Elemental Attribute System For Units / Heroes / Structures For Warcraft III: Reforged?

Campaign is a game mode that doesn’t hinge on player vs player balance. In effect, it is a custom game mode.

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That’s not really true at all. The whole difficulty and the necessity of strategies hinges on that balance. If all your enemies do 1% damage to you, and you hit them for quadruple damage, why would you need any strategy? It would take longer to build a few footman than it would be for you to steamroll Stratholme. Changing even just the terrain changes the complexity, difficulty and necessary strategies of a level. These changes cascade with, say an RoC campaign that has TFT damage/armor types.

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I said it doesn’t hinge on player vs player balance, not that it doesn’t have balance at all.

One example of imbalance in the campaign is the OP Naga Coatl unit. It is not designed for Player vs Player balance, and you literally steamroll the mission you have it available.

My point is you can’t just take something that works in a custom or campaign setting and just apply that to PVP/ Multiplayer melee. And thats what King Omelette was saying too, if Im interpreting correctly.

Campaign changes affect a players experience in a linear experience. Some multiplayer changes DID affect the campaign too. I remember when you could use Shamans to Purge Infernals in the last Horde mission in ROC. Down the line, they added spell immunity to Infernals (people were dispelling Infernals, making Dreadlord Ulti a joke), making that mission much harder. That is a good change for the benefit of the campaign as well as for melee. But spells like Mana Drain can be used to give ally heroes mana in Melee, while you can’t do this in Campaign. This is kept separate because they intend the campaign to be played a certain way, and not just have you keep Illidan or Vashj mana-stocked in every engagement.

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Wait, is this from Pokémon? Because nothing in Warcraft really says to me “elemental” aside from Shaman’s Lightning Shield.

Is this an anime term?

Wait, WTF? DeathlyGod and yourArthas, can you read? Where did KingOmelette call the campaign “an unstable mix”? If he did not (and he did not), what you are saying is a clear case of false equivalency. Honestly, surprised.

Why throw more ingredients into a still unstable mix? >>> nothing here calls the campaign such unstable mix. Therefore, being pro-change for the campaign has nothing to do with hypocrisy when being anti-change for melee.

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I literally quoted it dude.

Shifting the core gameplay (like changing the damage dealt by magic damage type units) is almost always patched into the Campaign as well (like his Infernal’s gaining Magic Immunity point). Campaigns are melee maps at their core, and use the same rules, it’s just in the Campaign there are often extra limiters and you’re (obviously) versus AI.

Please take your personal attacks elsewhere, I’m not really in the mood.

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Facepalm.jpg

So, your greatest fear is the numerical changes to campaign units? I thought it’s… er, the removal of the zoo.

To anyone new to these forums reading this - the discussions about the changes to the campaign are almost exclusively lore-related. Mechanics are a distant second. There has been a thread about improving boss mechnics, I admit. But even there KingOmelette specifically did not voice his opinion (IIRC).

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So I guess adding in mini-bosses, doesn’t count? And I suppose Terrain doesn’t count as a “mechanic” for you. I’m done arguing with you, you’re just condescending and speaking total nonsense.

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I took it off from a video game specifically called Legend of Dragoon, and from Yu-Gi-Oh GX, but especially from Legend of Dragoon.

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Well to clarify because in all fairness I never said anything about my stance being entirely exclusive to melee because… I never thought I’d have to clarify in this case since I never said anything about the campaign to start with.

I’m speaking strictly from the perspective of melee gameplay. Not the campaign.

I’m pro change where it’s “harmless” or actually could provide a benefit. Adding a bunch of attributes like this is another layer of complications gameplay doesn’t need. We already have a weak to/strong against system with the damage types and armour types.

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And where’s the fun in that? Yes, you are right about this, but at the same time it makes the game more boring and less interesting. Obviously, in my opinion, I think it should be added into official Ladder gameplay.

The different damage and armour types are exactly what you’re talking about but on a broader and more beneficial scale than just being locked to one type for each race.

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Oh, the damage and armor type system won’t be changed, for they are staying, you can be sure about that. If that is taken out, then Warcraft III melee gameplay wouldn’t be for what it is already…

So if you’re really wanting to advocate for a change or addition to the system, why does it have to be a new system on top of that? Rather than just maybe another armour and damage type in the already existing mechanics?

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First of all; it’s not another armor system. Second, it’s an elemental damage system.

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https://i.imgur.com/0nDLe0n.jpg

That’s what I’m saying, though. It’s another system that calls for “weak to” and “strong against” designs when that already exists.

http://classic.battle.net/war3/basics/armorandweapontypes.shtml

It also has the benefit of these attributes being global modifiers rather than “this entire race is X, they are weak to Y and strong against Z”.

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While that is true, it is only half of the equation.

Campaign maps also contain new and unique elements that aren’t tied to melee gameplay. Heroes are level capped. There are bosses like the Old God and Rexxars fight in the arena vs the Ogre. There are entirely new playable races like Naga and Draenei units. There is a bonus mission that is literally tower defense.

If I were to suggest they add a bonus Tower Defense map in TFT, Im pretty sure you would also say its against the core gameplay.

Which Rexxars campaign is also against core gameplay by being way more of a Hero RPG with segments like turning into a wyvern or having a mock-MOBA final mission.

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What’s said in the other thread is best left in the other thread, because this one isn’t about microtransactions.

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Zartakos has posted a topic about an elemental system for Warcraft III, just today on 9/17/19.

However, the ideas that I presented above is so much better, based on a race-versus-race elemental system instead.

Thanks Zartakos, and thank God especially for the reminder. Amen.

I’m sure it would make for an interesting custom game.

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I meant it for actual melee Ladder games, not just for custom games.