Version 2.0.2 Build 22692 PTR Patch Notes

My bias and view of current state of the game

I am avarage/weak human player. I have been watching the competitive scene for many years.

My tier list:

  1. Human, Orc
  2. Undead
  3. Night Elf
- HU OC UD NE
HU - = > >
OC = - = >
UD < = - >>
NE < = << -

= balance, </> - slight imbalance, <</>> - significant imbalance

  • Human vs Orc. Pally Rifle, slight human advantage. Orc slight advantage in other cases

I would like to give a changes suggestion for each race, starting with NE which in my opinion is the weakest and needs urgent help.

Night Elf

Challenges with balance NE

  • moon wells, make it very hard to balance NE heros (even a slight buff can be lavarage by moon wells)
  • squishy units make it hard to play (except fast bear strat) especially on low levels

Blizzard Changes

  • Nature’s Blessing lumber cost reduced from 200 to 175 - fine
  • Hunter’s Hall cost lumber cost reduced from 100 to 80 - fine
  • Moonstone duration increased from 30 to 45 seconds - fine but may be to strong, 40s probably better
  • Ultra Vision research time reduced from 45 to 30 seconds - fine, was moved to II tier so it seems fair
  • Orb of venom damage per tick reduced from 9 to 8 - fine, but only with additional NE buffs
  • Mana Burn range reduced from 300 to 250 - fine but only with additional NE buffs (The main problem with demon is that is played too often compared to other NE heroes, additionally it exclude many heroes from opponent pick pool )
  • Mountain Giant Food cost reduced from 7 to 6 - not necessary

My suggestions

I understand that it may be to much for one patch, but may be implemented in iterations :wink:

Tree of Life

  • Movment spped +5 (+5 movement speed means more or less, than opponent has to scout around 25% more area around expansion to find a tree. It is unique NE feature that in my opinion should feel to be strong)

Druid of the talon

  • +50 hp in crow form (helps against UD)
  • Remo’s suggestion of Faerie Fire reducing healing instead of gives vision is very nice :slight_smile:

Ancient of Wind (Wind play is almost never seen it will help a little bit)

  • -20 wood

Keeper (to weak in mid/late game)

  • Nature’s Blessing
    • +50 hp for treants
    • +2 damage for treants
    • +60 instead +50 movement speed
  • agility increase per level +1.80 instead +1.50 (little bit better orb carrier in mid/late game)

Pristes

  • Owl Scout (I know it is very similar to BM Hawk, but it is better than current state of the Owl :sweat_smile: )
    • Max one at the same time
    • Remove invulnerability
    • Add Permanent Invisibility
    • Life 200/350/500
    • Miss chance 10%/20%/30%
    • Magical attack type with range 300, colldow 1.5s, damage 0/25/52
  • +1 to starting strength

Mountain Giants (It shoud incentivise MG+dryad and MG+archer play, without making MG+bears overpowered. Proposed numbers should be probably tuned)

  • Taunt rework - Links 5 other (level 3 or less) units to MG. 50% of the damage taken by they goes to MG (duration 20s cooldown 25s)

Huntress

  • No idea :stuck_out_tongue: , but it should be done sth with them, to be a little bit more useful on tier 2 (you may argue that footmen is also unplayable on II tier, but in the contrast to footmen Huntresses are a significant investment)

Wisp

  • They are very squishy, but I would not touch it for now, because it has a huge potential to break NE vs Orc balance