So far out of all the warcraft III heroes, only Pandaren Brewmaster has any synergy with his spells. For instance I love how Drunken Haze empowers Breath of Fire so that it’ll do more initial damage as well as burn damage. I personally wish more heroes were built like this, to give heroes more synergy and a better reasoning for upgrading specific abilities rather than getting w/e one serves your army better. It could also give us more variety when specing our heroes, instead of the exact same we see every game.
I don’t know if I’m the minority here, but I want reforged to go in a better direction, a direction that improves the game instead of just keeping it the same, would love to hear from everyone else though, what are your thoughts for Wc3’s future?
Nah a few more heroes are like that too… Granted if I recall mostly the merc heroes like the Sea Witch is all about spending mana
And tinker has the ability that upgrades his abilities. But yeah a lot of toolkits are pretty mismatched but it is an old game haha.
It’d be good to add some form of synergy between hero abilities but a complete change would pretty much send them back years of balancing.
You could make potm owl carry trueshot aura and you can swap if owl or potm carries it.
Dreadlord vampiric aura could return healing. to DL on carrion and infernal casts.
Paladin using Divine shield Healing an ally could return a percentage to paladin.
Pitlord cleave level could carry to doomlord.
Just some ideas to bring weaker heros up. There’s a lot you can do though.
Heroes of the storm does a fantastic job synergizing abilities, especially with traits and talents. This could be a good place to draw gameplay kits from. A simplified version of characters would work.
Jainas comboes are devastating in HotS
exactly, love your ideas and I really do hope they apply some of these to the game as well as more ideas that I’m sure everyone else has!
I think a mix is good. But I wouldn’t want too many because synergies have a downside - the hero/unit gets balanced for the synergy, which means not using the synergy is usually a bad choice, which reduces options.
The panda’s synergy is also a bit too easy for me. It’d be cool if drunken haze and breath of fire shared a cooldown so that you had to trap or corral the targets in order to get maximum efficiency. You’d need a buff to counter this nerf, though.
The issue with synergies is that when you choose two active abilities, you lose mana fast. The Panda is incredibly mana-hungry.
As to the examples, the Blood Mage has a synergy of Banish+Flamestrike… kind of…
The Naga has a Mana Shield, yet no way to regain mana. They fixed in DotA, by the way. Also, the Blood Mage might synergize with the Naga well in the campaign in this respect, but Kael’thas uses the old Blood Mage limitation from the time when the hero could not suck in his mana. I wonder if they’re going to correct it…
One of the downsides of HotS synergies is that their abilities are far weaker. In DotA (whose skills are inspired by WC3) it is possible for Rubick’s Spellsteal (literal, not Spellbreaker’s one) to exist - precisely because every spell is so powerful on its own.