Most of the changes except 5 will lead to the fact that playing for an alliance against the undead will become even more difficult than it is now. Happy has been dominating tournaments for the last 3 years and now he will dominate even more. The Alliance was already the weakest race, and now it will become even weaker.
1.The unthinkable - nerf am, make his elem 425\600\825 hp instead of 500\625\825, and his aura 0.5\1\1.5 instead of 0.75\1.25\2.
Playing as an archmage was already hard, especially against the undead, but here it will become even harder. Due to the lower vitality of elementals and their smaller number, it will be more difficult for the archmage to fight with neutrals, and more difficult to harass the enemy base.
A deterioration in aura in general will lead to the fact that all heroes and creatures with alliance mana will have less of it than now. As a result, the alliance from the weakest race will turn into complete crap for which no one will play.
Bad change 1.
- Buff alliance casters for 0.25 mp\sec additional mana regen, and 0.13 mp\s to breakers and hawks (that will make am first hu vs hu braker\caster duel still in huge favor for AM first, but make mana using units of alliance more independent from AM in other matchups)
Spellbreakers and Hawks will have a little more mana, Spellbreakers to recast various spells, and Hawks will have more ability to cast fog on enemy towers.
Hawks can already cast fog on enemy towers; they do not have a lack of mana for this.
Re-enchanting buffs and debuffs will not help in any way, for example, against a DC + lich, or a Seer + tauren, against a DC + guardian of the grove. And most of all, the alliance suffers from these heroes.
Bad change 2.
- revert last MK buffs for his passive - it was totally fine b4 buff, and make storm bolt 70 mana cost instead of 75 but nerf duration of stun from 5\3 (unit\hero) to 4\2.5 seconds.
As a result of this, it will be more difficult for the alliance to kill enemy heroes, and especially the undead. The Alliance kills undead heroes due to the fact that they do not have time to use a health bottle, or a teleport scroll, or a “contract with death”. Reducing the stun time will make the alliance kill them even less, and people will become a weaker race.
Reducing the mana cost of Storm Bolt by 5 is clearly not worth the reduction in stun time. Stun time is more useful than 5 mana.
Bad change 3.
- Give HU instead of useless mechanical animal in shop - actually summon, lets call it mechanical tools - rise from any corpse the mechanical yeti, 100g cost, 2 charges, melee something-to-something damage, 425 hp, type mechanical (God, how much did i say mechanical?) - ALL numbers are not final at all, just direction for the race buff.
If this creature can be destroyed by dispel, then it will be almost useless against another player. And why does the alliance need another summoned creature if it can already summon water elementals very often? The Archmage already knows how to fight well with neutrals at the expense of water elementals.
The Alliance would benefit greatly from better covert intelligence capabilities against other races than from another warrior.
It is much more useful for the alliance to know when the enemy has set up another base, to know his movements, or to know when he is going to attack the alliance during a battle with neutrals, than to have another summoned warrior.
To do this, I proposed replacing the useless mechanical sheep with a fake tree that can be placed next to others and then the alliance will know when the enemy has set up a base or when he is advancing on your territory.
Bad change 4.
- Paladin - totally great support yet totally gimmick as first hero pick, my suggestion. Aura - instead of 2\4\6 armor, make it 1.5\3\5 BUT give it additionally 0.5 per rank hp regen.
I have already suggested this before in my topic on changing the paladin, in point 6 on changing people
Good change 1, but I was the first to suggest it.
- Make flame strike instant, cost 110 mana instead of 135, make 40\75\100 damage instead of 45\80\110 per second, have no burned ground damage effect after initial spell fired, cd change from 10 to 9 seconds. This spell will still be “unique”, still countering by moving units, BUT actually do damage yet in cost of this damage and post spell damage effect, so less abusable for harassing’s runs on enemy base with invisibility.
Controversial Change 1. It is very likely that this will lead to the blood mage becoming too strong a hero, and it is very likely that this change will have to be reversed. It is better to speed up the time of casting a pillar of fire. Blizz has already done this and reduced it from 0.9 seconds to 0.8 seconds, but I think it won’t be enough. You need to do 0.7 seconds or even 0.6 seconds.
- Mana siphon - drain 10\20\30 mana per second instead of 15\25\40, have the same cd for 6 seconds BUT have 3 seconds drain duration instead of 6. - That will rescue blood mage from misery existence of being only mana battery for other heroes, and give him at least some window to actually hit something instead of cosplaying ghost busters in all fights.
Too much by the numbers. In this case, the blood mage will begin to leave all enemy heroes without mana, and probably even DH.
It would be possible to reduce the drying time from 6 to 5 or 4.5 seconds, but 3 seconds is too much. The blood mage will become too strong and this change will have to be reversed.
Controversial change 2.
In total, there are 4 bad changes, 2 controversial changes, and 1 good change, but this is the only good change that I came up with before.