Warcraft III: Reforged PTR Version 1.36 -- Updated May 3

No you are not! Nobody forcing you to play … You can always choose: play or not to play!

For me is ok to have 3 places on blacklist - is ideal.
And what? maps can be anti human? :exploding_head:
Maybe some of them I can call anti-NE -eg. small map with way to big opening, just cannot defend it in time if Human is near and rushing me!

And ye - buff more humans , to make heroes even faster and footies build time even faster or stronger, plus militia - than No chance in early game against HU rush. Oh my…

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Do you know how much claws nerf and removal of the circlet will affect Blademaster? This hero must have decent items to get value from him. No other hero depends on items as much as BM. If you diceded to nerf them, than you should increase starting agility points of Blademaster and give him more stats per level. He already got heavily nerfed with -2 agi couple patches ago, and later with claws nerf from +6 to +5. Mirror Image is still useless, it doesn’t compensate for significant damage loss at all. It’s one of the most fun heroes to play in this game and it has alredy been nerfed to be the least picked Orc hero.

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I like that the game is getting patched, but don’t forget that W3 is classic. Things worked well for many years and sometimes no change could be the best decision.

– I’d keep the Level 2 drop table untouched. No need to go for radical changes: removing circlet and reducing claws from +5 to +4.

– I was the mapper who added Ring Superiority to Springtime lvl 1 item drop (sort of a pioneer of the idea). My thoughts after 2 years: it is a decent item in the early game (evens up RNG), but in the late game, it is usually a sell. It is more boring than current +3 stats lvl 1 items. The latter you can use in the late game by using it on a hero with respective main attribute and getting +3 dmg. I recommend not to add the Ring of Superiority to lvl1 item drop.

– Similarly, I don’t see a need in the Ring of Archmagic. Not fun, a plain boost to all stats.

– Reducing headhunter’s hp is still concerning. I’d rather see increase in cost by +5 gold or, alternatively, -1 dmg.

– I’d like to Grubby’s suggestion: reducing Spirit Walker build time (38s) implemented. This will make Totem tech more often played.

– Arcane tower mana feedback is already strong enough. Please buff HU in some other way. Here, again, you can follow Grubby’s suggestion and simply buff arcane’s tower damage by +1. Another popular idea is to increase militia’s time by 2 or 3 seconds.

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I do understand your point but I do not agree,
And I have right to reply even if I do not agree.
But I did not say “do not play” and I do not have anything personal against you.
I Just said you always have a choice!

thank you SO much for closing the gap in observermode, making units trackable and the observer mode optional!
super mega happy about those changes

Suggestion: Increase research time of Atept and Master training for Druids of the Talon. For years this strategy has been way too strong against Orc. With current very short research time there is barely any window to punish this strategy that Night Elves can pull off playing extremely greedy.

About item nerfing and interchange some with others, I really do not agree.
Like @SaveOrcas said:

very well pointed !

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Thanks for lowering the DPS of DH. However, please bring the activation mana cost of immolation. Being able to turn it on and off without costing anything is too OP. NE will still dominate the game.

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I do like the Level 2 drop being modified. Too many matches are decided by lvl 2 drops. W3 is a classic game, but meta and players have evolved; now players know how to get more advantage from good early drops. It is similar to what happened with the tome of xp (but on a minor scale). Maybe it was a fine drop back in 2007. But this was no longer the case on 2010-2012. Or what happened with mana. Mana is much stronger now than 15 years ago. Not because mana is stronger, but players know how to (ab)use it bet Same with claws and circlets. Those drops can decide a game easily. At least on top lvl and at least on MU with a volatile early game. Especially in those MU where low-hp units/heroes like ghouls, foots, hh and archers are heavily involved.

I think a buff for human early game and for human base defence would be nice. Maybe militia duration +4-5s and a militia hp upgrade on t2/t3.

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And that’s how you destroy a good hero, because you just listen to some NE haters and not Pro’s or internal balance expert Blizzard employees!
We go back to the times when only option was to play KOTG … spawn treants !

Definitively NOT!
I just told Hu vs NE on small map, HU make fast altar fast hero , 3 footies, In that time NE hero is not half ready , 2 moon wells and 1-2 archers. So HU destroy NE easily.
Now you want even more buff?

Yes, DH is a good hero for NEers. But it is a BAD and imbalanced hero for the game.

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Demon Hunter Immolation damage reduced from 7/12/18 to 6/11/17.

Less damage burst on level 1 is good. But I feel like the mana cost actually needs a slight reduction now, as the spell is now getting a double nerf (reduced damage and mana efficiency).If damage levels are kept as now, 6.5 mana. If 6/11/16 then one could even do 6 mana.

Huntress Sentinel Research cost reduced from 100g/100w to 50g/50w.

Sure, why not?

Arcane Tower Feedback increased from 12 to 16 on heroes (unit damage unchanged).

Remain unconvinced by this change, especially now that the damage output of DH will be reduced. Arcanes are already good at draining hero mana.

Knight’s Sundering Blades bonus reduced from 15 to 10%.

Fair.

Troll headhunter hit points reduced from 375 to 350.

Still not convinced by this change either. Would strongly prefer a different kind of nerf (damage, attack range etc.). This could even be reverted at the berserker upgrade (partially or wholly) where the fragility of the unit will make it weaker as heroes get stronger.

Tauren Pulverized cost reduced from 225 to 200 175 lumber.

Fair, but probably will not change much. Other changes needed to make Taurens played more often probably (Spirit walkers training time, gold cost for Taurens or the like).

Cannibalization cost reduced from 75 to 50 gold.

Doing this and the other cannibalization change might be a bit too much. Do one or the other.

Cannibalization research time reduced from 30 to 15 seconds.

See above.

Claws of attack +5 damaged reduced to +4.

Fair.

Claws of attack +9 damaged reduced to +8.

Fair.

Potion of Greater Mana reduced from 250 to 200.

Good!

Mana Stone mana granted reduced from 250 to 200

Good!

Wand of Mana Steal reduced from 65 to 60.

Good!

Lighting Shield removed from the item table.

Good!

Circlet Removed from drop table (still available for purchase from the Goblin Merchant)

Good, given +4 change.

Ring of Superiority added to the drop table as a level 1 item (+1 to all stats)

Sure, why not?

Ring of the Archmagic added to the drop table as a level 4 item (+3 to all stats)

Willing to test this. Sounds strong for a level 4 item though.

Other comments:

With a weaker DH in the early game one probably needs to take a closer look at Ne vs Ud going forward. If expo can’t be punished with DH it forces NE back into one-dimensional Keeper meta, which we probably don’t want. A change to Nerub tower’s efficiency, especially against heroes might be the most obvious change one could do .

Oh man these bug fixes are great, thank you kaivax/wc3 team

I’d love to avoid any item stats change, as it has been already balanced to this day.

Claws of attack nerf and circlet of nobility removal are big nerfes of item dependent heroes like a blademaster, demonhunter, etc. I’d better not change them at all and leave them as they are in the 1.35 patch.

As an undead player I’d love to see a stronger Dreadlord as a first hero, maybe with higher attack speed or higher armor/movement speed to be able to compete with such melee heroes as a blademaster or demonhunter or mountain king.

I guess, if you buff Dreadlord this way, he can be too strong vs human as a 1st or 3rd hero, so you probably need to slightly nerf his carrion swarm damage upon mechanical units (for human to be able to use flying machines and siege engines). It might be good if the carrion swarm deals like 75% damage to mechanicals but full damage to living beings as it is now along with big melee power buff to dreadlord so he can be played in ud mirror or in any other match-ups.

MAYBE we need a BIG buff to the bloodmage, like a stronger flamestrike without long delay, higher movespeed/higher damage so human race has more variability in their gameplay.

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Nerf claws and circlet = nerf BM, that means forced orcs to play FS. This makes less playable for orcs who has playstyle with BM. Maybe back 2 agilities to Blademaster? (revert BM change 1.30.0 patch)

Item luck it’s part of wc3, this change will devalue items and heroes BM, Lich, AM, DH. Wc3 will be more boring, less micro actions. if there is a choice left - Claws +4, Ring of superior or claws +5(or even better +6), circlet - most players and viewers would vote last one.

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Sorry, I’d rather you change the mana regeneration rate of the Moonwell than the Demon Hunter debuff

Do Not buff humans any more, or make sure is NOT early game buff !
Make griffins or knights stronger or some late game units, but think about human way to harass NE or Orc in early game. Some footies just ruin burrow, or well, and rip all the wisps in seconds, AOW fight back is a joke, just cosmetic effect - no real damage there.

And fast altar is just a cheat - human hero is too soon out!
Can you remove just fast building Altars? Than could be fine for everybody!

idk why the map vetoes are being messed around with at all. The other changes are alright I guess.

The only change for humans is increasing the effectiveness of the arcane tower vs heroes. HU is fine to slightly underpowered. NE is the real problem and that is somewhat being addressed here. And HU currently struggles a little against hero rushes, particularly orc blademaster/farseer. Human has to pull peasants off resources to defend against this. I find it almost impossible to not lose at least one peasant to orc rushes, its just way too easy. Making the tower a ilttle better makes it worth getting to at least limit the number of times BM can crit.

Hurrying construction costs resources. it isnt that much of an advantage. Maybe against another human, but they can do it too.

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Hello. The patch balance looks decent, but it’s not quite what’s necessary. The game was built on the idea that by seeing what move the opponent makes, you can take the opposite action and gain an advantage. Currently, this is mostly lost in the matchup against Humans. I’ll explain using the example of Human/Elf.

From the start of the game, Elf can build 1 barracks at the creep (not at the base for defense), produce 1 archer, upgrade to tier 2, and build an expansion. He can do all of this SIMULTANEOUSLY without fearing anything, knowing that Human can’t do anything about it. This is also how Orcs and Undead play against Humans, without barracks in tier 1, or with a fast tech, etc. At the same time, Human can only slightly distract the opponent.

Add the ability for Humans to be aggressive in tier 1. So that they can punish the opponent for being too greedy. This will make Elf, for example, slightly afraid and make 3 archers or not build a fast expansion simultaneously with tier 2. And it is precisely this that will balance the game in the mid and late game.

I suggest:

  1. Decrease the cost of Scout Towers to 20/10 (not 30/20 as it is now) because they are scout towers and at this cost, they are not used for scouting.
  2. Make the Siege Tower available in tier 1 when there is a Blacksmith.
  3. Add a mobilization time for Peasants. Add movement speed to the Militia (In patch 1.30, Acolytes were significantly improved, why not do the same for Human Peasants?) Human economy is their weak spot, which is good and should be the case, but there should be a way to use militia for rushes. Ghouls and Wisps are well used even in the late game.
  4. Add +30 HP or +1 damage to Footmen.
  5. Restore the slowing effect to Sorceresses.
  6. Increase the regeneration rate with Healing Scrolls.

Why? When playing against Human, you always knew that at any moment, they could come with a tower rush. This was a bit stressful and required some action. Furthermore, only Humans have three types of towers, which should not only be used in defense.

lol blade master abusers crying their hearts out xD

blade master, demon hunter and pandaren are the cancer of war3.

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