There is a similar topic on UD balance on this forum, so I thought it will be cool to have one on ORC race. As usual, please leave your comments and suggestions below.
Grubby’s (very short) comment on ORC (1h54m53s):
Happy’s comments on ORC (4h16m20s):
Personal wishlist:
Spirit Walker.
The Disenchant should not remove friendly Spirit Link. There should be synergy between the two spells this unit has.
Witch Doctor.
Increase hp from 315 to 320, then the hp progression will become 320-360-400. Also his damage 10-14 can be slightly buffed to 11-14 (on average 12.5, which is half of the average HH damage).
Witch doctor needs some attention and should become more useful in fights.
(Optional) Stasis Trap stun could be reduced from 6(2) to 5(2) or 4(2), but at the same the activation time should decrease to 9 or 8 seconds.
Healing ward hp could be increased from 5 to 25, so that it would be one hit harder to destroy (but not for a hero).
Blademaster.
Nerf critical strike. For example, the total damage of a crit could use only 50% of the item (green) damage: (regular dmg + 0.5*item damage) x (crit multiplier).
Blademaster should not be the hero that single-handedly kills the whole army. I would rather see orc’s units to be more involved.
Far Seer. Far Sight could additionally grant 5%/10%/15% attack range to Far Seer per level. This way Far Seer’s attack range will be 600/630/660/690. Add Level 1 buff to the Crystal Ball too.
Another option. Far Sight could become an aura that grants +25/+50/+75 attack range to friendly units. Far Seer then loses ability to scout any part of the map (he has wolves for that), but still can use Far Sight to “dust” the area around him.
War Mill.
(1) Remove Advanced Spiked Barricades upgrade, leave only the first one. Rearrange the icons to be
1st row: Melee Attack, Range Attack, Armor
2nd row: Spiked Barricades, Reinforced Defenses
The chance that Spiked Barricades upgrade is used in a game is less than 1%, the chance that Advanced Spiked Barricades upgrade is used is less than 0.0001. It makes sense to leave the first upgrade for situations when orc has war mill and tries to defend T2 melee attack or has extra wood in late game to spend on defence.
(2) (Optional) Decrease cost from 205 to 200.
Orcs have always problems with wood in early game, because they simply don’t want to build more than 7 peons on lumber. Peons take supply and aren’t as useful as wisps (scout, dispel), ghouls (fight, creep, need only 3) or peasants (militia can creep, expand, powerbuild).