Der Echtzeitstrategie Thread |ASL Season 17

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    • Puh, was 1 Match
      Der Super Smash Bros Thread
      Der Echtzeitstrategie Thread [Broodwar | WC3]

      [20:00:08] Mark | iRiE^: jeder sieht auf dich auf warb
      [20:00:13] Mark | iRiE^: du bist das idol der jugend
      [20:00:17] Mark | iRiE^: der batman von ds
      [20:00:21] Mark | iRiE^: und nicetry is der joker

      Seraph schrieb:

      Ich bewundere ja deine grenzenlose Toleranz gegenüber sozial schwachen Menschen.

      FME schrieb:

      Warb, du bist ein Gott.


    • Spoiler anzeigen
      YIKES
      Rain wurde einfach dismantled
      Der Super Smash Bros Thread
      Der Echtzeitstrategie Thread [Broodwar | WC3]

      [20:00:08] Mark | iRiE^: jeder sieht auf dich auf warb
      [20:00:13] Mark | iRiE^: du bist das idol der jugend
      [20:00:17] Mark | iRiE^: der batman von ds
      [20:00:21] Mark | iRiE^: und nicetry is der joker

      Seraph schrieb:

      Ich bewundere ja deine grenzenlose Toleranz gegenüber sozial schwachen Menschen.

      FME schrieb:

      Warb, du bist ein Gott.


    • Finde es übrigens geil wie Last sich ins Finale gebracht hat mit ca. 1/3 der Games Cheese/aggressive Strats, von denen wohl 2/3 auch geklappt haben.

      Insbesondere der Win gegen Soulkey, wo er Soulkey aussehen hat wie einen Vollidioten, weil der keinen Spawning Pool gebaut hat, sind ja ganz wesentlich verantwortlich dafür, dass er jetzt im Finale ist.

      Und gegen Rain hat er ja auch mehrere (?) Games offensiv eröffnet und Game 5 mit der Sneaky-Factory in der "quasi-Island-Position" ja entschieden.

      Bin mal gespannt ob er im Finale dann immer noch die Balls hat, diese Quote zu halten, weil ein cleverer Gegner sich ja jetzt sicher massiv auf sowas vorbereitet und das extrem risky ist. Andererseits hat es gegen Rain ja auch wunderbar geklappt.
    • ASL7
      Spoiler anzeigen

      Trotz allem ein ziemlich gutes Finale.
      Der Skillunterschied war aber schon deutlich bemerkbar.
      Die Crowd Reactions waren jedoch richtig nice.


      KSL Season 3 Startet im April und endet im Juni.
      Hoffe das wird geil.
      Der Super Smash Bros Thread
      Der Echtzeitstrategie Thread [Broodwar | WC3]

      [20:00:08] Mark | iRiE^: jeder sieht auf dich auf warb
      [20:00:13] Mark | iRiE^: du bist das idol der jugend
      [20:00:17] Mark | iRiE^: der batman von ds
      [20:00:21] Mark | iRiE^: und nicetry is der joker

      Seraph schrieb:

      Ich bewundere ja deine grenzenlose Toleranz gegenüber sozial schwachen Menschen.

      FME schrieb:

      Warb, du bist ein Gott.


    • wc3 1.31 ist gerade auf den Test Servern live gegangen

      Auszug aus dem Patch Log unten.

      Voller Patch Log: us.forums.blizzard.com/en/warc…blic-test-realm-1-31/5003




      Spoiler anzeigen

      COMPETITIVE UPDATES
      • Devour can now target Mountain Giants without Resistant Skin
      • Paladins equipped with an orb item no longer have a slower attack speed when attacking air units
      • Ultravision upgrade is now applied to Mountain Giants, Spirits of Vengeance, and Avatars of Vengeance
      Hero Balance Changes
      Blademaster
      Windwalk
      • Cooldown now occurs when Windwalk breaks
      • Reduced the cooldown of Windwalk from 5 seconds to 2 seconds across all levels
      Critical Strike
      • 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.
      Dark Ranger
      Life Drain
      • 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.
      Orc Balance Changes
      Tauren
      Pulverize
      • 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.
      Spiked Barricades
      • 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 partly due to how long the upgrade takes to become effective and that it does not scale with high tech melee units. 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.
      Human Balance Changes
      Knight
      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.
      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.
      Orb of Fire
      • Bonus Damage reduced from 10 to 5
      • No longer gives area of effect damage
      • New effect: On hit applies a debuff that decreases the effectiveness of healing abilities and hit point regeneration by 50%
      • Debuff lasts 3 seconds
      Dev comment: By shifting the Orb of Fire into an anti-healing role Human players will be better equipped to focus down enemy units in the late game against powerful healers like the Death Knight. This should directly benefit many of Human’s potential late game unit combinations such as Riflemen, spell casters and Gryphons. While this debuff is most easily applied by a ranged attack hero, it should also be very helpful on melee ones as well since its effectiveness is not determined by the raw stats of the unit holding it. As this is quite a large departure from the previous Orb of Fire changes to this item are likely.
      Night Elf Balance Changes
      Glaive Thrower
      Vorpal Glaives Upgrade
      • Now increases projectile speed from 1400 to 2400
      • 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 looked into solving the issue of Glaive Throwers with Vorpal Glaives upgrade always doing full damage to their target by making its projectile homing. After feedback and testing this solution is being shelved. Instead we will change the upgrade to increase the projectile speed of the Glaive while allowing it to still ‘miss’ the its target similar to other siege weapons. This leans into the Glaive Thrower’s personality of being a high velocity siege weapon while fixing the bug.
      Hippogryph Rider
      Base Stats
      • Base hit points increasedfrom 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.
      Undead
      Gargoyle
      Base Stats
      • Movement Speed increased from 350 to 400
      • Gold Cost reduced from 185 to 175
      Dev Comment: Increasing the speed of Gargoyles to match Flying Machines and Hippogryphs should allow them to better choose when and where they want to fight. Reducing their cost also helps in general with making them a more competitive choice against Crypt Fiends. Moving Stone Form to Tier 2 was also a piece of feedback we considered, but are not moving forward with right now as increasing the Gargoyles mobility and ability to regenerate hit points at the same time could push their harass ability into being too oppressive.
      Necromancer
      New Spell Order
      • Cripple → Raise Dead → Unholy Frenzy
      Cripple
      • Now 85 mana
      • Reduces movement speed by 75%, reduces attack speed by 10%, and reduces attack damage by 35%
      Unholy Frenzy
      • Renamed to Incite Unholy Frenzy
      • Now 125 mana
      • Still 500 cast range
      • Ability area of effect is 250
      • Sacrifices a target friendly Undead unit. All nearby non-mechanical units gain Unholy Frenzy.
      • The Unholy Frenzy buff is unchanged
      Skeletal Mastery
      • 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. A weakened but cheaper version of Cripple at level 1 gives Undead a new way to single out and chase down enemy units at Tier 2. The new version of Unholy Frenzy is intended to combo with the Raise Dead - by sacrificing a few of your Skeletons a couple Necromancers can power up a whole army. It can also be used to sacrifice low hit point units to deny experience for the opponent. Since this is a very large change to the Necromancer it’s likely that adjustments will be required.
      Ghoul Frenzy
      • Increase attack speed bonus from 25% to 35%
      Dev Comment: The prior upgrade didn’t make Ghouls 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
      • 125 Gold, 2 Charges
      • 20 second cooldown between charges
      • Stock 1
      • 90 second restock time
      • 400 cast range
      • 300 ability effect radius
      • Available at Tier 1
      • Effect: Sacrifices a friendly Undead unit to heal 100 hit points to all friendly non-mechanical units around it.
      Dev Comment: With this item the Undead race will have access to an early game healing effect outside of the Death Knight. By using it in conjunction with Rod of Necromancy or Crypt Lord beetles Undead players should have more options as to how they want to creep and fight early game. The current stats of Ritual Dagger are likely on the strong side, which is to help promote testing. Adding a new item like this is a large change so we are going to be watching closely for feedback.
      Items
      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.
      Rings of Protection
      • Ring +2 - level 2
      • Change to Ring +3
      • Ring +3 - level 3
      • Change to Ring +4
      • Ring +4 - level 6
      • Change to Ring +5
      • Ring +5 - level 7
      • Removed from default creep drop tables
      • Across all levels - the Ring of Protection gold price has been adjusted to be the same as other permanent items of the same level.
      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 are increasing 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 other options in that tier due to how armor has diminishing returns as more is added.
      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.
      Tome of Experience
      • No longer a random drop from creep camps
      Dev comment: Experience comes with the blood of your enemies! We believe one of the core fun parts of WarCraft 3 melee is the tension between players in how they level 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.
      _Lion Horn of Stormwind _
      • Devotion Aura effect increased from 1 bonus armor to 2 bonus armor
      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.
      Periapt of Vitality
      • Gold price reduced from 350 to 325
      Dev comment: Currently, this is the only item in its tier that is more expensive than others. We want to reduce its price slightly to make it more desirable to purchase it from the Goblin Merchant.
      Crystal Ball
      • 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.
      Sentry Wards
      • 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.

      Der Super Smash Bros Thread
      Der Echtzeitstrategie Thread [Broodwar | WC3]

      [20:00:08] Mark | iRiE^: jeder sieht auf dich auf warb
      [20:00:13] Mark | iRiE^: du bist das idol der jugend
      [20:00:17] Mark | iRiE^: der batman von ds
      [20:00:21] Mark | iRiE^: und nicetry is der joker

      Seraph schrieb:

      Ich bewundere ja deine grenzenlose Toleranz gegenüber sozial schwachen Menschen.

      FME schrieb:

      Warb, du bist ein Gott.


    • Blizzard schrieb:


      • Cooldown now occurs when Windwalk breaks

      HA! GET REKT


      Blizzard schrieb:


      • Reduced the cooldown of Windwalk from 5 seconds to 2 seconds across all levels
      • Critical Strike

        • Now benefits from all damage once again, not just base damage


      oh...


      Alles in allem

      HOLY FUCK, RITUAL DAGGER ENDLICH NE MÖGLICHKEIT ZU HEALEN ALS UD ICH RAST AUS, 1v1 mE, BiTcH1!1!1
    • UD ultra broken OSFrog
      Der Super Smash Bros Thread
      Der Echtzeitstrategie Thread [Broodwar | WC3]

      [20:00:08] Mark | iRiE^: jeder sieht auf dich auf warb
      [20:00:13] Mark | iRiE^: du bist das idol der jugend
      [20:00:17] Mark | iRiE^: der batman von ds
      [20:00:21] Mark | iRiE^: und nicetry is der joker

      Seraph schrieb:

      Ich bewundere ja deine grenzenlose Toleranz gegenüber sozial schwachen Menschen.

      FME schrieb:

      Warb, du bist ein Gott.


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