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- Sep 18, 2007
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- 1,951
Xonok, you should open that thread already, lets discuss that there.
I was just looking that as some orientation because you do not expect from priest to use raise dead or so.
Anyway, I do not know how many type of magics there are: Arane,Holy,Natural,Unholy/Necromancy,Demonic,Shamanic,Voodoo....
So creeps have to use one of those.
You know, campaigns are explained stuff, how what become, who sided with who, who got power etc etc... Point of campaign aside from fun is to explain how things work. logics are pretty much shown and explained in campaigns.
Thats why WOW wiki uses explanations from WC3 campaigns, Manual of Monsters and and from WOW. melee is just gameplay, clash one vs one, or group vs group. It does not explain for example why do you have blue trolls and Taurens with orcs. But if you play campaign you will see, etc etc..
In reality, all rules apply to both you and me, we all need to eat to survive, we all age and die. There is no exception for that, if you are under some campaign (go to another country, business, war, fly to moon), that some rule
will change. No changing rules.
Same here, something cannot be different just because it comes from campaign. That if proof that melee games do not follow logics and sense, but balance. And it should. But definitively not following their own logics which they created.
Chaos/Fel Orcs are explained to be empowered by demonic energies, from demonic blood. When Orc drink demonic blood (or any units which does that or is affected much with fel energy) can get transformation, getting red skin, getting bigger, getting spikes, and getting stronger. And in Orcs cae, they got chaos damage. So they use axes, but their damage is not delivered directly by pierce, their damage is delivered from advanced physical strength which comes from demonic blood/fel energy itself. So, they are empowered by it all time, forever. Until, like in special Grom's case, can be barely cured. Bond with demonic energy is connected for all time, it gives them all power and physical strength. Thats why in Wc3 originally fel beasts, Infernal and doom guards have chaos damage, alongisde with fel orcs. later all powerful creeps (from level 7 to up) got chaos damage (for balance reasons of course).
But according to those logics, all magical enhanced creatures should get magical attack, whenever it comes from long shoots or melee damage, if magic empowers them for all time.
This is what I tried to explain. Those are leftover because of balance issues, not logic. In campaigns they probably would not get changed, but maybe in melee they create some balance issuea, thats why they are left like that.
About Skeletal Mages. personally I agree with you. I would also like to have skeleton archer than mage.
I think that mages cannot be possesed. KelThuzad used them to save Arthas from banshees, as Banshee could not posses them, so Mages killed all of them.
But I did not test that, I speak freely, maybe as summoned units they cannot be possessed. I am sure that you could possessed creep Skeletal Warriors and Archers.
Yeah I agree on that.For instance, a conclusion was that damage type are based on balance, not thematics.
Yeah. You are right that.I wouldn't really judge culture of neutral races based of creep stats as abilities are copies of four main races. I am willing to bet they can use the most "common" arcane magic anyway and necromancy.
I was just looking that as some orientation because you do not expect from priest to use raise dead or so.
Anyway, I do not know how many type of magics there are: Arane,Holy,Natural,Unholy/Necromancy,Demonic,Shamanic,Voodoo....
So creeps have to use one of those.
No, no. Thats where misunderstand is. You are talking about melee, I am talking about logic in general.Chaos/Fel orcs are campaign units so of course they break rules.
You know, campaigns are explained stuff, how what become, who sided with who, who got power etc etc... Point of campaign aside from fun is to explain how things work. logics are pretty much shown and explained in campaigns.
Thats why WOW wiki uses explanations from WC3 campaigns, Manual of Monsters and and from WOW. melee is just gameplay, clash one vs one, or group vs group. It does not explain for example why do you have blue trolls and Taurens with orcs. But if you play campaign you will see, etc etc..
In reality, all rules apply to both you and me, we all need to eat to survive, we all age and die. There is no exception for that, if you are under some campaign (go to another country, business, war, fly to moon), that some rule
will change. No changing rules.
Same here, something cannot be different just because it comes from campaign. That if proof that melee games do not follow logics and sense, but balance. And it should. But definitively not following their own logics which they created.
But anyway difference between them and undead is that undead bodies are held together by magic while chaos/fel orcs have their own weapons empowered. Then again Chaos defies logic by definition so chaos is chaotic.
Chaos/Fel Orcs are explained to be empowered by demonic energies, from demonic blood. When Orc drink demonic blood (or any units which does that or is affected much with fel energy) can get transformation, getting red skin, getting bigger, getting spikes, and getting stronger. And in Orcs cae, they got chaos damage. So they use axes, but their damage is not delivered directly by pierce, their damage is delivered from advanced physical strength which comes from demonic blood/fel energy itself. So, they are empowered by it all time, forever. Until, like in special Grom's case, can be barely cured. Bond with demonic energy is connected for all time, it gives them all power and physical strength. Thats why in Wc3 originally fel beasts, Infernal and doom guards have chaos damage, alongisde with fel orcs. later all powerful creeps (from level 7 to up) got chaos damage (for balance reasons of course).
But according to those logics, all magical enhanced creatures should get magical attack, whenever it comes from long shoots or melee damage, if magic empowers them for all time.
Exactly. But I am talking again about logic, not balance. For balance you are right, but for logic, if all orcs whose drank demonic blood could got chaos damage, that hero should get too. he does not have logical reasons or obstacles to have hero damage. except balance. But yet again, Chaos BladeMaster is campaign unit, so there is nothing much to balance.As for hero well guess hero having hero attack is higher priority than chaos. There isn't that much difference between those attack.
I admit they do break logic but I still say they follow it when it suits them and that they aren't random. Though Skeletal Mage really could have been Skeleton Archer.
This is what I tried to explain. Those are leftover because of balance issues, not logic. In campaigns they probably would not get changed, but maybe in melee they create some balance issuea, thats why they are left like that.
About Skeletal Mages. personally I agree with you. I would also like to have skeleton archer than mage.
I think that mages cannot be possesed. KelThuzad used them to save Arthas from banshees, as Banshee could not posses them, so Mages killed all of them.
But I did not test that, I speak freely, maybe as summoned units they cannot be possessed. I am sure that you could possessed creep Skeletal Warriors and Archers.