SUGESTION FOR NEXT PATCH

TheoStormhawk

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I was playng these days some war and I just realised something:
The human hero Palladin isn't how he is supposed to be, in campaign and in presentation it sais that "the palladins are imune to diseases of any kind" and he is not imune to UD disease.
Don't u guys think that we must recomend some disease imunity for the Palladin to the guys at Blizzard for their next patch?
 

Emperor Pan I

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descriptions and practical gameplay don't completely go hand in hand. if it disrupts the gameplay.

It would, becasue there would be no reason he would be immune to say the undead fart cloud. while not common practise, it would disrupt gameplay
 

x42bn6

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TheoStormhawk said:
I was playng these days some war and I just realised something:
The human hero Palladin isn't how he is supposed to be, in campaign and in presentation it sais that "the palladins are imune to diseases of any kind" and he is not imune to UD disease.
Don't u guys think that we must recomend some disease imunity for the Palladin to the guys at Blizzard for their next patch?
The campaign and the other side don't go well. One could argue that if that was the case, the Undead should have won every single matchup on Battle.net.

The Paladin shouldn't gain some immunity just because of his campaign description.*
 

ChrisH36

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Campaign and Melee in RoC was completely different. It didn't even get you ready for anything. Frozen throne was almost the same, except the wierd levels. I find that a silly excuse personally, cause disease cloud doesn't kill. It bring you to like 1-2 hp and it will leave you there. Besides str hero and such would have the regeneration to keep thier life up.
 

Ntrik_

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man I dont know, give Huntresses heavy type armor?

:)
 

x42bn6

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Hellwolf_36 said:
Campaign and Melee in RoC was completely different. It didn't even get you ready for anything. Frozen throne was almost the same, except the wierd levels. I find that a silly excuse personally, cause disease cloud doesn't kill. It bring you to like 1-2 hp and it will leave you there. Besides str hero and such would have the regeneration to keep thier life up.
Disease Cloud stops health regeneration, I believe.

Oh, yes, there is also a reason why the Proper Names field for the Paladin does not include Arthas (or Uther the Lightbringer) in the non-campaign games.*
 

Ntrik_

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x42bn6 said:
Disease Cloud stops health regeneration, I believe.

Oh, yes, there is also a reason why the Proper Names field for the Paladin does not include Arthas (or Uther the Lightbringer) in the non-campaign games.*
no I think disease cloud also decreases your hp, and its not even dispelable.
 

ChrisH36

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x42bn6 said:
Disease Cloud stops health regeneration, I believe.

Oh, yes, there is also a reason why the Proper Names field for the Paladin does not include Arthas (or Uther the Lightbringer) in the non-campaign games.*
It does. But a hero only takes damage every 3 seconds or so. So it doesn't really cripple them as bad as the units do.

ntrik_ said:
man I dont know, give Huntresses heavy type armor?
How bout no!
 

Ntrik_

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dyrads or arhcers with disease cloud is super pain in the ass.
 

ChrisH36

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Anything with an HP count ~400 or less feels the burn!
 

TheoStormhawk

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NtRik_ said:
dyrads or arhcers with disease cloud is super pain in the ass.
yes this is true

I asked this because I think it would have been cool for the palladin to be disease imune not because it would make him a super hero.
 

Ntrik_

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I hope they can implant the TFT look of DH (wings hooves and horn) on ladder, that would be f'ing AWESOME!
 

Ntrik_

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Pan said:
that is illdian, not "TFT look of DH"
I forgot the name for the moment, sorry.
 

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maybe they should add 2 races, such as the dranei and the naga, that'd be neat
 

TheoStormhawk

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Dream_Walker said:
maybe they should add 2 races, such as the dranei and the naga, that'd be neat

The naga were awesome in campaign, they didn't need the human elfs , I liked very much their casters (frost armor is great),the underwater ability (wich the naga sea witch hero from the tavern doesn't have anymore in TFT ), but above all that mirmidon is the best with super hp,damage,lots of heavy armor and ensnare.
 

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If Nagas are going to be the playable race, they're going to need serious nerfings, starting with their caster and wyrms.
 

ChrisH36

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Naga Siren are rigged to kill anything over time along with the help of Snap Dragons. They need tech buildings, they need heroes, and everything must be slapped with a nerf stick.
 

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I'd like to see raiders ensnare nerfed. I mean Human only has 2 ways to stop stuns... with Storm Bolt, or Bash, and Orc already has 2 ways as wells, with Hex and Stomp. Why ensnare needs to stop channeling beats me. I also think the duration is too long, especially on heroes.

I'd like to see cluster rockets buffed either in damage or stun length or both...

Frost armor needs a major buff, since it's complete fawk if the enemy does not use melee units. Maybe all units, even ranged, that TOUCH the unit gets slowed. Of course, they would have to increase mana cost...

I'd like footmen to be buffed as well, since knights are faster, tougher and do more damage.

I'd like huntress armor change from unarmored to something else. It seems Elf is weak to the very thing they were supposed to specialize in, range.

Blade Master needs a nerf in his Wind Walk ability. I think the bonus damage was okay... but the fact that he can go through units was too much of a boost... and possible buff mirror image, by making it cost less.

I'd like to see both dragonhawks and gyrocopters buffed, as I hardly see them used. Spell steal should cost less and so should summon steal.

I'd like a slight nerf to chims as they do plenty of damage and splash, as wyrms, yet they are much easier to tech to, and they cost less money and food.

I'd like to see ancient protectors buffed a bit, to encourage people to use them.

Cannon towers also need a boost as not only do they lose the ability to attack ground, also the splash can really mess up your own units. I think they should reduce the price or build time or possibly both.

I'd like far sight to cost less initial mana, as it's weak compared to wolves or lightning.

I'd like plague to do damage faster, in battle where it matters, since initial unit regeneration will negate the damage. plague should do damage like the fire ability of demolishers. I would even argue to make it do MORE damage than demolishers as demos come from barracks, meaning you don't need to make any more buildings at tier 2.

I think the meat wagon overall needs a better boost as demolishers get an awesome fire ablity AND they come the barracks, meaning no additional buildings. Glaive throwers show up at tier 1 AND they get a good impale ability at tier 2. The mortar team is biologically which means you don't need to repair it and you can heal it and buff it easily. The meat wagon however does NOT come at any barracks, NOR is it biological, and plague takes too long to do any damage. They are made at the slaughter house which only produces that or statues at tier 2, meaning it basically sits there at tier 2... I mean if you are going to make it the hardest to get, while not getting any benefits like the mortar teams, MAKE IT BETTER.

Animate dead sucks balls, revert back to the units that are NOT invincible and make the timer last longer as enemies can just run away. Also, if a caster is raised, THEY SHOULD BE ABLE TO USE SPELLS. I mean an ultimate that raises casters that can't do spells is not worth using. If that proves to be far too powerful, make it so casters are raised only if there are no other units around.

Cannabalize is great... for ghouls. For aboms, it's gonna take you 30 seconds just to heal 500 hp. I'd like it so cannabalize heals a percentage of your hit points, so it's actually worth using on abominations.

I think speed is too important in this game, so remove the speed bonus on both endurance and unholy auras. This way, people don't rely on those heroes as much, DK especially. This would get people to try out death pact more often instead of just aura. As for the orcs, they already have speed scrolls, so no harm there.

Mana shield on the naga needs a buff as it's always better to have frost arrows and forked lightning.

I think that rain of fire on the pit lord needs buffing as it's a spell that does NOT suit him as he is a melee tanker, and doesn't have much mana. I'd like it to do LESS damage than blizzard, HOWEVER, costing less mana. This way, you don't have to save it for only certain situations.

I'd like to see both the incinerate and soul burn spells on the fire lord buffed. Incinerate could be weaker, however, it should cost less mana. Soul burn should be as powerful as lava spawn.

On the alchemist, I think that healing spray should be buffed as it is too difficult to use in battle. Maybe it could only heal friendly units?

As for shop items, I think the Undead need healing at tier 1, besides blight. I think orc items are very good compared to the other races. Staff of preseration is amazing with units like mountain giants, chimaeras or bears, so it should be nerfed in that it takes a second or 2 to wait and send it back to base, which is similar to tp. Staff of sanctuary could also use this nerf as well.

And finally, give overall nerfs to the popular heroes like the AM, DK, FS, so people don't always have to rely on the same used strategies to win.
 

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Revelade said:
I'd like to see raiders ensnare nerfed. I mean Human only has 2 ways to stop stuns... with Storm Bolt, or Bash, and Orc already has 2 ways as wells, with Hex and Stomp. Why ensnare needs to stop channeling beats me. I also think the duration is too long, especially on heroes.
Yea, it makes heros' skills pointless.. I would also want them to cost some mana,
Revelade said:
I'd like to see cluster rockets buffed either in damage or stun length or both...
Thats true, increase stun length by 0.5 sec every lvl
Revelade said:
Frost armor needs a major buff, since it's complete fawk if the enemy does not use melee units. Maybe all units, even ranged, that TOUCH the unit gets slowed. Of course, they would have to increase mana cost...
hmm... I dont know, I think its ok.
Revelade said:
I'd like footmen to be buffed as well, since knights are faster, tougher and do more damage.
Footies are tier 1 units tho.
Revelade said:
I'd like huntress armor change from unarmored to something else. It seems Elf is weak to the very thing they were supposed to specialize in, range.
Heavy armor ftw, but to be honest, that would rig up the game for NE.
Revelade said:
Blade Master needs a nerf in his Wind Walk ability. I think the bonus damage was okay... but the fact that he can go through units was too much of a boost... and possible buff mirror image, by making it cost less.
I think BM's WW is ok, I mean if he cant go through units, it would become pointless to some extent.
Revelade said:
I'd like to see both dragonhawks and gyrocopters buffed, as I hardly see them used. Spell steal should cost less and so should summon steal.
Gyrocoptors are used as Scouts by seeing one of their abilities.. and DH are fine imo with some gryphons.
Revelade said:
I'd like a slight nerf to chims as they do plenty of damage and splash, as wyrms, yet they are much easier to tech to, and they cost less money and food.
They arent easy to tech to... and they are pretty expensive, they cant attack air so... and they alreayd have been nerfed.
Revelade said:
I'd like to see ancient protectors buffed a bit, to encourage people to use them.
Many people do use them.. I use it every game :D
Revelade said:
Cannon towers also need a boost as not only do they lose the ability to attack ground, also the splash can really mess up your own units. I think they should reduce the price or build time or possibly both.
meh, I have no comment on this one, Ive never seen one in game so..
Revelade said:
I'd like far sight to cost less initial mana, as it's weak compared to wolves or lightning.
No one uses Far Sight tho unless its FFA... Wolves & lightning is much better.
Revelade said:
I think the meat wagon overall needs a better boost as demolishers get an awesome fire ablity AND they come the barracks, meaning no additional buildings. Glaive throwers show up at tier 1 AND they get a good impale ability at tier 2. The mortar team is biologically which means you don't need to repair it and you can heal it and buff it easily. The meat wagon however does NOT come at any barracks, NOR is it biological, and plague takes too long to do any damage. They are made at the slaughter house which only produces that or statues at tier 2, meaning it basically sits there at tier 2... I mean if you are going to make it the hardest to get, while not getting any benefits like the mortar teams, MAKE IT BETTER.
I think every sieges in each race has their own specialty, NE's one is that it bounces, HU is scatter & Flare, Orc one is good dmg, and UD one is carrying Corpse and poison.
Revelade said:
Animate dead sucks balls, revert back to the units that are NOT invincible and make the timer last longer as enemies can just run away. Also, if a caster is raised, THEY SHOULD BE ABLE TO USE SPELLS. I mean an ultimate that raises casters that can't do spells is not worth using. If that proves to be far too powerful, make it so casters are raised only if there are no other units around.
And they shouldnt be dispelable.
Revelade said:
Cannabalize is great... for ghouls. For aboms, it's gonna take you 30 seconds just to heal 500 hp. I'd like it so cannabalize heals a percentage of your hit points, so it's actually worth using on abominations.
No, Abom is already strong enough imo.
Revelade said:
I think speed is too important in this game, so remove the speed bonus on both endurance and unholy auras. This way, people don't rely on those heroes as much, DK especially. As for the orcs, they already have speed scrolls, so no harm there.
huh? Thats like removing their auras there.
Revelade said:
Mana shield on the naga needs a buff as it's always better to have frost arrows and forked lightning.
Some people do use Manashield with Cold arrows, just to kill heros that are running away.
Revelade said:
I think that rain of fire on the pit lord needs buffing as it's a spell that does NOT suit him as he is a melee tanker, and doesn't have much mana. I'd like it to do LESS damage than blizzard, HOWEVER, costing less mana. This way, you don't have to save it for only certain situations.
You can tank + use that skill during battles, so meh.
Revelade said:
And finally, give overall nerfs to the popular heroes like the AM, DK, FS, so people don't always have to rely on the same used strategies to win.
I dont know about that,
 

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