It seems to me that a better change for serpent wards would be to nerf their hp.
Now it is 75/135/135.
It could be 70/100/130 for example.
I think this deals with the level 2 ward (which is probably the biggest problem) better, it makes the skill scale more naturally and it makes it immediately profitable for opponent to focus the snakes (as opposed to long term profitable by earning xp).
nerf undeads banshees curse, is totally imposible to play this mu, just check , 33% misses on 120 sec, for reference, demon hunter evasion 10/20/30%, so banshees have more misses, than DH on lvl 5, rly? And also it work on Blade Master crits (some other examples, where’s cheap unit countering main hero skill?) , so cheap unit totally countering orc dps, while ud still have super strong dps. And orcs cant dispel it all. This change is must have
And about insreasing some gold cost for orc items, orc the only one race, that have no heal unit or building(moonwells), and every healing costs gold for orc, so 3 variants: 1) introduce heal unit, 2) dont increase gold for cost 3) decrease gold cost for healing salve, 100 gold just for 3 units seems expensive, espesialy in mu against aoe dmg, like MK clap, orc just cant heal against it
Just came here to say that i’m proud of the progress that Blizzard and the Team have shown in these past few weeks.
I have been pretty harsh towards Blizzard in last few years, but now i feel that i have to give credit where credit is due.
Honestly i wanna say thank you for listening to the community and for meeting deadlines.
Hope you continue interraction further as this really benefits everyone and more and more people wanna include themselves into providing feedback.
Have a nice day and thanks to all of Blizzard officials and players and all WC3 enthusiasts!
UD: good changes
HU: Revert tower repair rate, because no one likes to play vs tower pushes all games
NE: Good nerf on MG, but I guess it needs more, especially Hardened Skin. Something like on T2 they have a a bonus 5-10% dmg reduction and on T3 they can research to get an upgrade to 15-20% dmg reduction. Not sure about the numbers.
ORC: Speed scroll 70 g is way too much. 60 gold would be ideal.
NEUTRAL: Panda just +1 agi
ITEMS: all good
mountain giants dont seem like a very healthy unit (there are others in the game like the destroyer, that also should be changed). i think all units must have a usecase in 1 on 1 multiplayer, i dont know whether the doubletaunt is the way to go. it makes them strong, but also very annoying to play against. maybe you could give them a differenty utility / CC tool via the tree club (slow, knockback) and leave it at a single taunt. knockback seems like a fun mechanic, but can be kinda broken. needs to be tested.
bears have been the best heavy melee unit in the game for the better part of two decades. nightelf already techs all relevant units with the same upgrades. docs have the strongest units spells with reju and roar, the highest dps and are a t2 unit that just requires a quick upgrade at t3. how much better do bears have to be?
i agree on the potm rework. its a really boring design and potm basically is a stat-stick for mass range strategies. nothing much making her a “hero”.
thorns aura also is not great but also potentially very broken if overbuffed. maybe the mechanic should be changed to or have secondary benefits for sustain instead of solely melee damage return.
look whos talking, the elf with insta health and mana replenishing FARMS and manaburn at hand. joking aside, i’d be very much in for a heal eco system change for nightelf.
the current iteration is very unhealthy to the game. either the insta heal / mana regain is insanely overwhelming in certain situations or nightelves see themselves in the situation of being unable to heal their units at all. a mountain giant sipping up the majority of moonwells is not great, and dryads being a moonjuice sponge due to their manapool isnt great either, and so is an absolutely unkillable high level demon hunter or warden having huge amounts instant reflows of health and mana for free. now add the gimmicky moonstone / nighttime mechanic and it actually becomes a lil bit ridiculous, imo.
there needs to be a middle ground to this that actually enables more reliable healing for the nightelf army (also on units having mana) but isnt so broken in other situations. overall im seeing this as a buff for nightelf healing capacity, a nerf to healing speed (but still faster than other races as this is part of the race identity) and a removal of certain power spikes in fringe cases. yea, you can play around the moonwell mechanics and stuff, but is it really doing anything for the quality of the game?
undead in general needs some work put into the whole tech tree and race balance. nerfing statues doesnt fix the race, it just makes it more miserable to play. heavily nerfing one of the 3 viable units could potentially just totally wreck the race. reworking undead is an entirely different construction site of much greater scale.
i agree on the reduction or removal of the activiation cost, but very much disagree about the overall powerlevel. DH reigned terror over wc3 for decades, and i dont want that to come back just due to a blind “race a has b so race x needs y” numbers game.
in which situations is immolation supposed to be stronger? whats the usecase that current immolation is to weak to fulfill? it already handles early game rushes very well. DH already has a super powerful ult so the rest of the kit needs to be balanced around that. if you say “dk has a stronger spell” you also need to consider the dk basically doesnt scale beyond level 5.
i agree that there are lots of pathways to explore to unclunk nightelf (and undead for that matter), but i dont think that overbuffing certain elf units back into the broken state does the game any good. its just satisfying elf players that feel like they deserve it and make the game very unfun for everyone else.
nightelf has had several periods of insanely broken single or two unit massing in most or all matchups and this should never return. we had mass dryads, mass bears, mass talons, mass archers, mass huntresses, mass faery dragons. stuff like that occuring over and over hints towards something being inherently broken.
Starshaped, I agree with you that “there are so many aspects of elf that could be buffed/changed to make it more diverse”.
Targeting NE’s heroes is a good idea. For example, KOTG’s aura can safely be buffed from 10/20/30 to 15/25/35%. With DH’s immolation we should be a bit careful – maybe reducing it from 7 to 6 mana per second (as other orb effects cost) would be already enough. And I wish balance team would have the guts to replace PotM’s arrow with another ability, because PotM anyway has to carry the orb.
So glad they are nerfing clap, it was ridiculous how overpowered humans were vs orcs.
how they nerfed it? reduced distance on 7%? u will not see difference
This is all well and good, but are the campaigns ever going to be fixed so they can actually save progress and get portraits?
I agree with the changes that have been made, but do also agree that night elves are having trouble late game. Nerfing MG’s is not helping this problem. I think that nerfing MG’s is a good thing, since they are disabling any microing skills from your opponent, and forces your opponent into either base races, hit and run attacks, or macroing into a super army. Buffing fearie dragons manaflare abillity, is a good way of improving night elfs late game and compensate for the nerf on MG’s. I am not sure if the damage nerf on the feariedragons was necesary.
Another way to compensate for nightelfs, low winrate and imballance compaired to the other races is to nerf Archemage, Deathknight and Blademaster equally much. These 3 heros have been overpowered for way too long, and we know how important leveling these heros up is. So if critical strike, unholy aura and brillians aura gets nerfed. The 3 races will be worse, you might also consider to nerf endurance aura on taurent chieftain, so it matches unholy aura movementspeed. Doing that will do help significantly for the late game on nightelf.
Good changes imo. I feel headhunters should get a little bit nerfed cause they are too rewarding to mass and too difficult to counter, especially as UD.
Will we get some QoL improvement along these balance changes? Apart from ladder and all the things that may come or not, people would really like to get the option to alternate between old dubbing and new one.
Wow guys! I’m impressed. This is a FANTASTIC adjustment to the PTR. Bravo. Best notes I’ve read in quite a while
just dont forget the nerfs to riflemen and Headhunters. they re way too overpowered and require zero micro (especially HHs).
ty
1.32.10 vs 1.24
Hum, Orc, UD were all significantly buffed.
And NE is even weaker now.
Better roll back to 1.24 if you don’t know how to balance this dead game.
Trolls from Orc needs a nerf. 140 gold and they deal way too much damage and are tier 3 units at tier 3. 140 gold for tier 3 unit is too good of a deal.
Rifles for HU need some nerf. Rifle push against Elf is too much currently.
Other than that, the only major complaint I have is:
Don’t buff human tower repair rate. We don’t need tower meta here.
When towers cannot be killed because the repair rate is too good, we get more tower rush meta. Those kind of meta kill the joy of the game.
No one wants to vs tier 1 tower rush, tier 2 tower rush, expo and tower up to go fast tier 3.
Towers shouldn’t be oppressive in this game. They are NOT units.
I’ll say the same for Orc Tier 2 Fortified Towers. Fortified Towers are basically tier 4 towers. It’s too much.
Hello its said that this patch mainly target hum vs UD matchup. If you wanna help HUM against UD strong T2 pusches and early harras i think that more important things is to buff peasants more than tower repair rate. If you slighty buff peasants you can make lower rapair rate and this may prevent from tower ruches meta.
Peasants buff
- 10 hp
increase movement speed
Tower repair 3 seconds faster
Peasants are really exposed for harras most of all workers. Playing against ORC Lightining Chain + Shock Wave massacres peasants.
Against UD coil nova also.
And now with Panda buff also NE with KOTG + Panda may start destroy HUM eco and ONLY tower rapair time is not a solution at all.
This nerf is too much for NE. Maybe third Taunt removal is a good option.
I guess you can look at it from a lot different angles. I make some examples below on points I recalled when i read ur post.
Orc got SH, the best multi healer in the game (except alchi thats available for everyone). Orc is also the only race that got a mobile set of mana and heal at start which is great for early harass.
Since u are comparing Ne here they are the only race that doesn’t got a in fight heal that can’t be dispelled (rejuv) or is an ulti (keeper). So they really need their moonwells and staff.
Custom Campaigns please!
When I open the game I don’t have the feel I play Warcraft III.
This needs to happen ASAP!!!
MENU CUSTOMISATION
- I believe that the menu lacks the feel of the original Reign of Chaos. The Infernal Meteors need to re-appear in the menu screen, at least when, during the campaign, the Legion arrives. It will give a sense that the world has changed.
- I also believe that the Icecrown background menu needs to appear when Arthas becomes the Lich King.
- Then we must have the possibility to choose which menu background we want, like in Starcraft II.
MAP PREVIEW
- Map preview resolution is very low. It needs to be on a higher resolution. There are maps that show the creeps but having the map preview in such a low res, it is hard to see what’s what + they must be in keeping with the Reforged upgraded credo.
P.S. I MISS MY ICECROWN MENU BACKGROUND, I MISS THE INFERNAL METEORS!!!