Whats the thought of having reworked spells?

Any thoughts on this?

For competitive play?

I was thinking Volcano,Tornado,Stampade and Earthquake.

With Tornado and Stampede being the worse ones of the 4.

Earthquake maybe should be a 5 sec channel then an ability that cast itself for rest of duration. I dont know why Volcano is still an ability.

Literally earthquake, needs to differentiate.

I feel that they are similar. Maybe ability should stay for volcano just renamed and have different model and become non channel.

Far Seer

Far Sight has its benefits but its not overall that great of a spell.

It is because lvl 1 and 2 are usesless. And no one wants to put lvls in 1 2 to get 3 when you can max out chain lightning or spirit wolves…

I say that it must also have a secondary function to it like increased sight around hero for all lvls while lvl 3 also provides true sight.

This way you can prepare for an incoming attack.

Crypt Lord

Honestly I think his spiked carapace needs to be stronger especially for early game.

Then his beetles need to be stronger aswell as they are really week and feed xp.

I remember someone doing math (lvl 3 beetle is weaker than a footman no upgrades)

KOTG and POTM:

I think Keeper (especially) needs to be Invisible during his Ulti so he cant get stunned. Also making dust good.

Potm maybe immune for 5 secs atleast so Ulti is not that useless.

This is because every race has a stun (hero or merc) to cancel out ulti. So it must be atleast a little bit useful.
Dreadlord:

Sleep is so easy to dispel so you might want to make “x” amount of seconds out of total undispellable so that it can have some effect.

Like: Last 40 secs (First 10 you cannot dispel)

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I thought Volcano was different from Earthquake because Volcano would launch rocks that stunned enemies, while Earthquake only slowed them. The difference is subtle, but it means one or the other might be better strategically in certain circumstances.

Honestly same effect because a slow of 75% is like keeping them in place without any hoof stomp or thunderclap bs.

The worst level 6 ultimate ability IMO is the beast master, I posted a thread here

https://us.forums.blizzard.com/en/warcraft3/t/worst-ultimate-level-6-abilities-in-game

To be honest with you the Earthquake/Tornado/Volcano abilities seems like lazy Bliizard excuses of a spell.

With Beastmaster Ulti has similar bad design to Carrion Swarm and channel abilities.

There are so many heroes that need ability tweaks. Heroes are one of the most fun aspects of WC3 but the internal balance isn’t very good. That said I am not sure we will see abilities change, however a numbers tune would go a very long way.

Priestess invulnerability on Starfall would be awesome, at least 6 seconds since it has very long cooldown.

Invul on PotM ult sounds good. Also have some ideas for ability reworks of my own:
Far sight: Allows nearby allies to see farhter, granting increased vision and attack range. This might make the ability actually useful, albeit not so much early. (mb retrain wolves -> far sight when enemy has too much dispel?)
Soul Burn: Deal 50/100/150 damage instantly, then each second deal half the damage dealt the previous second. Keep CC and duration the same (perhaps add item suppression so you can’t invul out like with silence). This would fix the absolutely impotent damage vs heroes due to damage AND duration reduction, and give atleast some value before being dispelled.
Tornado/ Stampede/ Volcano/ Death & Decay: Make it so the hero only has to stay in range of the spell instead of having to channel it continuously.

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Lets just ignore that Night Elf has a shop that sells antimagic potion.

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