I wanted to make some notes about unit models that could use more feedback now that some updated graphics have came out. I realize there are many animations that still need to be added, but I think its good to call out things we think might improve play-ability here.
Here’s my feedback, feel free to keep the train rolling:
- Pitlord model size is too big. He’s significantly larger than the original (especially in the wings) which causes him to take up too much room on screen and sometimes block unit visibility.
- MK unit model is too small. Original had distincitive helmet, beard, and larger weapons. This one gets lost frequently.
- Blood Mage unit model is too small. He looks very slender and hard to distinguish as a hero. The original had a much broader shoulders (from the cape) and was very distinctive.
- Shadow Hunter weapon too large. SH is one of the lowest base damage heroes in the game. Doesn’t make sense for the weapon to be that imposing.
- Tauren chieftan animations are not well telegraphed. Shockwave and Warstomp has little windup compared to original.
- Alchemist and Beast Master are hard to distinguish as heroes. Alchemist lost his blue ogre which was the most identifiable part to his hero. It might’ve been against lore but can’t you just say he was ‘chemically altered’ which made him blue? If BM was slightly smaller and had no hero light he would just look like an orc unit. He needs something distinctive like a cowl so he stands out.
- Dark Ranger is too slender. Original had a cape which added size to the model and making her easy to pick out. It’s too indistinctive without.
- The colors look brighter overall since the last update which is good, but some buildings (especially human) are still too dark compared to the originals, making them run together and not pop.
- Purge animation is only around base of unit making it hard to notice on hills and terrain where it clips through. This might need to be raised.
- Priest robes are too busy visually. They have a lot of contrasting colors and shapes which looks awkward/out of place on their small frame.
A minor note too is that summon-able units notably have a lot less animation than before. Water eles, lava spawns, and wolves have no passive ‘smoke’ animations which leaves them looking a little flat and out of place. These might be added later, just adding as a footnote.
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I agree with just about every Hero you mentioned.
I’d like to add that the Beastmaster needs to have beast fur and hides on his armor. Maybe have he should have some treats on his belt for his beasts.
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I agree +1
also, overall theres too much grey/brown and teamcolors don’t stand out strong enough
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Yes, Team colors need to be more easily identifiable!
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Have they been changed for the better since the October 14 build?
I also want to point out certain Campaign units that could use a little tweaking:
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Grom Hellscream: Make him slightly leaner, give him his full black tatooed jaw back, and shrink or remove the bones on his left arm.
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Fel/Chaos Grom Hellscream: Make his skin more red.
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Cairne Bloodhoof: Make his hair lighter. More like his original model.
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Rexxar: Make him slightly more beefy.
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Rokhan: Remove his mask.
I’m also hoping we see Sen’jin, Baine, and Gazlowe with new models.
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Add: There is absolutely no reason to change the paladin’s heal animation. New one is meh compared to the raised hammer.
In general most of the models look terrible.
Gazlowe has a unique model but it is based on the Tinker hero as far as I know
Oh really? I haven’t seen it. There are a few Heroes that seem to be missing. Like Akama, Baine and Sen’jin.
I am a bit disappointed what happened to the tavern heroes they lost the glory they used to have, please rethink the heroes in the tavern blizzard. Great job on the units though.
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Trolls are missing their heel toe. This is a huge mistake, in lore and design. The originals in WC 3 had one.
Why are they always forgetting those?
The weapon of the shadow hunter is still too chunky, too big.
I agree about tattoo, fel skin colors but not the leaner idea, because it’s not like this one and only look he’s been portrayed as, even back in the day…
In my opinion, new grom muscular silhouette model is perfectly normal and fits really nicely(check his walking animations, combined with new model looks really awesome), and it’s not like its something new, blizzard has been consistent with this version of grom since 2013 movie, chronicles, merchandise, statues etc and overall like 90% of his official and non official stuff(from arts to all other things) on the internet portray him as the bigger orc.
Regarding his classic build and model, he’s been portrayed really randomly, it’s not like it’s one and only look that they had and portrayed him everywhere since W3 launched - Even the official art for W3 from that time is potraying him as really ripped, orc with big silouette that just cuts some heads(check main wowpedia or just google).
And it’s not like they didnt say that reforged version of the game that will alter some stuff to match current history of Warcraft, both story events and characters, trying to match the modern look(read interviews) and ideas they couldn’t realize back then and looks they’ve been consistent for some time when it comes to characters in the game.
-Rexxar needs to be bigger and match the size of default BM
-Default Beastmaster need fur cowl on his back, i like the Mok’nathal model but he needs something like that to perfect his look and something that is easy to spot.
-MK also needs some fixing when it comes to his visibility, he gets really lost on the battlefield, like more colorful outlines to spot him or overall many characters better.
-Grom auto attack animations needs to be tweaked or let him just use gorehowl with 2 hands when attacking.
-Spellbreakers needs to be more visible aswell, i think they’re the hardest unit to spot which team they represent.
-Trolls and their back toe.