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Posted (edited)

lo unico q puedo decir es BLIZZARD STOP PATCHING U MOFOS!!!!!

como odio q esten parcheando el game cada mes o algo asi, ###### ######!!! esta bueno q arreglen bugs, pero ya estar modificando el game cada 2 meses es una desconsideracion... y ahora las nuevas varas... ni q se diga...

aki va el nuevo posible patch... ojo todavia esta en beta y lo pueden probar en westfall...

FEATURES

- Two new Neutral Heroes, the Firelord and the Goblin Alchemist, have been

added to the game. For further information on these exciting new Heroes

and a listing of their abilities, visit http://www.battle.net/war3 .

- A "Profile" button has been added to the Battle.net toolbar. You can now

look at your profile from the Battle.net news page without ever entering

chat.

- Replays now display their version number in the Replay selection screen.

- Designating a new clan chieftain now includes a confirmation dialogue.

- 9 maps from our Bonus Map program including (8)Funny Bunny's Egg Hunt,

(8)Shamrock Reef, (8)Dragon Falls, (8)Deadlock, (8)Gold Rush, (8)Slalom,

(6)Copper Canyon, (6)Rolling Hills, and (4)Predators.

FIXES

- Fixed an issue that could cause the Orb of Annihilation's splash damage

to ignore armor.

- Fixed a problem that could cause Metamorphosis to cancel the effects of

a Staff of Teleportation.

- Fixed Devour such that devoured units now give experience to the owner of

the Kodo Beast if it gets polymorphed/hexed and instantly digests the unit.

- Fixed rally points such that friendly units will no longer cancel rally

orders to Heroes that teleport, Blink, or Mirror Image.

- Fixed illusions so they now get correct damage, armor, life, and mana

bonuses consistent with the original units.

- Fixed an issue with morphed units that could cause them to cost food when

revived by Animated Dead if they had died in their morphed form.

- Fixed the Storm Pandaren (from the Pandaren Brewmaster's ultimate) so it

now correctly displays Wind Walk's backstab damage.

- Fixed a problem with Flame Strike that wouldn't allow Blood Mages to

become invisible after they finished channeling the spell. Prior to this

fix, the Blood Mage would become visible for as long as damage was taking

place, despite the fact that he was no longer casting the spell.

- Fixed upgrading buildings such that they now receive the correct hit point

bonus from the Masonry upgrade.

- Fixed a problem that could cause manually cast arrow abilities to

occasionally fail.

- Fixed racial shops so they no longer block line of sight.

- Fixed multiple units' casting the same spell so they now distribute the

load more efficiently.

- Fixed creeps so that missile spells no longer wake them when launched.

Instead, the creeps now wake when a spell hits.

- Fixed channeling units so they will auto-queue orders issued to the entire

selection except for Stop and Hide. Orders issued to the selected subgroup

will break channeling (so you can teleport out of the area while

channeling).

- Fixed units in the middle of a non-channeling spell such that they will now

auto-queue all orders until the spell is complete.

- Fixed Hero icons so their order is now consistent throughout the game.

- Fixed replay speeds so they can once again be changed while the replay

is paused.

MAPS

Expansion - Frozen Throne

- (4)Turtle Rock - Top right and bottom left creep camps now drop equivalent

items.

- (4)Twisted Meadows - Added some trees near the south Mercenary Camp

to prevent mercenary purchase without engaging the creeps. Also added

some trees to prevent item purchase from Goblin Merchant without

engaging creep camp.

- (6)Demon's Crossing - Removed the two Dragon Roosts and their accompanying

creep camps from both sides of the map, then altered the creep camp

guarding the remaining Dragon Roost. Rebalanced most of the creep camps to

be more player friendly.

- (6)Monsoon - Added some trees near the water line to prevent units from

moving behind them.

- (6)Typhoon - Added some trees near the expansion gold mines to prevent the

creeps from harassing players when they pass by. Added some trees to start

locations and moved bottom middle start location closer to trees to help

with initial harvesting.

- (6)Upper Kingdom - The two center creep camps that are guarding gold mines

have been pushed back from common pathing areas.

- (8)Mur'gul Oasis - Center creeps pushed further back away from common

pathing areas through the middle.

- (8)Gold Rush - Fixed missing Tavern from the bottom left corner.

Classic - Reign of Chaos

- (6)Dark Forest - Cleaned up some trees to provide wider areas for larger

groups to path through. The creep camp guarding the top middle expansion

gold mine no longer attacks units that path nearby.

BALANCE CHANGES

General

- Haunted and Entangled Gold Mines are now indicated on the minimap.

- The experience bonus for having a single Hero and owning a tier-2 or

tier-3 town hall has been increased to +15%/+30% from +10%/+20%.

- Line damage spells such as Shockwave, Carrion Swarm, Breath of Fire, and

Breath of Frost no longer damage a targeted friendly unit.

- Default autocast spells (like Abolish Magic or Bloodlust) that require

research will now activate when the research completes.

- Arrow abilities set to autocast now override Orb effects.

- Repairing an upgrading building now uses the repair time and cost of the

original building.

- Harvesting, building, and repairing workers are the only units left

behind by a teleport.

- Hexed and polymorphed units now have the same statistics as the normal

units except for movement speed and the model. Previously, these abilities

were changing the armor type and hit point regeneration type.

- Constructing Peasants are now included in group selections. A

constructing Peasant will automatically queue all orders unless it is

the only unit selected, or until it receives a Stop order.

- Channeling ultimates now cancel invulnerability. If an invulnerability

spell is used while channeling, channeling will end.

- Damage-capped AOE spells now have a seperate cap for friendly, enemy,

and neutral units.

- Enemy units now take damage from Lightning Shielded illusions.

- If a unit is rallied to a unit/Hero that dies, the rallied unit will

now continue to move towards the last spot the rally target occupied.

Human

- Defend has been reworked. Piercing damage is still reduced by 50%, and

there is now an additional 40% chance that a defending Footman will

reflect the attack back on the source for full damage.

- Siphon Mana has been reworked. It now transfers mana from an enemy to the

Blood Mage, or from the Blood Mage to an ally. Additionally, Siphon Mana

can push the Blood Mage's mana up to as much as twice its normal maximum

value, though mana gained in this way drains off rapidly if not used.

- Blood Mage attack speed increased by 30%.

- Flame Strike damage cap set to the equivalent of 6 targets, up from 5.

- Banish now costs mana 75/50/35 by level, and has a 0-second cooldown at all

levels, down from 5/3/1 seconds.

- Knight hit points increased to 835 from 800.

- Arcane Towers now deal 20 bonus damage per attack to summoned units.

- Divine Shield can no longer be deactivated.

- Phoenixes no longer regenerate life from a Fountain of Health.

Undead

- Death Knight base armor reduced to 3 from 4.

- Banshee attack range increased to 600 from 500.

- Units raised by Animate Dead are now invulnerable to dispels as well as

damage.

- Destroyers no longer regenerate mana from a Fountain of Mana.

- Unsummoning an upgraded building now provides resources for the original

building in addition to the cost of the upgrade (was just the cost of the

upgrade).

- The Nerubian Towers' frost attacks now properly affect magic-immune units.

- Devour Magic now dispels the owl summoned by Sentinel, but does not give

mana to the Destroyer.

Orc

- Tauren Chieftain base Intelligence increased to 15 from 14.

- Troll Batrider build time increased from 25 to 28.

- Experience granted for killing the Spirit Wolves summoned by the spell

Feral Spirit increased by approximately 40%.

- Spirit Link can now be used to affect illusions.

- Wind Walk now allows the Blademaster to walk through units.

- Spirit Walkers now appear before Raiders and Kodo Beasts in the group

selection.

- Troll Batriders can no longer use Unstable Concoction while Banished.

Night Elf

- Faerie Fire armor debuff reduced to 4 from 5.

- Archer hit points increased to 245 from 240.

- Faerie Dragon damage increased to 14-16 from 13-14.

- Level-1 Entangling Roots base duration reduced to 9 seconds from 12, but

level-3 Entangling Roots damage increased to 25 per second from 15 per

second.

- Ancient Protector's attack now uses a homing missile.

- The Huntress' bouncing attacks will no longer bounce back to the initial

target.

- Shadow Strike is no longer removed by Banish.

- Taunt now affects only the 10 closest units. It is also now disabled by

Banish.

Neutrals

- Naga Sea Witch speed reduced to 270 from 300.

- Cluster Rockets mana cost reduced to 70 from 75.

- Voidwalker mercenaries now cost 2 food, up from 1.

- Hydras spawned from a splitting parent are no longer considered summoned

units.

Items

- Targeting an unwalkable location with a Scroll of Town Portal will now

try to place units as close to that location as possible. If no valid

location can be found, the units will be teleported to an area around

the town hall.

- All Orbs now affect magic-immune units.

- Orb of Corruption debuff can no longer be dispelled.

- Orb of Fire now deals Spell damage instead of Magic damage.

- Mechanical Critters are no longer displayed on the minimap.

- Mechanical Critters no longer teleport with you.

- Amulet of Spell Shield no longer blocks physical skills (e.g., Ensnare).

NOTES: Replays are incompatible between major game revisions (1.16 replays

cannot be viewed with the 1.17 version of Warcraft III). Custom save games

will not load from version 1.16.

OMFG con los footies.... como demonios es q una flecha se devuelve de un escudo....

Banish 0 cooldown...

Entangling ahora 9seg en lugar de 12... omg ahora imaginensen a un heroe, no va a durar nada... 1seg nada mas lol wtf...

ojala q este parche nunca salga, y tengo un millon de bugs... los de blizzard estan mamando...

y mas neutral heroes??? si no... mejor q pongan una nueva raza :angry:

Edited by x[G]SGT
Posted

Mae a mi me parece bien lo del cambio constante, esto debido a que el juego se vuelve metodico y sin que al final de gracia, YEAH PATCH PRO HUMANS, que bien que arreglaron al Bloodmage, porque cuesta verlo ahora, excepto que sea decibelios que empieza con BM, esta bueno eso de reflejar las flecha o ataques percing, que se cuiden los elfos B), porke ahora los humans vamos con toda.

Posted

A mi parecer a omo va la vara blizzard quiere que todos los jugadores se pasen de raza a ser humanos, no me parece que los parches esten 90% dirigido a mejorar a los human.

Protectors con homming misile? Hay que ver eso :ph34r::ph34r::ph34r:

Posted

lo que si esta duro es que los destroyers no se regeneran de mana en las fuentes :o , y que bien que le bajaron la armadura al DK :D ,

y esta bueno que le hallan bajado el tiempo al KOTG, en nivel 1 estan bien largo, y tambien la armadura del Faeriedragon,

a los orcos no los toco tanto por suerte :D

pero eso de los foots esta muy exajerado, 40% de reflexion de tiro, un 15% bastaba <_<<_<<_<

pero lo peor es el :

- Knight hit points increased to 835 from 800.

estan locos!!!! :(

de por si ahora son bien duros, imaginense asi

Posted
Lo unico bueno con los orcos es que el blade master puede caminar a traves de las unidades.

Ahora los que juegan con humas vamos a ver que escusa ponen cuando pierden ya que ahora si que estan montados

pq??? q injusto!!

no es q ahora estan montados, ahora estan comparados

mejor diga q antes estaban claramente en desventaja!!

jejejeje

Posted

Humanos demasiado montados..hay demasiados usuarios descontentos por eso...es que la verdad SE PASARON...

La vieja discusión del match Humans vrs Night Elves se inclino TOTALMENTE a favor a de los human... ahora los Knight actualizados tiene más vida y armor que los osos...increible...

ORCOS de culo, le subieron 1 de int. al TC... para que no sea tan bruto y al blademaster lo sigen ayudando, como que están ceñidos en que los orc gamers usen BM y lo demás pura mier...

SAD SAD con este patch...

Felicidades 123, kenshin, Geno, Sky y demás humans user...

Los nuevos heroes están tuanis...el firelord se ve medio montadillo..abrá que verlo en acción

LOL: BALANCE CHANGES son más bien desbalances

Y los human no estaban en clara desventaja... hubiese acepta algunos cambios..pero no TODOS esas mejoras

Posted

QUOTE(mele @ 15 Aug 2004, 10:22 PM)

QUOTE(Lorddarknes @ 15 Aug 2004, 09:18 AM)

Lo unico bueno con los orcos es que el blade master puede caminar a traves de las unidades.

Ahora los que juegan con humas vamos a ver que escusa ponen cuando pierden ya que ahora si que estan montados

pq??? q injusto!!

no es q ahora estan montados, ahora estan comparados

mejor diga q antes estaban claramente en desventaja!!

jejejeje

Que los humanos estaban en desventaja ? Eso ni ud se lo creyo, los orcos y elfos han sido las razas que siempre han ido de mas a menos.

Ahora human vs elf en una pelea hay que ver que se hace para defenderse porque ya las huntres y las archers van a caer como niñas (aunque la verdad lo sean).

PARCHE INJUSTO

Posted (edited)

:huh: Este patch esta demasiado parcializado a los humans, a los orcs se le cagaron en los troll batriders demasiado espero que sufra muchos cambios del beta al nuevo, los lobos dan demasiada experiencia.

Malditos Humanos.

Edited by LoLTheJoker
Posted

si la verdad este patch se inclino un poco mas a los humans... :(

eran suficiente molestia para los elfs en 1.16 y ahora eso de el reflect piercing attacks con defend y los knights y el arcane tower y el BM attack speed :angry: ya es demasiado

Posted (edited)

Tanto los UD como los ORC están en muy seria desventaja. A los Orcos ahora el antiaéreo es más difícil soneguirlo (bats). El Firelord es un asco,( WAYYYYYY IMBA ) pero ahorita lo arreglan supongo.

El nerf de 1.9% a los rifles nunca se dio.

Arqueras no pueden ser matadas de un coil.

Los footies son IMBA (FOOTIES! LOS PRIMEROS!)

Aether-X y FearFact me dijeron que son demasiado los human y los elf en este 1.17, pero bueno, allá Blizzard, si quieren cagar el juego, son ellos.

(Visto desde el punto de vista del UD, aunque creo que el Orc sigue inferior al NE)

Edited by LittlePeasant
Posted

Lo único que puedo decir es SGT STOP WHINNING YOU MOFO!!!!

--------------

Excelente por Blizzard que da un soporte excepcional a Warcraft. Lo de los nuevos héroes neurales es una gran forma de aportar nuevas posibilidades al juego.

Opiniones del patch:

-Humans siguen demasiado fuertes. Footmen Defend y Bloodmage eran muy poco usados y ahora espero que dejen de usar solo al maldito archmage. Sigue muy fuerte el rifle/caster combo... pero esa discusión es para otro post..

-Banish veo que probablemente sea cambiado en el siguiete patch, porque 0 cooldown parece muy "abuseable".

-Goblin Alchemist: el últimate está un poco extraño; no sé cuál sea la utilidad real de este skill en un juego.

-Firelord: metepedazos! Los summons se ven muy fuertes, aunque el modelo de la unidad no me gusta tanto.

---------------

En fin, un buen patch que agrega elementos frescos al juego, y arregla muchos otros problemas. Go warcraft!

Posted (edited)
hi endo  :)

WTF. Who are you? -__-;

Edited by Endomorph
Posted
im a Joint Operations Player  *lol*

-__-;;

BTW, hate your avatar.

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