Well, after playing a couple games against Computer (Normal) with orc, they can now creep effeciently without having to tower creep since they can get 1-2 grunts out when the hero pops out. I found after this patch the Cheiften is my more popular choice mainly because of shockwave. Before you HAD to go Blademaster or Far Seer because of the damage absorbtion abilities they had, but now you can have your grunts take some blows. With the unbelievable change to stasis traps and healing wards, they need to switch the healing wards and stasis trap upgrades. If you don't have a fountain of health on the board, you *must* tech to healing wards to heal. Well, now that healing wards are 5HP, *anything* will kill it 1 shot. Orc still needs healing wards to heal so they should get it at Tier 2 instead of Tier 3.
Lich is now the a power house for undead. It's a hard decision choosing between Dreadlord/Death Knight or Lich/Death Knight. Gargoyles are now the best air-to-air units in the game with crazy high damage at crazy high attack speed, not to mention the life leech they get from vamp aura (and the upgraded damage makes them almost as good as riflemen to ground units).
Night Elf got a crazy boost to the Demon Hunter now that Metamorphasis attack now does not hurt friendly units (which was the main way of killing the DH fast by sending melee units to hit him while he smacks himself good with his chaos spash damage). However, Moonwells no longer regenerate heroes that well anymore since they don't give as much mana or health to them (meaning if they torment you, it's going to hurt them alot more since they can't get full life and mana by going back to their base). The Keeper got a HUGE boost to his skills. You can now have 8 (at level 3) treants out at a time, and his Thorns aura is overall better (especially against the newly upgraded gargs if they don't have at least level 2 vamp aura on them).
Humans got the shaft of the patch No longer can the heroes chain cast their spells infinite, but still is a decent chunk more. Heroes regen from brilliance aura is now halved (it was basically 11 mana per second but now it is around 6-7), but unit casters stay the same since they didn't have too much regen for it to be upped by (they probably lose about 1.25 mana per second in total). That change to brilliance hurts Arch Mage in the beginning since he can't get his 3rd Water Elemental out as fast as he used to. Arch Mage can only have 3 Water Elementals out at a time now instead of 4 (which cuts his overall damage by about 12 damage per second of what the other WE would be doing). The Paladin divine shield can now always be used, which makes a humans army stay alive longer.
Overall good patch.
Ghouls can now 'Forest Walk' through enemies.
They way this works is the way melee units consider in their priority. For instance, a Tauren takes higher priority to kill than a Grunt.
Say a 7 ghouls and 2 aboms are fighting 2 knights and 4 footmen. The footmen and knights will target the aboms first if they can hit it right away, but will attack the ghouls as well if they can't hit the aboms since the priority difference is not to distant from each other. However, if the ghouls are told to harvest lumber, they are now flagged as 'workers' and their priority is now 1 (the lowest you can get), and since the aboms have such a high priority, they will get swarmed by all the knights and footmen, while the ghouls walk right past the human army without being targetted by any units. This can get them by almost any army to the caster hero/units in the back and slaughter them within a few seconds.
I mean, there is getting nerfed, and then there is being beaten down by 5 burly BLizzard employees armed with baseball bats
All three damn skills, heh
Thorns is now weaker in MOST cases
There are still some where it is far better
Gargoyles for one
Not bad changes overall, nice to see orc shamans with less atk. Probably see some real orc strategy now instead of everyone just going with mass shaman.
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Len the Studious had this to say about Matthew Broderick:
Blizzard is gimpzored. Ouuuch.
Not really, it still does the same damage
You just need to aim it better
The creep change is nice, FINALLY as undead I can just web the freakin' dragon and swarm it
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Gevarien / Modrakien had this to say about Optimus Prime:
Cyclone or Hunts should have taken a major hit imo.
Hunts aren't that powerful really. Pretty easy to derail a mass huntress rush.
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Reynar painfully thought these words up:
Hunts aren't that powerful really. Pretty easy to derail a mass huntress rush.
They're not the gods people make them out to be, but they are too good vs other tier one.
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Gevarien / Modrakien got all f'ed up on Angel Dust and wrote:
They're not the gods people make them out to be, but they are too good vs other tier one.
I'd agree that they probably need a small reduction in their atk power. But it doesnt matter to me much either way, folks who go all huntresses get totally beat down =)
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Reynar obviously shouldn't have said:
I'd agree that they probably need a small reduction in their atk power. But it doesnt matter to me much either way, folks who go all huntresses get totally beat down =)
What I love more than anything else is beating a NE player that uses only Huntresses (Assuming I'm NE too) without using even a SINGLE one against him
Makes for some good irony, beating the unit so many people claim is overpowered without even needing to use it
Also good for 2vs2 games, heh
Inferno and I played two players that only made mass huntresses, nothing else
They did some damage, but every time they lost their heroes, and we didn't lose ours
After the first big attack that failed they were screwed
They quit before I could bring my Chimaeras into use though
quote:
Vorago Model 2000 was programmed to say:
What I love more than anything else is beating a NE player that uses only Huntresses (Assuming I'm NE too) without using even a SINGLE one against himMakes for some good irony, beating the unit so many people claim is overpowered without even needing to use it
Also good for 2vs2 games, heh
Inferno and I played two players that only made mass huntresses, nothing else
They did some damage, but every time they lost their heroes, and we didn't lose ours
After the first big attack that failed they were screwed
They quit before I could bring my Chimaeras into use though
Thats the real kicker, after they've invested so much in huntys, when the other guy brings out his knights, aboms etc, the person with all the hunts has a mass of useless units =)
YAY. I like having three level 10 heroes.
*Boom* 7 of your guys just took 75 damage at the beginning
The problem is in the early game, when facing hunts with ghouls / grunts / foots on neutral ground. Either decrease their attack speed and hit points or reduce their build speed and push them to tier two.
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Gevarien / Modrakien had this to say about Robocop:
I'm not talking about retards who mass pure hunts into the late game. Vamp / Aboms / Frenzy / necros for example will tear hunts a barn-sized new one.The problem is in the early game, when facing hunts with ghouls / grunts / foots on neutral ground. Either decrease their attack speed and hit points or reduce their build speed and push them to tier two.
Even in early game with an opponent that went like double ancient of war and pumped them out like no tommorrow
Unless the guy is grossly skilled at micromanagement... still not much of a problem, no more thanthat same opponent would be with any other race
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Delidgamond painfully thought these words up:
Undocumented 1.03 Changes
*Night Elf: Demon Hunter Mana Burn cooldown to 9 sec from 6 sec.
*Night Elf: Huntress Sentinel now requires teir 2 to research.
*Orc: Witch Doctor Healing Wards now have 5 hitpoints, down from
200.http://forums.battle.net/war3-general/posts/sw/125650.shtml
According to the dev team, healing wards wern't meant to be used in battle like they were. They wanted it to be easily counterable like sleep is with the DL.
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Reynar stopped beating up furries long enough to write:
According to the dev team, healing wards wern't meant to be used in battle like they were. They wanted it to be easily counterable like sleep is with the DL.
It just looks and FEELS like a midbattle spell
It would be like the Priest's heal if it was changed to only work on units not currently attack an enemy
It just wouldn't seem proper
Oh well, they are still half decent
Although with the GROSS changes to Stasis Trap, I'll probabaly just use Stasis over Healing
They rock so much ass now [ 10-10-2002: Message edited by: Vorago ]
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Vorago got all f'ed up on Angel Dust and wrote:
It just looks and FEELS like a midbattle spellIt would be like the Priest's heal if it was changed to only work on units not currently attack an enemy
It just wouldn't seem proper
Oh well, they are still half decent
Although with the GROSS changes to Stasis Trap, I'll probabaly just use Stasis over Healing
They rock so much ass now
It was slightly un-balancing though. Because for the other units, you needed to have 1 healer per unit. 1 priest or 1 druid could not heal everyone like a witch-doctor.
It's still useful, just that people will have to be very careful where to park their wards at in battle.
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Reynar had this to say about Duck Tales:
[QB]
It was slightly un-balancing though. Because for the other units, you needed to have 1 healer per unit. 1 priest or 1 druid could not heal everyone like a witch-doctor.QB]
And then all they needed was a single priest, or a single dryad, or a single shaman or a single wand of negation
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Everyone wondered WTF when Vorago wrote:
It just looks and FEELS like a midbattle spell.
Seriously, that's what the AI always did. I got the idea from the creeps first.
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We were all impressed when Terena Azal wrote:
Seriously, that's what the AI always did. I got the idea from the creeps first.
I thought of it myself.
HA. I am smarter than Terena Azal AND Vorago.
I AM THE ULTIMATE STRATEGIST!
I sux at WC3 :-((((
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Allied AI will ping the minimap to indicate where they are going to attack next.
Holy crap! I'm going to go play some AI ally matches just to see that
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SuchiiMarine! said this about your mom:
Shockwave aint the greatest skill to get for the Chieftain first. Get stomp. It still does decent damage to groups of creeps, but it is worth its weight in GOLD when you stun that prancing deer fucker and give him a texas beatdown after he tries to ensnare your peons
I prefer the 'Ahahaha all of your archers are in the red and we haven't even FOUGHT yet!'
Against undead I go Stomp though, because...
A) People love ghouls
B) People love swarming your hero with ghouls
C) Ghouls don't live very long when you keep stunning them
Against NE though, always shockwave for me
"Hit and run? Well... OUT RUN THIS!"
Have not lost to a necro rusher in a long, long time hehe
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This one time, at SuchiiMarine! camp:
Also, shockwave murders necros. It pretty much one shots them 200 damage, and light armor takes 50% more damage. Necros have only 300 hp :>Have not lost to a necro rusher in a long, long time hehe
Attack Type vs. Armor Type Chart
------ Small Medium --Large -Fort -Hero
Normal 150% 100% --100% -50% 100%
Pierce 75% -100% --150% -35% 50%
Siege -50% -100% --100% 150% 50%
Spells 100% 100% --100% 100% 75%
Light(small) armour only takes 50% more from normal damage, not spell damage
But Shockwave still really messed necros up
Toss on some lightning shields for even more fun
"Dance necros DANCE!" [ 10-10-2002: Message edited by: Vorago ]