I’ve come up with a few more changes that might be useful or interesting for changing Warcraft. Write what you think about them below. Will they harm the balance and fun of tournament games or not?
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Players almost never play as a crypt lord. You can strengthen it by making the beetles that it raises from corpses immune to dispersal magic.
Rationale: among beetles there are those that lay the larvae of their eggs in the corpses of other creatures. Perhaps the Crypt Lord is the same. With the help of mana, he simply teleports his larvae into a corpse, and with the help of mana, he accelerates the speed of their “birth” tens of times. It turns out that the larvae are not summoned creatures, but real ones, so they cannot be dispersed.
Then the Crypt Lord will become stronger and perhaps he will be used more often. -
It is very difficult for many races to play against a panda when its fire breath is studied to level 2 or 3. It is especially difficult for an alliance to play against a panda. I have often seen complaints about the panda’s fiery breath. Perhaps it should be made a little worse. As a countermeasure to Panda Breath, I already suggested increasing the speed of using the alchemist’s healing spray. However, you can change the panda in another way. You can make the panda’s fiery breath cause damage not immediately, but within 3-4 seconds. When a panda breathes fire, the targets and buildings that its breath hits light up and receive the same damage as it is now, but extended over time by 3-4 seconds.
This will give something to the panda’s opponents:
a) Panda will no longer kill heroes and alliance warriors with his fire breath so often, because the paladin will have time to heal them with holy light, or another alliance hero will have time to use a healing scroll on them.
Heroes who know how to heal their own will also have time to heal them before they burn from the panda’s breath.
b) The damage effect from the panda’s last fiery breath before it kills the alliance hero can be neutralized if you use a scroll of mass teleport, because it gives invulnerability for a few seconds before teleporting.
c) Potions of invulnerability will become more effective against panda breathing because they will no longer need to be drunk “for speed and reaction” at the exact moment when the panda breathed. Now it will be possible to drink them a second or a split second AFTER the panda breathed fire because the potion will block most of the damage even if the panda hit the alliance hero with its breath.
There may be problems with the use of wine vapors, but I know how to solve them. If, for example, a panda threw wine vapor at a target and then breathed fire on it, then the target lights up, but for the first 3-4 seconds the target receives damage from the breath, and after that it receives damage from the ignited wine vapor. That is, the amount of damage remains as it is now, but it will be spread out over a longer period of time.
- It is possible to introduce new types of tournaments in which the maximum army limit will not be 100, but 120, 130, or even 150. In this case, perhaps the priority for choosing heroes will be shifted in favor of heroes with auras because auras will now be more useful than before. True, managing armies will become even more difficult than before. This, in turn, may require making it so that a group could consist of not 12 warriors, but 24.
If we add to this the ability to choose the types of army formations, and the movements of armies in this formation, then in conditions of greater masses of troops involved than before, the types of formation will influence victory much more than before.
I saw a game where the limits were completely disabled https://www.youtube.com/watch?v=-EUeMcQ5UPk&t And the armies became much larger. With more masses of warriors involved, the factor of shooters became more influential than before because they can attack constantly and concentrate damage on one target, while melee warriors often crowd together and do not inflict concentrated damage.
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There is an injustice in the balance of Warcraft in that things dropped from neutral warriors can be very useful for one race, but less useful for another. Therefore, the degree of usefulness of dropping items affects victory in cases where opponents are approximately equal in skill of the game.
You can change this and make it so that neutral warriors drop not things, but gold. And all the things that dropped from neutrals can now be bought in 1-2 new stores that will either be located on the map or can be built. In this case, the usefulness or uselessness of various things will no longer affect victory in conditions where the players are approximately equal in skill of the game. This will make winning more dependent on the player’s skill rather than luck. -
I saw that on the new Warcraft 3 Reforge graphics the corpses of deceased warriors remain visible on the ground better than on the old graphics because they remain on the ground longer. The new graphic makes it much easier to understand what kind of corpse it is. Perhaps the same thing should be done on the old chart.
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What if we make sure that flying creatures also leave corpses? This will strengthen the DK and paladin against other races because they will be able to resurrect flying warriors, and it will be much more profitable for them to play through air units.
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I have almost never seen tournaments being held on large maps like Icecrown. From experience, it is clear that when the game reaches the point where the heroes receive level 6 and ultimate abilities, the game becomes more interesting. On larger maps they would get level 6 more often
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It looks very strange that the DK’s aura allows you to restore health to mechanical units like obsidian statues or meat wagons. It might be worth removing this. But then it will be more difficult for the undead to play through meat wagons and obsidian statues.
It’s also strange that the Grove Guardian’s ultimate can heal elven ballistas and ships. -
Alliance helicopters have a very small health reserve, which makes them very easy to kill. I suggested dividing food limits into tenths. If this is done, then it would be possible to make helicopters cost not 1 food limit, but for example 1.2 (20%) or 1.5 (50%), but in contrast, increase their damage, health, and hiring cost by the same 20% or 50%. In this case, they would survive better, and it would be easier for the alliance to repair them.
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Perhaps it would be worth adding the ability for the alliance tanks to attack trees, because in one game the elf hid the last structure in the thicket of the forest, and the alliance could not reach it because the elf warriors blocked the passage for the tanks and they could not pass. As a result, the alliance lost, although the alliance was stronger throughout the game.
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Perhaps it would be worth increasing the usefulness of witches’ invisibility and making them able to cast it on mechanical units. In this case, you can use invisibility on tanks, and secretly approach the mine of the undead or another race in the depths of the base without the enemy noticing it. In this case, tanks will be used more effectively.
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Often, during the battle of large armies, you do not have time to notice that the banshees have begun to move into one of your warriors and you do not have time to react. I propose to make the glow of the banshees brighter when they inhabit the warrior. For example, bright red so that they can be seen better.
If this is not suitable, then you can make the dispelling of magic interrupt the banshee’s possession of other warriors. -
There is a proposal to add one map on the islands to the tournament maps. Or make a separate tournament on the islands. In such conditions, a lot will depend on air units, and the selection of heroes will be completely different than in a regular game.
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Perhaps it would be worth introducing into the game for all races one paid improvement for towers that would add 15-20% damage and a little protection to all of them. If this were done, it would be impossible to break through the enemy base with T-3 level warriors without the loss of these warriors. And then the use of ballistas and catapults by all races would be more frequent, because without them an effective siege would be impossible.
In balance at the moment, if you have set up a lot of knights, abominations, tauren, bears, then it is very easy for them to attack a base built up with towers without losing a single warrior.
Such an improvement in towers would make it more convenient to play as a defense, and it would be easier for players to place more bases, which in turn would lead to games more often moving to the macro level with the use of ultimate abilities.
In addition, the ultimates of a naga, a seer, a lich, and a fire lord would become much more useful against strengthened towers than they are now.
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If you introduce a new ability to dryads and ice wyrms: attack different enemy units so that one dryad or one wyrm does not attack the same target. That pursuit of a retreating enemy by dryads and wyrms would be more effective because they poison and slow down a larger number of warriors.
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I heard that the magic destroyers raised from obsidian statues are too powerful against people. To make it easier to fight with them, you could change the damage type of priests or witches to piercing. This has already been done with the priests of the Talon among the elves.
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Rings of protection +4 and +5 are sold much more often than all other artifacts because they do not help against magic in any way. What if we make it so that in addition to protection they provide protection from magic? For example, a +4 protection ring adds 4% magic protection. Then they won’t be sold as often.
Alternative change:
Make sure that protection rings give a chance to dodge a blow equal to the amount of protection, and that this effect stacks with other rings, but does not stack with DH’s dodge,
For example, you can take two rings of protection (+5 and +5), and get a 10% chance of dodging a blow. -
As mentioned above, games are more interesting to watch when the heroes in them reach level 6 and use ultimate abilities. What if we introduce the respawn of some of the neutral warriors after 10 or 15 minutes of play at points not occupied by bases?
In this case, players will receive more experience, and games will more often switch to a marco format with the use of ultimates. -
If you are looking for a way to strengthen a blood mage, then:
a) I already wrote, divide the pumping of mana into “extraction” and “infusion”. Then the blood mage will be able to pump mana not only from enemy units, but also from allied ones, for example, from priests, witches, spell breakers, and archmage. For a blood mage, mana is more important than for others. It is possible to reduce the cost of this ability from 20 to 15 mana.
b) If reducing the “fire strike” casting time to 0.8 seconds is not enough, then you can reduce it to 0.7. I also suggested making the “fiery strike” destroy trees, then it would be possible to use it to cut a corridor in the forest and attack the enemy base with mortars from where he is not waiting. Or for more effective use of tanks at the enemy base, giving them a wider corridor where they cannot pass.
c) Make it possible to pass through other characters during the astral, as for example a blade master can do in invisibility. And reduce the movement reduction rate for the astral plane for allied units. Then the astral can be used on allies to get out of encirclement.
If this enhancement is not enough, then you can make it possible to pass through buildings in the astral plane and cast it on yourself. Then the bloody mage will easily walk to the enemy’s mine. If this is not enough, then make the astral act on equipment like catapults, obsidian statues, tanks, and the goblin-technician hero in the form of an ultimate.