Gold cost reduced from 425 to 400 on all altar heroes. good for orc and human in certain match ups. helps orc vs ne/ud and helps hu vs ud/ne. Honestly not entirely sure if this is needed, but a cool mechanic slightly punishing tavern hero pressure in certain match ups
Reverting Headhunter gold change from 160 back to 140. good, but wood is a bigger problem early game. Maybe revert wood to 20 and make it 150 OR make a range change. I really like the range improvement idea on beserk or regen upgrade from Starshaped. So without upgrade they are 500 and if you have the upgrade you get 550. Maybe even just have that as the change and revert costs completely and see how it feels.
Blademaster Mirror images damage increased from 10 to 25% of the Blademaster’s base damage. I’d prefer to see level based scaling to create value on leveling the skill on top of number of illusions. 3 skill point investment is a biggy, otherwise i don’t think its gonna be used other then where its used already (only in OvE…?)
Troll Batriders Liquid Fire no longer prevents repairs but now reduces the repair rate by 75%. Really like this. But I’m biased towards non-laming tactics. So any type of true laming definitely gets my vote.
Great Hall build time reduced from 150 to 135 seconds. Very nice for orc. This makes normal GH a more viable option. vs NE it can really help out in not having it cancelled. However this might be quite a big one, 15 seconds is a lot for an expo to be faster. Does this also affect the time it takes a tiny is built, i think that should be increased slightly then because its already incredibly fast. At the very least make that the same as before by adjusting the build % time?
Bladestorm cooldown reduced from 180 to 120 seconds. No opinion on this. So situational and rarely used in 1on1. Might see it more in other game modes, which is cool.
Siege Engine armor changed from heavy to medium. I have no opinion on the tank change. UvH seems strong on the highest level but i can imagine tanks were oppresive to deal with for lower ranges. I saidbefore i don’t like laming, so this seems to change that mechanic about tanks a little more. Curious on if someone finds a use for them, but I’d figure we are gonna see a complete revert here.
Siege Engine damage reverted back from 22 to 44. same answer as above
Spellbreaker armor increased from 2 to 3. good change i think, it was needed vs bear apperently. Its also good vs headhunters. So if you change HH slightly and add the armor for breakers, i think this allows more options for human to counter HH style too. Apperently that was a big issue for some humans to deal with. Given HH is slightly favored ONLY in OvH, I think this is a great addition to maybe stop Orcs from going HH at all or providing humans more options.
Blood Mage’s Siphon mana cost reverted from 20 back to 10. I’m definitely on the “bloodmage is too easy to execute” train for how powerful it is. Mana is probably the most important thing in the game and it goes away so fast. I think making the starting mana higher was the right idea. I would have preferred this to stay and the amount drained to be reverted BUT change the mechanics of the drain. The cast range and the full ‘cancel range’ are different from each other, this is very counter intuitive to play against. I think the cancel range should be the same as the cast range, so that its easier to cancel. There is skill involved to cancel (positioning, running away), and skill involved in using it (positioning, additional abilities like stun etc)
Blacksmith cost reduced from 50 to 40 lumber. I don’t play enough human to know what the impact is here. Its gonna be situational how much impact this has. From what I feel is that humans seemingly have an easy time to expand without too many towers, so reducing wood to a vital production building can be big. Especially with the addition of other changes like increased worker HP and the war training t2. But we will see how this turns out.
Holy Light cooldown change reverted from 4 back to 5. Yeah 4 seconds to me was insane. I really think most heroes complement each other very well and are ingrained in certain meta’s/match ups. If we change something, it could be a slight increase in movement speed or a stat buff. So +1 strength or +1 intelligence and see how that goes. We forget how much impact it can have (BM/DH nerf, Panda buff, KOTG/CL nerf and buffs recently), so lets be careful with hero changes.
Animal War Training no longer has Castle requirement. Helps get T3 be stronger earlier. We’ve experimented with this before and reverted every time I believe. Maybe divide it in to 2 upgrades so there is more room to play with. A lvl 1 war training on T2 for +50 and a lvl 2 war training on T3 for +50 again so in total its the same as before. You can have a slight power spike by researching it before T2, but you aren’t instantly at full power either. So the 2nd upgrade really is a “when do I invest in it, and when do i just need more knights”
Staff of Sanctuary cost reduced from 250 to 200. Risky but I like it. I’m not entirely sure if we wanna have more staffs rather then fewer staffs in the game, but I feel like human has a really hard time to do everything and also get the staff (or multiple). So I guess we will find out if they will have 3 staffs every game if they go T3 now or that its just situational. It gives 1 base T3 a little more viability which is nice i think
Orb of Fire damage from +7 to +10. +3 is an insane step stats wise. I feel like the burn really helped vs UD. +3 buff seems to be very abusable. We’re tuning every single stat item to have LESS damage, and here we suddenly go +3. Seems too big for my taste, especially in comparison to other orbs. Maybe make the steps smaller and see how much use there is for it.
Druid of the Talon Crow Damage base damage reduced from 34 to 26. I think this is a smart one to start with a lower number and see from there.
Reverting immolation damage change from 15/20/25 back to 10/15/20. The 0,5 tick damage is still there given they didn’t mention that. So it still means that 1 second of immolation is 20/30/40 damage. Still a lot of damage and potential. Might especially be problematic in other game types (4v4/ffa) because we see more high lvl heroes there. I am not sure DH can go without mana burn and evasion in 1on1, but we will see how it develops.
Ghoul Frenzy change reverted no longer gives 30 HP bonus. This was by far the most crazy change of this patch. I don’t think anyone asked for it, glad its gone
Lich Frost Nova Damage reduced from 50/100/150 to 45/90/135. Finally a change on the Lich. Nova had a target damage (unit hit) of 100 and a ‘nova’ damage (area of effect hit) of 50/100/150. 250 target damage AND 150 aoe damage was insane stat wise. I’m very glad the AoE goes down a little bit. With the new peasent HP of 240 this means a peasent doesnt instantly die from nova. This might be huge in HvU. I’m not 100% convinced this is the perfect change though. The slow duration is insane too, I’m not sure which I would like to see changed sooner. Maybe make this slow more in line with TC/MK changes recently. But lets first see how this change ends up.
Haunted Goldmine build time increased from 100 to 120 seconds. I think this is a great way for UD to commit more on the goldmine. Needs to be protected longer so UD play is more constrained to protection longer. Maybe I would’ve liked a nerubian change more then this. I feel like when the nerub is up, its only a matter of time before the goldmine is finished. And committing to cancel the goldmine is a massive all-in for every race (orc speedscroll is the exception), rather then a timed cancel. We’ll see how much impact this has.
Death Knight’s animated dead corpses are no longer dispellable. Was it dispellable? I have no opinion here. I think invulnerable units are really weird mechanics for a RTS (dk and warden ult), but they are very rare and DK just has better options most of the time. I’m not aware this is an issue in any match up anyway.
Obsidian Statue spirit touch mana restore reduced from 3 to 2 This is a big change for the way UDs play the game. The sustain on statues is incredible, this might actually mean UDs have to retreat before other races in a fight sometimes.
UD getting hit quite a bit here. If we account for everything done to UD, this may be a step too far. I prefer to keep the nova/statue changes above anything else, and then see how it goes from there.