Orc new changes,ability reworks and on (brainstorming)

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. :slight_smile:

If you simply want all races buffed fine. But if we were to just implement these changes:

Ummm Orc doesn’t need help vs Undead…

Nope, everyone has to research an upgrade for their tier 3 not just Orc. Only reason Orc doesn’t want tier 3 is because their tier 2 is so good.

So you want them to be cheaper then Knights/Bears/Abominations…? HAHAHAHAHA!

Fixed!

Orc already has the best heroes in the game. You want all 4 of their heroes to be amazing? How about we rework Night Elf heroes instead whom are so bad they go Tavern every game…

Orc summons shouldn’t have the weakness of being summons!

You wanna know what it feels like to have really slow and vulnerable expansions try playing Undead.

In later stagis of the game (late game) Un is > Orc with mass curse (pit lord and on) also touren would get easily countered by destroyers and frost W…(vs und) but it could help vs pitlord and fiends…

No they don’t go because taurens are trash… also how come Orc vs Un orc go always to T3… ?

You dont need to overreact this is not balanced discussion i am mostly talking about design …

I am ok with it i think for example POTM could have single target healing ability instead of Scout(remove) similar to heroes of the storm…

What about Serpent Ward its has spell immunity …Also all races have spell immunity units expect orcs…

But also reason for it is different type of summoning units Spirit wolves are easiest to dispel due to low hp compared to Water elemental or Beast Master summoning units and on…

Yes i agree complitly Orc and Und have hardest time expending i think bout races need some change in order to fix that … but I see some Dreadlords early expend strategis that seems to be good but again i think Orc and Un need some easyer time expending…

Ty for your opinion but i am more focused on design not on balance in order to make more unites useful and on…As for competative side every change efect balance but i think if we have Ne vs Hu so cool to watch and to play i think Orc and Un have the same potencial…

I see where you are coming from but IMO if you are trying to redesign races then i suggest you do this for all races instead of just one. The issue is that i can’t say yes or no to these changes without context of other races capabilities and yes, if you implemented these buffs without buffs to others Orc would be very overpowered.

Hi m8 i was mainly focused on Orc race because it’s my main (and also where race is lacking in term of the gameplay(how to improve) but i have some suggestions for Ne and Und…

Raise Dead
Raises 1 ( from 2) Skeleton from a target corpse.

Buff : Hp 350 up from 180hp .

Buff : Dps 20 avg to 30 avg up from 14 avg to 19avg.

This would help against dispel in later stages of the game and make skeletons more useful…

Priestess of the moon :

1st Removing Old ability : Scout
Temporarily summons an Owl Scout which can be used to scout the map. Can see invisible units.|

2nd Add New ability :

LIGHT OF ELUNE (similar to Tyrande Hots)
Mana cost : 75
Cooldown : 6 sec
Range : 80
Single target
Healing over time : 50,50 Damage over time : 50,50
Priestess of the Moon can (or cannot (test)) cast Light of Elune on herself.

Lvl 1: Heal an ally unit or Hero for 100 hp trgeting enemy unit or Hero will Damage 100 HP.
Lvl 2 : Heal 200 hp , Damage 200 hp(or 150)
Lv 3 : Heal 300 hp , Damage 300 hp (or 250)

This would improve POTM in competitive play and also give Ne some in fight healing ability that is lacking if you dont go for druids of claw…Also increse Potm pick rate in pvp …

That is some of my ideas abouth other two races. Ty for reading