- Immolation mana drain per tick increased from 7 to 8.
Immolation at level 1 is slightly over-tuned, and any nerf would improve upon the current status. But increasing mana cost makes the spell weaker in later stages of the game, where it is already not that good compared to other AoE spells. Also, the main problem currently is the damage output in the early game, which makes both harassing extremely powerful and creeping very efficient. As such this solution does a sub-optimal job of addressing the main issue: pure damage output, especially at level 1.
I would rather suggest reducing damage output. At the same time reduce mana used per second to keep dps per mana point spent as is now, or at least not significantly worse (keep the spell mana efficient). My suggestion would be to reduce damage to 12 / 22 / 34 and reduce mana used per second to 6. That would entail a damage reduction of 14% per cent and damage per mana point spent the same as in 1.35 at level 1. Damage per mana point spent would be slightly higher at level 2 and 3, where the spell gradually becomes less efficient because of counterplay anyways, and damage output would still be lower (10% for level 2 and 3 respectively).
- Sentinel Research cost reduced from 100 to 50 lumber.
Sure, why not?
- Arcane Tower Feedback increased from 12 to 18 on heroes (24 on regular units).
Seems both unnecessary and too strong. The main problem currently is DH harassing peasant lines, double nerfing seems like a bad idea. Would also be very powerful against all kinds of base harass against all races. Makes tower pushes even more powerful, would be bad for balance against night elf, where tower pushes are already pretty strong. Bad change, should not go through imo. Also not a needed change in the human vs undead matchup, where human statistically is doing well atm.
A better change might be a slight reduction in upgrade (build) time, but one should see if this changes tower rush/early game balance too much.
- Sundering Blades bonus reduced from 15 to 10%.
Fair.
- Troll headhunter hit points reduced from 375 to 350.
Wrong change imo. Headhunters are already fragile. If you want to nerf headhunters reduce range/damage in the early game. This could be given back partly or in its entirety with upgrades later, so headhunters don’t become too weak later in the game.
- Pulverized cost reduced from 225 to 200 lumber.
Fair. Could reduce further.
- Cannibalization cost reduced from 75 to 50 gold.
Fair.
- Cannibalization research time reduced from 30 to 15 seconds.
Not needed with cost change, makes it more or less “free”. Let’s first start with gold cost change, or research time change and see the consequences from there. (Thanks Neo)
- Claws of attack +5 damaged reduced to +4.
Good, IF circlet is either changed to 1/1/1 or made only available in the shop.
- Claws of attack +9 damaged reduced to +8.
Don’t have strong opinions on this.
- Potion of Greater Mana reduced from 250 to 200.
Good! Mana stone should get a nerf to keep it in line with this change (thanks Neo)
- Wand of Mana Steal reduced from 65 to 60.
Good!
- Lighting Shield removed from the item table.
Good!
Other thoughts:
Most matchups including Night Elf are balanced around a strong DH currently. One should observe if a further reduction in DH’s potential would necessitate other changes to compensate. For instance, if undead fast expansion becomes too powerful against Night Elf that goes DH first.