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General Information
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-Units-
The Naga unit roster got expanded and reworked to be more progressed towards being a complete race.
Almost every unit got changes with several new additions.
The Naga are, in general, an amphibian race with faster hitpoint regeneration rate.
Most of their units(and heroes) are capable of traversing water on their own.
This obviously opens up new tactical possibilities not available for the other races.
While their units are considerably powerful compared to units of equal tier,
this gets offseted in general by higher costs, both to build and to tech up.
A Naga left unchecked is meant to become a dangerous opponent during lategame.
The Naga will always start the game with 3 Mur'gul Slaves and 1 Work Turtle.
The Mur'gul Slave is your builder, its got lumber harvesting changed to 10(down from 20)
There is a second "worker" unit for the faction: the Work Turtle. This new unit acts like a mobile lumber mill, as workers can deliver
gathered lumber to it. In case of danger it can be garrisoned by the Mur'gul Slaves to enable a ranged defensive attack, just like the
Orc Burrow structure can get. It can be also upgraded to enable Spiked Shell, that will return damage on melee attackers when struck.
In all its like a mobile lumber mill on the back of a turtle with a burrow slapped on top. Does not look anywhere fancy as that description
might imagine though.
The Mur'gul Reaver is your basic melee fighter that still can be trained at the main building, it needs a Spawning Grounds to be built
in order to become available for training however. So no Mur'gul rushing your opponent from the get go, only slightly later possible.
It gets mostly seen alike to a Naga Ghoul, so went ahead with that thought and added a late game upgrade to enable Cannibalize for it.
The armor type of Mur'gul Reaver was set to Light from Heavy, more befitting of its status as the initially available basic melee unit.
Naga Myrmidon had too much hitpoints for the role it plays. Its hitpoints got reduced to 750 from 1080.
It also now requires an Armory to be built in order to become available for training, so that they dont come immediately into play
as soon as a Spawning Grounds had got completed.
At late game there is a new upgrade for them, that enables them to use Cleaving Attacks.
This functions just like Pit Lord hero's passive skill.
The Dragon Turtle siege unit got reworked into a trainable Hydra. This version of the Hydra has retained the Devour
ability and Hardened Skin, but lost Spiked Carapace, and gained the capability to spawn Hydra hatchlings on it's death.
The Hydra(and it's hatchling)have got their hitpoints regeneration rate set to 3.50, and have a upgrade that can double this.
So that a upgraded Hydra regenerates at 7.00 + more if used their Devour ability.
Their hitpoints got increased to 1080 from 750, basically Naga Myrmidon and Dragon Turtle(now Hydra) swapped hitpoints.
Because the unit is now so awesome and powerful it requires 6 Food, up from 5.
Also needs one of the new structures, the Hydra Hatchery to be built in order to become available for training.
Next is the Wind Serpent, that got renamed from Couatl because i always mistyped its name whenever talking about it.
This unit has gained the capacity of True Sight, as the Naga faction desperately lacked any stealth detection.
Have you noticed this unit starts out with mana, but doesnt have any spells to cast until you bother to tech Abolish
Magic for it ? Its obvious that Blizz intended for this unit to have another spell, given they have bothered to add
a stand channel on the unit model. What this was i could not find, but would not be surprised if it was simply Monsoon,
or Mana Burn. That latter would have been really overpowered. Still i liked the idea of the Coatl shooting a deadly beam
so decided to give them the neutral hostile version of Life Drain spell. It was then i noticed the neutral hostile version
uses data of lvl3 hero version, ofcourse this was OP and needed to get adjusted. So now it performs equivelant to lvl1
This kind of helps them out due to how rather squishy they are compared to other fliers.
Because of their newfound innate magic power, and the dramatical increase in survivability this brings to the otherwise
squishy flyer, it was then now justified an increase in food cost to 3 from only 2.
There are two new additions to the Naga unit roster: a trainable version of the Sea Giant, and the Sea Drake.
Both of those units get trained at the new Naz'jatar Gate production structure.
This version of the Sea Giant is well armored with base armor value of 4, and got 950 Hp to boot.
As abilities can use Howl of Terror, Pulverize after learning it, and has got Resistant Skin.
The Sea Drake is a new unit, that fulfills the role of a second flyer unit for the Naga race.
It attacks using lightning bolts just like the Night elf Chimera, and deals magic damage unlike it,
while being immune to spells itself. Its damage capacity versus ground units can be boosted further with an upgrade.
That Storm Coils upgrade when researched allows it to strike up to 3 different units with lightning at once per attack. |
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-Heroes-
The Naga Sea Witch moved from Tavern to the Naga altar. There has been not made any replacement for her in the Tavern.
This change was rather beneficial, as it allowed her to enjoy amphibian movement like the rest of her race.
Another change she suffered is her primary attribute getting set to Agility from Intelligence. This was made to better
differentiate her from the rest after the addition of two more Mystical heroes to the Naga roster.
To complete the hero roster to 4, added 3 more heroes: the Naga Royal Guard, the Naga Sorceress, and the Sea Giant Elder.
Of those new, the Royal Guard is the most straightforward addition. Being the brutish STR tank of the roster, he is good
for only one thing: smashing in melee. To that end he has got skillz like Crushing Wave(which is a copy of Carrion Swarm, really),
War Stomp(which functions just like the Tauren Chieftain's), Command Aura(that works like a melee version of True Shot aura),
and as an ultimate can summon a Naga Brute, that is a beefy tanky unit with Resistant Skin that hits hard while being able to Bash.
Next is the Naga Sorceress, that started out as a heroified version of the Summoner in the campaign, that got hastily reworked into
a proper hero. As skillz she has got Scalding Ward, Frost Armor, Watery Minions, Dark Summoning.
Scalding Ward is acting like a polar opposite of the Healing Wards: instead of healing friendly units, they damage enemy units that
come into range, being wreathed in a cloak of fire each. Those unfortunate victims that come into its range will also find their armor
getting reduced. In summary, its the evil blue twin of the Healing ward that deals damage and reduces armor to those enemies around it.
Frost Armor is the very same skill the undead Lich hero has got.
Watery Minions is a summon ability that generates a pair of Mur'gul minions each time its used. Its thanks to this skill the Sorceress
can run around with a pocket army in a sense, as the minions can be spawned independently of each other just like the Spirit Wolves of
the Orc Farseer. A Naga Sorceress on full mana can conjure a raiding force out of thin air quickly thanks to the skill's low cooldown.
Dark Summoning is the scrapped ultimate of the Dreadlord, he was supposed to originally get prior to getting the Inferno ability.
It works like Mass Recall the protoss Arbiter can do in Starcraft. So like a Mass Teleport, but the units come to the Sorceress instead.
The Sea Giant Elder came into being as i wanted to give allied races some more representation in the faction. Of the choice between
Mur'guls and Sea Giants, the latter gained more weight thus became the winner.
It could be said that after witnessing the awesome model that is the Sea Druid i became enamored to compel the octopus' will
to be made into a mighty hero. However i have decided to make Intelligence be the dominant stat, on the basis of it being a spellcaster.
Still, being a Sea Giant its by no means a squishy hero, capable of using it's high health pool to tank damage while blasting spells.
The Sea Giant Elder can use the Monsoon, Frost Bolt as its skillz, can gain a Weakening Aura that works like reverse Endurance Aura for enemies
and Devours Magic to gain health and mana as ultimate.
Monsoon as a skill rather sucked, being behind in comparison to its functional equivelants like Blizzard or Rain of Fire. So have got to
work bringing it to be at the same power level with the rest.
Frost Bolt is just a reskinned Thunder Bolt ability of the Mountain King. |
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-Buildings-
In order to complete the Naga into a fully fledged faction it was necessary to expand the construction options.
The main building gained a second level, because a completely flat tech-tree made for rather uninteresting play.
There is no third level as feeled like to experiment with a race that has only two levels, the second level simply enables
the third hero also, and in all other sense acts like equivelant of a third level, too.
Naga being able to make structures in water was a cool gimmick, alas that is not how the game functions at large, especially in
multiplayer. All Naga structures changed to follow the universal rule of base buildings needs when it comes to terrain.
So no building bases in shallow water for them.
The different nature of Naga is also reflected in their tech-tree, working in only two
tiers as opposed to a traditional warcraft III faction's three tiered structure.
As a result their main-buildig has only one upgrade, that when applied unlocks
the production of additional units, structures and items as normally.
I have always find it odd that the main building was also the upgrader, so decided to relocate those into their own structure like,
y'know those 'normal' races do. I'm sure the Naga find surface-dwellers odd in the similar way.
The new Armory acts the equivelant of a Blacksmith, researching the tech-up upgrades without having the clog up the main structure.
The Hydra Hatchery is a structure that fulfills a singular purpose: That of enabling the Hydra and it's upgrade at the Spawning Grounds.
As the Hydra is now retooled to be rather awesome, the opponent should get better odds by having a means of disrupting its production.
The Naz'jatar Gate is another structure that came into being after realizing the Sea Giants wouldnt really fit into the Shrine of Azshara.
Its used for producing the Sea Giants, and the new Sea Drakes and their upgrades. Being at the end of the tech-tree it prerequisites a lot
to become available for building, needing both an Armory and a Royal Vault in addition to a level two Main building.
Royal Vault is the item shop structure for the Naga race, offering a rather uninspired and fairly generic selection of items.
After burning out my creativity while designing all the things have told you about just above there was not much energy left to throw
in the way of itemization. Still, using the whatever last droplets of inspiration i had managed to squeeze out a few unique items for them.
Of those are the Vial of Haste, Saltwater Stone and the buyable Barricades, that simply erect a primitive blocker on use.
Vial of Haste boosts attack speed of the hero by 20% when consumed, the Saltwater Stone can be used to summon a Sea Elemental.
As an orb they have got the Orb of Slow, which is kind of fitting for them as did not want to fiddle around with the artifact status of the
Orb of Frost despite wanting to give it to them. It will act as a close enough-substitute.
Its presence enables you to research Backpack, which allows most units to carry around two items, or in the case of Work Turtle carry four. |