This is a massive nerf to UD vs Human. THIS IS WAY TOO MUCH. And its the wrong nerf. Do not touch Skeleton exp gain! It will also break the UD vs Elf and UD vs Orc matchup completely. Elf might get keeper level 2 and 3 earlier. UD will never be able to go on the map because Entangle level 2 is unlocked earlier from more exp. DH gets mana burn level 2 earlier. Orc gets Wolves level 2 earlier. Or Wind Walk 2 earlier.
Good job blizzard, the Skeleton exp nerf alone will break all UD matchups completely. And make Necromancers unusable. You could have just done changes to Skeleton stats, or Rod of Necromancy. This is the worst change you have ever done.
At this point its not even worth it to harass Human anymore, its also harder given more HP on peasants. UD needs to kill atleast 2 peasants on the Human expo to stay even. However UD already loses many more skeletons compared to Peasants. Human will get their 2nd base up easier, have higher level on heroes and faster t3. Human t3 vs UD is very strong. Human vs UD is on the cusp of being Human favoured. Because as soon as HU heroes Mountain King and Paladin reach level 3, UD cannot keep up anymore.
Human has Holy Light, Bolt, 3 times Staff of Preservation, reduces all UD healing by 30% on one unit. Tier 3 with Knights/Gyros and inner fire is also incredibly strong. Lategame Human is much stronger than lategame UD, but only if Human is able to get Paladin and MK to high level. With this change, this will be more common. Instead, the power level should be more even throuought the game. I like the change to rain of fire. This is what you should strive for. It reduces the power spike from UD and their t3 push.
The exp change now makes it so no one will ever want to use Necromancers ever again. They are already a terribly designed unit. Its incentivized to mass the unit and stay in base to gather mana, then go for one all-or nothing push. If the push fails, your opponent gets hundreds of free exp. UD heroes like DK and Lich scale very poorly past level 5 because their ults are useless. Animate Dead is still useless and no one chooses it. Death and Decay is useless aswell. Because workers can just repair against it and being a % base damage, it does almost nothing to workers. Instead, it should atleast deal a minimum 30 damage or so, to prevent your opponent from countering your level 6 ability by clicking repair.
Other race have actual powerful ultimate abilities. UD never wants to go against higher level heroes, it just doesn’t work.
I said it atleast 10 times now. Give us a proper Necromancer rework. Cripple first, make it into a good spell with low mana cost (not like 80 mana last time). Unholy Frenzy 2nd or 3rd. Raise Skeleton 2nd or 3rd spell. But change Skeletons summon from Necromancers. Give them more HP. Reduce their numbers. Make them cost a lot of mana, but have much higher stats. That means less cluttering units on screen. Easier to control and fight against. Less vulnerable to mass dispel. Much higher attack and HP make Skeletons and actual threat, which they are not right now. The only thing thats threatening about Necro push are the meat wagons which eventually destroy buildings.
This, along with HP buff to peasants is a major buff to Human in the early game that will ALWAYS snowball into mid to lategame. Now the Archmage will always be able to push with level 3, level 2 Water Elementals + Footmen into the UD base while building up their economy. Only the best of the best UD never lose Acolytes to this push. If Human manages to kill even 1 acolyte during UD tech, the game is basically over for UD.
UD is forced to fast tech to t3 every single game, against every race. Because their t2 is weak and has no dispel. So why does UD not get any options to play t2? Instead, you just make it even easier for Human to go t3. And Human t3 is one very powerful. Not just in HU vs UD, but also in HU vs Elf. Mass Inner Fire + Mortars is a pain to deal with as Elf and HU is already favoured in this matchup. You just made going t3 even easier for HU, this is the wrong choice.
Cannibalize change will change nothing. No one is going to build Ghouls over Fiends because they are trash. Even with t3 frenzy they are a joke.
Give Ghouls more base HP and more armor. I suggest +20 HP and +2 armor Increase Gold cost. Give them an upgrade on t2 so they can get up to 400 HP. With 400 HP and 2 armor and the current stats, now this unit is worth using and does not immediately die to any level 3 hero or a 50 supply army shift+ clicking through your Ghouls. Also having armor will make healing more useful, like vampiric aura. Even with unholy and vampiric aura, Ghouls are trash and will never be useful in their current iteration.
Reverting flying unit changes make sense, however you should have left the changes to Frost Wyrms. These units are not used at all. And removing the sacrificial pit requirement is LONG OVERDUE. There is no reason to ever make this unit against Orc because Batriders hardcounter them. Same against Human because Human has best anti- air units in the game. These counters need to be toned down so Frost Wyrms can be used.
Revert Skeleton exp change, change something else instead. Rework Necromancers finally. This change will also kill off any Necromancer builds, which was already a poorly designed unit to begin with. Buff Ghouls, by adding HP and armor. Add HP upgrade on t2. Don’t buff Human t3 because it will make an already tough matchup for Elf a nightmare. They already got huge Wisp nerfs. Remove sacrificial pit requirement of Wyrms.
You should strive for more unit diversity in the game. This patch is going to reduce unit diversity for UD even more by making Necromancers completely useless and Wyrms are still useless against 3/4 races. Ghouls will never be used because of low HP and armor.