You nerfed bloodmage in the last patch and nerfed rifle in this patch. And you even nerf the dispel spell from the mercenaries so that a 195 gold unit cannot be bought at the first moment and it cannot even dispel even one wolf (costing only 75/2 mana) from farseer. Even you nerfed the heal spell of Holyknight so it’s hard for Human to protect heroes.
Now the balance between Human vs Night Elf and the Human vs Orc are completely brkoen, as you can see in recent tournaments or the platform.
You make Human barely cannot play without expansion. You barely make Human much harder to operate, either play with or without expansion.
So why you hate Human so much? And why you make Night elf so imbalanced? Do you really play the game? Any chance for you to use AM against DH?
Sorry but I do not see that Blood Mage was nerfed, have a look:
Patch 2.0.4:
Patch 2.0.3:
Rifleman attack cooldown is more cosmetic - I do not feel it bad, and I am a HU player.
I wish also to boost little bit HU but not the Blood Mage, although not my favourite but he is strong.
Please clarify where you saw BM nerfed?
the last means the one before the current patch. Two spells of BM were nerfed. It’s a joke that DR needs almost no mana to for the HP drain, while BM needs much more for the mana drain.
Now, we are on version 2.0.4 and the one before it was 2.0.3.
For the moment, 2.0.4 seems like the best approach I’ve seen for quite some time.
Still I cannot find Blood Mage related things…
Please share the Link or Quote Kaivax, like I did.
I am searching since 20 min and I cannot find the info. Please share the Link or Quote that reference.
Also, it’s funny how both sides of that Human vs Orc discussion show similar frustrations, some players call the matchup “broken” from the Human perspective, others say Orc wolves are too expensive or underpowered. See below:
After patch 2.0.4, the races feel more balanced to me. Maybe Undead feels a bit weaker, but I admit I am not very good with them.
For BloodMage - I am looking for official info here on forum .
Like I put above that text in Blue. For ex. Sorceress and Priest upgrades are indeed reduced to 60 sec like mentioned.
I’m “Okay” with human, but honestly the race’s main problem has always been the over-reliance on Fast Expanding and most notably over-reliance on TOWERS. If they balanced the unit composition better, then human wouldn’t need 100 towers per game.
I’ve made level 32 as Orc before, but I think I’m low 20s as Human. Orc is like, “Make a Blademaster…okay, go win the game now…”
Only important nerfs, in my opinion: Rifleman – Mostly cosmetic. If everything else stays the same it’s fine. Hope there are no more nerfs.
Militia – This one is definitely an issue. The Militia primary role is to defend. However, some cheesy players abused Militia, so I think that’s the cause.
About Blood Mage today s still too strong, in HU to HU mirror I hate this, and belive me mainly I am HU player.
Now my ideas, so I would rather see:
Paladin boosted,
More HP for Priests/Sorceresses,
Faster mana regeneration,
Gyrocopters - add a powerful late-game tech upgrade (we can call : GAS = Gnomish Air Superiority) of course with proper prerequisites and high cost eg. 1000 lumber +500 gold + 3 min research time. This would help balance situations where other races mass Gargoyles, Wind Riders, Hippogryphs, or even Frost Wyrms.
But all those are hard to achieve, I mentioned those maybe for next major DLC or next War4 game.
while in the game of Hum vs NE, the micro requirement of Hum is dramatically higher than the NE players: just see how one DH/Warden chases all the army and heroes of Hum, not mentioning the combo of druids beats breakers/rifles ez. NE players only need to command all the units to combat, while Hum needs to control each small units to cast the spells. What a silly imbalance here!
Im going to have to disagree on some of the points here.
I play random mostly in 1v1 so I can give some experienced input from a “ slightly “ above average player.
Hu to me, is the Most “ attack move “ friendly race, kind of the “ beginners “ race. Humans casters are all pretty much “ auto cast “ which makes them some what easier to play, priest auto heal, sorcs auto slow, Breakers auto steal.
HU has A LOT of tools to use at their disposal. Their buildings are the strongest with upgrades, Cannon/arrow/arcane towers… Speed building…cheap AOE healing with the heal scroll…Easy and cheap anti invis/ scouting with flying machines. Mortar / tanks / upgraded flying machines for siege. Sorc invis is so good for saving low/ focused units/ heros and is CRIMINALLY under used.
Mountain king… ya MK…. is an absolute force, Stuns, slows, tanky, couple him with Am brilliance aura, a mana potion and a Boots of speed… Hes getting kills and value. You can consider HU army as needing the mana to dominate then TP out. Example is to pick a fight… cast MK spells, get kills, TP home, heal scroll your army, mana pot your MK and do it again!
AM MK Pally is a force… just like DK LICH DR/ DL/ CL
Militia creeping is Over Powered in its own way! AM water elementals/ brilliance aura is so strong early to power creep paired with militia.
As Craftmatic2 said earlier, HUs reliance on Fast expanding / towers might be an issue, but over all, I think the races have their own charms, its like DOTA 2… Nothing is over powered if EVERYTHING is Over Powered in their own unique way. People expect HU to FE… when they dont FE and just come to hit you it can catch you off guard.
Blood mage needed some nerfing IMO… Siphon mana was too spammable.. It is the Pally/ rifle/ BM 1 base strat ( which I enjoy to play my self sometimes ) that caused these nerfs. Its a very dominating strat, Banish and Siphon mana + the Pally is just NASTY!!! NASTY NASTY!
Enemy focus a unit. PONG pally heal, you wanna cast spells? Siphon mana… You wanna kill the Pally? Banish!!! Pally low on mana? give him mana with Siphon! This can all come at Tier 2 mind you. Its very self sufficient. All while the +1 +2 attack rifles are chewing you down.
Mana regen on HU units / heros is tuned around AM brilliance aura, Brilliance aura is amazing!
Addressing NE micro… NE dominance is reliant on early AOW creeping, moon wells, staff of preservation / staff of teleportation. To make it work you need the Staff of pres + staff of tele helps… you staff away your dying DH/ Warden… drop your items… heal at moon well, pick your items back up, and Staff / walk back to the fight.. its very micro intensive DURING a battle…
Bear healing is also Micro intensive, You have to mentally calculate a Bear with enough mana, walk him away so he dosnt instant die while you Morph him to HU form, cast REJUV on hero / unit, then morph him back to Bear or just run him away. Compared to priest auto heal, its A lot of micro.
The Spell breaker is a good counter to the BEAR… he burns bears mana… hes spell immune…. hes small and tanky, clusters close together so you get a lot of DPS in a small area, Breaker auto steals Bear roar BUFF. Make sure to throw in some MORTARs in your compositions… Mortars own.. dryads especially!
NE Bear dryad, DH / WARDEN / KoTG / NAGA is a very strong 1v1 composition indeed. Best way to stop it is Attack NE early. Scout him AOW creeping and harass / attack him often. Attach his base as hes building his AoLs… dont let him get his AoLs up easy… pressure pressure pressure! Tempo! Attack often so as to drain his moon well supply, Dont let him “ play his game” make him “ play your game “. If you can kill him before Master bears, hes in trouble. I hate it when a HU Tier 2 army with casters, breakers, rifles and MORTARS, is attacking me, killing my AoLs before master training. Its a bad time LOL
In my humble opinion, if you wanted to nerf NE a bit… the Staff of Preservation is where you should start… Maybe increase its cost or nerf its Cool Down a little…
150 gold for an instant cast, get away / denie EXP gain for unit/ hero, at Tier 2 is very strong… and the CD is quite low.
In summery, Attack / harrass / scout the NE more, Especially during the early game when they are AoW creeping their DH/ KoTG / Warden up to level 3 fast…. DUST is a MUST! dont like him hide his archers / hunts.
Let’s check point by point in the match between HU and NE:
Cannon tower? No chance to build against NE (it requires T2, blacksmith and workshop, impossible for HU to build when expanding). Small chance for the arrow one (which requires lumbermill. The arcane one is hard to prevent DH (too small damage.)
MK? Useless against NE. DH makes it even weaker than a bear. It is nothing like DK or CL, which at least provides aura. And much weaker than Lich against NE, who can stay at behind to cast nova.
Blood mage has been nerfed in two patches. HU is forced to build it against DH.
For the other magic units to have mana, the first hero of HU must be AM, which can do nothing to fight against DH or Warden.
The Spell breakers are dominated by the bears: a bear has medium attack type and heavy armor, while a breaker has medium attack type and medium armor. Medium attack has buff against medium armor, while has debuff against heavy armor.
Therefore HU must have soceresses to slow the bears. But the soceresses are beaten by the faerie dragons, which is nightmare to the HU’s deliciated magic units!!! (same as Warden/Panda’s aoe spells + Moonwell)
I would say to nerf the moonwell to restrict DH/warden or slow their movement/reduce armor/mana etc, so NE player needs to be careful to decide how to hass.
For the bears, it may be good to reduce the mana/ armor or add the cost/food, as it is a strong melee tanks and meges. So NE players need to consider their strategy/how many to build. And the roar should be cast one by one, like the spells of shamans and periests, which requires some micro of NE players.
I get your points about Moonwell and bears, but the Warden example unnecessary, she’s weak right now, so focusing on her seems more like trolling than constructive feedback. Other NE units like Kotg would have been more relevant.
Outside of his base Warden is too fragile. HU has a lot of strong heroes, Paladin , MK, AM even Blood Mage can win a 1vs1 fight against Warden.