorcs with slow/poly. I agree it requires a lot of micro and focus and can be just frustrating at times, but when you manage to survive most of your gyros to a bats wave it is really satisfying.
I think you have no idea what you are talking about. We are recovering from one super OP race and now you suggest to make ~100 dps siege tower T2 without any other structures required. You have to be kidding me.
I just hope nobody from developers team will treat such stupid suggestions seriously.
He said you need a blacksmith. It seems like they are trying to make unused things more playable. Their nerfs to cannon towers weren’t enough for that apparently.
How about DL changes like ( vamp aura less % but for all units not only melee) or sleep mechanic to deal certain amount of dmg to woke up made this spell usefull. Also POTM the most uselless hero never picked in comp. game. Rework owl spell and maybe buff stats and searing arrow?
First off, you should consider keeping a good tone xD
Cannon towers get hard countered by air units, and they deal 40 DPS (their attack rate is ‘slow’, you know. Like ancient protectors. Except the latter got buffed.).
They also miss all the time, hence my first proposal for a buff (just to note - they’re the only tower that can miss). They are also the slowest tower to build,and they cost about 180 gold and 120 lumber a piece.
Also, they’re one of the few (if not the only) tower that can friendly fire on your structures and units.
Right now, they are used mainly to counter tanks. I’ve yet to see someone ‘abuse’ this “uber tower” in a real game.
The idea behind my proposal is to make building and using a cannon tower not feel like an achievement that requires 10 games to accomplish.
Well than you haven’t watch enough games. Towers rush with your version of Cannon tower would be extremely overpowered.
And check you facts - cannon tower costs 120 gold, 100 lumber, upgrade time was buffed in last patch and they have fortified armor, so they are not countered by flying units at all since they have piercing or magic damage (except of upgraded Chimeras).
Before you come up with suggestions at least have basic knowledge about unit you want to change.
I am not going to respond anymore. This stupid idea got enough attention already.
Cannon towers currently cost 150 gold and 100 lumber,and that’s on top of a scout tower, which costs 30 gold and 20 lumber. But still, cost is not an issue with them anymore. They got a nice buff last patch.
Of course they get countered by flying units. They cannot hit back. You have to mass guard towers for that (which are much more commonly used). If you protect your base with just cannon towers, those four wyverns will eat up all your peasants xD
Well, as you wish. But those towers still get used in less than 3% of the games, and mostly in cheesy tower rushes behind trees.
You have a point with the tower rushes. But keep in mind they are still scout towers while they upgrade,and they upgrade a long time (65 seconds).
Oh, and manner up xD
BROKEN
you guys still dont fix the issue that elf can get his siege units on tier1 contrary to all other races (despite already have tier 1 dispell which no other race has aswell)
this gives elf the ability and flexibility to react to everything on tier1 without the need of t2.
PLS FIX
further the entangle range nerf, which is not bad, doesnt affect the orc elf matchup, which is the most broken at the moment. killing peons with 1 tangle and some hits without the change to safe them into burrows is extremly imba as well as just sniping out 200g units for 75 mana in early game.
Keep going guys awaiting lots of balance changes in the future.
kind regards
I have a better idea, take the night elves out of the game no one likes them same, leave only 3 races as in starcraft. In addition, it makes a lot of sense to balance an extremely weak race to make them playable but to reverse the changes to make them weak again. Take off the elves, rather than take this antics.
well not at all, was hoping there would be a patch today to finally fix AT… but I guess not this year
btw. Just because everybody is tunnelvisioning on the balancetangle and balance bomb thing, that does not mean, that the T2 fortified upgrade has been forgotten.
Mountain King is the ultimate example of this.
—He is extremely threatening against heroes, to the point that even blademaster has to back off when dusted in HvO matches.
—And yet unlike BM, he is tankier due to being a strength hero.
—He has the strongest single target nuke, which is simultaneously the strongest undispellable stun which prevents tp.
—Thunderclap can single handedly counter all non-magic immune ground units in a way similar to tauren chieftain.
Why does a tanky str hero with good stats have some of the best single target AND aoe utility AND hard control in the game? Shouldn’t he be more vulnerable or at least less versatile?