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1.32.9 PTR PATCH NOTES

Discussion in 'Latest Updates and News' started by Mythic, Sep 8, 2020.

  1. Mythic

    Mythic

    Media Manager

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    1.32.9 PTR PATCH NOTES

    Blizzard said: blizzarrow.gif

    September 8, 2020


    ART

    • Added a glow effect to Engineer Gazlowe’s cigar in Reforged mode.
    • Filled in missing textures on the Pile of Junk doodad in Reforged mode.
    • Fixed an ordering issue with the Polar Furbolg Ursa Warrior’s armor in Reforged mode, so that it no longer sinks into his face.
    • Removed team color from the Blue Dragonspawn Warrior’s eyes in Reforged mode.
    • Filled in missing textures on the shoulderpads of the Blue Dragonspawn Warrior in Reforged mode.
    • Corrected animations for the facial hair for the Satyr and Lord Garithos during their talking animations in Reforged mode.
    • Adjusted the colors on mounted and unmounted Thrall so that they match in Reforged mode.
    • Added a glow effect to the eyes for the Faceless One Trickster and Wraith portraits in Reforged mode.
    • Added a glow effect to the eyes of the model and portrait for Salamander Hatchling in Reforged mode.
    • Adjusted facial animations for the Sea Giant in Reforged mode so they better match their vocalizations.
    • Resized footprints for Chicken critter so they better fit the model in Reforged mode.

    CAMPAIGN
    • Added a tooltip for the Soul Preservation buff used by Mal’Ganis.

    CUSTOM GAMES
    • Added tooltips for the Advanced Options in Custom Games.

    UNIT BALANCE

    Human
    • Arcane Tower – Increase Feedback +Summon damage from 20 to 25. Reduces shots to kill on:
      • Skeleton Warriors/Carrion Beetles lvl 1 from 7 to 6.
      • Carrion Beetles lvl 2 from 11 to 10.
      • Spirit Wolves lvl 1 from 9 to 8.
      • Spirit Wolves lvl 2 from 13 to 11.
      • Treant from 11 to 9.
      • Treant (with Nature’s Blessing) from 14 to 12.
      • Lava Spawn lvl 1 from 15 to 13.
        • Developers’ notes: This change should help Human deal with constant summon harass, which should in turn mitigate peasant losses.

    Orc
    • Blademaster – Mirror Image mana cost decreased from 100 to 80.
      • Developers’ notes: We’re starting to see emerging gameplay from Orc players using Mirror Image with Lighting Shield, which is exciting, entertaining, and fits their faction theme. However, we noticed the main deterrent of this strategy is Mirror Image’s high mana cost. In addition to our wisp detonate change, we believe this should further promote the use of this skill.
    • Tauren Chieftain – War Stomp stun duration against heroes reduced from 2/3/4 to 1.5/2/2.5 seconds.
      • Developers’ notes: War Stomp is an extremely powerful skill that performs quite well against enemy forces, however, its hero stunlock potential needs to be reined in slightly.

    Undead
    • Spirit Tower / Nerubian Tower – Repair rate increased from 35 to 60.
      • Developers’ notes: Recent changes have allowed Undead to expand more easily, so we feel that the repair rate of their towers should be brought inline with the other races.
    • Destroyer – Destroyer cast point time reduced from 0.83 to 0.5.
      • Developers’ notes: At 0.83 cast point, the Destroyer has a noticeable delay between casting its spells and when they go off, so we are reducing its cast point time to the same value as other spell casters.
    • Crypt Lord – Burrow ability for Carrion Beetle levels 2 and 3 require the Burrow upgrade.
      • Developers’ notes: We believe that the Burrow ability for Level 2 Carrion Beetles provides too much flexibility early in the game, so we are going to require Burrow to be researched before Carrion Beetles can use the ability. However, we will continue to closely monitor the Crypt Lord usage and evaluate if further changes are needed.
    • Death Knight – Unholy Aura level 2 movement speed reduced from 20% movement to 15%.
      • Developers’ notes: The Death Knight has been the staple premier hero for Undead for a very long time. After numerous buffs to other parts of the Undead arsenal, the Death Knight remains supreme. We’ve noticed that once the Death Knight reaches Unholy Aura level 2, they are able to take fights they wouldn’t
        normally be able to, due to their increase mobility and kiting potential.

    Night Elf
    • Wisp – Mana drained on detonate reduced from 50 to 25.
      • Developers’ notes: Detonate has become too powerful, especially against Orc due to their lack of mana regeneration options for their casters.
    • Druid of the Claw (Bear Form) – base damage increased from 24 to 25.
      • Developers’ notes: Night Elf has recently been heavily reliant on tier 1 units, so we are hoping the Wisp Detonate change along with slightly buffing the damage of Druid of the Claw (Bear Form) should promote more strategic variety.
    • Chimaera – Friendly Fire removed.
      • Developers’ notes: Between the Frost Wyrm, Gryphon Rider and the Chimaera, only the Chimaera does friendly fire. We feel this is an unnecessary component of the unit.

    Items
    • Helm of Valor, Medallion of Courage, Hood of Cunning – stat increase changed from +4 to +5 for each stat provided.
      • Developers’ notes: These items were underpowered compared to the other items available in the same tier, so we’re increasing the stats they provide.
    • Claws of Attack +6 – replaced with Claws of Attack +5.
      • Developers’ notes: Often seen as the best item in its tier among the community, we are replacing this item to reduce issues with obtaining the item early.

    VERSUS
    • Removed Ring of Protection +2 and added Ring of Protection +3 to the loot table for the Ogre camps on Furbolg Mountain.
    • Adjusted terrain so units can no longer reach unintended places on Concealed Hill.

    EDITOR
    • Fixed an issue with the SetMapMusic function that was preventing playlists from playing music.
    • Fixed an issue with the function for setting player names that was preventing those name changes from applying properly in game.
    • Disabling Use Fixed Random Seed now properly randomizes the seed.

    USER INTERFACE
    • Added a toast when a replay has been successfully downloaded.

    Please note: These PTR Patch Notes are a work in progress and may be updated with further changes before the release of Patch 1.32.9.


     
    Last edited: Sep 17, 2020
  2. Ezekiel12

    Ezekiel12

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    Mhhmm, interesting.

    For these changes, maybe 1 person would be enough to do all these in a month.

    While I know that they are working on other things that's not the best tactic to revive anything.

    Guess the higher ups decided that it's small steps forever and for ever, 100 years small steps, small-steps.com.
     
  3. coolyoshi1

    coolyoshi1

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    Why do they only have like one developer on this game seriously? Even if this game is on the bottom of their priority list, Blizzard is still a MASSIVE company. If the CEO took a 1% cut to his salary they could literally pay for 5 more developers
     
  4. Dat-C3

    Dat-C3

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    :ogre_hurrhurr:, No hope.
     
  5. MyPad

    MyPad

    Spell Reviewer

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    I think that's 97 years of small steps left.

    Right now, art assets shouldn't be their main priority. Optimizing the core gameplay, perhaps to an extent that the Reforged client's performance will be at least comparable to the Classic client, would be appreciated.
    • In this light, they could try minimizing lag spikes, if not squishing them out completely, when a unit model is displayed for the first time.

    • Shadows could be given a higher priority, so that they can be available once again to the Classic client.

    • The transitions in the main screen could be optimized so that they aren't jarring to look at.
     
  6. Azsure

    Azsure

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    [​IMG]
     
  7. Celerion

    Celerion

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  8. Bribe

    Bribe

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    This just means the editor won't be getting its needed QoL improvements for even longer, if ever. I will continue to voice my disappointment with each patch until at least one of the below is met:

    • Ability to convert JASS map to Lua map without losing all triggers
    • Custom script allowed in GUI conditions and event fields
    • TESH or other proper scripting tool brought into the editor
     
  9. Jaccouille

    Jaccouille

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    May I inquire what's "Disabling Use Fixed Random Seed now properly randomizes the seed.", does that mean that function such as GetRandomInt weren't working as expected?
     
  10. Lord_Earthfire

    Lord_Earthfire

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    I really hope this is still the priority, besides the proper ladder implementation.

    The patch sounds for me like "We got no big stuff currently in a stable state, but the artists already updated a bunch of assests, so we can implement these now."

    Artists cannot help much with the coding, so most of this being art changes makes sense. The rest are more changes you do quickly when someone notices them, like that tooltip change.
     
  11. MyPad

    MyPad

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    GetRandomInt and GetRandomReal should work as expected. It's only the seed on the number generator that somehow stayed constant even when "Disabling Use Fixed Random Seed" was ticked.
     
  12. Malistroth

    Malistroth

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    Pathetic.
     
  13. pyf

    pyf

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    I am pointing out this is not v1.32.9. The title reads "1.32.9 PTR". Meaning this is a public test release. Besides, the notes clearly mention this:



    It depends imho on what they are also working on, and for which game(s)
     
    Last edited: Sep 9, 2020
  14. DracoL1ch

    DracoL1ch

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    "patch"
     
  15. Bribe

    Bribe

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    The released patch is pretty much always identical.
     
  16. MN Lahmar

    MN Lahmar

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    "Resized footprints for Chicken critter so they better fit the model in Reforged mode."

    Yeeeeeeeey!
     
  17. tulee

    tulee

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    Since there might be some big ladder patches in the future, I just want to say my part about possible ways of making melee more balanced.


    In general, there are many hero abilities that are never picked/useless that need to be buffed, such as firelord incinerate (rework as a strong counter to T1 mass rush?), farseer farsight (make farsight last 30 seconds?), alchemist chemical rage (could make it strong enough so people choose it as their first hero?), dark ranger drain life (allow it to heal allies/hero is immune to being interrupted when casting it?), bloodmage flamestrike (make it so the spell itself (not the animation) casts faster and so people cannot interrupt it by accidentally moving him, also make it use less mana so bloodmage incentivised as a first hero pick?), Keeper thorn aura (buff it so people actually choose it as a counter to melee rush?), cryptlord spiked carapace (strengthen it slightly or have it apply to beetles), blademaster mirror image (less mana needed, potentially images deal 5% damage of real hero so it is a real alternative to windwalk?), deathknight deathpact (allow it to give the DK a damage boost in addition to the heal temporarily?).

    In terms of balancing heroes, there are ways to make certain heroes more viable as first pick, without ruining balance for them as third pick heroes. For example, take the paladin. A very common 3rd pick hero for human. Some might say that buffing him would not make him a first pick hero, as he would just be an even stronger 3rd pick hero. That depends on the way it is buffed. If you buffed all his abilities and made him have more hp/armour, then yes, he would stay as a 3rd pick, and simply become an even more guaranteed 3rd pick hero.

    But if you were to buff his spells at later levels, like level 3, people might be incentivised to pick him 1st or 2nd, since those buffs would never normally be seen otherwise, as a 3rd pick hero would rarely hit level 5. His Str gain could also be altered, which woudl not be very visible at lower levels, but then at higher levels it would become very obvious. His damage slices could be increased so he deals far higher melee dps in general, which would not affect most games if he was picked as 3rd hero (because he only comes out late, so the total damage he would have done in game would not be much higher as he was hitting enemies less, and because 3rd pick heroes often die on the frontline since they dont have enough HP to survival fights/easily picked off).

    These kinds of changes could make paladin a far better first pick, without buffing him as a 3rd pick. These are the kinds of changes we need. We need to see more variety of hero picks, even though it is not possible to make all heroes viable 1st picks as that would not really be possible.

    In the future, hopefully we can see more early game bloodmage, paladin, dark ranger, tinker, beast master, firelord (not as a rush hero though, but as a legitimate pick). The key is to buff them in a way that does not make them stronger as 3rd picks (assuming they are even picked at all) through means of increasing physical DPS, stronger stat growth that becomes apparent later in the game and not early on (as a 3rd pick) and having some spells not increase incrementally but be very strong at level 3.

    I would also hope to see more ultimate usage, since many heroes still don't bother to learn their lvl 6 spell if they ever get to that stage in the game.



    As for non hero thoughts---

    Batrider needs to have some legitimate reason to be made for a non-chemical explosion reason. Liquid fire could be made cheaper or he could be given more hp and damage. In order to avoid him being used to deal damage and then explode before death, his explosion damage could be tied to his current hit points.

    Gargoyle buff, so that fiends do not replace him for one of his main roles as anti air (web could have a longer cooldown or require T3, stone form available at T2)

    Glaive throwers/meat wagons/ catapults need more survivability (hp/armour). They were designed on basis of sieging bases, but in Wc3 almost all games are decided in skirmishes and not by sieging another base. They special upgrades (burning oil/glaive's splash upgrade) could be made cheaper.


    Finally, Undead needs to be addressed. This race need a T2 melee unit. There is no way to get around this in my opinion. Some possible ideas are (far-fetched, I know, but there is no way to fix this race with small armour/hp changes) that necromancers (useless unit) can sacrifice themselves at the Sacrificial pit (also useless) which allows them to become permanent zombies.

    Or, make the abomination weaker and unlockable at T2, and make the Frosty Wyrm a melee unit (like those dragonspawn creeps). This would also solve the issue of UD having 2 tier3 flying magic units, which is a serious problem.

    The strength of the deathknight/lich really needs to be addressed too.

    Finally, UD needs some kind of 2nd dispel, since the other races have 2 types of "dispel" type abilities. It could be related to using the corpses the meat wagons have collected for example (this concept could also be used for sa heal over time that is dispel-able, to make the DK not so crucial to the UD army).


     
  18. Bribe

    Bribe

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    There are specialized units and heroes, and there are general purpose ones. Your arguments only make sense from the perspective of making "every unit viable" which is something that would need to be argued first, before assuming that this would be the solution.

    You break something by fixing another, basically.

    If you want the Undead to have a Tier 2 Melee unit but sacrificing their Tier 3 strength, you change the way the build order works and might have problems at the higher levels of play where timing is everything.

    The general balance in the game is only done when trying to assess the outcome of the highest levels of skilled players, while also not making things extremely shitty for the novice ones.

    Imagine buffing Thorns Aura like it used to be (flat damage) and watch as ghouls and footmen literally fall to pieces (I was there during these times, it was like Footman Wars but in ladder).
     
  19. tulee

    tulee

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    What is wrong with trying to make units that are under used/not used more viable? It would only be an issue if it broke balance, but I specifically explained how to buff units, and not make them overpowered in their standard use (as 3rd pick heroes).

    Undead is completely broken. Of course I know it would create issues. I suggest this because it is the biggest problem right now that Wc3 is facing. I never said it would sacrifice the way T3 performs, only to give it a melee t2 unit. Without a T2 melee unit, the undead is forced to have overpowered crypt fiends as T1. It also has less chance to expand (this current cryptlord buff is an exception), since it needs to rush T3 as it doesnt have dispel until then, which forces it to play the same way every game.

    It is currently not picked at all as a skill now. I only said to buff it slightly so it is viable.

    Every game (bar recent cryptlord buff) is UD picking deathknight, fiends and destroyers, with a few exceptions, which I hope will change.
     
  20. dtnmang

    dtnmang

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    :|