Hi i am an old school wc3 Orc player(from 2000s) played game for years then switched to sc2 due to mass druid of talon meta in Orc vs Ne and also to try out something new…
I love wc3 even more then sc2 its simply more fun to play (more micro fun abilitys and on) and also more fun to watch as E sport especily i love Human vs Night elf due to all range of units used in that matchup from t1 to t3…
But i have some wishlist for Orc race that could improve their game play and balance and all round race theme.
So i would like to see some changes to Tauren,Witch doctor,and Far sear…
Posible Tauren changing buffs :
Tauren : massive tag (cannot be eaten by Codo Beast or possessed by bunshee)…Counters are Gryphons,Frost warms,destroyers,magic damage and on)
This change would help in Orc vs Orc ,Orc vs Und and Orc vs Hu matchup in later stages of the game…
Taurne : Starts with Pulverize (Passive)
Pulverize gives the Tauren a 25% chance of dealing area effect damage on their attacks.
Right now touren as main Orc t3 unit have to much weeknes and hard counters that its simply not worth invest in to them becouse they are
cuntred so easy even with this change but it will be good start in orded to build them in later stages of the game…
Witch doctor rework :
Stasis Trap Ward (removed)
(Add) Totem of cleanliness : it puls every 3 secunds and remove debufs from your units (like slow curse and on) cant dispel sumoned units and also can be targeted or dispeled.
Mana cost : 100
Hp : 50
Cooldown : None
Range : 65
Area of Effect : 25
This totem would help witch doctor to be little more usefull in competative play.This would be different form of dispel from others becouse it could not dispel summuned units …Also it fit Witch doctor theme more then Stasis Trap .
Far Sear : Far Sight removed
New ability : Aura of Fighting Spirit : Give damage increase to your melee units only
lvl 1 : Base Melee damage increased 10%
lvl 2 : Base melee damage increased 15%
lvl 3 : Base melee damage increased 20%
It would work similar to POTM aura but for melee units only…
Feral spirit :
lvl 1 spirit wolfs 200 hp
lvl 2 dire wolfs 250 hp (buff gain spell imunity) (nerf 250 down from 300hp)
lvl 3 Shedow wolfs 350 hp (buff gain spell imunity) (nerf 350hp from 500hp)
This could help spirit wolfs be little more usefull in later stages of the game where dispel become more available but for cost of less hp that could make Spirit wolf’s more wornable to physical demage…
Spirit Walker :
Nerf Ancestral Spirit
Raises a fallen non-Hero Tauren from the dead. The Tauren is revived with 60% of its hit points restored. (instead of 100%)
Orc Great Hall :
Nerf 1300 hp from 1500hp
Buff 130 sec build time from 150 sec
Orc take forever to expand this could help expending little bit easier and not as punishment as it is right now…
(All around i would like to see all 4 races be able to expand little bit easier and not be punished as it is right now so we can see more level 6 heroes and abilities and on)
This is just my some of my suggestions (brainstorming) as a long time player that i would like to see for orc race…In orderd to be able to build some witch doctors,Taurens and Far Sear be more useful in competitive game…
As for other races like for example Undead i would love to see Necromancers Frost Wyrm Meat Wagon…
Post your opinion what you think what changes we need for orcs to make their units more diverse useful in competitive more fun to watch and so on… Ty for reading.