SUGESTION FOR NEXT PATCH

ChrisH36

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Why would you give nerfs to int heroes that can easily be killed late game if you suck at micro? Or does someone have a little set of issues with caster heroes :sly.
 

Revelade

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What I suggest is we nerf the heroes that get used TOO much, so that people will be enticed to switch to other heroes. I'm tired of always playing far seers or death knights. When you play lower ranked games, you will see more diversity, but as you ascend higher on the ladder, hero choice is nearly always the same, especially in solo.

The problem with wagons is that they are the worst siege. As I said before, elf and orc have easy access to it in their barracks. Human however, has their siege smaller, cheaper, biological and faster. I mean that would be okay if disease cloud did decent damage, but it takes 120 seconds to do 120 damage... that's worse than peasants, cmon. So buff disease cloud.

I don't see what's the difference between mana shield and forked lightning in hunting running heroes.

I suggested removing the speed in both auras so that players use it for what it's intended use is... attack rate boost and health regeneration. We remove the speed boosts, but we buff the attack rate boost in endurance, and health regeneration in unholy.

As for Aboms, the most important feature of the game is to make sure each ability is viable, but cannabalize is useless on the Abom. With Knights, you have speed, and armor, with the tauren, you have great AoE damage, with the bears, you have versatility of a caster/melee hybrid, but Aboms don't have anything to stand out, except for the weak cloud or cannabalize. So allow cannabalize to work faster on aboms.

Well, animated dead units already aren't dispellable...

Frost armor only gets +2 armor every time it's leveled. I think that's TOO weak compared to a 100 damage increase with nova each level. This skill can also be dispelled EASILY, or the enemy can just ignore the unit which has the buff.
 

Ntrik_

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Revelade said:
What I suggest is we nerf the heroes that get used TOO much, so that people will be enticed to switch to other heroes. I'm tired of always playing far seers or death knights. When you play lower ranked games, you will see more diversity, but as you ascend higher on the ladder, hero choice is nearly always the same, especially in solo.

The problem with wagons is that they are the worst siege. As I said before, elf and orc have easy access to it in their barracks. Human however, has their siege smaller, cheaper, biological and faster. I mean that would be okay if disease cloud did decent damage, but it takes 120 seconds to do 120 damage... that's worse than peasants, cmon. So buff disease cloud.

I don't see what's the difference between mana shield and forked lightning in hunting running heroes.

I suggested removing the speed in both auras so that players use it for what it's intended use is... attack rate boost and health regeneration. We remove the speed boosts, but we buff the attack rate boost in endurance, and health regeneration in unholy.

As for Aboms, the most important feature of the game is to make sure each ability is viable, but cannabalize is useless on the Abom. With Knights, you have speed, and armor, with the tauren, you have great AoE damage, with the bears, you have versatility of a caster/melee hybrid, but Aboms don't have anything to stand out, except for the weak cloud or cannabalize. So allow cannabalize to work faster on aboms.

Well, animated dead units already aren't dispellable...

Frost armor only gets +2 armor every time it's leveled. I think that's TOO weak compared to a 100 damage increase with nova each level. This skill can also be dispelled EASILY, or the enemy can just ignore the unit which has the buff.
with mana shield on, and mana pot, you can have some units gang banging on you and you will still live and will be able to slow down enemy hero.

Wagons carry corpse for Necros and aboms or ghouls to eat off of, I think that is also one of their special abilities...

As for nerfing heros... FS isnt hardto kill, nor AM, and I think DK already have been nerfed slightly..

And frost armor... that is significant armor buff either way, its not too weak..
 

ChrisH36

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Pan said:
int heros are too abused. The AM, DK DH and FS need a good nerf.
The last nerf that involved the Death Knight was an armor reduction from 4 to 3.
 

Revelade

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Hellwolf_36 said:
The last nerf that involved the Death Knight was an armor reduction from 4 to 3.
I'd go along the lines of removing speed buffs on both the DK and the TC. I mean why do you think that Endurance and Unholy are the best 2 auras in the game? Speed obviously plays a big role here... If we remove the speed, players might actually choose Pact, which means variety, which is a GREAT thing. I mean look at the Paladin; his aura doesn't have speed, so people might put points into divine shield. Of course the main spell which is coil/light has to stay, but the secondary skill is optional. As for the Chieftain, I don't think it will hurt him at ALL since he can use stun to run away and also the fact that orc ALREADY HAS SPEED SCROLLS.

So I'd like speed buffs on endurance and unholy auras to be removed... and possibly buff the health regeneration/attack rate boost to compensate. I mean the auras should be recognized for what they do, not just a speed boost.
 

ChrisH36

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Well, I would say reduce the speed effects a little. At max, a Death Knight can easily micro in and out of battles before you can actually kill him.
 

Hazard_2u

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likie stated before I would like to see longer stun for the Tinkers cluster rockets I say a second per level.

Oh and I think you should be able to mount an Archer on the back of a kotg (not for any game purposes but I think it would be cool to see).
 

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