1.36.2.21146 PTR 3 Patch Notes

So much nonsense…in your comment. Last year, Happy won 50 episodes in a row in show cup’s, where he played all races and random. How do you explain this? The strongest race? And after that, based on your delusional conclusions, you want to demote all players on the undead

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1)So what? Read my comment carefully, before typing nonsense. Open your eyes and read- “Yes, he’s the best player in history, but I’m sure he’s also playing on the strongest race.” . One doesnt exclude another. Or do you have problem with logic?
2)he played 3 games and lost all 3, when played not his race vs opps on his. Although it means nothing.
Go check 120 winrates fatheadboy. Is he also so much better, than Moon,Kaho,Lawliet and Colorful?
Go check Happys winrates vs inactive Fly, it`s 35%, while all of actively playing top elves have 25% and under. How do you explain that gloryboy?

Happy is truly the strongest player, not only because he plays the best undead, but also because the undead themselves are the strongest race of all. This is a combination of two factors, but the fact that he plays the undead better than others does not negate the fact that the undead have the most advantages and advantages of the race, which they can use more conveniently than all other races.
For the last 2 years I’ve been tired of watching Happy’s boring and constant dominance in tournaments. In order for interest in Warcraft to grow and there to be an influx of new players, it is necessary to balance the races so that they are approximately equivalent to each other in terms of balance. Tournaments become most interesting only when the outcome of the match is unknown and the intrigue remains.
It is necessary to equalize the chances of the undead with other races, but this should be equalized not by deteriorating or reducing the abilities of the undead, but by adding advantages, features, and rebalancing of other races. It seems to me that the strongest race is the Undead, and the weakest are humans. This means that first of all you need to improve people and add new advantages to them.
In my list of improvements, I focused the most changes on the human race 49 new balance changes for patch 1.36.2 adding new tactics

To prevent interest in Warcraft 3 from falling, a series of bold experiments with large and drastic changes in the balance of most races is needed. If you make the changes that were announced in patch 1.32.6 6 days ago, then interest in Warcraft may fall completely, and it may cease to exist as a tournament discipline altogether, because tournament organizers will announce them less and less, knowing that the end of the tournament is in most cases it is predictable, and that Happy will most likely win everyone again.

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It seems to me that the strongest race is the Undead, and the weakest are humans.

To prevent interest in Warcraft 3 from falling, a series of bold experiments with large and drastic changes in the balance of most races is needed. If you make the changes that were announced in patch 1.32.6 6 days ago, then interest in Warcraft may fall completely, and it may cease to exist as a tournament discipline altogether, because tournament organizers will announce them less and less, knowing that the end of the tournament is in most cases it is predictable, and that Happy will most likely win everyone again.

Can’t agree more! The Undead is already very strong and Human is the weakest now.
It is easy for Undead to expand in Tier 1 now and also EASY to defend! (Just compare how much resource for Human to invest on expansion)
Your recent buffs of Undead and nerfs of Human in the patch note will just help Happy win every tournament AGAIN. No audience will be interested in such predictable games. It is too boring to watch Happy win almost all the champions in the past three years and players of Human almost win NONE! Only recently, Human players can challenge Happy, and you nerf HUM and buff UD. What a joke!

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As I understand it has no cooldown. That is not good.

And show me where exactly I propose to weaken people and strengthen the undead?
In my topic, on the contrary, I propose a large increase in people, and a very small increase in the undead. But the enhancement of people is much greater than that of the undead, so that people become approximately equal to it.
I have 8 changes in the improvement list - human improvements, and only 4 undead improvements 49 new balance changes for patch 1.36.2 adding new tactics The number of improvement points for people is doubled.
Are you sure you read the entire list?

You really don’t understand that you contradict yourself? Just read your own texts. You say Happy is the best player and Undead is the strongest race. How did you come to the conclusion that Undead is the strongest race? Below you write, “For the last 2 years I’ve been tired of watching Happy’s boring and constant dominance in tournaments.”

Open Liquipedia already. Look at tier 1 and tier 2 matches for the last 2 years! More than half of the matches don’t have players other than Happy playing Undead in the Round of 8. How do you explain this?

Look at it from the opposite perspective: if Undead were very strong, wouldn’t all the finals of all matches be Undead vs. Undead? Or is that not the case?

So, again, starting from just Happy and from your dislike that he wins, do you want to nerf all players playing Undead? Is that normal?

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How did you come to the conclusion that Undead is the strongest race?

This can be seen if you compare the capabilities of heroes who are most often taken first in dealing damage to one target, and the ability to heal their hero in battle or creeping. In many matches, the start of the game is often decisive and greatly influences the rest of the game. The one who wins most often is the one whose hero dies less than others at the beginning, but kills others himself. Among all the races, the undead have the most ability to deal instant damage to a single target with magic, and the most ability to heal themselves in combat or creeping. I think you won’t argue with the fact that the undead have the most ability to inflict magical damage on one target and kill enemy heroes with it, because the dead knight and the lich are heroes that the undead almost always take as the first and second heroes. In order to effectively counteract these two undead heroes, you yourself need to have no less effective ability to inflict instant magical damage on one hero, and be able to heal yourself and the second hero as quickly as a dead knight can.
The undead almost always have a dead knight whose first hero is healed by an aura. It also gives him the opportunity to run away from danger when his health is low or to catch up and surround the enemy. In addition to the aura, he has a pact with death, which Happy sometimes took at level 4 instead of the second level aura, and this further increased his ability to heal both of his heroes. The second hero can always be healed by the undead with the face of death.
Orcs are treated with healing salve or the shadow hunter’s healing chain, but the shadow hunter is almost never taken first, most often the first for an orc is a blademaster or seer. The shadow hunter is most often the third, so orcs are less able to heal their heroes than undead. All elf heroes are treated for free through wells and returned to battle via a personal teleport, or treated by rejuvenating bears.
Of all the races, only humans cannot heal their heroes in the early stages of the game as effectively as other races. People have a scroll of healing that gradually restores 400 health, but if you hit the archmage once, its effect stops, and this is very easy to do. Because of this, the archmage is often unable to restore his health, and is either “locked” in the base or severely limited in creeping. Because of this, he dies more often than heroes of other races. The same thing with MK and the rest of the human heroes. Someone will say that you can take the archmage as the first hero and the palladin as the second so that he can heal the archmage, but the paladin cannot heal himself. Therefore, even if you don’t kill him, but simply reduce his health to a minimum with undead magic, he will not be able to stay close to the archmage while creeping or attacking and heal the archmage. In addition, every time in a matchup of people against the undead, a dead knight with a lich meets with an archmage and a second hero, this most often ends with the undead heroes killing 1-2 human warriors with magic and thus gradually reducing its number. In order to trade losses with the undead, the second hero most often has to take MK to help the archmage, not a palladin, because he makes it possible to respond to the undead with a storm bolt and also kill 1-2 warriors when they meet. If the archmage takes the paladin second, then he will not have the stun from the storm bolt and he will not be able to kill 1-2 undead warriors upon meeting. Thus, people always have less ability to deal instant damage to kill heroes than the undead, and always less ability to heal their heroes. This is complemented by the fact that people have more units with a small amount of health than the undead. These three factors always lead to the fact that human heroes and units are killed more often than others. This is why the undead are the most powerful race, because they have the greatest ability to inflict instant magical damage on one target and heal their entire army. These factors lead to the fact that it is easier for the undead to fight the first 40-50% of the game than for all other races.
This means that the palladin needs to be given the ability to heal himself with light with 50% efficiency. And change the human scroll of gradual healing in much the same way as an orc’s healing ointment so that people, just like orcs, can heal their heroes more. For an orc it has 3 charges of 400 health, for people the scroll can be changed so that it has 4 charges of 300 health, or 5 charges of 240 health.

Open Liquipedia already. Look at tier 1 and tier 2 matches for the last 2 years! More than half of the matches don’t have players other than Happy playing Undead in the Round of 8. How do you explain this?

I look at the statistics of Warcraft 3 tournaments and who takes first place in them. It can be seen that over the past 2 years, Happy has taken first place more often than others
/liquipedia.net/warcraft/Happy/Results

It is also clear that Happy has a higher ratio of defeats to victories than all other players. Wins 80%, losses 19%
/www.cybersport.ru/players/warcraft-iii

In addition, in the same Liquipedia, according to the rating, Happy is the very first in the list
/liquipedia.net/warcraft/Portal:Players
He could have taken first place in this ranking earlier. But in 2020, a conflict occurred between him and the GG portal with the participation of which the tournament was held, as a result of which Happy was banned from all tournaments held with the participation of GG

In March 2020, he got banned from all GG tournaments for discrediting the website.[4][5]
/liquipedia.net/warcraft/Happy

Therefore, he took part in Warcraft tournaments less than other players.

This is explained by the fact that there are fewer strong undead players in Warcraft 3 than players for other races, and because, due to a conflict with the GG portal, Happy has been banned from most tournaments since 2020 where the strongest Koreans, Chinese and Europeans played. The only truly strong undead players are Happy and eer0 (120).

So, again, starting from just Happy and from your dislike that he wins, do you want to nerf all players playing Undead? Is that normal?

I repeat, you do not need to weaken the undead, but STRENGTHEN other races. I wrote a list in which all other races have more buffs than the undead

Dude, you see, we have 4 races.
If you think that nerfing one race is different from buffing the other three and will lead to a different outcome, then there’s nothing to talk about.

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Read the list. There are boosts for all races 49 new balance changes for patch 1.36.2 adding new tactics The list was compiled so that all races would be approximately equal to each other in strength and balance. So that there would not be the strongest and weakest race.

Stop embarrassing yourself ffs! There are 2 Undeads in the top, not because its a weak race, but because its most unpopular race. Just split elo rating by 10 people and there will be fewer undeads in every ten. If the problem was weakness, then we would see that the lower the rating, the higher % of UDs on average. But this is not observed. It’s the same with elves- they’re not the strongest race, but the most popular on any mmr. Therefore, it is not surprising that there are “only” 2 top undeads. Orcs and hums are also 2-3 each, so what?
Evaluating the balance based on the results in Tier 1 tournaments is an indicator of your level of analytics. You don’t even understand how a small sample, which by definition will be, if you take into account only top tier tournaments and the element of chance completely distort the picture. I’m not even talking about psychological stability and endurance, which also give their margin of error. The only acceptable way to assess the balance is to compare players’ win rates on decent sample size and try to draw any conclusions from this. Everything else is verbiage. I even created a topic about this with a table of win rates of top players for different periods, who is interested:
https://www.reddit.com/r/WC3/comments/1bh6gni/balance_or_skill/
In the last post, I already gave you evidence that UD is OP and there is an imbalance of races in general, for example NE and ORC >HU, but you still argue like a stubborn sheep.

Dude you have it written

Imba is something that either don`t get countered at all, or with great difficulty. And it’s obvious to me that the game is being killed by destros, statues, duration and degree of SLOW from nova, frost armor(critical for BM) and towers

There is no need to worsen the abilities of the undead, we need to improve the abilities of other races. Just read how many improvements there are in the human race 49 new balance changes for patch 1.36.2 adding new tactics

You can even out the balance of races by worsening the abilities of the undead, or by strengthening the abilities of other races. It’s better to improve the abilities of other races.
If the numbers and abilities of the undead worsen, then the number of players playing for the undead will become even less than now. There are only two strong players for the undead - Happy and 120. They may stop playing for the undead altogether if you worsen the tactics and strategies to which they are accustomed. Then there will actually be minus one race in the tournament, and the quality of the tournaments will drop sharply.

It is necessary, without breaking the old strategies and tactics to which players are accustomed, to add new ones to all races, but to strengthen the human race the most, because despite the fact that people have become a little stronger after the last patch, they are still greatly inferior to the undead in terms of balance.

Exclusively buffing units results in power creep, which is much harder to balance out than simply nerfing strong units when they need it.

When you try to handle an overpowered unit or mechanic by buffing other units, you create a cascade of other changes that need to take place to keep everything else balanced. Some mechanics also cannot be “buffed” or “nerfed” without creating problems, so your options are limited in that respect.

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How to effectively resolve Undead’s Frenzy Ghoul Timing meta while offering it a viable late game option

Introduction

In recent patches, the Undead faction has been struggling against Humans, maintaining a win rate of approximately 47% since patch 1.35.0. However, the latest update, patch 1.36.1, has seen this win rate plummet to a concerning 45.1% at the grandmaster level, including statistics from notable players such as Happy.

The source of this data is W3Champions - Patch 1.36.1
(w3champions .com/OverallStatistics/winrates-per-race-and-map)

The decline is primarily due to a 33% reduction in the mana regeneration provided by statues’ Spirit Touch ability introduced in patch 1.35.0. This change has disproportionately affected the late-game impact of the Undead’s mana-reliant heroes and spellcasters.

Additionally, it has reinforced the binary Frenzy Ghoul timing rush. This strategy aims to overwhelm the opponent before they have the chance to assemble their late-game forces. If not executed successfully, the Undead forces become significantly outscaled in the late game.

Historical Context:

The Undead faction has historically faced difficulties in late-game scenarios across all matchups. This is particularly evident as the faction reaches its peak power spike when its heroes attain level 5. Beyond this point, the Undead is significantly outclassed once enemy heroes progress to level 6, frequently leading to an automatic defeat. Furthermore, having only one type of sieging unit has resulted in a one-dimensional game plan, mainly the Death Knight Fiends Destroyers composition being the only viable option, and suffering from a lack of flexibility in having a sieging win condition which other races enjoys.

This has historically been particularly noticeable in FFA wherein the Undead faction is consistently outclassed.

Source:
warcraft3 .info/downloads/The_Art_of_FFA_-_A_Comprehensive_Guide_to_FFA_in_WC3.pdf
warcraft3 .info/articles/244/the-art-of-ffa-a-comprehensive-guide
The author’s qualifications:
Rank 1 FFA on Azeroth and Northrend. 2x playFFA Champion, 2x FML Ladder
Winner, WC3M FFA Champion, 3x FFA Masters League Finalist, and ISFF Cup Finalist

To elaborate:
Undead’s core issue stems from the relatively weak ultimate abilities of the Undead’s primary heroes, the Death Knight and Lich. Coupled with opposing factions boasting higher quality and superior late-game armies. The Undead’s units are less versatile in comparison, in particular its lack of an aerial sieging unit and only having one sole unit for siege. Moreover the Frost Wyrm intended to be undead’s late game unit has historically failed to make a noticeable impact due its role being overshadowed by Destroyers and Banshees, and its upgrade “Freezing Breath” often ridiculed for its lack of practical siege utility. Frost Wrym’s issues have been further exacerbated in the face of modern Warcraft’s power-crept ranged and air units.

And finally, undead received major nerfs to unholy aura speed movement which is one of the primary ways for undead’s survivability in the late game.

The recent nerfs to the Statues’ Spirit Touch have been a tipping point.

Current Challenges:

Since patch 1.35.0, the recent nerfs to the statues Spirit Touch consisting of 33% in mana regeneration have exacerbated these inherent design flaws within the race, further crippling the Undead’s late-game potential, resulting in a binary game plane, the timed Frenzy Ghoul rush being the main strategic option. The strategy essentially involves overpowering the opponent with an early power spike before they can develop their late-game forces. If the strategy fails, the Undead forces are significantly outmatched in the late game as the opponent achieves a much stronger power spike.

The reduction in mana regeneration, which was intended for Lich and Death knight, has had far-reaching consequences for the Undead, affecting not only mana-dependent heroes like the Cryptlord and Dreadlord but also the faction’s spellcasters. Necromancers and Banshees, in particular, have suffered due to their inability to compete in the late game, for instance, with the Human’s Brilliance Aura in the late game, a significant factor for struggle in undead vs human matchup.

The Banshees and Necromancers have been especially impacted by these nerfs, The Banshees being designed around casting defensive spells that require constant sustenance from Statues’ Spirit Touch, often finding themselveles running out of mana. As for the Necromancers, their significant reliance on mana for the Raise Dead ability often renders them ineffective in battle where they can no longer recover mana efficiently from the statues’ Spirit Touch. It is also noteworthy that spellcasters such as Priest serves as a significant counter to the Necromancer unit, as a single dispel can negate entire waves of skeletons, each pair of skeletons costing 75 mana, resulting in an average negation of about 450 mana, all the while the enemy dispel itself only costing 75 mana and benefiting from Level 3 Brilliance Aura.

Such devastating impact has affected Undead’s performance versus all other factions in FFA, which has reduced the viability of the spellcasters and reinforced the binary use of mass Gargoyles, which is the only viable composition.

In 1v1, this has led to the infamous Frenzy Ghoul timing rush, which is a lacklustre game plane. As for the human match up, due to it being late game oriented contrary to the other matchups, the Spirit Touch nerf has further contributed to the imbalance in the late game force dynamics, often leading to triple staff becoming an oppressive late game tool, resulting in the human faction’s dominance.

To summarise:
Core Issues Facing the Undead Faction

  • Weak Ultimate Abilities: The Death Knight and Lich suffer from weak ultimate abilities, causing the Undead faction to be outclassed beyond level 5.
  • Lack of Versatility: Undead units lack versatility in composition and sieging options as well as being susceptible to ‘laming’ strategies.
  • Absence of Aerial Sieging Unit: Unlike other factions, all of which enjoy three siege units, the Undead has only one siege unit, lacking an aerial sieging option.
  • Necromancer’s Irrelevance: The Necromancer’s non-existent utility has been further diminished due to the nerfs to the Statues’ Spirit Touch ability. Their Raise Dead spell, which is pivotal for their role in combat and requires constant sustenance from the Statues’ Spirit Touch ability, has become even less effective as they struggle to maintain sufficient mana levels, especially in prolonged engagements where sustained mana regeneration is crucial.
  • Frost Wyrm Irrelevance: The Frost Wyrm remains with no unique role beyond what Destroyers and Banshees already perform. The iconic Freezing Breath upgrade lacks the sieging impact expected from a late-game “Breath” ability. It should ideally be on par with Chimaera’s “Corrosive Breath,” if not surpassing it, especially considering its higher supply cost. However, it is often ridiculed and seen as a lesser version of Dragonhawks’ Cloud ability. Frost Wrym’s issues have been further exacerbated in the face of modern Warcraft’s power-crept ranged and air units
  • Statues’ Spirit Touch Nerfs : Recent nerfs to Statues’ Spirit Touch ability have significantly impacted Undead’s spellcasters, particularly the Necromancer , due to their Raise Dead ability’s reliance on mana. Additionally, these changes have greatly affected mana-reliant heroes such as the Crypt Lord and Dread Lord. All of the aforementioned Undead entities require constant sustenance from the Statues’ Spirit Touch ability

Proposed Adjustments:
Objective: inviting the undead race to evolve beyond the predictable Destroyers Frenzy timing early aggression and embrace a more nuanced late game approach.

  • Reverting the mana regeneration nerf provided by Statues as a Tier 3 upgrade for the Statues’ Spirit Touch ability, at the Slaughterhouse or Graveyard, would once again provide additional mana from the Spirit Touch ability. Introducing a significant research cooldown could position this as a strategic late-game upgrade. The duration may be adjusted accordingly. This change would be greatly appreciated by the FFA Undead community.
  • Alternatively, increasing the mana regeneration rate for Undead spellcasters, as well as for mana-reliant heroes such as the Crypt Lord and Dread Lord, could offset the unintended consequences of the Statues’ Spirit Touch nerf.
  • Endowing the Frost Wyrm’s “Freezing Breath” upgrade with a siege utility, dealing bonus damage to structures, would bring it on par with the Chimaera’s “Corrosive Breath,” which has a lower supply cost. The Freezing ability, while niche and currently lacking utility, could be retained to differentiate “Freezing Breath” from “Corrosive Breath.” Perhaps introducing a toggle that allows the Frost Wyrm to switch its attack from Magic to Siege would be beneficial. The attack range against buildings could be similar to that of the Chimaera’s or slightly less than the Dragonhawk Rider’s Cloud, to compensate for its versatility in switching between Siege and Magic attacks. This would provide the Undead with much-needed late-game strategic options and could create exciting late-game macro scenarios.
  • Endowing Necromancers with a toggle that allows the player to choose the type of skeleton raised by the Raise Dead ability, switching between Skeletal Mage and Skeletal Warrior, could enhance their utility. Providing the ability to dispel could be another option. Additionally, granting the Skeletal Mage a unique ability in line with its “Mage” status could further diversify their capabilities.
  • Miscellaneous: Allowing the Shade to acquire the backpack upgrade would give it a supplementary macro role beyond its current niche role. This would be similar to how a Sorceress can cast invisibility on human units and use the backpack feature.

Nerfs:

  • Increasing Frenzy Ghoul research time to a total of 135s, effectively tripling its research time.
  • Increasing Morph into Destroyer research time to a total of 120s, effectively doubling the research time.

Conclusion:

These proposed changes are designed to provide some relief to the Undead faction’s late-game challenges. While they may not completely resolve the inherent limitations of the Undead heroes’ ultimate abilities and late game units, they are a step towards enhancing the faction’s late-game performance and maintaining competitive balance.

Such changes would help promote some late game viability, inviting the undead race to evolve beyond the predictable Destroyers Frenzy timing early aggression and embrace a more nuanced late-game approach, consequently enhancing the Warcraft 3 experience.

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“Can’t agree more” means “agree a lot”. Guess you are a non-native speaker?

It’s clear. It’s just that Google Translator translates the text for me clumsily and often distorts the meaning of phrases, conveying them to me not in the form in which the author apparently intended to say it.

Exclusively buffing units results in power creep, which is much harder to balance out than simply nerfing strong units when they need it.

When you try to handle an overpowered unit or mechanic by buffing other units, you create a cascade of other changes that need to take place to keep everything else balanced. Some mechanics also cannot be “buffed” or “nerfed” without creating problems, so your options are limited in that respect.

I know it. I already have experience changing other games. I suggested balance changes for two other games, and the developers successfully made changes to the games in a way that improved them.

Based on the large number of negative reviews, I think Blizzard noticed that the majority are against the changes announced in patch 1.36.2. I think if the developers put these changes to a vote among the top 50 best Warcraft players, the players would vote against making them. I think the same thing would happen if the developers put these changes to a vote not even of the players, but of ordinary users-commentators here on the forum.
Based on the large number of negative reviews, it is obvious that the changes that the developers announced in the test patch are incorrect and the fans are unhappy with them.

I have proposed a list of changes that will maximally diversify the number of strategies in Warcraft, and eliminate the obvious shortcomings of different races. If you accept the changes I have proposed, it will indeed cause significant changes in the balance. But it seems to me better to correct the balance in the future through an increased variety of new strategies and tactics in Warcraft than by reducing the number of tactics and old strategies by deteriorating, for example, obsidian statues, or deteriorating the game through tanks. There is no need to break old tactics that have already been tested by time, it is better to add new counter-tactics against them. The deterioration of old tactics will lead to the impoverishment of the game and a decrease in its interest, which in turn will lead to a decline in the popularity of the game and the company. Based on my 20 years of experience watching Warcraft 3 tournaments, I don’t see how else Warcraft can be improved other than through the points I suggested. It is not necessary to introduce them all, you can make half, or only part of the proposed changes to the test server, and then see how the players react to them. These are not the final changes in the patch, but only test ones that are being made to find what the players like. The first thing to do is improve the race of people.

There is nothing stopping developers from making most or part of the changes I propose to the test server. See how players will react to them and what new changes this will lead to. And if they turn out to be unsuccessful or the players do not like them, then cancel these changes and roll back all changes to patch version 1.36.1.

Humanity has always achieved success in creativity, entertainment or science precisely by experimenting with the addition of new things, and not by reducing or impoverishing the old.

No it’s not. It’s true that the suggestion balance changes are terrible, but HU vs UD is completely broken in favor of HU. Where the heck you see this 50-50 ? Happy losing to 10x time worst player like Fortitude, who make million of mistakes, and getting owned, just to mass tanks and auto-win, without the need to micro his units?
120 yesterday was winning a game, before tanks coming into play, and he lost 3-1 to Fortitude, and he can’t out of the group stage or get to 1/4 final even since like forever, and he is one of the best players in the world.
He is playing on 380-400 APM, and his apm is not clicking around like Focus one, but actually top notch micro, which what this game was all about, yet 200-250 APM player like Fortitude beats him on regular bases, not because he is better, but because HU - UD is completely broken, thanks to the 2 biased casters.
UD should have option to deal with tanks, as every other races. Though i think Abominations should be able to do huge bonus damage to buildings and Fortitude armor, like Tanks.
As UD has no decent siege or building damage units.

Also in WC3 Champions on 2200 MMR, aka highest level, the match up is heavily favored in HU, 45-55% for HU. And this is with all 3 Happy’s account. Without it will be 90-10 in favor of HU.

Also can people stop crying about Banshee ? Go play UD then, and see how crap they are? They need 2 buildins specifically for them, as you need tons of upgrade to make them online. You need army and tons of money for them. On top of that, they are doing 9-14 damage with average attack speed, and they are 365 HP(after all the upgrade) units.
Possession literally needs to be close to the unit, and you can just staff your units, and Banshee takes 166% increased damage during the Possession.
And HU and every single other race have easy way to counter it.
And you don’t need to build 2 specific buildings and to do 2 upgrades for it.

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