Reaction to Patch 2.0.2

I appreciate nearly all recent changes in Patch 2.0.2. Thanks to everyone involved.
I’m feeling the communication is poor when no rationale is provided for changes implemented.
I contributed an unprecedented amount of posts before this patch and not a single suggestion was implemented. I participate because I care about the game and have interest enough to make the effort.
I wonder who decides what changes are valid and what the criteria are for inclusion.
I have a text document dated 10/9/2020 containing text copied from a post I made on these forums. Does anyone know how to share screenshots here?
“Life Drain should transfer health to allied units.
Balance would not be affected because the Dark Ranger loses health and becomes more vulnerable.”
This is funny to me because at this time I suggested Bat Riders should be affected by Silence to block Unstable Concoction since Raiders can be silenced, and then I noticed Raiders could no longer be silenced. It seems some policy maker did read my post, but only to take note of the Raider vulnerability and remove it.
I hope I will not wait another 4 years for my other reasonable suggestions to be implemented. I imagine many players will appreciate these ideas to increase strategic variety.

Pit Lord’s Cleaving Attack splash damage should be included in the calculating of restored health from each attack with Vampire Aura.

Vampire Aura may benefit from an additional effect causing life drain on nearby enemy units each second, depleting health and giving it to the Dreadlord and nearby friendly units. 0.5 health, 1 health, and 1.5 health per second is transferred at each skill level. If multiple enemy units are near the Dreadlord, friendly units should only gain 0.5 health per second total, and not 0.5 health per unit.

Dark Ranger’s Life Drain mana cost should be reduced to 25. Siphon Mana is 10 mana? Transferring health will not be viable if she never has mana. She will not have health to transfer anyway if 50 mana is required to heal herself after transferring.

Alchemist Chemical Rage should give immunity to stun, and maybe last longer. This ability feels weak when Entangling Roots, Banish or stuns further deplete duration.

Mirror Image is devastating in late game free for all. Mana cost should be increased.

Necromancers could be improved by giving Skeletal Mages mana for 1 Fire Bolt spell. Fire Bolt already exists in the map editor.

Obsidian Statues’ Spirit Touch should have an upgrade option at tier 3 to again restore 3 mana per cast. Make this research expensive and long to avoid impacting solo matches.

Stone Form available on tier 2, capable of activating while webbed, to provide 1 opportunity to cancel the web. Stone Form in this situation must be activated and then stopped to again enable flight. This demands some effort and promotes reaction, giving gargoyles a chance to not die instantly when webbed or lose by default in the first 10 minutes from Crypt Fiend armies. Stone Form cooldowns are much longer than Web and could be made longer.

Wand of Negation should have unlimited charges, with long cooldown and high gold, now more so as a single target dispel.

Undead needs a reworked single target healing item with unlimited charges and long cooldown, consuming not more than 6 nearby corpses healing 50 each corpse. This is thematically consistent and prevents abuse because the heal is contingent on nearby corpses. Or it could be a heal over time not stopped by damage but can be dispelled. This has synergy with Meat Wagons and Graveyards.

To mitigate teaming in free for all, each player can activate 1 ceasefire every maybe 10 minutes against 1 player and only when their buildings are attacked by 2 seperate players within 60 seconds. This ceasefire disables the target player’s units from being attacked by or attacking the activating player, and lasts maybe 2 minutes. Free for all should also not allow less than 5 players each match.

I am questioning the reason for magic immune healing wards? If this is intended for solo games, would they not be more impactful with additional health? They can still be removed with 1 hit.

The original Orb of Fire was not adjusted properly and could still be viable. A large splash damage and splash radius while inflicting reduced healing on splashed units could have been very impactful and unique. A slight slow effect could even be added. Players want that original Orb of Slow in the Goblin Merchant.

If a player’s last remaining Blacksmith, Graveyard, Hunter’s Hall or War Mill is destroyed, all their units’ upgrades should temporarily revert to 0 until the corresponding building is remade. This gives incentive to strategic sniping of that structure to make the opponent’s army vulnerable.

Friends, thank you for reading

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Friend, I completely agree with your idea, but unfortunately, Blizzard does not care about players’ suggestions. He only thinks he is right and has no choice. This is the current situation, and we can only hope that he can stabilize the game performance to avoid it being destroyed in future hot fixes or other minor fixes :man_shrugging:

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