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- Jul 24, 2009
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Greetings, I have an idea;
It will be an unofficial 'expansion' of sorts. The plot basically would be some time-meddling crap that somehow awakens the old gods right after the events of TFT, meaning since events partake in an alternate universe to WoW it could still be considered 'canon'. However, considering that it'd only be me making it I don't really think I would make a custom campaign. Instead my potential mod would focus on updating and revitalising melee.
What I'm thinking of planning to do:
Well, any thoughts, suggestions needs for clarification etc are welcome, but be weary that all of this is brainstorming and conceptual.

It will be an unofficial 'expansion' of sorts. The plot basically would be some time-meddling crap that somehow awakens the old gods right after the events of TFT, meaning since events partake in an alternate universe to WoW it could still be considered 'canon'. However, considering that it'd only be me making it I don't really think I would make a custom campaign. Instead my potential mod would focus on updating and revitalising melee.
What I'm thinking of planning to do:
- Rebalance melee wc3 in order to distribute unit utility somewhat evenly ie) every unit/hero has an equal amount of usage potential
- Make a few custom melee maps
- Introduce 'Old God bastions', which will be explained further
- Make an .exe using another mpq for this expansion or allow easy importing so players can play the mod on any TFT melee map
Proposed Gameplay Mechanics said:Apart from some unit stat changes and maybe minor aesthetic tweaks, the major gameplay mechanic introduced will be Old God Bastions. Like tavern heroes and racial shops within TFT, this addition will attempt to evolve Wc3's metagame. Bastions are, in essence, 'mini-factions'; basically an add-on faction to your main chosen race. Town Hall buildings will initially have a 'Spellbook' ability containing options to spawn a leader (explained later) corresponding to one of three (irreversible once chosen in-game) bastion choices; C'thun, N'Zoth, and Yogg-Saron. As soon as a bastion is chosen, all the player's current and future Town Halls will have the ability removed, and instead there'll be an ability to select your leader (if alive) or an option to retrain a leader (back to level 1), if your previous one died. Your chosen bastion will be indicated in-game via an overhead attachment model (most likely a banner/flag representing the chosen Old God) on your racial altar as a means of allowing players to scout possible bastion-oriented cheese strategies. Each bastion adds to your race a special Leader unit, and a unit for each tech tier:
- Leader unit, which can be considered as an 'anti-hero' unit
- Tier 1 unit, a caster or melee unit that makes staying at tier 1 somewhat viable
- Tier 2 unit, an anti-immunity unit (will deal bonus damage to spell-immune units)
- Tier 3 unit, an anti-ultimate unit that generally excels against high magic damage, high HP flying units
The idea is to try to fix up some of the shit TFT added in. Because as it is now, most races go for any combination of T2/medium-armour/spell-immune units because their utility surpasses a lot of other units. I'm talking Spell Breakers, Fiends/Destroyers, Dryads, and Raiders. They imo stagnate the metagame so that nearly every high level match featuring their respective races also has those units. That said, introducing a T2 unit that deals bonus damage to magic-immune units might distribute the utility more as players are less inclined to use those units. These anti-immunity units will probably be themselves weak to magic or piercing to counter-balance this. The negative effect is that it promotes rock-scissors-paper gameplay, introducing another hard counter rather than resorting to Wc3's usual soft counter micro-intensive gameplay (where if skilled enough, scissors can beat rock). However, I feel like that TFT already screwed that up whilst not offering a solution to the units it introduced; for example, Spell Breakers hard-counter casters, whilst their only hard-counter are t3 melee units (which, mind you, are much less accessible than casters). My idea intends to be such a solution, albeit not being perfect so much as a band-aid.
Your chosen bastion will allow you to train a 'Leader' unit from your racial altar; only 1 is allowed per player and they cannot be revived, but a new leader (starting from level 1) can be trained. The Leader unit's role is essentially to be an anti-hero; it takes reduced damage from heroes and spells. In addition, Leader units steal EXP from heroes upon attacking them (but cannot cause a hero to lose a level). This is done to add a 'soft counter' to heroes. Leader units are also mobile bases, being the key to unlocking the additional units pertaining to your chosen bastion. Leaders only gain experience from training units or stealing from heroes, and carry 2 items max. Leaders have a level cap of 5 and have 3 abilities, each of which have a maximum level of 3.
All leaders have the 'Bastion Leader' passive dummy ability, showing that they steal EXP from heroes equivalent to a % of attack damage dealt and gain EXP only from training units. All leaders have either Magic or Normal attack types.
Certain bastion units will have the 'Malefic Attack' ability. This ability will be located where caster upgrades are, and allows the unit to deal bonus damage against units with Magic Immunity or 'Malefic Armour'. 'Malefic Armour' is a new armour type which takes reduced damage from Heroes and Magic Damage/Spells. Bastion leaders and T3 Bastion units will have this armour type.
The purpose of this is to add another dimension to gameplay - no more can you mass up Spell Breakers, Dryads, or Destroyers to only be countered by the hardest of counters. Units with 'Malefic Attack' punish massing these units, but not to an overwhelming extent. Meanwhile, 'Malefic Armour' is given to Leaders to emphasise their role as a counter-hero unit, whilst T3 Bastion units have this to act as a soft-counter to conventional ultimate units like Gryphons, Frost Wyrms & Chimaeras. The two basically discourage the two most common strategies within the current Wc3 metagame - a much too versatile T2 magic-immune/medium-armoured army, or more commonly in team games, the effortless massing of end-tier units - and therefore, encourage more diversity within matches whilst still allowing for micro-oriented gameplay.
Current Techtrees said:Qiraji Prophet - caster leader, and only one whose attack type is Magic. Spawns unitsQiraji Drones - T1 swarm unit, spawns in pairs. Has Malefic Attack - passive, bonus damage to Malefic Armour and Magic Immune units
- Earth Shock - deals AoE siege damage, and reduces the armour of ground units/buildings within target area
- Deception - creates an illusion of a target unit. Upon expiry, the illusion drains mana from proximate units
- Insidious Harvest - autocast on attack, drains the prophet's HP but adds bonus damage & steals an attack target's mana
Battleguard - T2 flying caster with:
- Boneswarm Affliction - DPS to target organic flying unit. If the unit dies, a Boneswarmer takes its place (the ability is an aerial Parasite)
- Eye of the Swarm - grants enhanced vision range and True Sight to a target ally temporarily
- Imbibe Magic - removes all buffs from target unit, but heals by a certain amount per buff removed
Boneswarmer - summoned flying unit with timed life. Attacks air units onlyObsidian Scarab - T3 giant tanky beetle. Has:
- Impaling Strike - jumps, hooks, and stuns target enemy flyer to the ground
- Obsidian Carapace - passive, absorbs a % of received Magic attack damage and adds it to this unit's mana
Warlord of Naz'jatar - agility tank leader. Channel-summons unitsNaga Medusa - T1 debuff caster. Has:
- Needle Spine - throws 3 ice spikes that damages and mini-stuns all organic ground foes in a line
- Abyssal Shield - activateable, Curses (% chance to miss) proximate foes whilst boosting HP regeneration. Drains mana whilst activated
- Giantslayer - passive, deals bonus damage based on a unit's HP. Half as effective on heroes
- Ward of Corrosion - decreases the armour of enemy units within a certain range; ward is killable and visible
- Invoke Serpent - few seconds casting time; sacrifices the Medusa to summon a permanent Wind Serpent
Wind Serpent - T1 scout, only attacks air units. Has Sparkfire - attacks bounce onto nearby flying unitsNaga Incursor - T2 melee superiority unit. Has Malefic Attack and Incursion (similar to Zealot charge, but with Bleeding DPS debuff)
Leviathan - T3 disruptor. Has Tidal Surge - passive; knocks back attack targets and disables its attack temporarily
Faceless General - disruptor leader. Summon-builds the Saronite Spire. Only 1 Spire can be controlled per playerSaronite Spire - T1 building with magic damage. Trains the T2 and T3 units. Has:
- Vortex of Darkness - summons a Void Vortex that pulls units towards it, and upon expiry deals AoE damage
- Saronite Malediction - deals DPS and disables target's attack temporarily (similar to Firelord's Soul Burn)
- Aura of Despair - slows the attack speed of foes within range, alongside giving them slight mana degeneration
Ulduar Lurker - T2 stealth siege. Has Malefic Attack and Shadowlurk (windwalk except movement is slowed)
- Dark Recall - teleports the General to the Spire after few seconds casting time
- Tribute to Yogg-Saron - sacrifices target unit to grant EXP to the General. Can only be cast whilst the General is alive
Volitant Horror - T3 corruptor unit with no attack. Has:
- Corruption - takes control of target unit, but is not channeling so the ability can be cast in multiple instances to control multiple units simultaneously. Drains mana per unit controlled
- Horrific Gluttony - consumes corpses to regain HP and mana
- Toggle Flight Behaviour - toggle whether this unit can flee or not (since getting this unit to stand still may be problematic as it has no attack)
Well, any thoughts, suggestions needs for clarification etc are welcome, but be weary that all of this is brainstorming and conceptual.
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