Quoting for visibility, Mac port is otherwise great on Apple Silicon and would be popular if it worked properly
Level and XP should only be a measure of experience, it shouldn’t be what we’re actually ranked by in the ranked system. They should detach it from the rankings and instead just give XP for playing games and not taking it away when you lose them. Go back to using MMR exclusively for matching (and improve how it is used…).
I agree with a lot of the stuff you said, but I would be really cautious about leaver punishment. If we can’t get out of a clearly bad game when it’s clearly over without being punished, that’s a problem. People have said “within 5 minutes” but games can actually be decided in that timeframe. I’d keep it to within 3 minutes, and the first leave is free as insurance against a toxic/harassing player. Alongside this, they should add Overwatch’s “avoid as teammate” feature so you can minimize the chances of getting someone you know you don’t want to play with.
Of course, that’s a pipe dream, but that’s what they should do.
Yes. A proper ranked system, like in leauge of legends, is needed to increase addiction and player retention. The current system doesnt incorporate modern reward models.
We need to introduce bronze-diamond ladder with 5-8 tiers in-between and have promotion games to rank up when on the edge of hitting a new metal.
Let players see the size of the map before downloading it, and also some form of “download - cancel” buttons to go along with this feature.
Here is an image example i made 2 years ago i think… should get the idea across.
xhttps://www.hiveworkshop.com/attachments/image3-png.432942/
Great change, now also allow mapmakers to disable the following:
• The option that allows players to set a scale for their HUD-UI. This breaks maps that use custom UI, so mapmakers should be able to disable it for their specific maps if they so choose to.
• The option that enables all the fancy hotkey features and tooltips that show which character a player needs to press for their abilities, this conflicts with mapmakers who wish to customize the tooltips of their abilities the exact way they want to for their specific maps. Even if one wanted to change the position of the characters that are displayed in parentheses or paint them in a color of our own choosing instead of just gold.
Mapmakers have been unable to create a custom buff and effect with different models assigned to them for the abilities of Starfall and Monsoon and have these changes reflected in-game.
If we do it, the game just doesn’t care and defaults back to showing the regular Starfall and Monsoon special effects, so if i want a Starfall to look like its raining down fire, i can only change the default effects, nothing more, if i want to have 5 different versions of Starfall or Monsoon with different special effects… no luck.
Lastly, look into the modular download option for the game, the ability to download only the classic assets and nothing more, either that or consider adding some version of old Warcraft 3 back to battle.net, like 1.26 or my personal favorite, 1.31.1 which was the most up to date version of the classic client prior to the release of Reforged.
Keep up the good changes and we’ll be going to good places.
I guess there’s nothing wrong with this, but I’ve never felt it necessary, as the vast majority of maps will download in a matter of seconds on all but the worst connections. There are some that are larger, yeah, but its not all that often. I guess a cancel button wouldn’t be a bad thing. I’ve just never had an issue with this.
I guess they figure if your connection is so bad that the download bar is on the screen for more than a couple seconds, that you probably shouldn’t be playing.
No buffs for blood mage? Are you serious? This hero is a joke, nish and bad support and BY FAR THE WORST first pick hero doesnt get any buffs? Nice balance team yea…
25 mana cost and 50 mana cap of siphoning? No problem so flame strike must be instant and 75 mana then.
Would be pretty neat if they do it, map size still being low is cuz most of war3’s map history is still from the past or made by mapmakers who still stick to strict optimization standards of days the map size limit was less than 100mb, me included, old habits die hard i guess. So its like our standards indirectly keep the floodgates from opening.
But now that the map size ceiling is increased to 512 i feel like it can get out of hand if newer mappers just wing it. I dont really want to suggest to blizzard to reduce the multiplayer map size limit, so technically we can see a situation where large chunks of randomly bloated maps are downloaded in a row some of which we’d just want to check for a second or worse accidentally clicked on it especially since the lobby keeps moving and not sitting still, and now i have to wait for a frozen download to finish when my main room is waiting for me to move my @$$ and oh no look i wasted 9GB of data and storage that i now i have to sift through to delete again, more annoying if i have to deal with map version numbers or remembering what is what.
Also i think most people will think twice before downloading large maps if they could see the size, maybe check again or look for a different community source to download the latest version and prepare it before grouping up to host.
So a footnote on the map size and a window for Download - Cancel seems like the best way to solve this. I pulled out one of my old photoshopped images of what i suggested blizz to do from my bug archive, i sent the link in my post above.
Its an image from the older version of Reforged menus but it gets the job done:
xhttps://www.hiveworkshop.com/attachments/image3-png.432942/
I dont think they put that type of thought into the whole thing but connection is and always was a big issue for war3, well, besides for people sitting on servers in mainland US and Centeral Europe.
Bloodmage can get some buffs but then the rifleman unit, in particular, has to be nerfed. Human is currently too strong in the current meta with little counterplay available.
I’ve seen a few people comment that instead of reducing the AoE of Breath of Fire, instead the graphic should be adjusted to be bigger. I think to an extent this can be done (though it’ll never convey how circular the end of it currently is) but just want to point out two issues with this:
- If you change the scale of the Breath of Fire spell animation inherently, this will also affect all custom usages of the animation in any context in any custom map. Not exactly ideal.
- If you make specifically the “Breath of Fire” spell spawn its animation at a higher scale as hardcoded behavior, this will also affect all custom usages of the spell in any custom map, including ones that may be using a different graphic altogether and have that now suddenly scaled up. Even worse.
Instead, IMO the proper way to do this is to add some generic fields to abilities - we can set a “Missile Art”, but unlike what triggers allow for special effects, we can’t colorize or transform it or even scale it. If you could add “Missile Scaling Value” to the editor and use THAT to increase the size of the breath, then it also gives mapmakers a convenient extra functionality.
for a visual example for why this is an extreme nerf
i.imgur(dot)com/BTZOUfn.png
imgur(dot)com/a/1BFLXzH
this will make certain builds unstoppable for some races
revert panda nerf please
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edit: thx for the hard work
Can you fix the AI crash in maps bigger than 255x255 when they are searching for attack targets?
i noticed that the fire animation starts behind the panda. If you move the starting point in front of the panda, it will better match its actual area of effect without needing to scale it. would that “fix” mess up with custom maps as well?
Blood mage is a very good hero.
Not every hero designed to be good as the first hero and this is fine.
Every hero has different power curve applied to the current situation (aka units composition, amount of players (2v2 etc), map, etc).
Blood mage is very good in his spot of multy-tool support like Dr is very good in a spot of pocket silence.
All blood mage abilities are good and have use cases in almost every matchup except mirror.
I recommend you to look at this from such perspectives.
Hey there Kaivax, gonna need you to transfer this feedback to the team again, it would mean alot to mapmakers…
Dear Blizz, some time ago you guys made an Orb of Slow item in which the community requested you to create new elements for (New SLK entry for the abilities it used).
And you did, even though you didn’t create a new item for it. And that was overall a lesser known item and ability. (You can still fully fix that btw, by also making a new item to carry the orb of slow abilities).
However
This time around you’ve changed Animate Dead, and these are not stat changes, these are FUNDMENTAL changes to how this ability works, removal of invulnerability + making the animated units have access to their abilities…
Any custom map that relies on Animate Dead to function how its supposed to will now just break, please undo the Animate Dead change and apply all your desired new changes to this ability by making Animate Dead (New) and modifying everything you need there.
We cannot undo or change how this ability works, its not a stat change for us to undo in our maps, please fix this issue urgently.
You listened to us once, listen to us again.
This video explained what the problem was and everything said in principle applies to the Animate Dead change because you’ve changed an existing ability instead of creating a new one in the object editor.
https://www.youtube.com/watch?v=6ZEzGzGCAf0
Love to see bloom option added back in, can we get more variations like the quenching mod?
can we please get these options in the next update?
- TFT first campaign chapter unlocked
- Bonus campaign unlocked
- Masked shadowhunter skin for classic and Classic HD model \https://static.wikia.nocookie.net/wowpedia/images/e/ec/Warcraft_3_render_Shadow_hunter.png/revision/latest?cb=20170408152717
Again you need to do something about 3v3 AT and 4v4 AT. We search for 1 game 20 minutes in 3v3 AT and 4v4 AT its impossible to find a single game. You can look at the leaderboard, in 3v3 AT there are 48 teams and in 4v4 AT not a single team has manage to play a game. Please make some change so we can play with friends again!
Great changes overall ! Thank you especially for fixing the invisible units.
Do you think you could try to fix the attack speed bug on hero on campaigns and custom campaigns ? It has been in the game since the beginning and still no sign of it ever being fixed.
When a hero is charged in a map, his attack speed is based on the agility he should have gotten if no bonus were given, and all bonus attack speed items, or attack speed from agility bonus simply is ignored.
For example, a lvl 10 demon hunter with no items should have 35 agility and therefor has a total of 70% attack speed, with his base attack speed of 1.7 he’ll attack 1/second. If you give 10 agility and 45% attack speed bonus from items, he’ll have a total of 135% attack speed and attacking once every 0.72 sec. But if then the map changes, because it is a normal campaign or like the founding of Durotar campaign, the demon hunter will be loaded with 45 agility, 45% attack speed bonus from items but attack only 1/second. The game will still consider that he has only 70% attack speed bonus, therefor if you drop these 10 agilities and 45% attack speed bonus item, the bonus attack speed will be of only 5% so demon hunter will attack every 1.62 seconds. You could in theory have negative attack speed bonus too if you added 100 agility.
In some campaigns this isn’t a problem but it is frustrating that all agility or attack speed items shouldn’t be carried on because it’ll be a deadweight.
What’s the possibility of having the option to play Reign of Chaos theme on the main menu?