You need to do something about 3v3 AT and 4v4 AT, make some balancing in matchmaking so AT can finally find games. You can just try it! If it does not work good revert it but please do something about it. I just want to play with friends and not sit for 30 minutes searching for a game.
Have in mind that Humans have consistently received numerous buffs prior to this patch, including to things that arguably didn’t need it (Staff of Sanctuary, Riflemen, Priests etc). Other 3 races have received some major nerfs since 1.31 (especially Undead) and many of these buffs are actually partial reverts to those nerfs.
More historical issues
There was no mention of repairing the issue where the human race would not purchase the Deceleration Ball
COMMON.AI GetAllyCount Max player is still 12 – I think you’d better check blizzard. j
In the global variables of common.AI, the Repb of elf and the Ruwb of UD are written incorrectly
In the AI script, the upgrade of the main city of the human race is restricted by expansion, and it is usually impossible to upgrade to the second level base before expansion
The beast race did not write code to train the third hero
After using the battle hero skin (manually set for AI players using API, not globally modified through game settings), Sword Saint will restore the default skin
no reference to - Hide units is not effective for peon. You can test hide an ORC peon, which is caused by the latest patch – Restarting cannot solve the problem, it is necessary to place a cliff or multiple units to make normal modifications
2.0 The newly added setting item has not been translated
Playing the video recording, If using advanced mode, the name of the computer will not change with modifications( SetPlayerName API), and some items of the hero cannot be seen
Classic texture boundaries can be seen
Restore compatibility with old models and textures, a large number of old maps and campaigns rely on these files to run, and these maps cannot be updated
In ultr* a wide displays, when loading maps, the map loading map, progress bar, and introduction text are not centered but aligned to the left. You can try using a 34 inch screen
When entering LAN mode, it is common to enter custom mode
Priority attack and Two ceremonial daggers , The skill has not added a command string, and no unit action was added to the trigger either
no reference to - uabt(buffType) - buffer – The Chinese translation of this word should be ‘守卫’ , no ‘一般’
uabt(buffType) - buffer – “守卫”
no reference to - Please provide trigger translation for Chinese
Some maps, especially older versions (without unsupported triggers), or maps with too many imported files, cannot be opened – Either freeze or unable to load terrain
no reference to - Editor freeze issue
Not saying HU is weak or needs a big buff. In fact, I am not discussing balance at all. Just that a patch with literally nothing feels bad, man. Even a tiny, inconsequential change —like -10 mana on Polymorph— would help make it feel less disappointing.
It’s better but the model is way too high up, leaving a huge gap of nothing. The model’s need to be more centered.
Hello! Dark Ranger’s Drain Life mana cost reduced! Excellent! This change makes sense! We need more changes based on reason which acknowledge the effects beyond solo games.
Healing wards need to have magic immunity removed. No rationale was provided for this change. The effects devastated free for all, as did Mirror Image, for which mana cost should be increased. Illusions should probably not do damage. Wand of illusion has no damage…
Pit Lord’s Cleaving Attack splash damage should be included in the calculating of restored health from each attack with Vampire Aura.
If the Pit Lord has an orb, the orb effects should spread to all splash damage units.
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.
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.
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.
Wand of Negation should have unlimited charges, with long cooldown and high gold, now more so as a single target dispel.
Crypt Lord’s Carrion Beetles are overwhelming in early solo games. The mana cost should be reduced and only 1 beetle produced with each cast. This ability was the same for 16 years, and was only changed so more viable Hero choices were available, but the consequence was further reducing the game to “Summons Craft.” Undead needed an item-based heal and dispel to make -all- Heroes more viable.
Another consequence was people then understandably complained Crypt Lord was too strong, and his Impale stun was then weakened!! This Hero had a highly specialized ability that was a powerful counter in specific situations, in free for all particularly, but again free for all was affected.
Each patch seems to further restrict players to using standard strategies rather than expanding them.
Restore one beetle per cast.
Restore Impale Hero duration to 1 additional second per level.
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.
Undead against Undead solo games will be more interesting if blight regeneration is player specific and the opponent cannot benefit while attacking a base. This matchup inevitably is a race to Crypt Fiends and Death Coils.
Ghouls are so powerfully countered by Frost Armor, while Vampire Aura is weak. Maybe Crypt Fiend attack range should be reduced or production time increased.
Thank you for reading
That is a very bad idea for multiple reasons:
- Firebolt is a direct damage & stun spell, both of which are very powerful in WarCraft III. There is a reason why most casters do not have direct damage spells. Mass Skeletons could chain stun and nuke down any target they want, and it is not hard for Undead to get corpses to mass Skeletons.
- Firebolt itself costs as much mana as Raise Dead. It is absurd to add the power of Firebolt on top of Raise Dead.
- It is easier to just rebalance the Skeletons as needed. If Skeletons are too weak, just buff their health and/or damage as needed.
Pretty nice changes!
Will 3v3 and 4v4 AT’s be mixed with RT’s?
My friends and I can’t find games and we have to take turns playing 2v2’s.
+1 to this ![]()
You guys look like you wanna work on that game actually so…
What needs to go in your next BIG patch is:
- All these shenanigans with creep pulling creep abuse and everything, such as Aco unsummon pull footman archer ghoul camp pulls hex abuse on units and everything, this should be adressed and fixed.
- Flying vision of units is too big, it’s insane how much flying vision is given by every air unit and it should be nerfed.
- If you need to buff elf, do it in a skill oriented way so it actually REQUIRES some skill mechanic some ingame skill, not direct wood buff not one click on upgrade for huntz
- Water elemental dmg is slightly a joke, brilliance aura maybe a little? Things were done to DK aura meanwhile mana aura (mana itself) is the best thing in the game. Rifle -50 range not 600 anymore
- Make UD vs Orc playable on most levels please. It’s giga garbage that you cannot fix an S tier strategy vs UD that consists of BM SH mass air unit and hex creepjack and if u are not Happy you just suffer. Also ur halfway there with the stupidest nerf on lich and ur realising it was wrong but the ego wont let u go back to full 800 cuz it was just Happy targeted but its fine, give it back and we forgive you.
- Game overall is mostly about two base and two base only which for me should also be adressed but these changes (need a lot of thoughts and time which u proly dont have for a 20+ years old game) alongside making elf harder to play so not everyone is choosing this race as their main due to its easier mechanics and gameplay until ur tier 1 player.
Thank you!
The description of the upcoming patch is demotivating. The lich’s attack area is slightly improved? And that’s it?! No fiend buffs. Nothing. The undead have no sustainable strategies for surviving at t2. You constantly need to upgrade to t3. It was hard to live with these weak fiends and even weaker ghouls, and now with the improved panda - it’s completely impossible.
I decided to take a break.
We need the masked shadow hunter skin for the hero shadowhunter and Rokhan while playing in classic HD and Classic. This model already exists in the game, please enable it as a skin. Remove \before https
\https://static.wikia.nocookie.net/wowpedia/images/e/ec/Warcraft_3_render_Shadow_hunter.png/revision/latest?cb=20170408152717
Isn’t this already in the game? You can use reforged animated backgrounds with classic graphics
No, if you select classic, it will automatically set everything to classic, including the menu animation etc. However, you can individually select the classic backgrounds in the reforged section in options, but this messes with the kenshin graphics mod.
The classic/reforged option is bottom right in the options menu.
Can you elaborate on the aco unsummon pull? What is this?
For example you play on AL vs elf, he is creeping greenspot, archer is ensnared, you go into certain range of troll berseker or so and u just press (my key for unsummon is D so) D target main aco runs into your base and the troll is following for some reason.
But AI shenanigans golem not throwing stuns etc etc hex + hit abuse on creeps etc is much more annoying and should be fixed asap.
For the non-balance parts, this is a well defined testing patch. It’s so nice to know that Mr.Blizzard watching this game in a timely manner well beyond common expections. While some weird lines floating up in the balance parts.
OK, nothing wrong in the change itself but the HP of wards had been decreased under the fact they are not hit by ground AOE in live patch. So a partial revert to their HP change in 2.02 maybe a proper option coincide with the general change.
Wow, great numerical improvement but the real effect of this change seems very limited. Because the change doesn’t hit the true weak point of hippo.
The Hippogryph, along with Gargoyle, just taking too much time in their training process. Suggestion: Training time of hippogryph decreased from 30 to 26 seconds. Training time of Gargoyle decreased from 35 to 30 seconds.
Moving Hippogryph from Ancient of Wind to Chimaera Roost, by this way allow the roost building unlock at T2. Replace the current Hippogryph production line with Hippogryph Rider, make the Hippo-Rider unit training from Ancient of Wind.
Changes in this form will provide more diverse tactics, and this is a true improvement for the out of date NE tech tree.
Ah…Let’s the rock began. Many buffs had been applied in the past, while after all, this is an underperformed ultimate skill.
Hmm.Save since this is a partial revert change. However an alternative solution regarding this issue maybe better. Scaling the range by level: 700/750/800
Please make similar change to another overnerfed spell Entangling Roots of KOG, Scaling the range by level: 700/750/800. Yeah Fairness.
Similar to the ultimate skill of DK, the Drain Life also an underperformed spell despite many buffs in the past. The mana cost change hitting the point, well done.
The tinker is an off-meta hero at top level games. These buffs will make tinker laming meta more hard to counter at low-end ladder game, while Pro-game first so they are good changes.
Weird. Basically the damage buff remains an insignificant and symbolic change, while the Aoe range nerf obviously overdue if I am not misunderstood the meaning of AOE parameters. The changes to Breath of Fire spell must be a numerical joke here or something really wrong.
The lines intended to creat an compensate balance change, however it does not achieve neither goals. Ironically, this is a non-compenste imbalance change sitting in the balance change part. Perhaps more changes will arrive at next ptr build so it’s too early to draw a conclusion here.
Thanks for the Dev team who improved the balance with courage and wisdom in the last revolutionary patch. Despite minor set backs which had been fixed by Hotfix, the Devs had successfully repelled wrong opinions to balance the game and therefore walking on a right general direction. The direction will not go in astray as long as Fairness acting as a reliable compass in balance affairs.
Great job overall.
Especially fixes.
Panda changes are good in a way of the visual consistency. What is good. Things should be clear. Probably the range nerf could be too much in some cases but will see.
I also like the way of adjusting tavern heroes, some of them were kinda dead
Please consider bringing AT vs RT back in 3on3 and 4on4, those modes have died when you started to do AT vs AT and RT vs RT.
We do not have the player pool for AT vs AT and RT vs RT.
Maybe make a selection box for players who do not want to play against AT. Or let the AT team who searches for a game find RT after 3 or 4 minutes.
so what, elf is also mostly useless without t3. only humba and orcba can reliably win at t2.