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(["mb","
\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 ",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(["mb","
\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 ",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
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(["mb","
\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 ",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(["mb","
\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 ",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