Patch 3.0.0 suggestions

@Pbmatch
Nice armor analysis. Spiked collar item is currently level 5 while Ring of protection +5 is currently level 3, which makes no sense. Spiked collar needs to have a lower gold cost and therefore also lower level. Ring of protection +5 is better than Periapt of vitality but they are currently the same level. Almost all items in the game need fixes.

I updated a suggestion:

The gold cost of the fel stalker unit should also be reduced. However balancing gold and lumber cost of all creep units is something that should be done after everything else has been fixed in the game. Someone suggested that for instance dragons should be more expensive but the problem is their other settings, for instance spell immunity should be removed from dragons instead of increasing their gold cost to solve the problem with dragons not being added to melee maps.

I added a new suggestion:

Why should anyone pick dark ranger or firelord for endgame if an item already exists which mimics their silence abilities? Currently all abilities of dark ranger exist as items which is bad: Staff of silence, Orb of darkness, Scepter of mastery and a lot of items such as Healing wards, Ring of regen and Potion of greater healing are better than drain life ability. By changing so firelord’s volcano ability also targets air units, as I’ve previously suggested, he won’t need Staff of silence, since he also has soul burn. Staff of silence increases the amount of APM required the entire game which isn’t fun, it would be better if you for instance get Khadgar’s gem of health more often by removing Staff of silence. For instance dark ranger, firelord, beastmaster, blood mage, warden and far seer are almost useless when they become silenced. Getting for instance an Amulet of the wild or Demonic figurine item is more fun.

As for your Tinker suggestion I’m not that convinced. Instead I found these which are already in the list:

Reducing Tinker cast point will make him cast his abilities faster since he’s kind of sluggish at the moment, reducing to 0.4 would be acceptable but 0.3 is better since Tinker is never picked unless you play night elf. This would also make the first clockwerk goblin appear faster after starting to cast the factory, so in a way your suggestion is already in the list. Sapper “Kaboom! ability” targets wards, but Blizzard forgot to change so Clockwerk goblin “Kaboom! ability” also targets wards. It seems Tinker was a ranged hero first but then changed to be a melee hero since he currently has a projectile, it’s a minor bug in Object editor that should be fixed.

Edit 2 (2026-07-04):
There are also 2 bugs discovered by chinese friend that needs more testing before added to the list:
“There’s bug with “Charge Gold and Lumber” spell, it doesn’t charge the owning player, but the controlling player (with shared control, even when field “charge owning player” is enabled).”
And “If you change text names of the researches in your map and your imported .wts file lacks these translations, the game will desync for you the moment that research is upgraded. .wts file is a file containing all strings in the map, maps sometimes import them to support multiple languages for WC3 locales. In fact I’m removing all .wts files from my maps to prevent such desyncs. If you choose chinese language in your WC3 installation you can’t see english text at all because of fonts. At least should support displaying english fonts for chinese users, don’t you think :D, so chinese can see text in english maps.”.

Edit 3 (2026-07-05):
I shortened the list by removing a lot of unnecessary words and added 2 more bugs:

When you are deciding which hero to get, 4 heroes have bugged tooltip. For instance Demon hunter tooltip is: “Cunning Hero, adept at maneuvering through battles. Can learn Immolation, Evasion, Mana Burn, and Metamorphosis. |n|n|cffffcc00Attacks land units.|r”.
To fix the bug, “Mana Burn” should be listed before “Immolation” in the tooltip.

a) Easiest way to solve the animation problem is to give Druid of the claw (bear form) the same attack animation as beastmaster bears for their normal attack, which makes their attacks more subtle.
However, druid of the claw (bear form) and beastmaster bears currently have different values set for attack animation damage point and attack animation backswing point, which is also weird since they have the same model and attack speed.
And druid of the claw (bear form) roar ability animation should then be the same as beastmaster bears bash ability proc animation (I believe it’s called “Attack Slam”).

b) A different way to solve it, which might be more satisfying: If all units in the game would play a random attack animation for passive abilities such as critical strike and bash, instead of always playing the same animation. The proc animation for each unit would then have to be added to that unit’s normal attack animations. I think before that is decided it’s best to compare to WoW Classic, for instance when you get a critical strike as a rogue or warrior with a melee weapon is the attack animation any different from an attack that isn’t a critical strike?
Druid of the claw (bear form) and beastmaster bears should then have both attack animations for normal attacks (one of the two animations is randomly played when they attack), then make bash ability proc also randomly play 1 out of the 2 attack animations each time.

Edit 4 (2026-07-08):
I added one more aspect for a suggestion:

Edit 5 (2026-07-10):
It seems the Marksmanship icon in command card of archer was fixed but not mentioned in any changelogs.

I’ll mark with checkboxes in the list so it’s easier to know what has been done/fixed.

Edit 6 (2026-07-12):
I fixed some errors and updated the list. I have found the way to fix all ring of protections:

Increase gold cost of Ring of protection +3 from 125 to 150 (this is an old but still good suggestion) to make all level 2 items have the same gold cost. Increase Ring of protection +4 gold cost from 125 to 300 and level from 2 to 3. “Staff of silence” should be removed from creep loot table and then make Ring of protection +5 take its place as a level 6 item costing 600 gold.
It will be balanced since level 6 items don’t drop in some maps.

Circlet of nobility and Boots of speed should cost 300 gold to make them equal to all other level 3 items. Fixing classification is also safe to do. Circlet of nobility should definitely be removed from goblin merchant. This would then lead to players actually buying Periapt of vitality. There are currently too many permanent items available in goblin merchant which makes creeping less engaging. Heroes such as blademaster and demon hunter benefit the most when you are able to buy Circlet of nobility due to for instance their fast attack speed and high attack damage. Periapt of vitality is more balanced and fair for all heroes.

Ring of the archmagi 1 should cost 100g since it’s the same as Ring of superiority.

Edit 7 (2026-07-13):
I found another:

Rule number 1 should be: If a unit only has 1 upgrade then the upgrade should be placed furthest down in command card of the building (which is currently not the case for all such units).
Rule number 2 should be: If a unit has 2 upgrades, such as headhunter and flying machine, then the upgrade you are able to first research should be placed furthest down in command card of the building.
Rule number 3 should be: If a building can train 4 units, such as Beastiary, then the 4th unit’s upgrades should be placed in the middle of the command card from right to left (Batrider upgrade Liquid Fire has the correct placement).

For instance Storm Hammers, Destroyer Form and Disease Cloud have this logic already applied, but Barrage, Burning Oil and Stone Form do not.

I have solved Claws of attack +5:

Increase gold cost to make all level 2 items have the same price. However I think this item should also be removed from creep loot table, as only heroes such as blademaster benefit the most from this item, and this would make replenishment potion and ring of protection +3 drop more often which would for instance make heroes such as beastmaster and tinker possible to play with undead race, since some heroes lack healing depending on which race you play. This would make all heroes more equal no matter which race you play.
Claws of attack +5 is an item that developers struggled to solve for years, it was originally Claws of attack +6 and then nerfed to +4 which made it too weak compared to other items so it was reverted to +5. There are currently too many different Claws of attack available which makes the gameplay lack variety, for some heroes it’s unfair if only Claws of attacks are dropping. If you want +5 damage then you should buy an orb instead. This is also one of many reasons why Orb of fire should be added back for human since it was a cheap item which increased damage and was useful for paladin and mountain king to be able to attack air units.

Edit 8 (2026-07-14):
I toned down the buff for Skeletal Mastery:

Instead of undead starting with Skeletal Mastery upgrade researched by default, as I first suggested, increase Necromancer Raise Dead duration to 65 seconds to match the duration of Rod of Necromancy item. Then change so Skeletal Mastery upgrade doesn’t increase the duration of Skeleton Warriors and Skeletal Mages. We never see Necromancers early game because the unit is currently too complicated to use and has too many requirements. It would encourage death knight to pick Death Pact ability more often and dreadlord picking vampiric aura if there was an early Necromancer summoning skeleton warriors.

Edit 9 (2026-07-16):
I made another discovery:

Avatar of vengeance is level 7. All units above level 6 are supposed to have chaos attack type. Then increase attack damage by 50% to compensate for chaos attack type dealing less damage against medium armor type. Avatar of vengeance is currently weak when there are no corpses.
I have been thinking about giving Avatar of vengeance Vampiric aura and Anti-magic Shell ability, to make the warden tankier and then you wouldn’t need to buy Anti-magic Potion. This would also allow new tactics and synergy with other heroes.
I have also been thinking that Shadow Strike should be reworked to be a passive ability that has a chance to proc when attacking, similar to rogue poisons in WoW Classic (for instance combine Deadly Posion, Wound Poison and Crippling Posion to deal damage over time, reduce healing received and slow the attack and/or movement speed).

Edit 10 (2026-07-17):
I added another bug in the list:

If this was fixed it would save countless of hours of work and increase the quality of all maps. Since tooltip preview is currently bugged in World Editor it gives a false sense that all tooltips are correct, but then when you play your custom map you accidentally discover that tooltips are showing wrong information.

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