View Full Version : Patch Ideas
http://www.battle.net/forums/war3/thread.aspx?FN=war3-general&T=1285714&P=1
So basically it looks as if blizzard wants to release a new patch to try to 'fix' WC3. I have a feeling that it's solely because of WoW (them wanting to get more WoW players to buy WC3) but that's beyond the point...
Okay. So there are a few [a shit load] good ideas in those pages, but one thing that I didn't see anyone say is Steam Engine Barrage.
Imo this is the most broken thing in the game right now, simply because it's like having 5 archers for a helluva lot cheaper and molded into something that YOU CANNOT KILL.
Anyone have any other ideas that they didn't see?
NaAani
07-27-2006, 12:24 AM
I want them to add a tavern hero that kills whiny bitches.
SuperKiller
07-27-2006, 01:09 AM
then you would win 90% of your games without even trying. IMBALANCED!
NaAani
07-27-2006, 02:30 AM
99.99987999991399999991% you mean?
GodOfChaos
07-27-2006, 06:15 AM
:nod: I would make a Team FFA (2v2v2v2/3v3v3)
PraetorKoronis
07-27-2006, 02:36 PM
Actually Team FFA wouldn't be bad.
I would actually like for them to allow a more cooperative ladder...
And also, I would not like for them to count all disconnects as loses; instead you record the # of loses.
Obviously, to avoid a loss, you may disconnect; but if you disconnect a rediculous # of times, it's obviously what you do...
Sloth
07-27-2006, 10:33 PM
make the following units better in some way so they get used in solo:
orc : headhunters, witchdoctors, shamans, tauren
ne : hippo riders, faerie dragons, mountain giants
ud : banshee, necromancer, meatwagons, frosties
hu : dragonhawk? cannon tower?
reduce these units effectiveness:
orc : grunt, raider
ne : dott, dryad
ud : destroyer, nuke against heroes
hu : sorc, mortar
thanks.
I agree with everything DD except the UD. Banshees and Necros are the most underrated units in the game ATM. Frosties do need some help when being factored into solo play, but then you'll fuck it up for teams. It's hard to judge that one.
Sloth
07-27-2006, 11:22 PM
if they are underrated yet good, then get highly ranked on solo ladder using them. then i'll think they are good.
udvud they suck because 90% of udvud is fiend/roy. enough said, as they counter the magic effects, piercing does extra damage, and not to mention the aoe nuking involved.
udvorc you might be able to argue the effectiveness, but this matchup is so retarded i won't even get into it, but lets just say they'll ensare fuck you before you do shit with cripple, curse, or skellies. but i have seen ams work to temporarily stop chainwave on ghouls, but you have to anticipate when a battle is going to take place, and most good orcs creepjack you so eh. i'm not good enough to pull that shit off, and i consider myself pretty solid player
udvne ams is good, curse sucks, cripple is only good vs. chims and bears but probably gets dispelled by dryad, garg harass is just so much more effective and stoneform allows lategame effectives, you don't really need shees cause you can just transition into heavy air vs. bears, or nuke them, and abom/wagon is just soooo good vs. dryad. NE solo ladder players mass dryad, and unfortunately neither unit does anything to dryad, unless you wagonmancer, in which case you hope they don't chim your ass.
udvhu is nuking, period. if banshee/necros were somehow good vs. tanks, then i'd make them. but unfortunately they aren't, and so in order to survive late game i make fiends and roys to supplement my hero nuking, and then hope to pick off tanks while my stats heal my air units and hope they dont get owned by barrage. oh and did i mention try to use meatwagons but probably lose them to WE's running to my backline and FFing them? =/ maybe wagonmancer again here, but ive never seen anyone good use wagonmancer in solo ladder and do well with it (im talking L30++)
thats my input.
NaAani
07-28-2006, 01:50 AM
DD there is a diffrence between beeing good for normal play and good for professional play. If you can really use every unit to it's best then what the pros do is probably the best way to go (also if you actualy want to learn to do that those strats are probably the best), but for normal fun play necros and banshees and such could probably be used quite effectivly.
GodOfChaos
07-28-2006, 02:45 AM
:banghead: yeah
the differences between pro play and normal play
e.g. the raiders
for normal play they arent useful to stop mass air because of the control problems
or blademasters
they are only useful for normal play because a pro will be able to kill them easily:smashtard:
its very hard to make a game that is good for pros and "normal" players
if you make destros more weak, you will help the enemie using mass frosties
i use normally 3-4 frosties and 6-8 gargs to stop destros but anyway they will lose against troll bats (i noticed it yet^^), mass dryads (never tried to stop mass dryads with them^^) or mass siege engines
NaAani
07-28-2006, 04:49 AM
Well, the strats that the pros use are probably still the best for most people, but you can still pull alot of other stuff if you want to cause on lower levels people just don't have the skill needed to counter it.
Sloth
07-28-2006, 09:53 AM
thanks for your infinite insight cap, i didnt realize that you can't use banshees/necros in 'pro' play, even though clearly that was the point i was trying to make.
if they didn't blow ass, you could use them in higher levels of ladder. but of course, they do, so you can't. and im not going to even argue this lower level crap, because there's no point in arguing what you can do vs. crappy players, as anything works vs crappy players.
which brings us back around to my original point: buff them so that they are good and people will use them. or de-buff the overused units. or a combination of both. either way
Banshees need a slight buff - The Reduction in mana cost of Curse, AMS and possession by 10-25 mana each.
Necros - Skellies are fine, boderline broken in certain match ups. UF is fine. Cripple needs a mana cost reduction.
I'd take UD casters over Orc Casters anyday.
Sloth
07-28-2006, 11:18 AM
but unfortunately 2 of the orc casters compliment orcs in solo ladder in such a way the UD casters dont :
spiritwalkers being the main dispel and spiritlink being a huge micro helper in most of the matchups. you can see walkers being used in most ovo's, ovne's, and ovhu.
shamans get used quite a bit in ovhu, depending on if there's going to be a tier 2 am/bm push.
GodOfChaos
07-29-2006, 12:02 AM
the unit you never thought about is Flying machines
i tried to mass them a few times
they are too weak
+4 damage each attack, +50 hp and +2 armor and they would work fine
NaAani
07-29-2006, 08:08 AM
Well you can use them in reasonably highlevel play, just not the very top.
GodOfChaos
07-29-2006, 11:24 PM
what about a new hero?
primary attribute: agi
-Illusion: summons an illusion of a target unit for 125/100/75 Mana.
cooldown: 45/30/15 seconds, duration 60 sec, illusions dont dispel each other
-Blend granade: gives units in a 15/20/25 area a chance of 20% to miss.
100 mana, duration 20/25/30 sec, cooldown 15 sec
-quickness(passive): gives a chance of 5/10/15% to avoid attacks, increase attack rate by 5/10/15%
-hyptnotize(ultimate): takes control over 4 units for 20 seconds. mana cost: 175, 120 seconds cooldown
SuperKiller
07-30-2006, 02:40 AM
60 minute cooldown for a level 1 illusion?
no thanks!
hero sounds ok otherwise, although an INT hero has an agility style passive ability?
GodOfChaos
07-31-2006, 12:24 AM
sry was a mistake seconds not minutes
i have changed some stats now...
fiddle
07-31-2006, 12:54 AM
i agree with DD's idea. try to make little used units used more.
while the pro vs. amateur balance issues are valid, i don't think that team play should be regarded as much. i think the game should be balanced on pretty much 1v1 aspects alone.
GodOfChaos
07-31-2006, 11:07 AM
i have some more hero ideas^^
primary attribute: int
-suck life: sucks from 3 enemy units 80/140/200 life. cost: 125 mana,
cooldown: 10 sec
-eat soul: prevents a target unit from casting spells for 10/20/30 sec, steals 50/100/150 mana cost: 100 mana, cooldown: 15 sec
-evil aura(passive): all units near the hero will damage mana when they attack: 3/6/10% of attack damage will damage mana
-Kiss of Oblivion(ultimate): causes a target hero to forget all of his attacks
Mana cost: 100, cooldown 60 sec
i think, the ulti is both good for casting on enemy heroes:nya:
(cause control nightmares, break spell channeling, prevent from wind walk/blink)
or allied heroes to give them other abilities (Far sight instead of Feral spirit,...)
the other idea was a str. hero with a channeling AoE stun around the hero (stuns allied, too)
NaAani
07-31-2006, 03:28 PM
Tbh, I wouldn't want to have that aura thing, it would hurt more than it would do good =P
Random
08-05-2006, 12:38 AM
I think they need to improve the quality of some tavern heroes, speficially the Alchemist. Damn that hero sucks. Also improve batriders and probably nerf Panda and we got ourselves a patch.
Also maybe new items, improve the ladder map rotation, new AMM, better ffa, all that obvious shit.
batriders DO NOT NEED A BUFF :(
For the love of god.
Adron
08-10-2006, 07:26 AM
man, i havent played tft for months and still i wake up screaming after a nightmare filled with batriders
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