PTR Version 1.36.1 Notes -- Updated November 9

Thanks for the ideas, but you’re not getting it. Akama in TFT had no abilities of his own. Hence why if he were used as an inspiration for the 9th tavern hero, he would have to be made from scratch.

Look no further than the Pit Lord. He existed in RoC (Mannoroth), but with fully fake abilities (Shock Wave, Thunder Clap, Earthquake, Reincarnation). And they were all changed for TFT (Rain of Fire, Howl of Terror, Cleave, Doom).

I’m notoriously bad with coming up with ideas from scratch, but Shadowmeld and Feral Spirit have no place here.

If I were to try, I’d like to see an agility hero based around… a Rogue fantasy from WoW (Valeera from HotS)? Namely,

  • Shadowstep. 2 components; 1) become invisible for 4 sec; 2) during this invisibility, can recast it to blink to the opposite side of an enemy unit, dealing damage. (No CC effect necessary, it enables bodyblocking.)
  • Debilitating Poison (passive). Each attack increases the turn rate of a given unit, along with some DoT application.
  • Thunderstorm. Calls down lightning around Akama, knocking enemy units back.
  • Cloak of Shadows (ultimate). Makes Akama and 24 units around him invisible and with an increased movement speed for a time.

I was trying to make a balance between the Blademaster (without too much Windwalking) and a Warden (without too much blinking, adjust the range and cooldown).

These abilities I thought of because they would bring in new mechanics to WC3 - such as a turn rate increase or a point-blanc AoE knockback.

I was aware of that Akama have no abilities of his own or let’s say sth “original”, that’s why I designed/digged some alternatives.

Actually the example of Mannoroth and Pit Lord make sense and Blizzard would probably do it again if they decided to create a new tavern hero based on Akama’s model and class(Elder Sage); just not my flavor.
However import abilities that affect turn rate and do knockback are nice ideas to me, though Imo knockback may requires more tactical savvy with a melee hero.

Also Spirit Beast is different from Spirit Wolf. If the staff feel unsuitable using the Fel Beast/Fel Ravager’s model as the summoning of Draenei they could consider switching to Salamander’s.

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or:
-make Skeletal Mage can dispel magic by self-sacrifice.
-make Unholy Frenzy can dispel magic with the expense of increased MP cost or decreased duration(if casted unit is no need to dispel magic then keep usual cost/duration).

2 Likes

i hope some high rank people read this one. some one aswered me according to game history poison damage must get stacks. the history of this game wasnt always right
do you remember orc had to play with heavy armored burrows until t3 over a decade?!
how history was wrong about tier 3 orc burrow fortifications ?!
you stack this venom orb with 3 heros and how insanly valuable is this damage stack

Btw Blacksmith repair lumber cost (60) still not fixed to lumber cost 40.

3 Likes
The Elf heroes, few units and buildings need buff and rework.
  1. Demon Hunter: return +1 agility.
    Evasion: miss chance increase from 10/20/30 to 15/25/30.
  2. Keeper of the Grove: Keeper of the Grove base Intelligence return from 18 to 19 and Entangling Roots cast range on 700 with lvl 2. Increased treants damage base from 14 to 16. Thorns aura also work equally against melee units as well as long-range units.
  3. Priestess of the Moon: Owls scouts rework and buff and base attack cooldown reduced from 2.33 to 2.00.
                             So now about units.

Dryads: Bring back Abolish Magic damage against summoned units 300 and buff mana regen. Reduce the experience gain Dryads from Level 3 (60xp) to Level 2 (40 xp

Mountain Giant: Make it so that produce MG’s without shop. Also give for Mountain Giants Resistant Skin or Hardened Skin default and Mountain Giant supply reduced from 7 back to 6. Recuced for mgs from 14 to 7 second cooldown taunts. Harderen skin buff from 8 to 10 armor.

Chimaera: also movement speed return from 250 to 270.

Now about the buildings: Tree of lifes buff Nature’s Blessing Armor Bonus on +2.
Nature blessing upgrade cost reduce from 150 gold 200 wood to 100 gold and 150 wood.

Hello Warcraft 3 team, I have tested and it seems like the KMTF animated model issue (naga buildings, water elementals, imported models that used that technique, etc.) are now all seemingly fixed, I and the community thank you so much for fixing this issue. It had been a plague on custom maps for a while now

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While the previous test patch provided (prior to November 9) a noticable performance increase over the live version of the game, the patch currently live since that date no longer shows that improvement and is around the same as the current live version or very slightly worse. please continue to investigate this issue and do not release the update while the performance is still reduced.

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Hi, Thank you for updating the game. Any change is better than being forgotten.

Please consider making BloodMage into a Agility hero (or just both slightly increase its damage and attack speed). It won’t be over powered because the main strength of BloodMage is mana syphon which hinders its attacking ability, so the player should still choose between using its right clicks or mana management. This change provides the chance/build for humans to be more aggressive in early games and go for banish/flame strike build, going for surrounds, preserving mana for strategic flames and … Basically an alternative for ArchMage as the first hero which is boring.

Another interesting change for BloodMage would be giving it the Cloaking ability same as Warden and POTM. It also make sense as he is half elf. Gives another advantage to the hero which is the best option to replace AM as the 1st hero.

So this would be my suggestion for BM:

  1. Increase his base attack by 3
  2. Increase his attack speed by 10-15%
  3. He has the Cloak/Hide ability during nights.
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fix fps pls!

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you ok hun?

Hello. Very happy to see new maps in free for all.
Consider requiring 5 players minimum in free for all on 5+ player maps. 1 player often has undisturbed map control while 2 players fight, if someone leaves at start or quickly defeats a novice neighbor. More players reduces start location advantage and “free wins.” 5 or 6 players may be ideal for competitive, fair free for all.

Maps without laboratories are rare and produce unique matches. Base layout differs whether zeppelins are accessible. Maps with less creeps provide unique matches.

Thanks for reading

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The sheer weirdness of suggestions doesn’t cease to amaze me. He’s a mage, it’s in the name, there is no way in hell to turn him into an auto-attacker (which wouldn’t make him a 1st hero pick anyway).

Then, Shadowmeld is not an Elf ability, it’s a female Sentinel (/Warden) skill.

To make my triggered response constructive, I’m going to mention two heroes that have actually been suggested for their primary attribute to be changed.

  • Dreadlord: strength > intelligence (because he’s primarily a caster)
  • Shadow Hunter: agility > intelligence (granted, it would be an unwelcome buff)
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Blood mage is not an auto attacker hero and doesnt need its ability to do so buffed. YOu even said it best yourself that its main strength lies elsewhere.

. It also make sense as he is half elf.

The Night Elves of Kalimdor and the Blood Elves are not the same in any way, and the latter do not possess this ability.

I don’t care about balanced fixes. I just want to know when the bug I raised will be fixed? The background image lost in the game result interface

It’s a problem with your install most likely, use the file repair utility by clicking the cog icon next to the Play button.

It is not a bug with the game, as it is not happening to anyone else that I can see, so please do the above to check your game files for errors.

no no no!You can read my previous post and other players replied that I had the same problem.

You should still check it anyway.

I reinstalled the application about seven times! And upgraded my macOS system and re-selected the installation path.。

Destroyers is most OP unit in the game and Death Knight spell death coil is most Op spell in the game …

When are you going to nerf it or you just going to listen to Undead lobby (B2W casters) and not change anything ?

So we going to watch Heppy win every tournament ever ?

Also you nerfed all heroes Blademaster Demon hunter Archimage and others to the ground and not do anything to Death knight ?

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