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View Full Version : Warcraft III (Frozen Throne) Patch on Route


Paradoxxx
08-25-2006, 05:02 PM
I got word that Blizzard is looking into releasing a new patch for Frozen Throne. Unlike the past few patches which were more bug fixes, this patch will contain balance changes.

Below is a quote from the blizzard forum for proposed changes.

Original Link
http://www.battle.net/forums<wbr>/war3/thread.aspx?FN=war3<wbr>-general&T=1309820&P=9 (http://www.battle.net/forums/war3/thread.aspx?FN=war3-general&T=1309820&P=9)




Warcraft III - compiled suggestions/requests:

Multiplayer AMM

Use an AMM system that is like the one used in 1.14. Also change the way ELL works for higher players
Use different ELLs for game types instead of an all-around ELL.
Widen search ranges greatly for all random team gametypes, all arranged teams gametypes, especially 3v3 and 4v4, and greatly widen the FFA matching range. Max ideal time: ~10-15 mins
Split RT ladders to individual sections with their own rankings instead of a total RT overall system - 2v2, 3v3, 4v4.
Beware of smurfs
ELL decay system due to inactivity?

Gameplay/Multiplayer

Change current map pool
Introduce random map pool system or cycle between preset maps every now and then for more variety
Introduce an online replay viewing system similar to StarCraft
Introduce 6 player Free-for-all, as well as more team FFA options
Decay rate too quick at higher levels
Hosts of multiplayer games using Public should have the option to reserve a certain # of slots for friends.
Game starting countdown should stop if a player leaves during countdown
Have it to where a dropped player's heroes appear in taverns as a selectable option
If you have picked Random as your race, show the race you have received on your own load screen
Shop: Add Dust of Appearance for all shops for Blademaster harrass counter
Dropped players need to be able to be used more effectively, such as transfer money, items/mercs bought using dropped player's resources <script><!-- D([&quot;mb&quot;,&quot;
\nDropped player\'s peons idling should also be notfied on all shared players\' screens
\nCritters should not block units
\nFree-for-all thumbs not saving
\nBattle.net (http://www.trinigamers.com/forums/) game search error: maybe a new category other than loss?
\nPlayers are pausing the game for disruptive purposes. Have the opposing team be able to scroll around or issue the next command (queue-type) and have it execute when unpaused

Maps
\nOn some maps, creeps are in the way of rally points and slaughter/slow down rallied units. Gnollwood & Moonglade is such a map.
\nOn Market Square, creeps are easily killed by air units

Unit Behavior
\nAnti-air units (gyros, gargs, etc) should attack enemy air units before attacking ground unit

Balance
\nUnits vs Towers, especially towers when massed
\nHealth fountains currently help orcs more than other races due to tier 1 high hp units and %-based regen
\nConcerned that Undead and NE have units that are produced at Tier 2 that can be upgraded at Tier 3 to become powerful units
\nDifferent armor type for Towers? Ex: There is now a new armor type called Light building. It takes 150% damage from siege, and 100% damage from everything else.
\nFrost Wyrms - when a building is frozen, have the option to cancel a unit in production. Use: heroes reviving takes a lot of gold

Items
\nOrb of Fire AE is too small, overall orb needs a boost
\nStaff of Preservation may need a review. Some players are passing it amongst other heroes to get around cooldown timer, but that affects all items with cooldowns
\nSome staves may be more balanced if it is a channel ability, similar to Staff of Teleportation
\nMoonstone is underpowered and not used often
\nOrb of Venom is too effective at damage over time &quot;,1] ); //--></script>
Dropped player's peons idling should also be notfied on all shared players' screens
Critters should not block units
Free-for-all thumbs not saving
Battle.net (http://battle.net/) game search error: maybe a new category other than loss?
Players are pausing the game for disruptive purposes. Have the opposing team be able to scroll around or issue the next command (queue-type) and have it execute when unpaused

Maps
On some maps, creeps are in the way of rally points and slaughter/slow down rallied units. Gnollwood & Moonglade is such a map.
On Market Square, creeps are easily killed by air units

Unit Behavior
Anti-air units (gyros, gargs, etc) should attack enemy air units before attacking ground unit

Balance
Units vs Towers, especially towers when massed
Health fountains currently help orcs more than other races due to tier 1 high hp units and %-based regen
Concerned that Undead and NE have units that are produced at Tier 2 that can be upgraded at Tier 3 to become powerful units
Different armor type for Towers? Ex: There is now a new armor type called Light building. It takes 150% damage from siege, and 100% damage from everything else.
Frost Wyrms - when a building is frozen, have the option to cancel a unit in production. Use: heroes reviving takes a lot of gold

Items
Orb of Fire AE is too small, overall orb needs a boost
Staff of Preservation may need a review. Some players are passing it amongst other heroes to get around cooldown timer, but that affects all items with cooldowns
Some staves may be more balanced if it is a channel ability, similar to Staff of Teleportation
Moonstone is underpowered and not used often
Orb of Venom is too effective at damage over time <script><!-- D([&quot;mb&quot;,&quot;
\nLightning shield - humans feel its effects more than other races
\nLightning Orb\'s purge can be too effective on a unit with a fast attack
\nPeriapt of Vitality\'s cost is too high for +150 hp. Perhaps lower the price a bit

Humans
\nHuman Fragmentation Shell needs a review vs other units, esp. medium armored units in team games
\nMass tank needs a review, but tanks are extremely effective vs mass air
\nMilitia too strong at creep assistance on some maps
\nRifles are not used as often

NE
\nHuntress\' attacks bouncing off of buildings may need a review - kills repairers while FF\'ing structures
\nReview Mass Bear/Dryad encounters as it can be overpowered, especially with slow poison effect
\nGlaive throwers weak, may need some upgrade benefit or faster build time
\nMountain Giants are not used as often in solo games
\nUprooting buildings and eating into a forest strategy is annoying to opponents
\nGive the Warden one unit which Fan of Knives can hit. Others are random
\nAncient Protectors are underpowered compared to other races\' towers.
\nAncients can be too strong in assisting NE creeping
\nDemon Hunter: Manaburn drains too much mana and can be used repeatedly for its current mana cost
\nMoonwell\'s utility is extremely high for a farm.
\nFaerie Fire: debuff too long
\nCyclone: maybe too effective vs heroes

Undead
\nDestroyers are being used as heavy air units and is powerful at its unintended role
\nShop has no heal items at tier 1. This limits the usage of neutral heroes vs undead heroes
\nCasters are underused
\nPlayers feel that Destroyers should not absorb mana from mechanical units
\nWyrms freeze HU tanks after upgrade?

Orcs
\nBat riders are deadly vs an opponent\'s base and vs light air &quot;,1] ); //--></script>
Lightning shield - humans feel its effects more than other races
Lightning Orb's purge can be too effective on a unit with a fast attack
Periapt of Vitality's cost is too high for +150 hp. Perhaps lower the price a bit

Humans
Human Fragmentation Shell needs a review vs other units, esp. medium armored units in team games
Mass tank needs a review, but tanks are extremely effective vs mass air
Militia too strong at creep assistance on some maps
Rifles are not used as often

Use Link to see the rest

scaR
08-27-2006, 01:55 PM
For those that were interested in the final compile:

Warcraft III - compiled suggestions/requests:

Multiplayer AMM

Use an AMM system that is like the one used in 1.14. Also change the way ELL works for higher players
Use different ELLs for game types instead of an all-around ELL.
Widen search ranges greatly for all random team gametypes, all arranged teams gametypes, especially 3v3 and 4v4, and greatly widen the FFA matching range. Max ideal time: ~10-15 mins
Split RT ladders to individual sections with their own rankings instead of a total RT overall system - 2v2, 3v3, 4v4.
Beware of smurfs
ELL decay system due to inactivity?

Gameplay/Multiplayer

Change current map pool
Introduce random map pool system or cycle between preset maps every now and then for more variety
Introduce an online replay viewing system similar to StarCraft
Introduce 6 player Free-for-all, as well as more team FFA options
Decay rate too quick at higher levels
Hosts of multiplayer games using Public should have the option to reserve a certain # of slots for friends.
Game starting countdown should stop if a player leaves during countdown
Have it to where a dropped player's heroes appear in taverns as a selectable option
If you have picked Random as your race, show the race you have received on your own load screen
Shop: Add Dust of Appearance for all shops for Blademaster harrass counter
Dropped players need to be able to be used more effectively, such as transfer money, items/mercs bought using dropped player's resources
Dropped player's peons idling should also be notfied on all shared players' screens
Critters should not block units
Free-for-all thumbs not saving
Battle.net game search error: maybe a new category other than loss?
Players are pausing the game for disruptive purposes. Have the opposing team be able to scroll around or issue the next command (queue-type) and have it execute when unpaused

Maps
On some maps, creeps are in the way of rally points and slaughter/slow down rallied units. Gnollwood & Moonglade is such a map.
On Market Square, creeps are easily killed by air units

Unit Behavior
Anti-air units (gyros, gargs, etc) should attack enemy air units before attacking ground unit

Balance
Units vs Towers, especially towers when massed
Health fountains currently help orcs more than other races due to tier 1 high hp units and %-based regen
Concerned that Undead and NE have units that are produced at Tier 2 that can be upgraded at Tier 3 to become powerful units
Different armor type for Towers? Ex: There is now a new armor type called Light building. It takes 150% damage from siege, and 100% damage from everything else.
Frost Wyrms - when a building is frozen, have the option to cancel a unit in production. Use: heroes reviving takes a lot of gold

Items
Orb of Fire AE is too small, overall orb needs a boost
Staff of Preservation may need a review. Some players are passing it amongst other heroes to get around cooldown timer, but that affects all items with cooldowns
Some staves may be more balanced if it is a channel ability, similar to Staff of Teleportation
Moonstone is underpowered and not used often
Orb of Venom is too effective at damage over time
Lightning shield - humans feel its effects more than other races
Lightning Orb's purge can be too effective on a unit with a fast attack
Periapt of Vitality's cost is too high for +150 hp. Perhaps lower the price a bit

Humans
Human Fragmentation Shell needs a review vs other units, esp. medium armored units in team games
Mass tank needs a review, but tanks are extremely effective vs mass air
Militia too strong at creep assistance on some maps
Rifles are not used as often

NE
Huntress' attacks bouncing off of buildings may need a review - kills repairers while FF'ing structures
Review Mass Bear/Dryad encounters as it can be overpowered, especially with slow poison effect
Glaive throwers weak, may need some upgrade benefit or faster build time
Mountain Giants are not used as often in solo games
Uprooting buildings and eating into a forest strategy is annoying to opponents
Give the Warden one unit which Fan of Knives can hit. Others are random
Ancient Protectors are underpowered compared to other races' towers.
Ancients can be too strong in assisting NE creeping
Demon Hunter: Manaburn drains too much mana and can be used repeatedly for its current mana cost
Moonwell's utility is extremely high for a farm.
Faerie Fire: debuff too long
Cyclone: maybe too effective vs heroes

Undead
Destroyers are being used as heavy air units and is powerful at its unintended role
Shop has no heal items at tier 1. This limits the usage of neutral heroes vs undead heroes
Casters are underused
Players feel that Destroyers should not absorb mana from mechanical units
Wyrms freeze HU tanks after upgrade?

Orcs
Bat riders are deadly vs an opponent's base and vs light air
Units are weak vs magic attacks and summons later in the game
Burrows die too quickly
Blademaster: Windwalk can be abusive at level 1 or due to him having no collision
Raider Ensnare ability needs a review as it can be abused with multiple raiders
Needs a magic-immune unit
Needs a way to regenerate mana faster, maybe scroll of lesser mana to shop
Walkers: Autocast Ancestral Spirit
Farseer summons give too much exp
Headhunter may be more useful if buffed a bit as an upgrade, maybe speed or range
Hex too powerful vs heroes

Neutral
Panda AE and Drunk Haze can be too powerful
Some players feel that an instant resurrection of heroes at taverns is overpowered
Dark Ranger's life drain not effective

Battle.net suggestions

Hovering your mouse over a long/clipped playername should display the entire name, such as the guild name function in the WoW beta forums
Westfall test server
More detailed patch notes for mapmakers
More clan ranks
Clan Chieftans should not be bannable from his or her clan channel
Chieftans can kick designated people out of their clan that are arn't in their clan.


User Interface
Permanent health bar option
Option to filter out specific maps on the Join Game screen
Clan tags on loading screens
List all observers in a game

Wish list
More icons for wins, in between current wins and above current max
Have icons based on statistics be available, such as hero kills, buildings destroyed, $ collected, etc.
Have clan-based icons for wins/losses
Multiplayer: Selectable player color
Multiplayer: When using allied colors, have your side be a shade of blue and the enemy side a shade of red. It will be easier to differentiate between different players.
Expand on anti-hack/abuse features. One suggestion from players is to temp ban a player if 0/1 minute wins/losses meets a set threshold
Battle.net: Friends list expanded over 25
Battle.net: Chat features in-game, such as /dnd
Battle.net: Whisper to all clan members message - /c msg
Battle.net: Custom default chat channel when entering Battle.net
Battle.net: Have system menus accessible for things such as sound options and video options.
Battle.net: Option to have a clan tag edited/changed/appended to your account name. Example: Acct name: DatAsian. Clan tag: FORS. Combined - DatAsian[FORS]
Battle.net team game: If disconnected, the player can rejoin the game assuming it is the same computer and the same cd-key
Battle.net Website: Web profile showing best level/rank reached
Battle.net: Permanent ignore list
Game/Ladder: DotA and other popular maps as its own custom ladder
Heroes: 1 type of hero each - int/agil/str
Game: Naga as playable race
Game: Remove animation delay on menus
Game: Orc pillage shows little graphics
Game: Customizable backgrounds for Battle.net/Offline games and screens
Game: More heroes for taverns that rotate per time period so you don't get the same selection each time
Game: Create a name your Arranged Team
Game: Allow players to whisper players in AT chat screen with the use of /w
name

Game: Allow saving replays with longer filenames. If not, gray the column out until a valid filename is inputted
Game: Windowed with locked cursors for scrolling or Window+Maximized mode like WoW
Game: Allow hotkey remap of almost everything to allow custom keyboard (mini/laptop/etc) or keyboards of different countries to be used better
Map: StarCraft Hunters-type map created for Warcraft 3
Tournament: Players are requesting that Monday tournaments be added
Battle.net/Game: World of Warcraft-type player menu where you can right-click their account name on a chat screen and have menus available - friends, squelch, ignore, etc.
Battle.net: Copy text ability
Website: RSS feed
Hero and Item suggestions are scattered throughout these threads:
http://www.battle.net/forums/war3/thread.aspx?fn=war3-general&t=1285714&p=1
http://www.battle.net/forums/war3/thread.aspx?FN=war3-general&T=1309820&P=1

Technical
Timing issues on machines utilizing dual-core processors
Intel Mac support

Note from a few players:

Most broken matchup: human vs undead
1: This is a typical undead army: fiends, aboms, a few statues.
What does human do vs that? should the human get gyros or not? if he gets gyros, the statues simply sit back and replenish mana, and human's 10 food is wasted = gg human. If he doesnt get gyros, then the statues morph, and gg all knights/gryphons, gg human. Please fix this thanks. Please give human a unit that can counter destroyers and are DECENT against ground units.
Post #52 from http://www.battle.net/forums/war3/thread.aspx?FN=war3-general&T=1309820&P=3

Get your CDs ready, this is going to be a game changing patch. Might require a fresh install like the last SC patch.

archvile
08-28-2006, 09:45 AM
this gonna be one HELL of a patch, cant wait :D