Version 2.0.3 PTR Notes

Its good that you buffed Undead again. Its the worst performing out of all the 4 races.

However, Raise Dead is still not worth investing. The duration is too short. Please increase the duration to 120 seconds.

The Necromancers still suck. You buffed them in the last patch by reducing mana costs by 10. However, you nerfed obsidian Statue mana regeneration by 33% a while back.

The massive nerfs to obsidian statues already nerfed all Undead heroes and casters. Even though this should never have happened. No one was using Necromancers and yet they were nerfed.

To make up for Obsidian statue nerf, you must reduce all mana costs for Necromancers and Banshees accordingly.

4 Likes

Holy hell I was starting to lose hope of these glitches getting fixed.
Now I can finally play the Rexxar campaign on classic without needing to do it all in one go.

Elf have hypporiders. This is a very powerful strategy with a piercing attack that will take out an undead in one-two-three.

I would love to see a bugfix for the prioritize ability of gargoyles.

issue 1:

  • select a gargoyle with prioritize active as well as another one with prioritize DEactivated
  • press the hotkey for prioritize
  • BOTH toggle, meaning the one which was already on prioritize is now on ā€œno prioritizeā€
  • same applies for any number of gargs of course. you can have 1 on non-prio and 11 on prio, you press the prioritize button, thinking you put all of them on prio, but suddenly ONLY ONE is on prio

issue 2:
changing button position via customkeys.txt does not work

Agreed, the breath of fire change is ridiculous.

This should be reverted. If the animation needs to match the area of effect, increase the animation size.

Huge YES to the Hippo cooldown buff and Animate Dead ability casts! And the Lich Nova range partial unnerf!

That said, if you want actual crazy novelty in the game without adding new neutral heroe, I’m still of the opinion that you might consider… making ults at lvl 5:

  1. creeping would be until level 4;
  2. ults at 5 would still compete with basic spells rank 3;
  3. way too many ults are mediocre anyway (indeed, Anime Dead is one of such), and the broken ones such as Meta or Inferno could still be nerfed anyway.

I understand that you can only do these changes once every 2-3 months (inbetween HotS and SC2), but nobody else would suggest this (because they’re shy), so I had to voice it.

Also, WC3 on Gamepass is huge? It’s semi-f2p, in a way? Splendid!

1 Like

Hello valiant Blizzard developers. I am here to kindly ask if you could look into a visual bug affecting Siege Tanks once they upgrade Barrage. After being upgraded their ground attack no longer uses the proper effect. This bug has existed since the game’s release and would be nice to fix. Thank you for your time.

  • BlzSetUnitRealField now correctly sets UNIT_RF_CAST_POINT and UNIT_RF_CAST_BACK_SWING regardless of when you spend your first skill point

please don’t do this change. the way it works currently is very important for map makers. we don’t have any other way to set different cast points for different spells.

2 Likes

I’m glad you’re looking at this, but you also need to look at the how the matching algorithm assigns players to teams- There is considerable bias towards placing the highest MMR players selected on the same team and the lowest on the other team. It doesn’t ALWAYS happen but it happens frequently. Teams should be balanced so the average MMR is similar on both sides.

One thing that could cause players, especially beginners, to lose interest is the current level system. New players often stay stuck at level 0, which can be discouraging.

It would help to adjust the system so that beginners have a fair chance to level up. Right now, if a new player wins three games but loses four or five, they end up back at zero XP. This makes progress feel very difficult.

A possible improvement would be to allow high-level players to continue leveling up to level 60, with each level taking more time and effort to reach. That way, experienced players still have a challenge, while new players can enjoy the feeling of progression.

Overall, it’s important that new players feel rewarded with XP and have fun while learning and improving.

2 Likes

I think it’s a good idea to allow AT to play against RT . If RT is given some kind of advantage, like matching them against RT that are 500–600 MMR higher then AT, it could help balance things out.

At higher MMR levels, RT players could also receive a small bonus, like 30 or 50 extra gold, just as a small incentive or reward. If Blizzard adds a system like this to Warcraft 3: Reforged, it would be a great improvement.

If they don’t implement this kind of system, maybe an alternative could be that if an AT queue only has two players, it could be matched against another two-player AT team, and together they face a full 4-player AT team. Something along those lines could help with matchmaking and queue times.

2 Likes

I agree on higher mmr part but nothing should be changed in gameplay.

Amazing changes! Awesome work!
That said, slightly worried about the panda. Even if the increased damage makes up for lost range, he won’t be good at AoE anymore and the spell turns into a ā€œnear-melee range frost novaā€. Possibly powerful, but without the usual utility for which the panda gets picked. That said, I suppose that the Tinker could take over the AoE niche vacated by the panda and I like seeing more Tinker.

1 Like

Bro, what mmr do you play at? Hipporider is one of the worst units in the game, down there with faerie and glaive thrower. It’s sometimes used in mirror because elf has trash AA. You can’t do them vs hu because they have WE, Rifles, Gyros, Dhawks, Tanks. Orc has bats. Ud has fiends and gargs. They need more than mount CD.

3 Likes

I’m generally down for the AoE of Breath of Fire to be brought more in line with the graphical effect of it as the current disconnect between the graphic and actual hitbox is truly huge, but even so, IMO it should still err on the side of being a forgiving hitbox for the caster, that is to say, if a unit borders getting hit and not getting hit, it should get hit.

Therefore I would suggest putting Area of Effect at more of a midway point between old and new - the initial AoE at 75, and the final AoE at 175. This adds an extra 50 distance units of leeway to the width/radius at both ends which I think will help making the spell still feel better to use instead of risking frustration with the spell not hitting units you really feel it still should.

2 Likes

Did this fix the World Editor bug that said I need to ā€œrebakeā€ the models?
A lot of models are invisible in the World Editor due to this bug

can we please get a masked Shadowhunter model for classic and classic HD as skin?

As someone who has been playing WC3 purely for custom games since Reign of Chaos, it would be great to get this disappearing lobby bug fixed before the gamepass release! This is potentially the largest opportunity to breathe fresh life into the community in years, please dont waste it.

4 Likes

You still forgot to add the DK Arthas skin for the classic mode. Please add him.

https://i.imgur.com/95KYuIU.png

2 Likes