here is video showing green rectangle bug, which is directly related to rally flag bug and still works vs ud and ne
To make mortar teams become a viable option against mass fiends and mass berserkers,
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Slight HP increase so that they are not that easily hunted by coil nova (this has to be evaluated for vs NE so as not to affect that MU badly.)
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Buff to bonus damage against medium armour from Fragmentation Shards
Lok’Tar everyone!
May I have one request? just one please? It is about the small QoL Change on MASTER Bears…
Please note that bears starts with the following MANA / MANA POOL :
INITIATE : 100 / 200 (can ROAR) ADEPT : 150 / 300 (can REJUV or ROAR) MASTER : 200 / 400 (can ROAR / turn into a Bear OR can REJUV and turn into Bear)
NOW WITH THIS BUFF!! yes let’s call it this way, a buff… we would have … :
125 / 200 (CAN ROAR) 175 / 300 (CAN REJUV or ROAR) 225 / 400 (can ROAR / turn into a Bear OR can REJUV and turn into Bear)
Result is exactly identical to what we have just now without the patch! They would soak a little bit less mana if you use moonwell to heal them up, but this is anyway a nono since they would just drink all the juice which is in most case a mistake because it is just much better to just wait for a REJUV.
NOW! LETS HELP OUR BEARS BUDDIES! I really think this change would make sense if as initiate the BEAR could actually cast Rejuvenation and roar ONLY when they are adept; A similar change was done on necromancer, why not on bears? Then, this change would actually make sense and help Night Elves when they are struggling because there is no more juice in our MWs… Human as a cheap scroll + priest, Orc has salves and usually SH, UD can coil and use status… Night elf have MW ok, but when they are dry they need something else and I guess this modification could help a lot the night elve to get some survivability.
Please consider this request! Thank you and please don’t drink all the juice!
Cheers! blaST9Z
I did not dispute that other things have been misplaced on accident, not even the backpack thing you mentioned. I quoted and was talking about Spirit Walkers specifically. It’s also rather presumptuous of you to assume I had no idea about the numerous misplacements, bugs and other changes that new developers have caused, especially when I very recently criticized unorthodox changes in this very thread and who correctly predicted that you’d still react negatively after learning this specific change was intended. Maybe in the future don’t criticize those who understand and explain your perspective.
I’m well aware that Spirit Walkers were intended by the original developers to be trained from the Spirit Lodge like the other spellcasters, and not the Tauren Totem (should we just call them Tauren Walkers now?) Also for that matter that the Tauren Totem and Tauren were intended to be a Tier 3 building and unit, not tier 2. They were Orc’s version of tier 3 counterparts to Knights, Abominations and Bear Form Druids. It’s ironic that moving Spirit Walkers to the Tauren Totem can make it easier to build them now.
In response to this one of my posts from another thread will serve just as well.
I’m angry at Blizzard for every stupid move they made lately, so predicting that my other reactions will be negative as well doesn’t make anybody prophet.
Seriously? It doesn’t sound like understanding and explaining my perspective. Rather like making fool of me.
It wasn’t about being a prophet, it was about explaining to those who may not understand your perspective that whether it was intentional or not probably isn’t your issue.
Again you are being presumptuous. Do you think everyone is out to get you or don’t want anyone to agree with you or something? Can’t even explain to another that calling it intentional probably wouldn’t address your issue without you assuming hostile intent? You expect people to understand your perspective but you don’t even understand mine. So now I’ll have to further explain mine to you:
I will repeat again that I have also criticized unorthodox changes like that in this very thread. Why would I mock you for basically doing the same thing? It doesn’t take a prophet to deduce that either, but nevertheless I still had to explain it. Similarly Impctr did not properly deduce your issue. He replied to you that it was an intentional change as if that would address your issue. My response to him was simply to explain that it probably wouldn’t.
If you want anyone to agree with you, it’d do you well to not turn away or make enemies out of anyone with potentially or practically the same complaints as you. That’s one of the most frustrating things.
Some afterthoughts after one week since the patch was released:
I very much agree with the points remodemo made is his PTR review. I think 60% reselling value is something the new patch can give a try. Also, it might be good to reduce the cost of the tp from 350 to 325 and of the periapt from 325 to 300, to reduce their sell value.
Besides addressing problematic matchups, I’d bring a few quality of life changes to the game. Each of us has a few in mind and of course I can’t resist to post my own list:
NE: Allow to research Mark of the Claw and Mark of the Talon once T3 is done and not after Master’s upgrade. Possibly add +5% to each level of Thorn’s aura. Remove the bug when the collapse of an entangled goldmine is displayed on the mini-map. Fix MG’s taunt to do not affect invisible units or heroes using invulnerability potion.
ORC: Add +10/20/30% attack speed for Far Sight, +10% attack speed to Crystal Ball.
UD. Make Dreadlord Sleep insta kill illusions like hex. Right now if DL sleeps an illusion, 80 mana is simply wasted.
Neutral. Naga’s mana shield cost could be reduced from 25 to 10. It is a rarely used passive ability of a hero that is very mana dependent. Tinker’s spawn intervals could be changed to 5 / 4.4 / 3.5 / 3 seconds, so the number of goblins spawned will change from 7/8/11/13 to 7/9/11/13 per level of Engineering upgrade.
One more possible simultaneous change could be to reduce sorceress slow from 55% to 50% and make Endurance aura movement speed in line with unholy’s aura: +10/17.5/25%.
Really excited seeing Blizzard alive and working on a new patch!
Blizzard, do not look at the european Alliance they all weak players,they have lack skill level. China and Korean have strong alliance players. China and Korea, Alli >UD
Europa Alli < UD.
The way you say all of it point differently than you say. I guess further conversation is meaningless.
I say this as an orc fan, I worry about orc v UD from UD standpoint if this patch goes through as is.
While orc had been going with more Far Seer first openings, the item sell increase (which I generally like) is a buff to Blademaster, as now you can sell TP, buy circlet, and still a bit left over.
That change with the frost armor nerf, and Crypt Lord nerfs (DK-Lich-DR seems meta again from Happy / 120 against orc BUT just the threat of Crypt Lord as often caused orc to go FS first), I expect Blade-SH-TC meta of 2019 to be back and perhaps too strong against UD.
Heroes
Archmage’s Brilliance Aura and Tauren Chieftain’s Endurance Aura are the most powerful auras, should be slightly nerfed.
The initial speed of all heroes should be reverted. Making all heroes have a similar speed is one of poorest changes. The speed advantage of agility heroes or heroes with mounts became nearly non-existent, and this change successfully killed part of the features of different races.
Far Seer’s Far Sight is nearly useless, should be reworked or replaced with another useful ability.
Shadow Hunter is the most OP hero:
- Healing Wave: large amount of healing, cannot be interrupted. What’s more, Shadow Hunter is a ranged hero which means he is much safer than other heroes who can heal. This ability should be nerfed.
- Hex: a casting animation should be added. No more instantly casting please.
- Serpent Ward: extremely low mana cost, short cool down, high damage, and what’s more it cannot be dispelled! Should be nerfed.
Blood Mage’s Siphon Mana needs to be nerfed.
Death Knight’s Death Pact is too weak, needs to be reworked.
Lich’s Frost Nova is OP when casted on mass air units. A damage cap should be applied.
Priestess of the Moon is extremely weak when compared with all other heroes. Searing Arrows and Scout need to be totally reworked/replaced, because small tweaks cannot save her.
Keeper of the Grove is nearly useless when the enemy owns any ability of dispelling. And what’s more:
- Force of Nature is very weak when compared with any other summoning ability.
- Thorns Aura is too weak when compared with any other aura.
Demon Hunter’s Immolation is weak. Remember the item Cloak of Flames costs no mana.
Units
All the units who are immune to magic should no longer be targeted by abilities even by allies. So, no more Death Coil on Destroyers, no more Rejuvenation on Dryads.
Raiders’ Ensnare should no longer interrupt any ability. It’s unwise to give a normal unit the ability to interrupt heroes’ channeling abilities.
Kodo Beasts’ Devour should no longer target Mountain Giants without Resistant Skin like it did. A unit which costs 4 food instantly removes a unit that costs 7 food is ridiculous.
Flying Machines’ Flak Cannons should be slightly nerfed. The AOE is really OP when countering other air units. And it is also very strong as a scout, why does such a cheap unit nearly own the scout ability like Priestess of the moon’s?
The duration of Mortar Teams’ Flare should be reduced. Or this ability should only have one charge. Why does a normal unit own the scout ability even stronger than Far Seer’s ?
The hit point of Gryphon Riders should be reduced while the hit point of Wind Riders should be increased.
The initial Mana of Obsidian Statue should be reduced a bit.
Banshee’s Anti-magic Shell is OP. Remember, all the effects that cannot be dispelled is very powerful because there is no effective way to deal with it.
Druid of the Claws’ Roar is slightly OP.
Items
Circlet of Nobility is OP. The bonus should be 1.5 instead of 2. So +1 to all stats with one Circlet of Nobility while +3 with 2 Circlets of Nobility.
Pendant of Energy, Pendant of Mana, Periapt of Vitality, Khadgar’s Gem of Health, all potions of mana and healing: should grant a percent HP/Mana increase based on heroes’ vanilla stats instead of a fixed number. This will further balance those strength/agility heroes who own OP abilities.
Scroll of the Beast can be slightly buffed.
Buildings
Reinforced Defenses should require Fortress like it did. As a makeup, the armor of Orc Burrow can be slightly increased.
Others
Like we can dispel magical effects, an effective way to counter physical effects like Stun/ Ensnared/Web should be added.
Regardless if any of these changes you just proposed are actually even good/ balanced they have the potential to be totally game breaking. You don’t make buffs / nerfs to this level on 1 patch .
Now the most unbalanced match is NE vs ORC, not Hum vs UD.
Your team should balance the game only for top tier players, not the others, because all those non top tier players have these or those totally different shortcomings when against different races.
Top tier players:
Human: Infi(vs all), Th000(vs all)
Night Elf: Moon(vs all), Lawliet(vs Hum, vs Orc)
Orc: Lyn(vs all), Fly(vs UD, vs Ne)
Undead: Happy(vs Hum, vs NE), eer0(vs Hum, vs Orc)
Infi and Th000 seldom anticipate the matches nowadays, so there are no top tier Human players in many cases.
Never try to balance the game in order to make a weaker human player have an equal chance to win against Happy. If that happens, the balance will be truly totally broken.
KAIVAX, MAYBE READ THIS PLEASE AND ASK UR TEAM TO DO SOMETHING ???
Because I got defensive after you accused me of being ignorant and mocking you, as any reasonable person would. But fine, have fun being on your own side rather than simply setting aside petty differences with those who might agree with you.
They say how heroes make the game bad because too strong at lvl 3 onward, well DH lvl 6 is already reverse sweep type of hero.
WHAT IF they made heros like really less powerful (and should cost less with that), im sure many old players and pros would hate such a change. But as being an old schooler myself, I greet such change.
This game feels so old to be worth playing and in the state it is now, needs something fresh.
Is that somewhat of a joke post? Even the classic team marketed Warcraft 3 as “hero-centric” gameplay/real-time strategy. Diminishing that and making it more like Starcraft or older Warcrafts would further rob the game of its identity. Besides, one hero having a strong ultimate doesn’t mean every hero should be nerfed.
Now if you want some kind of joke/alternate ladder where there’s no heroes or stats are majorly changed, that might be interesting but I doubt the developers would go for that anytime soon. But non-ladder and non-standard games are what custom games are for.
I’ll agree to disagree.
While I don’t think they should change things just for the sake of changing things, the fact that the game was left alone for so long doesn’t mean there isn’t/wasn’t anything to improve or adjust. Blizzard had just moved on from the game, and now they’re looking at it again for the first time in many years. I mean, really, you aren’t trying to argue the balance was flawless before are you?
And I can actually agree some of the changes have been… odd. But they are explaining the logic behind them, they aren’t just being made at random.
I wasn’t implying that it was perfect. Heck even Starcraft balance probably isn’t perfect (despite what some people may try to say), much less Diablo 2 or WoW Classic. But in those games they didn’t change balance this much (or at all) when they revisited those games. Like those games, balance in Warcraft 3 was left alone for awhile or changed very little after a certain point. Sometimes trying to get closer to perfect ends up being disruptive, especially if you’re doing big changes. If you’re going to change it at all after so long it should be in a less disruptive way that is more faithful. In essence, you should “balance” how you go about doing unit balance and staying faithful to an old game. But I already covered how you can go about doing that: