Before I go into the thick of it, I want to give a little background about myself. I don’t post here often, but like many of you, I’m very passionate about this game. War3 is in a bit of a pickle right now, so I’ve waited before posting anything large.
Anyways, I’ve written huge amounts of text before and I’ll try to keep it concise. It’s also hard to type as much on the phone.
So a final bit about myself, I’ve suggested many ideas on here and reddit and many of them have made it into the game:
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removing graveyard requirement for Sacrificial Skull
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increasing damage, lessening duration of Disease Cloud
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reverting Necromancers
So anyways… the Ghoul!
He’s our 120-gold, 340 health friend. He actually does decent damage for his cost, especially with the frenzy upgrade. The main issue is his durability. With spells like War Stomp, Thunder Clap or Breath of Fire in the game, using Ghouls is a huge liability. With their poor melee range, low health and slow speed, they just can’t engage in combat directly without taking heavy losses.
We don’t see Ghouls used that often in competitive play nor do we see them used much in casual multiplayer. As I keep mentioning, it’s just so easy for Ghouls to be focused and killed. They are meant to “beat” ranged units, but they will have difficulty doing so as they can be kited and many Ghouls will end up bumping into each other.
The design of the unit is peculiar. It is really easy to make the unit as he builds fast, requires zero wood and is available at tier 1. He needs to be cheap because he is the dedicated wood- gatherer for Undead, yet he must have some defining feature to be a usable combat unit. The obvious synergy is with Vampiric Aura via the Dreadlord. It’s a good combo, but the healing is entirely dependent on the Ghouls getting in and dealing damage. It’s just really hard to make this happen because focus fire negates the wide healing Vampiric Aura provides.
Other complementary options are using the Death Knight for pre-tier 3 speed and Banshees for damage mitigation. Speed is incredibly powerful for Ghouls because it greatly helps them to engage favorably and escape safely. With their poor durability, they simply have to avoid damage period. Banshees help their durability. Curse causes enemies to miss 33% of the time, therefore doubling their health. Anti-Magic Shield is a godsend against splash damage spells. And of course Ghoul Frenzy is a must with Ghouls moving and attacking faster. Ghoul users should get this as fast as possible.
So why aren’t Ghouls used in serious play? Well competitive Warcraft 3 is heavily based on dealing as much damage as possible while taking the least amount. Pro players are so efficient that they will rarely lose units compared to the average player. Committing to Ghouls maximizes risk especially before Ghouls get speed.
The simple answer is to look at the opportunity cost of using Ghouls versus using Crypt Fiends. Fiends have a higher health pool, can focus fire with their ranged attack, can hide with Burrow, instantly survive from no health with Death Coil and can deal with air with Web. Ghouls are a high-risk unit that offer little advantages and only really shine late game at tier 3. You are running a one-trick pony, hoping for a payoff at tier 3. Using Fiends covers 5 bases, while using Ghouls barely covers one.
In order for Ghouls to be used more, I believe the best change would be to give them increased speed at tier 2. As I’ve mentioned, speed helps them to get in and deal damage much more effectively while taking less damage trying to get in. And again speed helps Ghouls to also jump out of situations where they would be blown up.
I think the easiest way to make this happen is to move Cannibalize to tier 2 and when researched, it increases Ghoul movement speed by 40. Ghoul Frenzy would then increase Ghoul movement by another 40, instead of 80. You wouldn’t need another icon and a mere 40 extra movement speed at tier 2 would not imbalance the game. We’re just giving half of Ghoul Frenzy to tier 2. This would encourage a more mobile, aggressive Undead style of play where you strike weak areas and run away. Then at tier 3, you can engage when Ghouls get much stronger. This change would allow a smoother transition for Ghoul play from tier 1 to 3 instead of sticking to slow Ghouls until tier 3.
Proposed Changes:
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Cannibalize now requires Halls of the Dead
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Cannibalize when researched gives Ghouls an additional 40 movespeed
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Ghoul Frenzy when researched only gives Ghouls a 35% attack rate increase and 40 movespeed bonus, down from 80 movespeed
Other people have suggested that we give Ghouls some more health or we make them stronger but make them cost more. I don’t agree with these ideas because some more health does nothing to address the issues of their slow speed and their melee range. Ghouls are always going to have low health because they are 2-food units. Footmen are their counterpart that deal with damage with Defend. Ghouls should then deal with damage by avoiding it with speed. If Ghoul play becomes popular, it would then encourage Dreadlord openers, injecting strategic diversity so desperately needed in Undead play.