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Faction ideas for blood elves , Naga and Draenei

Level 13
Joined
May 19, 2022
Messages
251
hello hive today i will discuss the possible ideas for the following factions:

-blood elves
-Naga
-Draenei

i will try to integrate the lore of these factions into their gameplay without making them OP if possible , i will discuss each branch of the faction (melee , ranged , magic users , heroes , defenses , air units) but i wont go into details (stats) save for few things there and there.


first lets start with the blood elves:


-blood elves (anti magician\spellcaster faction)

the idea for the blood elves is heavy reliance on mana and magic stealing they would have quite a really slow mana regeneration compared to other factions however they would have an abundance of mana stealing abilities as most if not all their units would rely on mana to unlock their ultimate form or potential.

their heroes would be

1-a support spellcaster with the weakest stats of all Blood elf heroes would buff the army
2-a ranger sort of hero single unit focus and high damage
3-a offensive spellcaster better damage than the support caster but lower health
4-a melee caster not the best in melee combat nor damage or tanking but he or she would do the job just well enough

do also keep in mind blood elf spells would be 1.5 stronger than usual spells they also would have longer cooldowns.

their melee units would be a weak branch of the blood elf army as you know the high elves arent particularly known to be great warriors usually depicted as rangers or spellcasters , in their base form they would be lacking but once given mana they would unlock something akin of searing arrow but for melee where their weapons deal extra damage by consuming mana their mana pools would be the lowest and cant regen their mana , similar cost to human melee units but lower health and lesser damage armor could be higher to compensate.


their ranged units would be very solid they would have something like the berserker where you could upgrade the base archer to a ranger , rangers would form the backbone of the blood elf army in terms of damage they would be the only ranged unit to have base armor (1) armor to be exact they would have a multitude of upgrades allowing them to scale quite well through the game and are viable across all stages of the game.


another strong blood elf units are the spellcasters would be the best if not the best in terms of stats they are nothing unusual although they would score higher base attack , in terms of spells they are a vital part of the blood elf gameplay healing would be twice if not thrice as good as the human healing i dont have much ideas for spells but i dont endorse nor prefer instant effect spells for spellcasters (like healing wave) when it comes to healing that is , you are free to imagine what sort of spells they would have and best part is they would be affordable units and only cost 2 food.

in terms of air units they would rank after the orcs (ok let me get this straight here is how i rank the factions in terms of air strength the best is undead and the weakest is orcs followed by night elves and then humans) so they would be the 4th out of 5 not bad not great their air units job would be to kill workers and that it.

in terms of defense they are great at it in fact you could scrap everything above and turn them into a full tower turtle faction , elves are great architects and engineers their buildings would start with base 6 armor and can get fortified by unique upgrades.

blood elf economy is no different than human one in terms of the way they collect gold although in wood economy they would gather base 12 wood instead of 10 a nod to their relationship with nature and them growing up in the forests of quel'thlas the trees they cut also last longer due to their efficient manner of wood cutting.


overall the best anti magic faction would be great against things like frost nova spam or mana heavy builds.





-the Naga (amphibious faction)

the naga would rely less on magic and will generally have better stats than blood elf units the idea behind them is they would function in a similar way to night elf society where males are the spellcasters and females are the warriors here its swapped where males are the warriors who will have decent stats but will lack the ability to cast spells and will take more population space and cost more , females on the other hand would have weaker stats but will be the bulk of magic users and spellcasters would cost less and take less population space they also would have the most unique quirk which is ability to cross deep water and build on shallow water , this allows the naga to fare pretty well on maps with lots of water , however to unlock their water swimming thing you will need an upgrade or you could restrict it to raiding units only and heroes.


i dont want to fully throw blizzard design out of the window so we gonna assume we keep their main building (temple of tides) housing the unit upgrades too this can enable a few strategies.

their heroes would be:

1-a offensive spellcaster , naga heroes would have better stats (especially strength) compared to blood elves
2-a melee specialist call him whatever you want a naga lord or whatever his entire gameplay would solely focus on him meaning less care of the army and more care of him
3-crowd control hero
4-a versatile spellcaster with 2 support spells and 2 offensive ones the ultimate being defense or offense is up for you to decide.

their melee units are going to be the weak mur'gul reavers mostly raiding unit that can swim but will be trained from the spawning ground , their base melee unit is the myrmidon keeping his original stats but with the these boosts ( 1.4 attack speed and 200 range) this gives him a special melee ranged attack that gives him extra reach , the naga royal guard would be the ultimate melee unit (the tier 3 melee unit) would lack chaos damage and would lose his ability to cast crush wave and summon sea elementals he would be upgradeable with spell immune and whatever he has in the game currently unlocked as upgrades.

in terms of ranged they would be one of the worst the snap dragon would lose the slow poison ability , they would more of light ranged units than anything else as their melee unis are very solid.

spellcasters would be the other strength point of the naga their spells would be water themed if you havent guessed already , AND most importantly the damage from the parasite spell would be removed as i believe in blizzard design choice of regular spellcasters lacking any sort of damage spell.

their air units would be more on the light side things but a bit better than blood elves and can hold their own against undead flyers (unlike blood elves)

in terms of defense they are bad lol yes they can build on shallow water but their buildings would be made out of paper as this faction is the most offense of the 3



the Draenei (the technology faction)

the Draenei are going to focus exclusively on upgrades as they are the most intelligent of warcraft races while not great warriors or some of the most talented spellcasters they harbor the most knowledge and the most advanced of technologies to overcome their foes this means their units would start off below average but with upgrades would become very decent units this faction is a late game faction and would and can be quite underwhelming early on.

their heroes:

1-a support hero who specializes in buffing and assisting the army
2-a melee hero who can tank better than the blood elf melee hero
3-another support caster who focuses more on damage than anything else
4-offensive caster hero , in terms of stats they would be in the middle not as good as naga and not as bad as blood elves

their melee units would be below average as everything else you can include vindicators as the basic melee unit , they would have 2-3 upgrades per unit but would be time and cost consuming to unlock the unit best stats if i have to place their health somewhere would be from 500 to 600 health.

their ranged units are also below average but would also be quite weak generally even with all upgrades they would be still mid

their spellcasters and spells would need the master rank to really become useful lol

their air units would be lackluster as heck but their saving grace is ability to combat heavy melee units with the best performance out of all 3 factions

their buildings would be better than naga and weaker than bloodelves

in terms of economy you can do something with them either separating the wood harvester from the gold one or a unique building for the gold mine



what im trying to do here is picture these factions in normal melee settings with a design philosophy inspired by the original work of blizzard if you have anything to add feel free to do so maybe you could go into deeper details better than me would be glad to see that as i cant place these 3 factions stats pretty well.

also feel free to use this as the idea of your faction in your alter melee map if you working on one

and lastly i think if a faction counters another pretty hard is it bad game design? if a faction fares better on some maps does that make it bad game design?
im eager to see your thoughts on this hivers.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
if a faction fares better on some maps does that make it bad game design?

From what I understand, the main reason the naga weren't made a true faction in the original game is because they're overpowered on maps with a lot of water: they don't need to buy transports, don't lose half their army if a transport dies, don't need to buy ships to protect the transports, etc.

So maybe not so much bad design as very hard to balance.
 
Level 13
Joined
May 19, 2022
Messages
251
From what I understand, the main reason the naga weren't made a true faction in the original game is because they're overpowered on maps with a lot of water: they don't need to buy transports, don't lose half their army if a transport dies, don't need to buy ships to protect the transports, etc.

So maybe not so much bad design as very hard to balance.

guess its a quirk that makes them unique.....its possible to make them take twice the damage when in deep water to balance things out.
 
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