Blizzard,
For the first time since the 2018 announcement I’m positively surprised with anything related to reforged. A living community needs a living game and this is the first real thing that feels to connect with a large subgroup of the wc3 population.
Below some of my ex ante thoughts for some balance changes. I could not list all, so picked out the most noticeable ones.
Thunderclap cooldown increased from 6 seconds to 7 seconds across all levels.
This feels needed. Thunderclap, especially against orcs, was so dominant. One had to get their battlefield of choice, speedscroll, healdscroll, mana potion, clarity potion and all of this, just to offset someone clap clap clapping their way through melee forces. Yet, this was mostly the case op the not-very pro level (at >1900 mmr, in fact, orc was very mildly favored with 50.88%; lets call that statistically insigificant); So this might help Orc overall to balance; but disfavor top HUs to remain the balance.
Rifleman Attack delay increased from 1.35 to 1.4.
I feel rifles are very, very potent. In general: i feel this game was made more noob friendly. Almost all heroes got buffed and also all t1 units got buffed. In general, I feel this is a fair change. But due to the popularity of rifles; it should also be monitored well.
Tauren Chieftain * War Stomp cooldown increased per level from 6/6/6 to 7/7/7.
THANK-YOU. Solo TC is pure rampage. Both with grunts and HH. I’m sure that won’t change. But at least this helps.
Entangling Roots cast range on level 3 increased from 600 to 800.
Double feelings about this. Kotg was overwhelmingly powerfull for a long time. However, by nature, kotg decreases in power throughout the game as dispell becomes more prominent as the game progresses. It will be very situational on when this becomes usefull. At higher levels I feel it won’t do much as others will just keep dispell around. At mid to low level of play, it may help the nelf to pick off more units. In other words: I feel like if an elf gets the upper hand late game (at non top level play) this ability now helps them to snowball that effect better.
Tranquility Invulnerability time removed. Duration reduced from 15 to 12. Healing increased from 40 to 48.
This may be the wrong way round. It already is impossible to fight in tranquility; and now that becomes even more so? It also adds up to the reduction of channeling time before the army can be on the move again?
Crypt Lord * Impale can no longer be interrupted. Units knocked airborne can now take damage and be attacked.
Eh, so at first sight what I think, what everyone will think: UD nukes just got amplified. Big time. And honestly, it will. And undead was already doing, overall, best of all races, and overall, at all MMRs. So a buff overall, for sure.
VS HU I’d like to note the skellie change as well. As the game may progress a bit more to creeping and hero levels; UD army nukability gets improved. Which actually may be fair. UD tends to win games at expo harass, but that is now reduced per skellie change. And HU late game armies with expo tend to walk over UD armies.
Interesting change, but for sure not a risk free one.
The beatles seem very, very potent for early game expansion, pushes. Percentually seen, this increase is off the charts. Rlly curious about this.
Skeleton Warrior * Base hit points decreased from 190 to 180.
Also see prior on crypt lord. This will help UD creep as skellies are no longer susceptible to being purged. Frankly, this can be a buff to UD as well as a result. But it also gives UD a bit more dynamics which the race could use. Not sure how it will affect overal meta / mmr balances.
Pit Lord A unit afflicted by Doom now has its movement speed slowed by 50%.
I like this. Normally people just walk out the unit that is doomed to die. Or you cast it on a low HP unit which kinda makes the whole concept of dooming a unit obsolete.
Firelord & Naga
Both look nice, tnx.
- Potion of Greater Mana mana restored reduced from 300 to 250. Potion of Mana mana restored reduced from 150 to 125. Gold cost reduced from 200 to 150.
Interesting change. Will predominantly affect heroes as SH, MK, TC. Will see.
2v2 * Removed: Phantom Grove LV
Phantom Grove was actually a fine map. Phantom Grove LV was very poorly designed. Looking forward to experience Circle of Fallen heroes
3v3 Removed: Rolling Hills
Praise the lord. We always went tavern heroes instant push on this map to get the game over with. This map had more cringe than can be put into a post on these forums.
4v4 * Removed: Banewood Bog LV
Ha! Everyone saw this coming! Ryan even asked on discord about this, months ago. Nobody likes this map. You seem to have put hours into fixing the massive desyncs and still put it it back. Now it works, and upon many request; simply gets removed. Feel like this map was over invested in. Still glad to see it gone.
Terenas Stand LV * Critters added to the map
Nice; but please check this for all maps. Centaur Grove for example is also a map without critters. Turtle rock same. All maps should have some of these.
sanctuary LV Removed 2 Apprentice Wizards from the north and south red camps. Reduced the item drop from the Ogre Magi from level 6 Charged to level 5 Charged.
Made possible by clan 1uk1. We did this so often. Literally have not seen a game on this map, both pre reforged or on reforged, where this was not executed. Although it was fun to walk over your opponent with double level 6 ultimate like summons; it was far from balanced.
Overall: some good changes. At least, good in seeing changes. Some look really nice. Some look really tricky and can go both ways. Would love to see Pad being able to publish new statistics so we can sample to the old patch. But we need to accrue some N’s to get anything significant.
Thanks