New balance suggstion based on PTR1.36.1 view

hi Blizzard,

[PTR1.36.1 review]
so much pleasand to see you continue to update on this wonderful game. As for the balance patch, in my opinion, [PTR1.36.1] is truly the most balanced one in the recent years, as well as the most abundant tactics and units can be seen in games. and we also can see more 2base vs 2base and with high population fight in the game Really good job! and you are running in the right direction.

[PTR1.36.2 suggestion]
for PTR1.36.2 suggestion, i just want to highlight 2 settings that is obviously unfair in the game for the 2 side player in competition-level, need a official tuning;

both the 2 points is about UD. I don’t mean UD is the stronger side in current version. but if you want to strenthen UD, you may need to consider nerf UD these 2 advantages.

  1. Banshee’s possession magic
    Now banshee possession magic is a “Unsolvable” ablility. especially for hum. that is why they have to leverage tank and avoid frontal force;
    1)In thoery, the possession magic should be Ecth power liked skill to charm a person, so that it should be defended by firm willpower or believe. but current Warcraft3 don’t have such attribute;
    2)And in another hand, the action and reaction complexity requirement is really not equally for 2-side players. General condition is, for UD player only need to click it one by one; but for hum player, it means a little game --“find all your knight in 4.5s, on who’s head, there is a small white light, find and take some action to rescue him!!!. And in parallel notice to avoid your hero been killed. Otherwise, your knight is belonging to others”

so some suggestion option to make up the action and reaction complexity gap:
1). not stub but slow the target when magic spell, and if the target withdraw the distance, then possession fail; ------- Give the opposite players some room to notice and maneuver;
2) some method to wake up the target, for example, holylight;
3) extend the duration and strenthen in visual effect when magic spell; ------but not easy to judge the balance norm.

  1. Destroyer abusement:
    the Destroyer is really been abused, we see it in all the UD vs. others. even in UD vs. UD. the unit is relative no shortcommings, high hitpoint, high attack, magic immunity, no limit movement(fly), anti-magic ability, 5-in-1; and NE still can’t deal with it when compion with Lich.

suggest to nerf one aspect of fly speed, hitpoint or hurt of Orb of Annihilation as it is already magic immunity, only physical attack can limit the bird; UD player alreay can pull away the unit in fight easily;

U need go back to school and learn math.
Destroyer high hitpoint? 180HP/per Population, Is there anyone lower than destroyer except dry wisp Wyvern and bat?
high attack? ca. 20 damage, 4ATK/per Population, worker, peon :rofl:

2 Likes

Damage numbers are always misleading if you don’t include the attack cooldown. Attack rates vary wildly in WarCraft III.

but still, 20 atk for a 5 Population unit, high??? Check chim, its also 5 Population

1 Like

No, but the Destroyer’s actual damage output is deceptively higher than that, and its other abilities combine to make the unit quite powerful.

  • The Destroyer’s attack cooldown is 1.35, so even a little damage per hit goes a lot further than it does for other units.
  • The attack is also magic damage, so it gets either a 1.25 or a 2.0 multiplier against a lot of important units. Rather than 20 damage, you are looking at about 48 damage against most melee units, or about 30 damage against most fliers. However, the damage is reduced to 75% and 50% respectively against medium-armored units and heroes.
  • Orb of Annihilation increases the Destroyer’s damage by up to 15 AOE damage, so Devourers deal significantly more than you think they do as long as they are using it. The damage does drop off in its two outer radii, but it is still significant.
  • Devour Magic can heal the Destroyer off summoned units and any negative or positive buffs in the area. This also generates mana, which can be used for Orb.
  • The Devourer can steal mana from the player’s other casters to power Orb.
  • Magic Immunity renders Destroyers unaffected by spells and immune to attacks from units with the magic damage type.

3atk Griffon, damage 68, cooldown 2.2 dps31 4population.
3atk destroyer, damage 26, cooldown 1.35 dps<20 5 population…
even with orb, damage 41, cooldown 1.35, dps30…
and they are both magic damage, remember griffon also have aoe against ground, and orb need mana…
Destroyer is ok unit, but if u say his attack is high…just kidding?

2 Likes

No, just higher than you are making it out to be.

The Destroyer also has other advantages which I explicitly pointed out, such as magic immunity and a mass dispel that heals the unit.

Destroyers are garbage after their mana runs out. Their damage is completely nonexistent.
They are strong when you hit a timing on it. Which is your advantage, it’s up to the opponent to find a way to delay the fight, kite or even TP, and you are f**** up with a dead supply. As Destro without mana is exactly this.

1 Like

magic immunity and dispel dont means destroyer have high hp and dps.
magic immunity and dispel is good skill, but check other 4-5 population unit.
Destroyer has only under decent HP + huge low Atk.
knight griffon 975/985 hp population 4
tank 700 but building armor and huge cheap, population4
tauren 1300 hp population5
pudge 1175 hp population4
chim 1000hp population5
the only one who has less hp than destroyer is hippo…
Dear has also magic immunity, and is cheap, but u cant say she have high hp and high dps. Dear has low hp and under decent dps, but magic immunity and posion is good skill

Mass dispel my ****. The AOE range was nerfed to the ground, and it’s equal the Priest range lol. It’s 200 AOE. But the damage is just 160, and Priest is 200. Spirit Walker has 250 AOE, and it’s 250 damage to summons. Yet Spirit Walker
Also Destroyers are high cost Unit + need an upgrade to come online, and not a cheap one. Yet Spirit Walker Cost 195/35, and it’s just 3 supply unit …

On top of that Destro cost insane amount of resources, 300/85.
And don’t forget Destro needs upgrades to come online, which cost 75/150.
There is also multiple viable ways to deals with Destros with ease.
So the thread is terrible.

its 4 supply, 2+2

Eh yeah if we are talking about Hippogryph Rider. And yeah i was wrong, but i was thinking of Hippogryphs(only AIR) and they are even 2 food, which is insane, having in mind how much damage they do to air units.
And that they have fast attack speed.

U can skip destros next patch, build something else))

no, it not make sense to concider population average. look if destroyer is 10person, it can be a BOSS master. otherwise, if destroy is 3 person, it will too weak;

kids, i’m talking about the unit property, it not only a math.