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Melee/Ladder Suggestions- Neglected Units/Heroes

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Just a few suggestions on how to rework some neglected heroes/units. Really hope to see more variety in high-level melee games. With regard to heroes, making changes to these skills might not be enough, because if all the levels of the spells are increased equally, some heroes will be stuck as the 2nd/3rd hero of choice for particular races. What is needed is to increase the level 3 spells by a higher proportion than the level 1/2 spells (so as to give incentive to reach a higher level with non-meta heroes, which might allow us to see those heroes become 1st pick heroes).

I do not make suggestions for weakening strong abilities/units, since it should be evident by how often they appear in melee games which ones are overpowered and therefore should be weakened.

UNDEAD


Deathknight:

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Death Pact values increased.
Animate dead has increased duration of 15 seconds and cool down reduced by half.


Lich:

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Death&Decay cool down reduced by half.

Crypt Lord:


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Summoned Beetles are magic immune and deal magic damage.

Meat Wagon:

Once collected 4 corpses, can "consume"/use them to create an AoE dispel.

Abomination:

Can learn an upgrade that allows it to vomit out a zombie, which is a permanent unit. 4 minute cooldown.
Disease cloud upgrade increases its hp regen greatly.


Necromancer:

Higher base hit points.
Cripple can be used on your own units, healing them for 900 damage over time, only the movement speed debut applies in this situation though, not the attack speed debuff.


Frost Wrym:

Higher base armour.


Gargoyle:

Higher base armour.
Stone form has even higher hp regen rate.



Shade:

Can be converted bak to acolyte at the sacrificial pit.
Gives nearby friendly units a slight movement speed increase.



ORC

Tauren Chieftain:

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Higher base damage.

Shadow Hunter:

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Hex cannot be dispelled.
More hit points to serpent wards.
Bigbad Voodoo also created 4 serpent wards directly surrounding the SH's position, effectively blocking it off, and also gives SH magic immunity for 5 seconds.


Far Seer:

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Farsight gives vision of region for higher duration (x4 of current duration for each level).
Earthquake slow only affects enemy units, and has large Area of affect.


Tauren:

Higher base hit points.
A second upgrade that empowers their totems with magic, allowing them deal magic damage with their regular attacks, instead of normal damage.


Kodo:

Once a unit has been digested, kodo beat can spit out a green vile that stuns and damages an enemy unit. Only gets 1 charge per digested unit.

Witch Doctor:

Statis Trap has increased stun duration.

Shaman:

Purge slow duration decreased, but mana cost also decrease.


Bat Rider:

Higher base armour.



NIGHT ELF

Priestess of the Moon:

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Owl Scout has an ability that sacrifices it but gives vision of an enemy unit for 4/6/8 minutes (cannot be dispelled).
Searing arrow deals double damage of current values, but increased mana cost.
Starfall makes POTM invulnerable for 10 seconds.



Warden:

84516-2435b6b40c1d4af1520365255a9bb643.jpg


Fan of Knives mana cost decrease.

Chimeras:

Has an upgrade that gives the 2nd head an auto attack that damages nearby enemy air units (does not require the chim to attack, it can be moving or attacking ground units but its second head will auto damage those nearby air units.
Increased base hit points.





HUMAN

Paladin:

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Increased base attack damage + attack speed.
Resurrection includes all dead units, even enemy/neutral creeps.


Blood Mage:

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Higher base hit points.
Mana Drain, when used on allied units, is changed in that for every 1 point of mana lost by the Blood M, the allied unit gets 2 points of mana.



Steam Tank:

Barrage deals higher base damage.



NEUTRAL

Pitlord:

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Higher base damage and armour.
Reign of Fire decreased mana cost.


Naga Seawitch:

93614-72cf969022618be498547e91a91e30fd.jpg


More damage is blocked per point of mana than current values.
Tornado makes SeaWitch invulnerable for entire channel duration.


Beast Master:

104659-02376cd9840bd418afb2cc4e1e0573cb.jpg


Higher hit points for the eagle summons + higher damage.
Higher movement speed for bear summons.
Stampede lizards can hit allied units to give them a 50% movement speed increase (but once hit, cannot be hit again until buff wears off).


Dark Ranger:

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Life Drain drains x2 of current values, can also be used to heal ally units at the cost of ranger's own hp.

Panda Brewmaster:

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Increased values on his drunken brawler passive ability.

Firelord:

73814-448b93d70e98de4f1687aa7d2bfa8c6e.jpg


Soul Burn has increased duration x2 of current values.
Incinerate deals more explosion damage, has reduced mana cost.


Tinker:

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+1000 damage to regular attack.
 
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Level 23
Joined
Jul 26, 2008
Messages
1,321
Upon further revision, I think the abomination might need to be made trainable at tier 2, other wise undead will never be able to break away from a strategy involving crypt fiends, as they are the highest HP unit until undead get to tier 3. The tier 2 abomination can be made considerable weaker, and there can be a cheap upgrade at tier 3 to turn them into the normal abomination (it be a permanent upgrade that affects all existing units + forth coming units, not like the destroyer which requires each individual unit to upgrade.

I also want to repeat the idea that meat wagons should have an upgrade that allows them to have a dispel at tier 2, which consumes corpses contained by the meat wagon. This is essential to allow undead to break away from a strategy involving destroyers.
 
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