Dude, hostbots have been gone for ages. I take old wc3 any day, i also can have bots back then kekw. Were is our bots? Cool to see balance changes in action soon! Pessimist in me says: sad to not get new maps sad to not get an outlook of whats next Please keep us in the loop. Missing the Orc buffs? Every race got some buffs at least except for Orc?
Sorry if you have a laptop. Now u can just delete Night Elf from the game. Skeleton Warrior Base hit points decreased from to Developers' notes: This is aimed primarily at the Human vs. Undead extreme early game. In this case, at the highest levels, every peasant killed during a fast expansion is extremely valuable, and battles around this are often won by inches rather than miles.
Returning Skeleton Warriors to their previous health state should help Humans and other races to a degree to stabilize better in the early game.
Ritual Dagger Total hit points regenerated per charge increased from to Developers' notes: The Ritual Dagger has yet to really find a place in high level Undead build orders. Increasing its health regenerated should help it better compete with items like Scroll of Regeneration, especially since at hit points and two charges per item, it would restore hit points total. From a higher-level view, this change in addition to the buff to Carrion Beetles could make this item an interesting pick for Crypt Lord first players.
Neutral Beastmaster Summon Bear mana cost reduced from to Developers' notes: At the highest level of play, the Beastmaster has fallen off in usage over time. While we believe this is primarily due to changes in the meta, we want to give a boost to an ability that was underutilized even when Beastmasters roamed freely.
In particular, a level 2 Beastmaster starting at full mana that constantly uses their summon abilities when off cooldown would now be able to summon an additional Quilbeast when paired with Summon Quilbeast or an additional bear when paired with Summon Hawk. Developers' notes: The Pitlord has come quite far in recent times, becoming something more than just a super niche pick for styling on opponents. With looking over ultimate abilities we want to give this one a little more of a boost to reduce the ability of an opponent to run away an afflicted unit to somewhere more secluded or even favorable.
We also surfaced a long-hidden variable that controls the maximum creep level that can be afflicted with Doom. While this doesn't impact competitive multiplayer, it should be helpful for custom game creators. Firelord Volcano eruption waves decreased from 8 to 5. Wave interval reduced from 5 seconds to 3 seconds. Increased building damage factor from 2 to 3. Developers' notes: We believe the main issue with Volcano is that it is too unreliable and too balanced around its maximum damage output, which is unrealistic for a channeled ultimate.
These changes reduce the overall damage potential of the Volcano in exchange for being much more reliable and hitting much faster. Removing the ability for it to affect friendly units should also make Volcano more viable in combat. Naga Sea Witch Tornado Random wander behavior removed. Duration reduced from 40 seconds to 20 seconds. Close building damage per second increased from 50 to Far building damage per second increased from 7 to Developers' notes: Much like the other channeled ultimates in this update, we believe a main issue with this ability was that getting value from the spell took too long compared to its opportunity cost.
So, the damage has been increased and duration decreased overall. The mana cost was also reduced as the Sea Witch can be one of the more intensive mana users, which could greatly crowd out the opportunity to cast this ultimate spell.
In general, players should always feel in charge of their units and that their units will follow orders to the letter. The random wander, while visually rather cool, goes against this principle and generally made the spell require too much micromanagement when compared to the payoff it provided. Unit tooltip updated to mention that these units have a frost attack. Developers' notes: This is a quality of life change.
We want to clarify that these units indeed have a frost attack. Breath of Frost Size and shape of the ability altered to match Breath of Fire. Developers' notes: This ability is solely used by the Blue Dragonspawn Overseer. In the past this ability's visual looked like a cone, just like Breath of Fire, but was actually using the size and shape of Shockwave. This has now been adjusted to use the same size and shape as Breath of Fire.
Items Potion of Greater Mana mana restored reduced from to Potion of Mana mana restored reduced from to Gold cost reduced from to Developers' notes: We want to reign in the power of the Potion of Greater Mana and, at the same time, experiment a bit with the regular Potion of Mana.
Currently seen as an emergency item, this change makes it slightly more gold-efficient and aligns its gold price with that of Potion of Healing, making them more of a direct comparison. Pendant of Energy, Mana provided decreased from to Developers' notes: Alongside the Greater Mana Potion, the Pendant of Energy often gets feedback that it provides too much mana for where the item shows up on the item drop table.
Reducing the mana provided should bring it more in line with other items in its drop table. Red Drake Egg Removed from default level 5 charged item drop list. Talisman of the Wild removed from default level 5 charged item drop list. Idol of the Wild is a new level 5 charged Item that summons a Furbolg Tracker for seconds, with 1 Charge.
Developers' note: Among the level 5 charged items, there are clearly two less desired items among them, the Talisman and the Red Drake Egg. In both cases, the summoned units provide only a bit of damage and some tanking ability while still providing the opponent experience for their destruction.
We want to keep the coolness of having items that call forth creatures but change what was brought in. With the Blue Drake providing a frost breath attack and the Furbolg Tracker bringing Faerie Fire, these two units now align with the Rock Golem and Fel Stalker by providing utility in addition to damage and tanking. Scroll of Restoration hit points restored reduced from to Developers' note: While the Talisman and Red Drake Egg may have been seen as the weakest of level 5 charged items, the Scroll of Restoration is undoubtedly the strongest.
This is especially true for team games. Reducing the healing it provides down to be equal to a Scroll of Healing should help bring it down more to the level of other items in this tier. Scroll of Animate Dead removed from default level 6 charged drop list. Scepter of Mastery is a charged level 6 item that takes permanent control of an enemy unit, with a Range of and 1 Charge. Cannot be used on Heroes or creeps above level 5. Scroll of Resurrection removed from default level 6 charged drop list.
Scepter of Avarice is a new Charged level 6 item that instantly kill an enemy unit, with a Range of and 1 Charge. Developers' notes: As with level 5 charged items, there were two that seemed to be weaker than the others for level 6 charged items. These scrolls only really worked when a battle was well underway with losses mounting. That means that their worth was hard to gauge while the summon items have far more flexibility.
Engraved Scale is a new Charged level 6 item, that summons a Blue Dragonspawn Overseer for seconds, with 1 Charge. Developers' notes: Often cited as one of the most powerful items in the game and often the focal reason of level 6 charged items being too imbalanced for 1v1 is the Inferno Stone.
We want to try moving it up a tier while replacing it with a new summon item to see if we can encourage higher usage of this category of items in map making while balancing out current team and free for all maps that utilize it. The Blue Dragonspawn Overseer acts a kind of defensive parallel to the Furbolg Ursa Warrior by providing a Devotion Aura and having the passive Evasion ability built in. Breath of Frost also gives it a good area of effect option similar to other summons in this tier. Non-Ladder Transportation Ship No longer unloads instantly.
Now has a 0. Level reduced from 2 to 1. Shadow Priests now know Leap of Faith. New Talents include: Dark Ascension — Immediately activates a new Voidform, then releases an explosive blast of pure void energy, damaging all nearby enemies and generating 50 Insanity.
Dark Void — Unleashes an explosion of dark energy around the target, dealing damage and applying Shadow Word: Pain to nearby enemies. Generates 30 Insanity. New Talents include: Hidden Blades — Every 2 seconds, gain increased damage for your next Fan of Knives, stacking up to 20 times.
Poison Bomb — Envenom and Rupture have a chance per combo point spent to smash a vial of poison at the target's location, creating a pool of acidic death that deals Nature damage over time to all enemies within it. Outlaw Saber Slash is now Sinister Strike.
Run Through is now Dispatch. New Talents include: Blade Rush — Charge to your target with your blades out, dealing great damage to the target and all other nearby enemies. While Blade Flurry is active, damage to nearby enemies is increased. Generates Energy. New Talents include: Secret Technique — Finishing move that creates shadow clones of yourself.
You and your shadow clones deal damage to both the primary target and nearby enemies. Shuriken Tornado — Focus intently, and then release a Shuriken Storm every second for the next 4 seconds. Shaman Tremor Totem and Earth Elemental are again available to all specs. New Talents include: Stormkeeper — Charge yourself with lightning, causing your next 2 Lightning Bolts or Chain Lightnings to be instant and trigger an Elemental Overload on every target.
Unlimited Power — When your spells cause an elemental overload, you gain Haste. Earth Shield — Protects the target with an earthen shield, increasing your healing on them and healing them when they take damage. Warlock All specs now know Shadowfury — Stuns all nearby enemies. Warlock Healthstones no longer share cooldowns with potions. Affliction Affliction Warlocks now know Summon Darkglare — A Darkglare from the Twisting Nether that extends your damage-over-time effects on all enemies, blasts its target for Shadow damage, and is empowered by every damage-over-time effect you have active on any target.
Vile Taint — Unleashes an explosion at the target location, dealing damage over time to all nearby enemies and reducing their movement speed. Demonology Demonology Warlocks now know Summon Demonic Tyrant — A Demonic Tyrant that increases the duration of all of your current demons by 15 seconds while damaging your target.
This specialization has received a major overhaul. New Talents include: Dreadlash — When your Dreadstalkers charge into battle, their Dreadbite attack now hits all nearby targets and deals additional damage. Summon Vilefiend — Summons a Vilefiend from Argus to fight for you.
Arms The Arms specialization has seen adjustments to many core abilities: Overpower is now baseline — Overpower the enemy, dealing Physical damage and increasing the damage of your next Mortal Strike or Execute. New Talents include: Sudden Death — Your attacks have a chance to make your next Execute cost no Rage and be usable on any target regardless of their health.
Warbreaker — Replaces Colossus Smash. Smash the ground and shatter the armor of all nearby enemies, increasing damage you deal to them. The Fury specialization has seen adjustments to some core abilities: Bloodthirst now has a consistent chance to Enrage you, instead of relying on critical strikes. Raging Blow now has 2 charges, has a chance to immediately reset its own cooldown, and no longer requires Enrage.
Whirlwind now generates Rage per target hit. Furious Slash is now a talent, and the effects of the Frenzy talent have been combined with it. New Talents include: Meat Cleaver — Whirlwind has a chance to Enrage you and generates additional Rage per target hit. Generates Rage. Menace — Intimidating Shout disorients enemies for an additional 4 seconds, and it causes all enemies to cower in fear instead of fleeing.
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