New patch?? 1.04

GreenClover

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Wow, this was a shocker...I wonder why a new patch so soon? i mean 1.03 wasn't even out for 2months, anyway this cracked down on demon hunter big time and finally, finally! that damned Starfall has a bigger cool down, 3 minutes *thanks god*. I love this new patch, nothing negative on humans w00t..well nothing extreme, it's quite the big patch too, post you're opinions on it please ^^
 

Swooper

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Agreed. Definately alot of balance changes, and soo soon after the last patch. They finally downed the huntresses, though just a little bit. They now deal 1d3+14 damage rather than 1d3+15 (thats 15-17 rather whan 16-18, for thoes of you who are D&D illiterate).

Heres all of the info on the new patch:
--------------------------------------------------------------------------
- PATCH 1.04
--------------------------------------------------------------------------

FIXES

- Fixed an issue related to full shared unit control and allied play that could
cause one or more players to lose the ability to train or upgrade their own
units.
- Fixed an issue that caused the experience point bars in Battle.net profiles
to improperly reflect recently gained or lost points.
- Fixed a graphic issue related to the ladder profile and the scroll bar.

BALANCE CHANGES

Humans
- Divine Shield duration increased to 15/30/45 from 10/20/30.
- Divine Shield cooldown changed to 35/50/65 from 60/60/60.
- Avatar cooldown increased to 180 from 120.
- Resurrection mana cost reduced to 200 from 250.
- Sorceress acquisition range increased to 700 from 600, improving the
frequency with which Slow is auto-cast.

Undead
- Banshee acquisition range increased to 700 from 500, improving the frequency
with which Curse is auto-cast.
- Anti-magic Shell is once again dispellable. A summoned unit under a shell
does not take damage from the dispel, but will lose the shell.
- Anti-magic Shell mana cost reduced to 50 from 75.
- Sleep duration decreased on Hero units to 5/10/15 from 10/20/30.
- Web duration decreased on Hero units to 7 from 20.
- Animate Dead mana cost reduced to 250 from 300.
- Player-controlled Ghouls no longer turn off pathing against units when they
are instructed to harvest lumber.
- Possession now takes 1 second to cast, up from 0.

Orcs
- Wards are no longer hit by Huntress Moon Glaive bounce.
- Critical Strike no longer receives damage from Thorns Aura. However, the
Blademaster's base attack associated with a Critical Strike still interacts
with Thorns appropriately.

Night Elves
- Thorns no longer interacts with Critical Strike.
- Mana Burn mana cost reduced to 50 from 75.
- Mana Burn drain amount reduced to 50/100/150 from 100/200/300.
- Mana Burn cooldown reduced to 7 from 9.
- Huntress damage reduced to 1d3+14 from 1d3+15.
- Metamorphosis cooldown increased to 180 from 120.
- Cyclone duration reduced to 10/5.5 from 30/6 (normal unit/Hero units).
- Starfall cooldown increased to 180 from 120.
- Druid of the Talon (in Night Elf form) acquisition range increased to 700
from 600, improving the frequency with which Faerie Fire is auto-cast.
- Ballista Impaling Bolt no longer functions with "Attack Ground."
- Ancient Protector cost reduced to 160/80 from 240/100.
- Ancient Protector hit points increased to 600 from 550.
- Ancient Protector armor decreased to 1 from 2.
- Ancient Protector minimum range reduced to 0 from 200.
- Ancient Protector ranged attack damage reduced to 1d10+44 from 1d13+51.
- Ancient Protector damage type changed to pierce from siege.
- Ancient Protector splash damage reduced.

Creeps
- Murloc Mutant damage increased to 1d5+24 from 1d2+12.

MAP CHANGES

- Many minor changes were made to many maps due to the balance changes made in
patch 1.03 and patch 1.04. Some examples include:
(4) Lost Temple - Added more shallow water to the islands. Center creep camp
is a bit harder. Added Ogre Magi to the corner Ogre creep camps.
(6) Moonglade - Reduced all creep camps approximately 2 levels.
(8) The Crucible - All start locations should now be very similar, close to
trees with enough room to build. All Goblin Merchant creep camps are
now farther off the main path.
(10) Dustwallow Keys - Fixed the choke point in the bottom left. Moved
Razormane creeps off the main paths.
(12) Ice Crown - Fixed the creep levels so that all camps are equal.

NOTES: Replays are incompatible between major game revisions. (1.03 replays
cannot be viewed with the 1.04 version of Warcraft III.) Custom save games will
not load from versions 1.03 and below.
 

Emperor Pan I

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I had just got it and was going to post it. good thing a saw this post. Man Blizzard realy cut up the NE, changing them drasticaly. Undead arn't bad off anymore, although i think sleep kicks ass. Orc almost didn't change at all, which is surprising.
 

GreenClover

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I think the grunts need to be decreased again...their meaner then before and I don't why? they were mean before 1.03, shamans are fair now though, happy with that change
 

Emperor Pan I

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I just realized, NE now have a good Tower. They have been brought down drasticaly, but look, it has a ) minimumdamage. so i can do full damage to meele attackers. this will screw up my ancient rush, I'll need to modify it.
 

GreenClover

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Towers are useless overall for me...I think the whole defensive thing in starcraft killed towers of any sort to me because their so lame...i never use towers...you'll rarely see me play with them let a lone tower rush...ancient rushes suck anyway :p
 

GreenClover

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=\ sorry that was uncalled for my apologies swooper(she's my friend and is being "Cute" by posting on my forum site when she hates video games *puff*)
 
D

DaddysLittleDefect

lol! sssssorry =D GreenClover is a fine young man *nods enthusiastically*

benji rocks btw =)
 

Placebo

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- Divine Shield duration increased to 15/30/45 from 10/20/30.
- Divine Shield cooldown changed to 35/50/65 from 60/60/60
Divine Shield is one of the most annoying skills. I bet you can now hero rush perfectly with the paladin now.

- Sleep duration decreased on Hero units to 5/10/15 from 10/20/30.
I used to get people to leave just by sleeping there hero 4 times in a row during battle. Look at how much those times decreased!!

- Wards are no longer hit by Huntress Moon Glaive bounce.
That was a godsent. Wards no only take like 2-3 hits to die , now they don't have to worry as much.

(4) Lost Temple - Added more shallow water to the islands. Center creep camp
is a bit harder. Added Ogre Magi to the corner Ogre creep camps.
I need to see this one.
 

Swooper

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Originally posted by GreenClover
=\ sorry that was uncalled for my apologies swooper(she's my friend and is being "Cute" by posting on my forum site when she hates video games *puff*)
No Problem!

Nice thoughts Placebo. About the sleep duration, I dont think that will change much. Its only usefull for stoping starfall/blizzard and the like, as you can just wake the unit up.

Also, I was looking at the undead. See what it says about the ghouls pathfinding changes? There goes the ghoul forestwalk- one of the most heavily used strategies among high level undead players. I remember Blizzard saying they would do this, I guess they just now got around to it.
 

Silynt Rage

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eh... you all know I play elves... it doesn't appear that this is going to effect me much. I don't use starfall enough to have the time effect me. Once the late game starts, huntresses aren't great anyways... I usually end up with Dryads and Talon, and the talon have been upgraded.

I don't like the fact that the ancient protector is down to 160, they should be 90 because you have to spend 70 just to get a whisp to build it. So really you're paying 230, pretty much what you where before WITHOUT the whisp.
 

PsYcHoTiC

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I'm so glad the paladin was improved, now people might use him more than 0.0001% of the time. With level 3 Devine Shield, he is invulnerable 75% of the time, assuming you can consume 25 mana every 45 seconds. That's gonna make the paladin good for harassing people. Ressurect is also a little better too :p

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- Wards are no longer hit by Huntress Moon Glaive bounce.
--------------------------------------------------------------------------------


That was a godsent. Wards no only take like 2-3 hits to die , now they don't have to worry as much.

Healing wards only took one hit to kill, so huntresses basically took those out on accident. Its the stasis wards and sentry wards that will make a difference
 

GreenClover

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I rarely used the pally, I'm waiting for a chance that I can try what'll probably be known as a "divine rush" I'm sure it's nice, like blademasta's windwalk almost? and that gets annoying fast.
 

Professor Kex

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I don't like the fact that the ancient protector is down to 160, they should be 90 because you have to spend 70 just to get a whisp to build it. So really you're paying 230, pretty much what you where before WITHOUT the whisp. [/B][/QUOTE]

I disagree, to upgrade human or undead tower it would cost a lot also
 

Swooper

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Another thing about the ancient protectors, they are now GREAT for killing creeps, probibly better than watch towers now that they to piercing damage. I saw a replay were someone leveled his hero like 4 times in under 2 minutes or something, it was crazy. I'll post it up later.
 

Silynt Rage

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Right, but you don't get to choose your uprgrade form with a protector. With humans you get to choose wether you want your towers to shoot arrows or cannon balls.

I probably won't use the protectors anyways, but I think it's a good upgrade for those who do. I Don't like that the huntress' got slammed. Huntress Moon Glaive doesn't effect wards? Why the hell not? You just decreased their power, at least let them keep something. We're getting to the point that their Moon glave is no longer an advantage, you might as well have them hold an Axe like an Orc, which by the way have been upgraded.

Overall I don't really see how changes effect game play. Even if the characters where even across the board, the game isn't just about what characters are more powerfull than others. I think it's more about how you manage them, obviously if you have 20 ghouls fighting 20 Abominations, the ghouls are going to lose out. But generally it doesn't work out that way. Usually you have a front line of melee units then your hero and then ranged units, at least that's how I try to play. But I think it depends on what you attack first, if you take out their hero, your chances of winning a battle drastically increase.

Just my $.02

~RaGe~
 

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