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« on: August 15, 2024, 06:15:37 AM »
Hello people , previously I have proposed a rebalance of the orcs making them head more towards melee units and brute strength more than anything else I didn't get much feedback on the orc rebalance as such I would like to receive some even if only hypothetically.
So lets get started with humans first just as we asked before what do humans excel at? Well unlike the orcs who are almost always portrayed as these huge muscular warriors with axes human portrayal is somewhat diverse from human mages to the iconic footmen in steel armor , humans are characterized by being more intelligent than orcs and their armies more organized (footmen in wc3 were stated to fight in formations nothing the like of was mentioned for orcs) so with that in mind lets begin.
Humans:
Peasant: +1 attack , at dire times like the second war everyone is expected to defend humanity peasants are no exception.
Footman: +2 armor , I think you have seen this coming I foreshadowed it in the previous post
Archer: an attack speed reduction , while no numbers are given currently what I envision is allowing archers to fire 3 arrows while trolls fire 2 axes something akin to an arrow and a half per axe
Ranger: +1 armor , the only ranged unit to have some sort of armor effectiveness is yet to be determined , +1 movement speed , elves are believed to be more agile than trolls this and the attack speed should make excellent portrayal of this.
Knight: +1 armor
Paladin: +1 armor , double the mana regeneration , the paladins are an interesting unit as they take the role of supporting other units by healing with the only offensive ability being exorcism that only works against undead as such a paladin mana pool may be torn with these 2 costly mana spells this mana regeneration increase would help paladins cast their spells more often than ogre magi
Ballista: +10 attack , while catapults have area of effect damage a balliasta will be more effective against single targets , if possible ballista attack speed would be improved by basically making the "loading" for the shot take shorter time
Flying machine: +2 armor , focusing on survivability rather than effectiveness the gnomish flying machine is better protected than the goblin zepplin that offers a better line of sight
Demo squad: +2 armor and +5 health: this allows demo squads a higher chance of success compared to goblin sappers whom deal 10 more damage
Mage: +2 range , while the necromantic powers of the death knights do more harm the arcane powers of mages have better reach and effective range
Edit note: previously was to be +1 range but mages have 2 range instead of 3 so to give them range advantage over death knights they would get +2 range
Gryphon riders: +1 speed , +1 sight , +1 armor , this allows gryphons to be more maneuverable than dragons
With this the alliance land armies offer a supporting role for melee units having them with their high armor holding the line while the faster attacking archers and mages do the damage overall the humans would have mediocre melee units an excellent ranged unit and an ever stronger spellcasters now lets head to the navy
Tankers again need no changes
Elven destroyer: +1 sight +6 attack per attack upgrade
Transport ship: +2 carry capacity
Human battleship : +1 speed
Gnomish submarine: +5 armor
The alliance navy would be faster to create than the durable orcish navy this allows humans an advantage over water control.
Upgrades/spells:
Archer attack upgrade: reduced cost from 300 gold and wood to 200 each
Archer attack upgrade 2: reduced gold cost from 900 to 600 , wood from 500 to 300
Heal: 3 mana per 1 HP this would mean for 30 mana it heals 10 health paladins should exit a barracks with around 90 mana allowing an instant 30 health restoration , research time decreased by 10 seconds
Exorcism: research time reduced by 10 seconds
Flame shield: -100 gold cost , will have longer cast range if possible to allow mages to cast it earlier , will last 10 seconds longer
Polymorph: -10 mana cost , to allow earlier casting time
This concludes it for the rebalancing mod it only exists as this post and the orc rebalance post some things might be changed somethings may be reversed if found too strong the human faction or the alliance would be more pushed towards elven archers and spell casters unlike orcs who could rely solely on melee units and should (theoretically) do well this is a bit more in line with the lore of how orcs aren't very organized savages who are born with warrior physique and would need little training to be effective meanwhile humans and their allies would require more coordination and organization to be effective unable to approach things with raw strength and having to do so in a more methodical approach let me hear or (see) your thoughts down in da comments.
Additional stuff:
-farms make 5 food instead of 4
Town halls give 10 food instead of 1
Grunts cost 675 gold
Ogres: cost 875 gold
Training speed stuff:
Alliance melee units would cost less gold but take more time to train
Footmen: +5 seconds training time
Knights: +5 seconds training time
Stuff that may or may not be implemented:
Gold cost changes:
1- peasants/peons: cost 100 gold
2-Footmen: 300 gold
3-Grunts: 375 gold
4-archers/trolls: 250 gold 50 wood
5-Knights: 600 gold 125 wood
6-Ogres: 675 gold 100 wood
7-Ballistas/catapults: 700 gold (still costs same wood cost)
8-flying machine/goblin zepplin: 400 gold , same wood cost
9-goblin sappers/dwarf demo squad: 500 gold , same wood cost
10-death knights/mages: 900 gold
11-gryphons/dragons: 2000 gold
This is a change of cost as to allow a bit more forgiving economy as it stands wc2 economy holds a tight grip around player freedom I may be the only one to see that wc2 gold costs for land units sucks or doesn't make much sense (seriously why would you pay 400 gold for some dude to carry some wood).