Patch 1.32 Wishlist

Patch 1.32 should do atleast the following to the game: (Feel free to chime in)

Nerf KOTG to make NE hero variability better
Somehow make DK + Ritual Dagger less picked.
Make Crypt Lord decent (Beetle Buff plus less wonky Impale)
Maybe beetle be removed thoughts?
Knights need something else
Ghouls still kind of weak (+25/35hp? or magic resistance upgrade)

Mountain Giant less massable.

Reason to get late game units semi massed.

Tier 1 meta gone plz.

Have Paladin slight reworked.

Tavern heros slight ability reworks (not nesscary in next patch)
For those useless abilities (unpredictable ones like Stampede etc, Tornado)

6 Likes

lots of world editor stuff
-give option for spells to have a damage type instead of always being spells
-give us a bunch of abilitys with lots of modifiable parts(slow/stun/attack speed/armor/mana/health) The most recent patch did at least at triggers (kind of) for this, but it be nice to have base abilties to work off.
-Add firewall type ability that we can modify
-Add an attack type or ability that is like a missile but leaves a trail of damage that stays on the ground
-Add a way for us to make resistance and damage types more like an RPG the it is now.
-Add a slow time type of spell(like sc2)
-Bigger inventory
-Easier to modify gameplay/UI/mouse so we can make diablo type of RPGs
-Increase hero ability limit

6 Likes

You forgot the most important feature

“Hero Glow”

5 Likes

I totally agree. While a bunch of these are possible with custom triggers (often with invisible, locust units and triggers based on them), I definitely agree it would be nice to make these easier to make without having to do round-about solutions.

My suggestions:

1 . trigger set unit ability botton X,Y.

2 . trigger set MagicBook ability.

3 . trigger set item ability.

4 . HD Text ,TextTag can use HD Text and Art(pic or model),like ‘’ Crit’’ ‘‘ Gold ’’ form Heroes.

5 . The characteristics of HP/MP Bar,see Heroes.

6 . Reduce instruction delay in WC3.

7 . ability buff can set buff/debuff and superposition/not superposition.

8 . trigger can set ability buff.

9 . ability can set damage types.

10 . ability can set cast time(not influenced by the caster,set ‘0.00’ just like ‘fanofknives’).

11 . get unit attack/spell cast.

12 . trigger can set unit/ability missile damage/source/target/speed/remove/art etc.etc.

13 . can create missile(effect?) do something rather than unit and set missile damage/source/target/speed/remove/art etc.

for example:missile rush.

14 . Painting terrain pathing (blocked, unbuildable etc.) (see SC2 editor).

15 . Reducing occupied resources for Unit HPBar.

16. can set turnRate >3.

17. provide a table and trigger can get/set it’s value.

18. Trigger can create new ability/unit/item type.

19. The user-defined unit/herominimap.

20. new physical engine for modle.

21. Improve lua functionality. for example, add ‘loadstring()’.

22. custom damage type.

1 Like
  1. Implomated Damage Detection system like:

Events
Unit takes damage (generic unit event)
Conditions
Damage type of damage taken is Fire equals true
Attack type type of damage taken is Spell equals true
…
Actions
…

  1. Ability to get unit’s attack damage (not base damage)

Actions
Set AttackDamageInteger = Attack damage of triggering unit (including bonuses) <- green numbers

  1. Also ability do search while searching abilities,variables when triggering in GUI.
  2. Auto leak remover so I don’t have to add custom scripts.
  3. Automaking of DISBTN (shade icons) icons to make map weight less.
  4. Ability to make different types of cliffs on 1 landscape.

Update

  1. Detetct when attack projectile was finally launched for ranged units, and when attack was landed for all kind of attacks.
  2. Ability to get ability (spell) by it X and Y

Unit - refresh ability cooldown abilty’s (X; Y) for triggering unit

  1. Ability to set ability cooldown remaining
    Unit - set ability ( ability name ) cooldown remaining = (arithemics) (ability ( ability name ) cooldown remainig for triggering unit - 1)

  2. Edit as many object editor field via triggers as possible

  3. Extra functionality for “Channel” spell like:
    11.1) Ability to use any anymation or no animation at all (at the moment forces spell animation)
    11.2) Fileld like “Interrupts current order: True/False”
    11.3) Make it pissible for channel to put an “empty” buff/debuff
    etc.

  4. For every ability a new fileds like “Buff/Debuff is positive on allies/enemies: True/False”

  5. Detect passive proc
    13.1) Proc would trigger a cooldow set in object editor

  6. Ability to set for orb-like abilities “orb effect: Trues/Fasle”

  7. Individual (for a stand alone unit) research uogrades.

1 Like

The ability to set rally point for workers to instant gold mine instead of putting triggers or stuff.

The ability to drag items from hero to hero in WE

1 Like
  1. Rework Paladin’s Divine Shield to allow a damage buff to improve his ability to creep and defend pushes. Or, remove Holy Lights ability to damage Undead and give him an offensive perk that isn’t so polarizing.

  2. Allow unlimited unit selection - even if its a custom only feature

  3. Continue to look at ways of reducing the reliance on DK and AM for Undead and Human. It would be nice to have genuine alternative first pick choices.

  4. Add Oceanic servers or at least make an official post stating our region will be supported on release

  5. Improve the logic for AI and unit path finding - if they cannot do this before reforged releases so be it, but man its needs some fine tuning as the game feels clunky and units are so stupid at times.

There are more but those are the ones that keep coming to the front of my mind

4 Likes

Agree with those. We want Hero and unit diversity for Undead because they got none. Multiple paths to choose. Either buff dagger or give all UD units regen off blight to lessen the reliance on DK and Unholy Aura.

At this point probably hundreds of people have suggested to give cannibalize a regeneration effect instead of it being a channeled ability. No one will ever use cannibalize if it forces your units to stay in place. You cannot afford that, especially not having idle units in the earlygame where map movement can decide games.

Crypt lord needs big buffs, he was ignored for all this time while almost every hero, even more used heroes got overhauled. Beetles need to be stronger, Crypt lord fast expand or harass and crypt lord creeping with beetles should be possible, like all other races can creep or harass with summons.

Ghouls need more survivability. Armor or bonus hp. Grunts also get a 1/7 Hp upgrade and damage upgrade on t2 yet Ghouls get nothing? They start becoming useless on t2 against higher level heroes and units. Aboms need to be better, less clunky and be made on par with other race t3 melee units. The Knight sundering blade upgrades turned them into absolute monsters, so where are similar upgrades for Abominations?

Necromancers still need to be looked at. They are even weaker than before because cripple is too mana intensive, too easily dispelled, Skeletons are weaker because they come in later on and incite holy frienzy is way too clunky to use and worse than before.

1 Like

Not a pro, but if we are looking at Undead Blizzard already has a number of under utilized units they can play around with:

  • Dreadlord
  • Cryptlord
  • Ghouls
  • Abominations
  • Necromancers (Skeletons only)

Throw in meat wagons and it screams a melee focus army. Maybe someone with better skills can figure out what is needed? It just feels like low hanging fruit as none of those units are really viable in DK/Lich/Fiend…so why not play around with them.

2 Likes

Here are my suggestions.

Human

  • Devotion Aura: In addition to its current effects, also reduces magic and spell damage by 10/15/20% for all units effected by Devotion Aura
  • Inner Fire: In addition to its current effects (or in lieu of bonus damage, whichever is more balanced), Inner Fire now reduces incoming magic and spell damage by 10%
  • Siphon Mana: Now applies the ethereal effect for a duration determined by the current rank of Banish; drains 66% more mana from ethereal targets

Orc

  • Lightning Shield: Now improves unit speed by 10% when active, in addition to its current effects

Undead

  • Crypt Lord can now Burrow (the animation for doing so is already in the game)
  • Ghoul: Now has Medium armor instead of Heavy armor
  • Impale: Increased area of effect and spell effect animation speed. Now reduces armor of any effected targets by 3/4/5 for 8 seconds, in addition to its current effects
  • Spiked Carapace: I envision several changes to this ability. First: the damage reflected now functions akin to the change to Spiked Barricades introduced in 1.31: instead of 15/25/35%, it now returns 5+15%/10+25%/15+30%. Second: Spiked Carapace now also reduces spell damage by 15/30/45%. Third, and finally: the benefits of Spiked Carapace now extend to the Carrion Beetles, giving them not only damage refection and increased armor, but also resistance to magic and spell damage.
  • Vampiric Aura: Melee units effected by Vampiric Aura now gain a 20/40/60% speed boost for five seconds after they attack a target

Rationale

For Human, buffing Devotion Aura to reduce magic and spell damage changes the landscape by making the Paladin more useful and making Footmen and other low-health units, like Priests, more viable in a spell-heavy environment. Likewise: buffing Inner Fire to also reduce spell damage would have the same effect, making Priests more useful and making other units less vulnerable in general. The buff to Siphon Mana has precedent in the recent buff to the Dark Ranger, and seems self-explanatory: it benefits the Blood Mage by providing synergy.

The Undead situation is more complicated.

Ghouls hardly ever see battle because they are simply too vulnerable to spells and ranged units. In a straight fight, equal supply of Grunts, Huntresses, Archers, Headhunters, Crypt Fiends, and Riflemen will beat Ghouls (I’m unsure about Footmen).

So, what if Ghouls had medium armor?

I haven’t labbed it out, but I suspect that four of the units I listed above would have much more reason to fear Ghouls, without making Ghouls any less vulnerable to splash damage from spells. I can’t prove it, but I suspect that Ghouls with Medium armor would be able to swarm, surround, and kill ranged units more effectively. This change offers choices for Undead players, which will have consequences for the other factions.

Buffing Vampiric Aura by granting a short-term speed boost to units under the effects of the aura after they make a melee attack makes the Dreadlord a choice that is potentially comparable to the Death Knight. This change also might indirectly buff Ghouls and Gargoyles by making these units more effective and allowing them to surround targets more easily.

Buffing Spiked Carapace to effect Carrion Beetles and reduce spell damage to both the Crypt Lord and its beetles simply makes the Crypt Lord a more durable and appealing choice. Buffing Impale to reduce armor, on the other hand, means that victims of Impale are not only set up to be surrounded, but also to take devastating damage while surrounded.

Thoughts?

EDITS:

  • Fixed typo, added introductory sentence.
  • Updated suggestions as per subsequent post

Chaos dmg on any unit that an be frenzied or massed is not a good idea.

ANY Crypt Lord suggestion is welcome in helping the weakling.

2 Likes

Huh. You’re probably right about that. Mass Frost Wyrm with Chaos damage in a 4v4 could be devastating. Unfortunately, I can’t think of how else to make Frost Wyrms worthwhile, but perhaps I should stick to the low-hanging fruit.

I had a few thoughts since my last post, and I’m going to edit it to append them. In addition, I’m going to replicate my thoughts on Death Knight and Lich ultimates here:

  • Animate Dead: Raises two skeletons from all nearby corpses (radius and a possible cap may need to be discussed). The duration of the skeletons is 40 seconds by default; Skeletal Mastery applies, if researched.
  • Death and Decay: Damage increased from 4% to 8%; duration halved. Heals any Undead units in the area of effect for 8% of their base HP per second.

I like second thingy about death and decay what u said.

I like the impale reduces armor feature.

Because this would encourage undead CL more.

Human prob not be touched way too strong Right now with MK.

and like I said any Crypt Lord buff is better than what he is rn.

1 Like

Most of these suggestions are incredibly dumb, game- or flavour-breaking, and will never be even considered.

Do not touch the Paladin.

Do not make Cannibalize on the move.

Do not add any anti-spell effects.

For the love of g-d, do nor add armour reduction on Impale, are you crazy.

Do not add movement speed increases, are you crazy.

My suggestions.

  1. Make Cannibalize baseline.
  2. Remove the invulnerability from Impale and make it affect air units if possible.
  3. Make the Beetles benefit from Spiked Carapace.
  4. Buff Spiked Carapace’s armour bonus.
  5. Buff Carrion Beetle cooldown (6 > 1 sec).

These are a good start that can be implemented.

2 Likes

Small buff for Abominations. They are really weak compared to all other 3 races melee units.

They lose 1v1 straight up vs a Knight
Bears have more utility by being able to heal

Possible solution: Change something about their stupid Ai and colission size so they can be more effective in battles.

Add an upgrade similar to what Knights get, maybe bonus damage to medium armor or unarmored armor (they are using big cleavers or hooks mind you).

Overall UD melee needs to be better to synergize with Dreadlord vamp aura and make something else than mass range UD armies viable.

I think abom need a stronger disease cloud upgrade or a mini cleave like 15%. So that they can attack mass ground better.

I vote for a better disease cloud.

1 dps to 2dps reaching max dmg not at 180 seconds but at 110/120 seconds.

The way pathfinding, unit hitboxes and AoE nukes work in this game make long channel AoE’s like D&D (or the slow component of Earthquake (to name another)) extremely clunky and hard to not get friendly fire in.
Compared to Psi-storm in SCII and how well units control in that game… I’d make more AoE’s in this game more worthwhile to cast, more forgiving or both.

In general though, D&D needs a buff.
Crypt Lord needs an overhaul.
Undead in general are not fulfilling their fantasy of being the “swarm” army that their description of fantasy implies with ghouls being rather terrible, skellies being pushed up a tier on the necro spells and generally the playstyle defaulting to Cryptfiends.
Currently Undead favour their heavier units over their light ones and Grunts, Footies or Archers tend to show up in greater numbers than ghouls.

Abos need something that allows them to not be so redundant with more than 1 around as disease doesn’t stack.

How about for ghouls though, to give them a ‘swarm benefit’ ability, you give ghouls a shared stacking damage taken debuff on a target.
You lower ghoul base damage but each hit applies a debuff that increases the damage taken from any ghoul’s attack by 1.
Now ghouls gain a strong synergy effect with themselves, encouraging the player to mass them.

4 Likes

Wow, all of these comments focus on UD. That’s a sign right there that everyone is playing UD and it is too strong. Also Happy is proof. How many players are choosing UD now? Look at choices. When a race is chosen more than others it needs to be nerfed. When a unit or hero is choose more than others it needs to be nerfed. That’s exactly right on.

UD needs an overall nerf. DK especially and Lich. Frost is problematic all around because it can’t be dispelled. Nerf Nova, wyrms, and Necropolis cold effects. Nerf unholy aura. UD is too fast already. Put necros back to how they were. Nerf decease cloud. Nerf fiends maybe reduce armor or attack damage.

Orc can’t seem to win anymore, especially vs. UD. Grunts maybe should get more from their upgrade. Orc towers honestly are too strong at t2 - return fortifications to t3. Make Docs seeing wands last longer and increase Doc hp or reduce cost. Give raiders more armor. Make kodo slightly faster.

NE: Nerf Keeper. Buff talons or reduce their price (we never see them anymore). Reduce hunt damage or increase cost slightly. We see a lot of mass hunts winning games.

Human is pretty good, but everyone seems to go rifles, maybe tick down their damage -1. Maybe less mana for invisibility for sorc. Mountain King is a bit too strong, maybe reduce stun time on clap and bolt by -1 sec each. Slow bolt and coil speeds to encourage people to try to dodge more. Bloodmage could use a lift, maybe decrease the mana cost of flame strike.

Tavern Heroes all still a bit too weak and under used. Maybe reduce their cost to be the same as alter heroes. Buff Tinker attack damage, Buff naga speed and mana shield (literally never seen it used), buff beastmaster hp, buff Pitlord speed and maybe nerf cleave (way too fun), buff Panda attack, buff Alchemist healing spray +1, buff firelord attack, increase lava spawn life span and decrease their mana cost, more damage on soul burn to make it comparable to warden shadow strike because it is currently useless.