1.32.9 PTR PATCH NOTES

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:
Level 12
Joined
Mar 13, 2012
Messages
1,121
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.
 

MyPad

Spell Reviewer
Level 21
Joined
May 9, 2014
Messages
1,649
Guess the higher ups decided that it's small steps forever and for ever, 100 years small steps, small-steps.com.

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.
 
Level 14
Joined
Dec 24, 2008
Messages
2,130
USER INTERFACE
  • Added a toast when a replay has been successfully downloaded.
hqdefault.jpg
 
Level 38
Joined
Sep 26, 2009
Messages
8,477
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
 
Level 10
Joined
Oct 5, 2008
Messages
355
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.

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.
 

MyPad

Spell Reviewer
Level 21
Joined
May 9, 2014
Messages
1,649
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?

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.
 

pyf

pyf

Level 31
Joined
Mar 21, 2016
Messages
2,989
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:
"[...] These PTR Patch Notes are a work in progress and may be updated with further changes before the release of Patch 1.32.9."



[...] While I know that they are working on other things that's not the best tactic to revive anything. [...]
It depends imho on what they are also working on, and for which game(s)
 
Last edited:
Level 17
Joined
Jul 26, 2008
Messages
1,198
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).


 
Level 38
Joined
Sep 26, 2009
Messages
8,477
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).


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).
 
Level 17
Joined
Jul 26, 2008
Messages
1,198
every unit viable
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).

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.
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.

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).
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.
 
Level 38
Joined
Sep 26, 2009
Messages
8,477
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.
Things have changed a fair amount since the mass balance changes back in November. Keepers used to get Thorns and Entangling Roots until the Force of Nature buff actually made the little summoned turds usable.

There was the Naga Sea Witch-second hero picked by almost every single class.

Dreadlord used to be a very strong first hero.

Many heroes which see little play these days are only seeing it because they aren't what the top players in the world would choose. Go into Bronze league and Silver league where you come across fewer cookie-cutter builds and you will probably see these underutilized units being out in force.

What you really want out of a game is to have the most interesting mechanics possible.

Dreadlord is only chosen for his Sleep. (CC)
Keeper for Entangling Roots. (CC)
Demon Hunter for Mana Burn. (anti-hero)
Death Knight for Coil. (heal and damage alike)
Crypt Lord for Beetles. (meat shield)
Blademaster for Wind Walk. (harass, escape, steal, ambush, there's a reason this guy is so popular)

The best thing to do to improve the health of the game is not to buff or nerf damage here and there, but to improve the variety of "stuff" a hero can do.

Some examples of what I mean by "stuff" rather than "buff".

PotM - just focuses on ranged unit damage. Replace Trueshot Aura with something that increases the range of ranged units rather than their damage. This would add utility.

Blood Mage being able to Banish with an AoE or rework it to combine Siphon Mana and Banish into one ability that instantly siphons off some mana from the target. An additional ability for him to have could be something like the Tinker's Upgrade mechanic where it would add additional benefits to the hero, such as wider AoE or faster casting as you proposed.

Not saying these are "good changes" - I leave it to the experts to figure out what's busted - just saying that there is more to the game than tweaking damage numbers.

One thing I would suggest is that every class has at least one of each primary attribute hero to choose from: agility, intelligence and strength.

Mountain King could be reworked to an agility hero.
Dreadlord could be reworked to be an agility hero.
Keeper could be reworked to be a strength hero.

You also don't want too many good things on a hero. Some of the dudes you mentioned have a lot of strength already in the areas where they specialize in. It's probably for the best that Keeper's Thorns stays out of sight, considering how powerful his other options are.
 
Level 10
Joined
Oct 18, 2015
Messages
287
When we will get features that existed back in classic, now nor classic or reforged has it.

-graphic menu brightness slide bar feature

-tileset info under the mini map while creating-hosting the map, both single player or online creation.
Would be productive to have the same info while choosing campaign missions (this feature wasnt in classic for campaign i think)

-memorize the last created map at least in single player option i remember this was the case,and while wc3 was on.
But i believe this was the case during reentering the wc3 too....

* Also i think it would be nice to have search option for map names while creating/host map both single or online creating of the game for hosts (since we dont have memory feature anymore, and since we dont have tileset info, and since its 21th centuary nd its painfull to scroll and dig for the maps...)

*Also it would be nice we get rid of chrome based main menu, get game based one, reorganised.
Reorganised,specually in way where you : Have to switch between "create the game button" and "option where you choose visibility of the game".
Can you try this one your self? Its ridicilious?

*Also it woud be nice to have ingame menu artisticly changed too, to match the style of main manu,lobby etc.

image0.png


Tnx for all your efforts you made for us. Keep up the good work guys, you are awesome! Dont pay attention on haters!
 

deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,197
PotM - just focuses on ranged unit damage. Replace Trueshot Aura with something that increases the range of ranged units rather than their damage. This would add utility.
Hell no. That would be lamely overpowered and would kill the balance and gameplay of custom maps using the spell.
Same for the others. One thing is to add on top of what we have and another thing entirely to just replace/change beyond recognition.
 
Level 38
Joined
Sep 26, 2009
Messages
8,477
Hell no. That would be lamely overpowered and would kill the balance and gameplay of custom maps using the spell.
Same for the others. One thing is to add on top of what we have and another thing entirely to just replace/change beyond recognition.

I specifically said "this is an idea of a utility change" and to not take the change as in I'd literally want to see it appear in the game.

Additionally, you should note that balance changes don't typically find their way into the World Editor. Incinerate and Siphon Mana work very differently between the Editor and the actual game.
 
Level 19
Joined
May 29, 2013
Messages
1,554
"Resized footprints for Chicken critter so they better fit the model in Reforged mode."

Yeeeeeeeey!
I know most people don't care about things like footprints, but I find it really irritating that it's been more than 17 years and they never fixed the numerous problems with footprints in any of the classic models.
Many units have footprints that are too small or too big, e.g. Doom Guard's footprints are tiny; Villager Woman apparently has larger feet than Blood Mage.

Druid of the Claw is the only model with skeleton footprints; all skeleton models actually use boot footprints.

Spirit Pig model was based on Spirit Wolf, but the footprints were not changed from paws to cloven.

Archimonde and Eredar models don't have any footprints.

Villager Kids don't have right footprints, only left ones.

Succubi (aka Demoness) and Mur'gul Slave have event objects for footprints, but they are not used because of incorrect event tracks.

Faceless One has feet with two large toes, but uses boot footprints.

Dune Worm critter doesn't have legs, but leaves boot footprints during one of its stand animations.

There are also Object Editor things that would have taken less than a minute to fix:

The "Art - Special" field was mistakenly left empty in Jungle Stalker creeps, which makes them suddenly disappear instead of exploding when they are killed by an artillery attack or by "Finger of Pain/Death" abilities.

Warden and Crypt Lord have "Flesh" Armor Type instead of "Metal" and "Wood", respectively.
 
Last edited:
Level 10
Joined
Oct 18, 2015
Messages
287
When we will get real art changes. Art DESIGN changes ? Different models better than this ? New Models ?

When we will have a faitfull replica of both human and undead arthas from original game box cover ?

WHEEEEN ????? Are we damned forever to have those eyelash and drunk-punk-homless face forever in reforged ?

unknown.png


unknown.png


POOR NIGHTELF WOMEN. Smaller eyelash for them ....
 
I know most people don't care about things like footprints, but I find it really irritating that it's been more than 17 years and they never fixed the numerous problems with footprints in any of the classic models.
I actually care about these things a lot. I've been pointing for years small things that can be fixed in a matter of minutes. Especially in the campaign. Like:
The Master of Pain's attacks do not do any damage in the chapter "Lord of Outland".
They misplaced an elevator in the trapped Crypt Fiends' room in the chapter "The Forgotten Ones".
The terrain's decoration was horrible in some places of the map in chapters like "Into the Shadow Web Caverns" and "Ascent to the Upper Kingdom". etc

The sad part is that those things still exist in the Reforged campaign.
 
When we will get real art changes. Art DESIGN changes ? Different models better than this ? New Models ?

When we will have a faitfull replica of both human and undead arthas from original game box cover ?

WHEEEEN ????? Are we damned forever to have those eyelash and drunk-punk-homless face forever in reforged ?

unknown.png


unknown.png


POOR NIGHTELF WOMEN. Smaller eyelash for them ....
u srs? oh noes ardas haz eyelashuz
 
Level 1
Joined
Dec 1, 2018
Messages
5
I'm guessing that they're just taking random changes from the 1.33 development branch and putting them into these smaller patches to keep their "1 patch a month" promise while 1.33 is still in development.
 
Level 8
Joined
Mar 19, 2017
Messages
248
I'm guessing that they're just taking random changes from the 1.33 development branch and putting them into these smaller patches to keep their "1 patch a month" promise while 1.33 is still in development.

I thought that exact same thing...
These constant trivial patches are either a proof of Blizzard quietly scamming players (from out of nowhere they will put the game in maintenance mode) or the fact that they have an actual mega ambitious big update that still is not ready.
 
Level 6
Joined
Mar 1, 2012
Messages
187
Hopefully, by the time I die, we'll finally get custom campaigns back or any patch with actual usefulness or something the player base asked for...
 
Level 18
Joined
Dec 12, 2010
Messages
2,065
I thought that exact same thing...
These constant trivial patches are either a proof of Blizzard quietly scamming players (from out of nowhere they will put the game in maintenance mode) or the fact that they have an actual mega ambitious big update that still is not ready.
yeah, because blizzard activision is known for it's ambitious big updates for classic games with no foreshadowing
 

pyf

pyf

Level 31
Joined
Mar 21, 2016
Messages
2,989
[...] These constant trivial patches are either a proof of Blizzard quietly scamming players (from out of nowhere they will put the game in maintenance mode) or the fact that they have an actual mega ambitious big update that still is not ready.
I vote for #2. But I do not say it has to necessarily be for WC3, for something else may still be bound to resurrect soon.
 
Level 10
Joined
Oct 5, 2008
Messages
355
When we will get real art changes. Art DESIGN changes ? Different models better than this ? New Models ?

I would not count on this. The last patches have shown that they work with the models they have instead, slowly updating them and adressing stuff, like naga sea witches' ears.

I vote for #2. But I do not say it has to necessarily be for WC3, for something else may still be bound to resurrect soon

Thatvs what i think as well. I don't think they want snother dumpster fire like the reforged launxh or some of the pre-reforged patches (remember the desynchs that happened when the hosting system got changed? I hope something like that won't happen)
 
Level 32
Joined
Aug 10, 2018
Messages
3,393
I thought that exact same thing...
These constant trivial patches are either a proof of Blizzard quietly scamming players (from out of nowhere they will put the game in maintenance mode) or the fact that they have an actual mega ambitious big update that still is not ready.
We already know the next "big" update, they teased it not too long ago. It's the ranked mm/profile crap.
 

pyf

pyf

Level 31
Joined
Mar 21, 2016
Messages
2,989
Thatvs what i think as well. I don't think they want snother dumpster fire like the reforged launxh or some of the pre-reforged patches (remember the desynchs that happened when the hosting system got changed? I hope something like that won't happen)
@Lord_Earthfire: Getting myself ready for any upcoming "Don't you guys have recent and powerful desktop PC computers" meme...
:wink:

We already know the next "big" update, they teased it not too long ago. It's the ranked mm/profile crap.
@Uncle: Yes, but do not forget that what is referred to as 'the Classic Team' as a whole, is working on three classic games. Maybe this should also be taken into account.
 
Level 5
Joined
Jul 15, 2015
Messages
114
I assume next patch has to be the 1.33 that includes the profiles or whatever they promised before release

unless they pull something like 1.32.9.1 or 1.32.9b that would be unepic
Terms like underwhelming, mediocre, unepic, too-little-too-late are all signatures of Wc3 Reforged. To have it otherwise is to not be Reforged lol.
 
Level 12
Joined
Oct 26, 2015
Messages
846
Not surprised.

Eventually it will be patched with what old had my guess is 2022.

Never buying a blizzard product again though. Granted the last thing i ever bought from blizz before reforged was WoW:WoD before i laughed the bnet app right off my entire PC

They can join Bethesda and Bioware in the studios that are now shell puppets catagory.

Dont expect anything worthwhile from the three Bs of gaming.

Spend your money on passionate developers like Obsidian, Larian, Cdprojekt, Remedy, Firaxus, Atlus or the always fantasic Nihon Falcom with their Ys and Trails games.

Hell even wide eyed brand new studios like Warhorse (kingdome come deliverance) and Owlcat (pathfinder kingmaker / wrath of the rightious) are putting them to shame.

The only thing carry bethesda the Publishers name right now is ID because its ID. They already soundly destroyed the Wolfenstein brand in recent years.

But tard fans will eat the next fallout and elder scrolls up just like they will contiue to eat the next WoW up and the next Call of Duty and Overwatch and all the other once great games franchises that were destroyed in the name of racking in those sheckles. So its never gonna stop.

Gaming is great though we are still in a huge rennisance iin gaming and it hasnt stopped.

Crpg isometric rpgs took off
Turn based rpgs took off
Quality over quantitt open world rpgs finally
Grand strategy has taken off
Tactical strategy
A somewhat rocky resurgence of remakes in all genres
Massive amount of promising new studios releasing a amazing hit first game on par with industry veterans
Side scrolls metroidvabia

We just havnt QUITE seen the full takeoff of the RTS resurgence.

Not to be confused with tactics games, or turn or grand strat.

And certainly not mobas. Mobas replaced rts is the dumbest comment ever their not even close in scope like comparing isometric rpg to mass effect.

Theyre both rpgs hurrrr subgenres matter

Ill always play a rts over grand strat and ill always play a party based isometric rpg over a third person one.
Thats me though

End rant

~~~~Fin
 
Last edited:
Level 13
Joined
Feb 19, 2009
Messages
620
The one guy they have working on this from his one-room apartment deserves some props for making the best with what he's been given but I'm sure those kudos won't make the multiple nights of hot pockets and plain ramen taste much better. It also doesn't make this remaster any better either.
 
Level 12
Joined
Oct 26, 2015
Messages
846
I thought you were the Anaxie/Avarie in the WoW forums
Anyone recent is an imposter from when i was e-famous in that community

Ive onlynposted in reforged to fix that shit game.

But really its useless your better off messaging Kam here to get results

@Homor

The hive could handpick 5 people to go to blizzard and have all their resources and could fix the game in probably a week. Thats whats sad about this whole fiasco
 
Last edited:
Top