I've been working on a project I'd like to call Warcraft 3.5. It's basically an attempt to fix a few gaping problems (Namely balancing the heroes, adding more of them, and having some more distinct factions).
Heroes: (Used model/lines)
Alliance:
Grand Marshal (Garithos): Army Leader, suitable for chasing down enemies.
Paladin (Uther) Classic Paladin, tanky defensive hero
Templar (Arthas) Aggressive DPS, favors simply auto-attacks
Mountain King (Muradin) Manfighter, disables, brute force
Archmage (Antonidas) Classic Archmage
Battlemage (Jaina) Tougher, more "Pragmatic" mage unit.
Horde:
Warchief (Thrall) Melee, base raider, hit-and-run tactics.
Tauren Elder (Cairne) Hyper-tank, stuns.
Berserker (Grom) Critical hits, ability to go into a rage, maim enemies with attack.
Beastmaster (Rexxar) Summons lots and lots, good creeping, doesn't scale as well to compensate. Probably needs something besides stampede, it's a WIP
Shadow Hunter (Rokhan) Stealth, misdirection, and voodoo magics.
Farsser (Drek'Thar) Didn't really change much.
Undead:
Death Knight (Also Arthas): Slightly less reverse paladin.
Lich (Ke'Thuzad) Can now summon wraiths instead of using frost armor (Basically expendable necromancers you send with your hordes to cast raise dead)
Pit Lord (Mannoroth) fat guy, hits things, rain of fire modified, Traded Doom to the Dreadlord for his Inferno.
Dread Lord (Varimathras) Agility Hero now, (Fits them more IMO), stealthy, subversive hero used to drop a mess somewhere it's hard to clean up. (No one expects sleeping workers)
Crypt Lord (Anub) Read: Lich. His beetles can now weaker temporary beetles.
Haven't thought of a 6th hero yet.
Night Elves:
Honestly, haven't really thought of them yet.
Factional specialties
Alliance: Late game deathballing, combined arms, powerful conventionally but sluggish and relies on working together.
REASONING: Lots of armor, an already good tier 3 deathball in the form of siege/gryphon. I just gave them more ways to do so like making knights an effective deathballing tool.
Horde: Rush-faction, base raiding, high speed, fairly good deathball, just not on the Alliance's level, would beat a Night elf or Undead army in a slugging match........if they don't outmanuveur the orcs that is
REASONING: Bloodlust boosts speed, Endurance boosts speed, Pillage, Anti-pillaging upgrade (Spiked buildings) and their pre-3.5 gameplay was forced towards this anyways. Might as well make them with that in mind.
Undead: Bog the enemy down with poison, ice, and expendable summons, plays something like SCII zerg, except not OP (Once you actually kill their necromancers, they can't just pull another re-max out their ass) (Basically necrowagon except good and you can literally build a sub-army out of summons)
REASONING: Um hello? Undead? It's kind of their thing. Old fiend/gargoyle stuff wasn't really something particularly undead-ish.
Night Elf: Ambush? Range? I have no idea
REASONING: One step at a time, I barely have units set up for one faction yet.
Also, if someone could think of a better name than 3.5, I'd love them.
Heroes: (Used model/lines)
Alliance:
Grand Marshal (Garithos): Army Leader, suitable for chasing down enemies.
Paladin (Uther) Classic Paladin, tanky defensive hero
Templar (Arthas) Aggressive DPS, favors simply auto-attacks
Mountain King (Muradin) Manfighter, disables, brute force
Archmage (Antonidas) Classic Archmage
Battlemage (Jaina) Tougher, more "Pragmatic" mage unit.
Horde:
Warchief (Thrall) Melee, base raider, hit-and-run tactics.
Tauren Elder (Cairne) Hyper-tank, stuns.
Berserker (Grom) Critical hits, ability to go into a rage, maim enemies with attack.
Beastmaster (Rexxar) Summons lots and lots, good creeping, doesn't scale as well to compensate. Probably needs something besides stampede, it's a WIP
Shadow Hunter (Rokhan) Stealth, misdirection, and voodoo magics.
Farsser (Drek'Thar) Didn't really change much.
Undead:
Death Knight (Also Arthas): Slightly less reverse paladin.
Lich (Ke'Thuzad) Can now summon wraiths instead of using frost armor (Basically expendable necromancers you send with your hordes to cast raise dead)
Pit Lord (Mannoroth) fat guy, hits things, rain of fire modified, Traded Doom to the Dreadlord for his Inferno.
Dread Lord (Varimathras) Agility Hero now, (Fits them more IMO), stealthy, subversive hero used to drop a mess somewhere it's hard to clean up. (No one expects sleeping workers)
Crypt Lord (Anub) Read: Lich. His beetles can now weaker temporary beetles.
Haven't thought of a 6th hero yet.
Night Elves:
Honestly, haven't really thought of them yet.
Factional specialties
Alliance: Late game deathballing, combined arms, powerful conventionally but sluggish and relies on working together.
REASONING: Lots of armor, an already good tier 3 deathball in the form of siege/gryphon. I just gave them more ways to do so like making knights an effective deathballing tool.
Horde: Rush-faction, base raiding, high speed, fairly good deathball, just not on the Alliance's level, would beat a Night elf or Undead army in a slugging match........if they don't outmanuveur the orcs that is
REASONING: Bloodlust boosts speed, Endurance boosts speed, Pillage, Anti-pillaging upgrade (Spiked buildings) and their pre-3.5 gameplay was forced towards this anyways. Might as well make them with that in mind.
Undead: Bog the enemy down with poison, ice, and expendable summons, plays something like SCII zerg, except not OP (Once you actually kill their necromancers, they can't just pull another re-max out their ass) (Basically necrowagon except good and you can literally build a sub-army out of summons)
REASONING: Um hello? Undead? It's kind of their thing. Old fiend/gargoyle stuff wasn't really something particularly undead-ish.
Night Elf: Ambush? Range? I have no idea
REASONING: One step at a time, I barely have units set up for one faction yet.
Also, if someone could think of a better name than 3.5, I'd love them.