Grubby's Balance Patch Suggestions for WC3 and Blizzard - May 2024

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Published 2024-05-03
Watch my reaction to Blizzard's original PTR patchnotes:    • This NEW Warcraft 3 patch is PURE INS...  
And their following revised one:    • Blizzard blesses WC3 with another pat...  

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00:00:00 Intro
00:05:00 Human Changes
00:20:35 Spell Breaker Point
00:25:56 Night Elf Changes
00:39:11 Orc Changes
00:53:18 Undead Changes
01:03:20 Race Wide Changes

#GrubbyTalks #Thoughts #Patch #Buffs #Nerfs #Reworks

All Comments (21)
  • @Whoisthis911
    Perhaps someone mentioned this before but Spellbreakers vs Heroes burn ONLY 4 mana per hit. In your video you mentioned them burning 20 mana vs heroes which feels understandable because Spellbreakers are extremely annoying. Frankly i would remove all forms of mana burn from the game and rebalance from that point, but reducing all forms of mana burn by about 33% would be a decent start.
  • @Crustee0
    Wow, no orc units tierlist yet. Grubby is stretching that one huh 😂
  • @Rikard2k
    "We see one and then none. Which is a petty, because theyre so pretty." Poem to the Abominations - Grubby 2024
  • @alphafan11
    Bruh it's almost all human nerfs. Jaina's dad was right, never trust an Orc
  • @Kier1717
    I’m convinced Grubby is trolling us now and is going to make a tier list of his tier lists before dropping the orc tier list we’re all waiting for
  • For Mountain Giants, I think the solution is far easier than inventing a new ability. Instead of giving them taunt, just copy-paste Thunder Clap from the Mountain King and tweak the numbers for a basic unit ability. This lets the Giant protect his backline by slowing the enemy, giving them more room to kite. It synergizes with both bears and archers as both benefit from slowed enemies, both in taking less damage from attacks and allowing them to avoid or approach vulnerable targets. It also has the diminishing returns of multiple mountain giants that you're looking for and makes them much harder to ignore individually.
  • @ek70
    Still think a temporary invulnerability period for channeling ults needs to be added. All that mana + skill point investment needs a better pay off.
  • @ANDELE3025
    "Scroll of Healing removed from ToR." Thus the karma paw curls and: "Scroll of Restoration added to ToR."
  • Btw, Mountain giants taunt can still be tweaked a little and the concept of MGs as a tank can still be realized. Imagine this, Taunt makes enemy units target it like it does now, but also debuffs those units with 30% attack miss chance on every other units except MG itself for like 7 seconds. 4 seconds on heroes. Cooldown to about 20 seconds, that would make it useful. Stackable upto maximum 50% miss chance with multiple MGs.
  • @ArneXis.
    23:40 I'd say change the range of control magic for ward-type units to something like 300-350, making positioning important and not such a free cast.
  • @icata12345
    what abou reducing the ammount of EXP to get from level 5 to 6 just abit? So we see more cool ultimate strats
  • MGs and POTM are two NE units that has so much potential. Some ideas to make them better. MG Changes: TAUNT REWORK: Option 1: Taunt makes MGs beat their chest for about a second now. What if that animation can be lengthened to about 4 to 5 seconds? MGs remain still, like a channeling ability, beat their chest continuously for a certain duration and it makes units continue to attack it even when they are issued another command, as long as MGs taunt animation lasts. It can be interrupted with storm bolt, ensnare and all that stuff. This doesn't change the ability that much, just makes it as a channeling ability. Taunt also affect towers. (doesn't taunt do that already? not sure) Option 2: Alternatively, and this requires a bit more change to the taunt ability. Giving it an after affect ability, that causes the units affected by taunt to miss their attacks on other units except MG for a certain duration. General changes: Also, let MG attack air units and let air melee units attack them too. That means Batriders can detonate upon them and gargoyles can attack them too. Without the club, MGs remain the way they are, but with clubs, they can target air units as well, gain small splash damage on attacks. POTM Changes: SEARING ARROW CHANGES Option 1: AOE affect: Since it has a fire affect, let it immolate the target for sometime, dealing small aoe damage affect like the lightning shield. Option 2: Nuking potential: Increase the cooldown of searing arrows, make it immolate the target, dealing larger initial damage, and boosting magical attack damage and spell damage against the target. Manaburn, shadow strike, searing arrow, and entangling roots can give NE much needed nuking potential without relying on tavern heroes. Option 3: Support role : Make the searing arrows immolate target, making range attacks do more damage to the target for a certain duration. Keep the current initial damage, Increase cooldown and mana cost. That makes POTM shine more when combined with ranged units, with both searing arrows and trueshot. Owl changes: Owl comes permanently with POTM. stays permanently unless shot down. You cannot scout with it, but stays above POTM. Yes it can be killed by any ranged unit or hero attack. and it is not in user control. It automatically respawns after a set time upon being killed. Initially, it increases sight radius of POTM. 1st level Owl increases the attack range of POTM (Also applies to searing arrow).Second level owl increases POTM attack range further, third level owl gains invisibility detection and further increases POTM attack range. Trueshot Aura: Passive ability that increases the attack speed and/or damage of ranged units the longer they focus fire on one unit. Has a damage and attack speed cap. That applies to POTM herself.
  • One idea with mountain giants is to let them attack air units as well in club mode. They are literally giants. Also let the air melee units like gargoyles auto acquire MGs as a target. That way MGs combined with hippogryphs can be both viable against undead? Also taunt can be good that way to allow hipogryphs one or more few hits because of the tiniest disruption.
  • @bakacs1n
    Mountain Giant - act like a tree, blocking vision Potm - Replace owl with Elunes Arrow from dota, Replace Searing arrow with anything (poison arrow same as orb of venom but stronger on lvl 3, leadership passive, healing - tyrande, some kind of mark - choose a favorite enemy etc.)
  • For Frost Armor on the Lich, I think the best way to handle levelling the skill up is probably mana cost, duration and cooldown. Essentially making it more economical for the lich to maintain frost armor on more of their units. Like... Imagine if the level 3 frost armor had a mana cost of 10 and no cooldown... that way the lich that's invested in frost armor can maintain it on their entire army and also fight against dispel to some extent... while also justifying the ability having an autocast. It's a much more useful metric to adjust frost armor around than just boosting the armor it provides, anyway.
  • @MyValki
    I think you miss an easy option for the wards. Give it a lot more health but give it an "instant die on hit" ability or negative armor.
  • @Blovvfish1
    Love your talks Grubby, hope this gets considered by Blizzard. Especially the wand of negation change, and in general seeing more T3+ units would be cool!
  • @Morbidhouse
    I was thinking of a spell for POTM and this is what I came up with: Spell would replace searing arrow (which doesn't even really fit night elf lore because they don't generally set things on fire.) Spell would be called something like Enchant or Moons blessing or something along those lines. Spell would be used to enchant units to gain the positive effects of magic damage. Spell would be cast on units with an area of effect circle, circle would increase in size per level. Initial length of enchant would be 15 secs increasing by 15 secs per level. Positive effect of magic damage does not replace piercing damage so units under the effect would be more effective against heavy armor units while also retaining their bonuses to light armor etc. Imagine a group of archers being able to cut through heavy armor units like butter. Effect on unit looks similar to a purple star fall glow hovering over their weapon. Mana cost maybe the same as frost armor?
  • I’m still waiting for the Best Race unit tier And footmen should receive sundering blades