Blademaster has been nerfed too much in the recent patches. Although its still used, it is not viable anymore in pro plays (see all recent orc pro’s, lyn, fly etc.). Please think about the fact that the orc race was so cool and different that you had one hero who was able to roam around alone and not always follow the main army, the unique aspect of this hero is what MADE the race.
I can understand the crit nerf (even though orc was still beatable at ALL times by a good player), but to take away 3 (!) agi points is too much.
crit and agility nerf have been done in place of the nerf he truly deserves, a nerf on windwalk.
As in, either windwalks movement speed, duration, or mana cost. one of those should’ve been nerfed. since all of those are complete overkill and make the orcs game the most comfortable/safe out of all the races (bm cant die, harass/creepjack while creeping your 2nd hero in absolute safety)
I’m totally against crit & agility nerf too though.
His Wind Walk cooldown need to be nerfed. It shouldn’t start after he Wind Walks. Because that allows for an instant double spell (I don’t think any other hero or unit can do that). When BM starts Wind Walk, the spell should be completely greyed out, and then his cooldown needs to start after he breaks his stealth.
That way he can’t stealth, break stealth and kill low HP unit, and instantly stealth again. It’s a very easy thing to do and pretty much riskless unless the enemy knows your going BM and stacks on dust/mana pots for and does a base setup made to counter a BM.
i like that idea as well. basically anything to make windwalk less godmode and i would be happy already. crit/agi can be and should be put back to how they were.
Guys you need to understand role of Blademaster in Orc army and why windwalk nerf would be devastating for Orcs.
Orcs don’t have any possibility of efficient creeping in the beginning of the game.
Human have militia creeping, Elves have AoW creeping, Undeads have rod of necromancy.
Orc have none of that advantages. Blademaster compensates for that by sniping creeps with items and stealing expierience/harrasing the opponent.
No matter what race Orc play against, the main goal for early game is to delay level 3 for enemy’s first hero. If you fail, you are in deep deep troubles - you end up losing your burrows from lvl 3 AM timing, you end up losing grunts from imba entangle, you end up losing your heroes vs CoilNova in later game.
Agility nerf is already a huge deal for this hero as he relies only on high damage. Windwalk nerf would destroy Blademaster.
Orcs have healing salve on t1 an insanely strong creep tool, since it lets ur hero take all the dmg for nearly no cost. Which is why bm can do so many solo creeps for the big creep in the beginning.
Also if you go far seer u have imba creeping anyway.
Wind Walk is just a spell. Some are making it as if BM is the only hero Orcs can go. IMO, you can do just as well with FS.
I wouldn’t compare UD’s rod to NE’s AOW and Human’s militia creeping. The latter two allow for easy orange creeping. I’d honestly say healing salve (which many orcs always forget to mention) + FS, couple of grunts works just as well as AOW and militia creeping. UD loses in this one too.
Of course you can do early game harass with FS but that’s not good reason to make FS only viable 1st hero choice. This really doesn’t make sense. Far Seer is good in some matchups, especially small maps and quick games. But fails in late games, and he’s very bad against some units - Demon Hunter and Spellbreakers comes to my mind in first place.
True - healing salves are good for Orcs. Human have regen scroll that suits better for bigger amount of low hp units - perfect for Humans. Moonwells are the best - instant healing and mana for free
Orcs have perfectly fine early game creeping just because of grunts and salve (also you can train other heroes). much better than undead anyway. also, creepjacking / stalking opponents should not be the substitute for ‘early game creeping’. the ease of creepjacking with BM is exactly what we mean by crappy game design. which is an issue for not just early-game, especially overpowered and makes their gameplay easy for them while they need to creep with their 2nd hero.
Well you are making it as if BM is the only option for Orcs because other races have these other general benefits. You are comparing his hero abilities to things like militia creeping, UD rod, and AOW. And forgetting to mention healing salve.
I’d honestly take healing salve over moon wells in early game. Salves give 3 uses, it’s mobile, and heals very quickly. Whereas moonwells only regen at night, usually at your base, and it restores mana even if you don’t want it to.
Bladestorm still hurts.
Wind walk is still some shenanigans.
Mirror image is still an annoying cup game!
But apparently the lower damage from the one hero just completely ruins the viability of an entire faction…
seriously though I’d have gone after wind walk rather than the damage for a nerf but meh.
Ok, this is just not true. At the time Orcs have their 1st Grunt, Humans are already creeping orange camp.
Windwalk, unlike Entangle, is not a spell you can’t play around. You can use dust, lab detection, stun, change focus during creeping. Any decend player know those tricks.
Even if wind walk got the CD nerf, you could still creep jack. You just have to be more careful. A double-use Wind Walk just makes things way too easy. And it’s the only spell in the game which you can double-use.
entangle can be dispelled if that’s what you mean.
Any decenT player knows that try as you might, windwalk means that the blademaster will get away, unless he absolutely has no clue about what he’s doing (or fueled by greed)
If you’re trying to compare your race to human while speedbuilding altar + militia creeping then well you’re out of line to do that. no race can match that speed. it does cost them resources to do that btw, and puts them at risk
3 out of 4 things I mentioned are available since the beginning of the game. Disspell isn’t.
Risk of what? Losing maybe one peasant on the way back? Human base is fully walled off. If you don’t pick Far Seer as Orc you can barely do anything against that. And going straight from your base to enemy’s orange camp is always a gamble. If HU goes different creep path you just waste your time doing nothing.
@BubilsGnim
Yes, opponent’s spells hurt your army. That’s what they suppose to do. What kind of argument is that lol
and none of those things will ever result in a kill of the blademaster or even preventing him of stealing your sh!t. because windwalk has no repercussions. which is what we’re talking about here. not about whether or not other races are stronger in other ways. if you want orc to have better early-game creeping then provide a suggestion that addresses just that. windwalk has a whole different purpose for earlygame , midgame , lategame. which makes orc the most comfortable/easiest race to play in most if not all scenario’s.
if you want your crit & agi back then fine, i’m all for it. but those nerfs were done initially because they did not want to nerf windwalk (likely because of biased orc player outrage like you’re doing preemptively rn). And if you want your stats back then there is still something left to address.
You are making it as if Humans creeping an orange wins the game. It’s one of the riskier things you can do. And if every Human did this, you’d just see a lot more rushes against Humans.
I don’t understand why you are comparing Wind Walk to Entangle. Entangle should be compared to spells like Storm Bolt, Frost Nova, Hex. Not WW.
Once again, detection does not stop Wind Walk. It’s still usable. You still get the damage + speed bonus + walk through units. Since you are comparing it to roots… Roots has a tendency to be useless late game once you get despells.