Seit heute ist er auf allen Servern online: Patch 1.31. Laut Blizzard handelt es sich dabei um den letzten großen Patch vor WC3:Reforged. Die Änderungen, die der Patch mit sich bringt, haben es in sich und dürften die Meta nochmals ordentlich durcheinander wirbeln. Unter anderem erhält Undead einige starke Updates inklusive eines neuen Items ab Tier 1, Blademaster und Demon Hunter bekommen ihre alte Stärke zurück, der Keeper of the Grove und Alchemist wurden weiterhin generft und der Orb of Fire erhält eine neue starke Fähigkeit.
Neben umfassenden Balance-Änderungen, hat Blizzard außerdem den Ladder-Mappool angepasst und den World-Editor weiterhin verbessert. Für viele Fans dürfte allerdings ärgerlich sein, dass der Modus ‚Arrranged Team‘ auch weiterhin nicht spielbar sein wird.
Patch Notes 1.31 zu den Balance-Änderungen
– Cooldown now occurs when Windwalk breaks
– Reduced the cooldown of Windwalk from 5 seconds to 2 seconds across all levels
Now benefits from all damage once again, not just base damage
Dev Comment: Reducing Critical Strike’s damage sources lowered overall burst, and had the downside of making his stats unclear. The Blademaster was also able to strike and fade away without recourse if Windwalk was activated 5 seconds prior to get attacking. These changes increase the Blademaster’s damage, but leaves him vulnerable to counterattack.
– Devour can target Mountain Giants without Resistant Skin
– Tauren now start with a reduced Pulverize that deals 20 damage
– The Pulverize upgrade has been changed to “Upgrade Pulverize,” which increases the damage of Pulverize to 60
– Upgrade Pulverize lumber cost reduced from 250 to 225 lumber
Dev Comment: Prior changes made the Tauren Totem easier to construct early, but it is still rare to see Tauren on the battlefield. This change is intended to make your first few Tauren more viable to takeover your front line. Reducing the upgrade’s lumber cost also helps with the transition. Overall, your upgrade cost is similar to a fully upgraded Knight or Abomination.
– Reduced the number of upgrade levels from 3 to 2
– Tier 1 is 5 base damage + 20% of the attacker’s damage
– Tier 2 is 5 base damage + 50% of the attacker’s damage
Dev Comment: Spiked Barricades has not had much of a role in high level 1v1 games. Giving the upgrade extra percentage based damage increases the effectiveness against late game units, and reducing upgrade level count should help with it coming online faster. This does make the upgrade more complex, so we look forward to hearing feedback about this direction.
New Upgrade: Sundering Blades
– Researched at the Barracks
– Requires Castle, Lumber Mill, and Blacksmith
– 100 gold / 100 lumber / 40 second research time
– Increases Knight’s damage against Medium armor by 15%
Dev comment: While the Knight is quite formidable in single combat with other units, we wanted to improve its role vs medium armor further than the default damage bonus of 150%. This allows Knights to be more threatening vs ranged units they chase down, such as Crypt Fiends, and increases their ability to fight against Mountain Giants.
– Equipping Orbs no longer slows attack speed when attacking air units
Animal War Training
– Knight base Hit Points increased by 50
– Gryphon Rider base Hit Points increased by 50
– Dragonhawk Rider base Hit Points increased by 50
– Animal War Training provides 100 Hit Points, down from 150
– Animal War Training lumber cost reduced from 175 to 125
Dev comment: This change is intended to help Human players transition to their Tier 3 units. Increasing base hit points should help reduce the reliance on Animal War Training, and reducing the lumber cost should slightly help the overall transition to these units.
Additional mana cost up from 35% to 45%
Dev comment: We had reduced the additional mana cost of this ability to promote its usage, but it ended up inhibiting more strategies than it promoted.
Orb of Fire
– Bonus Damage reduced from 10 to 7
– No longer gives area of effect damage
– New effect: Decreases the effectiveness of healing abilities and hit point regeneration by 35% for 3 seconds
Dev comment: By shifting the Orb of Fire into an anti-healing role, Human players will be better equipped to focus fire enemy units in the late game against powerful healers like the Death Knight. This should benefit late game unit combinations such as Riflemen, casters, and Gryphons. Its effectiveness is not determined by a unit’s raw stats, so it should be viable for ranged and melee heroes.
– Ultravision is now applied to Mountain Giants, Spirits of Vengeance, and Avatars of Vengeance
► Demon Hunter
– Mana cost reduced from 60 to 50 across all levels
Dev Comment: While part of the lower usage of DH is due to the popularity of Keeper, we also agreed with feedback that the increased cost of Mana Burn was a factor.
Druid of the Claw
– Minimum damage in bear form increased from 22 to 23
Dev comment: Prior nerfs were in response to feedback that Druids of the Claw were… overbearing… at Tier 3. They stopped mauling structures as badly, but their role became fuzzy with the preeminence of Mountain Giants. This is a small change – Night Elf has been doing well at a high level lately – but is intended to sweeten the honey pot when you decide to feed these beasts.
Vorpal Glaives Upgrade
– Now increases projectile speed from 1400 to 2000
– No longer guaranteed to hit its primary target
– No longer changes to do damage in a line, instead Glaive Throwers keep their pre-upgrade circular area of effect damage
Dev comment: We were not happy with Vorpal Glaives homing ability always inflicting full damage to the target. The upgrade now increases the Glaive’s speed, but returns to having a chance to miss – similar to other siege weapons. This leans into the Glaive Thrower’s personality of being a high velocity siege weapon while fixing the bug.
– Base hit points increased from 780 to 785
Dev comment: The Hippogryph Rider is a merge of both the Hippogryph and Archer, this means they share hit points as well. This should have minimal balance impact beyond making it more consistent with their individual hit points.
► Keeper of the Grove
– Night vision radius reduced from 900 to 800
– Base Intelligence reduced from 19 to 18
– Invulnerability duration reduced from 3 seconds to 1
Force of Nature
– Treant base damage reduced from 15 to 14
Dev Comment: Keeper has become the pick following his buffs in earlier patches. We are dialing him back some to help promote other heroes – as diverse hero options is one of the best ways to mix up gameplay. The night vision reduction reverts an unintended change.
– Movement Speed increased from 350 to 375
– Gold Cost reduced from 185 to 175
Dev Comment: Raising the speed of Gargoyles above ground units allows them to better pick off retreating enemies or intercept reinforcements trickling into the main force. They are still slower than the anti-air units designed to counter them though. Reducing their cost makes them a bit more competitive choice with Crypt Fiends.
New Spell Order:
Cripple → Raise Dead → Unholy Frenzy
– Now 85 mana
– Reduces movement speed by 75%, reduces attack speed by 10%, and reduces attack damage by 35%
– Renamed to Incite Unholy Frenzy
– Sacrifices a target friendly Undead unit
– All nearby non-mechanical units gain Unholy Frenzy – including neutral and enemy units
– Raised to 175 mana
– Added a 5 second cooldown
– Ability area of effect is 250
– Attack speed bonus reduced from 75% to 50%
– Now requires Necromancer Adept Training to unlock
Dev Comment: Currently Necromancers must be produced in large numbers right away in order to summon many skeletons, as their single target spells are locked behind the Necromancer training upgrades. This commitment to Necromancers can be problematic as the opposing player has a large window to scout and prepare. We want to address this by rearranging and revamping the skills of the Necromancer so that producing a few early on can provide value right away while massing them later still lets players summon a large skeleton army.
– Increase attack speed bonus from 25% to 35%
Dev Comment: Currently, this upgrade makes Ghouls not quite strong enough to make up for how poorly they trade vs the other race’s similarly upgraded units. Increasing the attack bonus by 10% changes a number of unit relations to better favor Ghouls in direct combat. Additionally, the change to Necromancers having Cripple right away should also assist Ghoul effectiveness at Tier 2.
New Item: Ritual Dagger
– Bought from Tomb of Relics
– Available at Tier 1
– 125 Gold, 2 Charges
– Stock 1
– 90 second restock time
– Sacrifices a friendly Undead unit to heal 100 hit points to all friendly non-mechanical units
– Damage interrupts regeneration
– 5 second cooldown between charges
– 400 cast range
– 300 effect radius
Dev Comment: With this item the Undead race will have access to an early game healing effect outside of the Death Knight. Using in conjunction with Rod of Necromancy or Crypt Lord Beetles gives more viability to creep and fight early game. We added the interrupt from damage to match the intent of a recovery mechanism between fights.
► Dark Ranger
– Life Drain now applies the Dark Minion effect of the current rank of Black Arrow (Requires at least 1 point in Black Arrow)
Dev comment: Drain Life and Black Arrow didn’t synergize. Black Arrow’s short debuff meant Drain Life was unlikely to result in a Dark Minion. This change benefits Drain Life by letting it gain the intended effect – but not damage bonus – of Black Arrow.
– Cooldown increased from 0 to 6 seconds
– Level 1: Primary damage reduced from 6 to 5, and secondary damage reduced from 4 to 3
– Level 2: Primary damage reduced from 11 to 10, and secondary damage reduced from 7 to 6
– Bonus gold granted reduced from 125% to 100%
Dev Comment: The Alchemist continued to be too well rounded. Healing Spray’s cooldown is now in line with similar abilities – such as Blizzard – and we are reducing some of his early to mid game damage compared to other damage dealer heroes. Reducing Transmute is aimed at late game where it over-performed in teams and FFA.
– Mana cost reduced from 85 to 65
– Level 1: Damage reduced from 125 to 80
– Level 2: Damage reduced from 270 to 200
– Level 3: Damage reduced from 450 to 340
Dev Comment: We are trying out a new direction for Soul Burn. The Firelord had a lot of mana tension between his 3 active abilities. This aims to reduce some of the mana tension so Soul Burn’s attack damage reduction and single target silence are more impactful to play.
► Pandaren Brewmaster
Breath of Fire
– Level 1: Increased damage from 5 to 7
– Level 2: Increased damage from 10 to 14
– Level 3: Increased damage from 15 to 21
Dev Comment: The Brewmaster’s role as an area of effect damage dealer was overshadowed by other heroes after his previous round of changes. As the main role of the Brewmaster, we wanted to bring the panda-monium back to his kit.
Boots of Speed
– Removed from the default creep camp drop table
– Starts with 2 stock on Goblin Merchants after initial cooldown
Dev comment: The primary goal here was to prevent network connectivity wars for the first purchase. Moving Boots of Speed out of the default creep drop table is experimental. It’s one of the last items that can be bought at the Goblin Merchant and dropped by creeps, and by increasing the starting stock the item should naturally be more available to both players.
Cloak of Shadows
– Heroes carrying this item can now Shadowmeld during the day as well as at night
– Using this Hide ability also works with units that have Shadowmeld
Dev comment: Currently Cloak of Shadows has low desirability among many players. It also is one of the few items that deactivates for portions of the game without player input. Making it usable during the day should give it more flexibility.
– Item level decreased from 5 to 3
– Gold price reduced from 500 to 300
Dev comment: At level 5 the Crystal Ball is noticeably less powerful than the other item drop options. It does provide ‘free’ scouting which may be helpful, but perhaps more helpful in the early game than later on.
Lion Horn of Stormwind
– Devotion Aura effect increased from 1 bonus armor to 2
Periapt of Vitality
– Gold price reduced from 350 to 325
Dev comment: The Periapt was the only item in the tier that wasn’t 325 gold.
Rings of Protection
– All levels: Gold price adjusted to be the same as other permanent items of the same level
– Level 2: Damage reduction increased from +2 to +3
– Level 3: Damage reduction increased from +3 to +4
– Level 6: Damage reduction increased from +4 to +5
– Level 7: Removed from creep drop tables
Dev comment: We get quite a bit of feedback about the Rings of Protection being under-powered compared to other items in their tier. So we increased the bonus armor they provide by 1. We are removing the highest tier ring as it is often less impactful for heroes who obtain it compared with other options in that tier.
Scourge Bone Chimes
– Vampiric Aura effect increased from 15% to 20%
Dev comment: As a baseline, aura items should at least be the same as a level 1 hero ability. Since Devotion Aura and Vampiric Aura were buffed, we are increasing the effect of their respective aura items as well.
– Duration decreased from 5 minutes to 3 minutes
Dev comment: High level feedback is that while this item’s duration is already lower than the Witch Doctor’s Sentry Ward already, it still provides too much scouting information overall.
Tome of Experience
– No longer a random drop from creep camps
Dev comment: Experience comes from the blood of your enemies! We believe one of the core fun parts of Warcraft III melee is the tension between players leveling up their heroes. Tome of Experience changes this by giving the player who finds it a big bump in power but in a way that an opponent cannot prepare for or predict. Since this tome already has reduced effectiveness in late game there was concern that simply reducing its experience amount would make it feel uninteresting late game, while still maintaining its issues early game. So we are going to remove it.
Warsong Battle Drums
– Now provides the same ‘War Drums’ Command Aura buff as Kodo Beasts
Dev comment: This is currently the only aura item that stacks with a similar aura from one of the playable races. This is a slight nerf to Orc, but it does make the aura items overall more unified and operate without exceptions.
MAP POOL CHANGES
● Plunder Isle LV has been removed from 1v1 ladder
● Tirisfal Glades LV has been removed from 1v1 ladder
● Nomad Isles has been added to 1v1 ladder
● Ancient Isles has been added to 1v1 ladder
● Battleground has been removed from 3v3 ladder
● Battleground LV has been added to 3v3 ladder
● Timbermaw Hold (RoC version) has been removed from 3v3 ladder
● Timbermaw Hold (TFT version) has been added to 3v3 ladder
● Blasted Lands has been removed from 4v4 ladder
● Nerubian Passage has been added to 4v4 ladder