Version 2.0.3 PTR Build 23068

Today we’re deploying a new test build.

NEW CHANGES

General

  • Corrected the PTR build number

Performance

  • Added hints for AMD and Nvidia drivers to use discrete GPUs

Multiplayer

  • Fixed an issue on (8)Royal Gardens where the northeast green camps were too close to each other

MASTER CHANGELIST

Performance

  • Added hints for AMD and Nvidia drivers to use discrete GPUs

World Editor

  • Fixed an issue with BlizSetAbility____ natives where they were applying globally instead of locally to abilities.
  • Increased the Tileset limit from 16 to 64.
    • Please note that using more tileset textures may significantly increase the load time of the map. Use with caution!
    • This change increases the version number of the .w3e file. Saving a map with this version of the editor will make the map incompatible with older versions.
  • Added an option under the Advanced Tab: Preserve Copied Object Height. When enabled, the editor will remember the height an object was copied at when it is pasted.

Multiplayer

  • Fixed an issue on (8)Royal Gardens where the northeast green camps were too close to each other

Neutral

  • Dark Ranger Drain Life can no longer target self.

Undead

  • Ghoul base damage reduced from 10 to 9.

Bug Fixes

  • Fixed a crash that could occur when creating an invalid UberSplat
  • Fixed a crash that would sometimes occur when loading a sound file from a Lua script
  • Fixed several bugs that, in some cases, caused memory to become corrupted, which would then lead to potential random crashes later in the game
  • Fixed an issue where Mouse Buttons were issuing incorrect commands when hovering over the UI.
  • Heroes in the Warchasers custom map now have inventory slots.
11 Likes

Hello, firstly, thank you for your continuous optimization of the game,I would like to propose an improvement. Currently, in classic,the avatar and voice of Kel’Thuzad in the hero custom skin are different from those in the campaign. Can we improve it? The model of Varimathras in the Dread Lord skin is also incorrect. Please make corrections. Thank you. Of course, it would be even better if the voice and models of Arthas from the campaign could be added to the Death Knight :sunglasses:

3 Likes

Can you please add an option to create custom folders and categories for Object Editor units, spells, upgrades, etc.

2 Likes

Using CASC to obtain the map of the client’s built-in files and the map created by the client in the MAP folder, as far as Royal Gardens is concerned, the two have different sizes. I don’t know which map is the latest.

If you don’t want to handle files in one of the places, at least update the version number of the map file, even 1.21, and let everyone know that this map has been updated

2 Likes

The one in the CASC is latest, it has a higher version number and was saved in a later World Editor. You can see it all in Map Description using WE.

Thank you.

1 Like

wow, way to fix two long standing issues!

Is there any hope for fixing matchmaking so it actually creates the most balanced teams from the available players? Right now it is very possible for the system to pick 4/6/8 players, and have all the higher MMRs on one side and all the lower ones on the other, which leads to obviously lopsided matches.

And then there’s also the issue of matches failing to get recorded after completion.

There is still a bug with match result registering (at least for 1v1 ladder, havent played anything else). Roughly every 10th match is simply not counted. Will this be addressed as well? The bug has been around for a long time now.

Nerfing Ghouls seems like a very bad idea, in my opinion. A change like this would cripple the Undead race.

A big reason why UD and HU have been doing quite well recently is because they can expand better than the other races. For that reason I would suggest:

  1. Reduce the cost of Tree of Life and Great Hall by 50/50
  2. Increase Headhunter damage slightly

Headhunters had been looking rather weak even before the recent piercing damage change. Now even more so. A buff seems in order.

4 Likes

Thanks for more fixes. I know that this is a small update, but could you maybe give a hint that you are working on fixing matchmaking? I know I am repeating myself, but I will continue doing it until it’s fixed.

Stuff thats wrong right now

  • Team stacking inside a match. Too often, two stronger players are placed on one side and two weaker players on the other, instead of “cross-seeding” to balance team averages.
  • Overly wide MMR spreads within the same lobby. In team queues, you regularly see very large gaps between the strongest and weakest players, which turns many games unabalanced.
  • AT vs RT changes hurt 3v3/4v4. Splitting arranged teams (AT) from random teams (RT) makes sense, but with a small population it inflated queue times or prevented matches. You can check leaderboard and see how many teams are playing. In 4v4 only 9 games total are played all season!
  • High ping. Make matchmaking to never pair you up with someone if ping is higher then 170ms, every 10 games I play, I get one game where ping is 400ms stable which is unplayable.
  • Ranking UI problems. Odd promotion pop-ups and “N/A” rank displays, also on loading screen you cant still see LVL and MMR sometimes.
  • Placement matches not showing. When you play any first five games you get screen that you completed all 5 placement matches.

Improvements

1) Start with a strict MMR window, then expand over time
Begin with a narrow search band (e.g., ±200 MMR for the first ~2 minutes). If no candidates appear, expand stepwise (±400, ±600, …). Try something, if the waiting time is too large then adjust it. We are willing to give you feedback.

2) Do “in-match slotting” to minimize team variance
When 4/6/8 eligible players are gathered, assign teams to equalize team averages and reduce variance. Don’t let “two strong vs two weak” slip through just because all players fit the window.

3) Revive team queues with partial premades (under guardrails)
Allow partial AT groups (e.g., 2 players in 3v3, 2–3 in 4v4). Offset the communication edge with a small, transparent MMR adjustment (AT should play against higher MMR RT). This fills queues without letting premades overrun RT.

4) Regional ping caps with staged expansion
Keep low latency a priority but set reasonable max ping caps per region (e.g., ~160–180 ms).

5) Be transparent in the UI
Show the current search range and how it’s expanding (“Searching ±200… now ±400…”). Fix promotion spam and “N/A” rank displays. Transparency makes longer queues more tolerable and builds trust. Fix placment screen.

6) Tackle leavers
Use progressive timeouts for serial leavers.

7) Prefer AT-vs-AT mirroring whenever possible
When feasible within the search time, keep AT vs AT. If time expires and you allow AT vs RT, apply tighter MMR variance for the RT side to compensate for the premade’s coordination advantage.

If I forgot something, please write it in your post!

Hi!

Have seen that some polish lacking text in option menu are fixed. I’m adding list of polish strings in Collection Menu which are lacking names or mistakes below:

1. SKINS

  • Antonidas Spirit (ver2_skin_47_name); (also desc to hide),
  • Jaina (ver_skin_48_name); (also desc to hide),
  • Cenarion Spirit (ver_skin_46_name)

2. PORTRAITS (WARCRAFT 2) lacking names:

  • Ogre Magi (collection_portrait_143),
  • Griphon Rider (collection_portrait_146),
  • Andiun Lothar (collection_portrait_157),
  • Gnome Flying Machine (collection_portrait_161),
  • Elven Archer name is female (Elfia Łuczniczka) but should be male (Elficki Łucznik); (collection_portrait_165);
  • Human naval machine (collection_portrait_168);
  • Orcish turtle (collection_portrait_169)
  • Names for transporting boats are mixed:
    • Human transporting boat name should be at collection_portrait_173;
    • Orcish transporting boat name should be at collection_portrait_172;

THANKS IN ADVANCE FOR TAKING CARE ABOUT!

1 Like

Hi, in the newest PTR I get much lower FPS on classicHD (around 70-90 FPS) and Reforged (around 60-80 FPS). In the current live version I get 110-130 FPS in classicHD and 90-120 FPS in Reforged. The testing is done on same map with same units and same race. I don’t know what happend to drop around 40 FPS in PTR.

2 Likes

I don’t think reducing the cost will matter much at the top level, since tier 1 expos will be cancelled anyway. It’s like having a Haunted that’s 50/50 cheaper but takes 20–30 seconds longer to build, that would kill UD fast expand altogether.

Maybe NE can be fixed relatively easily, since they’re already close to being able to FE; just reducing building time a bit might be enough. I’m not sure ORC can be made able to FE without massive changes, and I’m not sure that is something we want. I’m all in favor of 2-base vs 2-base play, but not every race needs to have a tier 1 expo option. I like asymmetry between races. Maybe ORC can be the race that struggles to expand on tier 1, while also being the one that makes it hard for others to expand.

Regarding the UD nerf, I’m kind of in favor. A 7% damage reduction on ghouls won’t be that impactful , UD still has skeletons (and beetles vs HU), but it will definitely be noticeable. Right now UD seems to have the strongest tier 1, and it’s also the race where early mistakes matter the least. You can fail a tower rush or an expo attempt, and more often than not the situation is still salvageable. In my opinion, if you fail an all-in tower rush or a fast expand, you should lose the game 9 out of 10 times, but that’s not the case with Undead. To be clear, I’m not talking about UD faking a tower rush or just unsummoning a Haunted in the expo. I mean situations where UD is already heavily committed to those strategies.

1 Like

Its fine. Let them make absolutely regarded balance decisions. I have other games i want to play while i wait for the poo-storm to unfold. I will passively follow the tournament results to see if they finally can make happy lose, cause this seems to be the only metric they use in terms of balance. Screw the playerbase, the balancing for them doesnt matter according to blizzard

4 Likes

Wow, my honor to holding same stance with you this time, Mr. RemoUdemo.
Nerfing Piercing damage proved a very bad idea, A change like that crippled the ORC and NE race. Where were you when such a blunder change emerged?

Yeah, it’s true. However, A bigger direct reason why UD and HU have been doing quite well recently is because they have more heavy armor units than the other races.

This change will somewhat improve the balance while the HH’s change along with ghoul’s change will be mistake on mistake if the 90% heavy armor change not reverted in time. All of them starts from same blunder and the balance locked into a negative chain’s reaction since then.

Interesting idea while in my view let’s try 25/25 in PTR first to find a good spot.

In conclusion, nerfing Ghouls damage just another careless change. Similar compensation changes will not solve the rooting reason why balance melting down.

Reverting the heavy 90% blunder change, however, instantly revives the balance.
For the future of the game, it’s merely a basic justice, and it should not be delayed anymore to prevent further balance avalanches and landslides.

this is true.

expansion profit in wc3 is much better then in sc2 for example. units matter more then in sc2 etc.
it is almost impossible to play vs 2 bases with 1 base in wc3.

yes ofc in each rule are exceptions, if you killed 15 acolytes and you are on t3 and ud on t1 then you win, but without some extreme cases 1 base vs 2 base is a lose.

balance is well prepared against this situation tbh, for example for hum it is hard to win vs 2 base fastexpo ne or fe orc. But in this cases entire game is centered around - is ne/orc expo cancelled or don’t, and if it is not - you win, if cancelled - you lose. Even in ud vs hu everything is around expo cancelling if hu cancelled gm twice - he usually wins.

is this balanced? i think still yes. But it is extremely boring, small rooms for comeback (usually you need to build expo without power build to do it) etc.

i don’t think that cost can change much, especially for orc. Time is the most viable resource here. For elf mb cause he can build 2 tol for example lul if their cost will be small but still.

Something that tiny great hall on t1 or faster build speed for tol could be a game changer tho but balance also should be redesigned then to the situation when all races are fine with 2 v 2 bases. Because for hu it is extremely tough to play 2 v 2 especially vs orc or ud.

I also think that direction of improving solo base gameplay can be considered, yes it isn’t 2v2 bases but something like:
if you never finished greathall, tol, townhall, hauntedgm then your upkeep changed on +10 for each tier (like upkeep starts on 60 limit on t2 or 70 on t3 if you never expand).
but such mechanics are very tough to explain to the player

So when will it be updated to the official version?

1 Like

Can we have more than 2 cliff tiles as well?

2 Likes

Dear team, take your time, stop doing this bad patches such as 10% pierce to heavy such as wisp buff to 8 back then and many more and now another stupid one with this ghoul nerf. You just can’t kill ud like that.

Take your time think and test stuff for next 3-6 months, you have a kinda decent patch right now and if you wanna change wc3 change it with a big patch / mechanics as i wrote before not all these stupid changes that are not thought through at all.

I ve always had one question maybe someone reading this forum will know tho. Was it intended by Wc3 creators or when it happened that UD just have 6 sec later hero than other races due to its build order?

1 Like

Oh, you shouldn’t have written that, because now the Chinese will come running here and tell you how strong the undead race is and how it needs to be nerfed from all sides. But, as it turns out, these Chinese are just viewers, they don’t actually play the game, they just watch pro matches on YouTube. But who cares, right? Because in their - incredibly awesome, huge, and top-tier - league, the Undead take up a whole two spots! Two spots out of 50!
Therefore, we also need to nerf the DK aura, nerf the fiends, nerf the ghouls, and in general it would be better to remove the undead race from the game!

3 Likes

Please fix the FPS before releasing that version. Currently it runs smoothly, better FPS. I tried the trial version and the FPS dropped again. Please don’t release that patch if the FPS drop is going to return. It would also be great if you added the Mannoroth model and put in the original voices of Kel’Thuzad.

2 Likes