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LTF: 0.15 Patch Notes

Discussion in 'Lordaeron: The Foremath' started by Marshmalo, Jun 7, 2017.

  1. Marshmalo
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    Marshmalo Brigand Map Maker

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    Lordaeron: The Foremath Patch 0.15

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    NOTES: As the poll has clearly come out in favour of releasing 0.15 sooner rather than later then this patch will be available early Saturday morning 10/06/2017.
    This is probably for the best as it gives us more time to draw ideas regarding Syndicate path from the community before full implementation, and means we can sort out any new bugs before anything too major is added. A bug fix will most likely be applied on Sunday, so please report any new bugs you find in 0.15!

    GENERAL NEW CONTENT + MAJOR CHANGES
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    - Tolbarad Peninsula has been included and connected to TolBarad island west of Lordaeron. This also has a control point and forests, further increasing the economic importance of this large island. As this island starts off neutral like Tolbarad then this should encourage factions to fight over control for it and maybe make sea battles more important.

    - Buildable defense towers now cost 1 food each, this means massing towers will limit your overall army size.

    - The Sunwell triggers have been redesigned so that the Dead Sunwell will now appear once absorbed, meaning Cult and Wretched can use it without random sunwells spawning in weird places throughout the map.


    GENERAL BALANCE AND MINOR CHANGES
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    - Some new higher quality tree models have been added


    - Spells based on the “Heal” spell have been increased in effectiveness slightly.


    - When a path or event is triggered which changes your Elite Unit there is now a 10 second delay before your new elite becomes available. This makes it impossible to que up build orders of the old elite before your current 4 elites change to the new one, thus granting you 8 elite units. (However there are probably other ways to abuse game to gain more elites than you should.)


    - Hero damage type deals 5% less damage to normal units, this reduces the effect of people relying on their hero + elite squads slightly (does not affect hero spell damage).


    - Lumber harvesting cycle time per 1 point of lumber increased from 2.50 to 3.00 (makes lumbering time slightly longer).




    HIGHBORNE
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    NEW CONTENT + MAJOR CHANGES

    - Falthrien Academy has been added to Sunstrider Isle, it can create limited number of Arcane Golems and also emits a Phoenix fire, helping to defend this area from attack. Arcane Golems require Spirit of the Dorei level 3 upgrade.


    - Wretched path now grants new hero Thaelis the Hungerer, while Wretched Kael is primarily an offensive spell caster, Thaelis is more of a support hero with powerful magic control abilities similar to Dar'Khan Drathir.


    - Thaelis starts at Falthrien Academy with a small escort, Wretched Lor’Themar is no longer available. Ellaria the Wretched Ranger can be gained as a bonus hero through your Altar, she is non-revivable.


    - Wretched have been buffed, particularly their units (not elites or heroes). Although still physically frail they have increased mana and spell effectiveness, making them less reliant on having the Sunwell, Mana crystals have also been buffed and this path has many more unique models and icons. Wretched casters and heroes now benefit from the Long Staffs upgrade.


    BALANCE AND MINOR CHANGES


    - Sunwell Guardians have new model.


    - Anastaran has an improved model portrait.


    - Empowered Demon Hunter has +500hp


    - Pass between Sunstrider Isle and Silvermoon has been widened.


    - Anastarans Teleport requires Crystallogy instead of Spirit of the Dorei, cost of Crystalogy has also been increased from 100g to 150g.


    - Spirit of the Dorei no longer requires the Sanctum of the Sun.


    - Eversong forest trees have a new skin.


    - New Icon for Magistrix.


    - Rune stone HP increased from 1500 to 2000.




    LICH KING
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    NEW CONTENT + MAJOR CHANGES


    BALANCE AND MINOR CHANGES

    - Arthas’s minimum starting level has been decreased from 7 to 4.


    - When Illidans Eye of Sargeras spell is cast it also weakens the Icecrown Obelisks by 50%.


    - CD of Anubaraks Conduit spell has been reduced from 220 seconds to 140 seconds. Meaning stuns aimed at disrupting this ability have less impact and Scourge can supply their army with Nerubians more efficiently.


    - God tier Lich Kings collision size has been reduced from 20 to 16.


    - Conquering Andorhal grants an extra 100 gold and lumber.


    - Base damage of Scourge and Cults Abominations increased from 24 to 28, HP increased by 100.


    - New Eggsack model for Anubaracks ultimate and Nerubian Hives have +1000 hp.


    - Chitinous Armor no longer requires Nerubian path and HP effect increased and now also grants bonus to HP regeneration.


    - Hp and attack bonus from Dragonblight Wyrm skin increased, Sapphiron has had another HP buff.





    DALARAN
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    NEW CONTENT + MAJOR CHANGES

    - If Ranger Corps has gone Forsaken and Lordaeron has gone Scourge path then the Alliance is officially classed as “Broken” and Dalaran may call upon Archmage Rhonin in these desperate times. This allows Dalaran to field 3 powerful Archmages all at once even before gaining New Dalaran, and better able to serve their function of keeping a broken, fractured alliance alive late game. But be wary as Rhonin is unrevivable even if you gain New Dalaran. (The game will notify you when Rhonin is available at your Altar of Kings.)


    - The Arcane Defenses and Arcane crystals of New Dalaran have been removed, this is because it’s not fair for purple to gain a safe haven by allowing their first, most important base, to die. This should make Sieging New Dalaran much easier for enemy forces.



    BALANCE AND MINOR CHANGES

    - Attack and movement speed reduction caused by Arcane Shield generators has been halved, so enemy units are no longer slowed as much when caught inside it area of effect. They also cost 1 food each.


    - Cost of Siege Golems reduced from 85 to 75.


    - Chains of Banishment also works on Legion Infernal Machines.


    - Mininum starting level of Darius Crowley changed from 8 to 5.


    - Darius Crowley has a new model


    - Antonidas’s Fireball ability has had its damage reduced by 10%.


    - Life of The Wolf Ancient is set to 100% every time he is summoned.


    - Range of the Apex guardian crystal of Dalaran decreased from 2500 to 2000.





    BURNING LEGION
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    NEW CONTENT + MAJOR CHANGES

    - Legion can build Gan’arg Engineers who function as workers for this faction, allowing them to build and fortify areas like other factions. Of course, Legion can still summon portals just like before.


    - When Malganis dies Legion player permanently loses access to the Undead techtree. This is not so important now as Legion has Gan’arg workers but the player can still choose to focus Undead by keeping Malganis alive. Malganis is your link to undead units.


    - Balnazzar’s Horn item has been replaced with the “Skull of the Man'ari”, it combines the power to Summon an Eredar Sorcerer and the Horns previous abilities, freeing up another hero item slot for something else. Malganis starts off with the horn which is transferred to Detheroc if Malganis dies.


    - Once the new research: “Gan’arg Felgineering” has been researched Legion can upgrade individual Infernal Machines into powerful Fel Reavers. This provides Legion with some strong ranged units late game.


    BALANCE AND MINOR CHANGES

    - God tier Archimonde’s collision size has been reduced from 44 to 32.


    - If Dark Horde has gone Illidari path and Magtheridon is freed from his prison at Hellfire then he is Invulnerable for 35 seconds, this gives time for Legion to get him out and prevents Orange from abusing game to kill him off. (Recommended Legion use Dark Summoning during this 35 seconds to get Magtheridon out in this situation).


    - Dreadlords items now transfer over to their replacement dreadlord hero when they die (affects Malganis/Tichondrius).


    - To offer the Fel Pact first requires Scourge Rebellion to have happened.


    - Archimonde has new HQ icon.




    DWARVES
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    NEW CONTENT + MAJOR CHANGES

    - Aerie Peak has the Invoke Elements ability which summons a storm which attacks enemies nearby, this gives the Wildhammer Dwarves some extra defense when protecting their main base. Requires Wildhammer path.


    - It is now possible for Dwarves to go Dark Iron path even if they’ve already gone Wildhammer Path. (This gives Dwarves 2 second chances and hopefully we will see more people going Dark Iron instead of leaving game once Aerie Peak has been destroyed.)



    BALANCE AND MINOR CHANGES

    - Gold cost of Skybreaker increased from 100g to 300g, lumber cost increased to 300. (Gaining Skybreaker early will hurt dwarf’s economy).


    - Gold generated by killing creeps around the Dun Morogh area has been reduced.


    - Brann Bronzebeard has his own unique model and no longer uses the standard Rifleman model.


    - Shadow Forge City main base can no longer be aimed by air.


    - Gnomegan HP increased from 2500 to 5000.


    - +100hp to Dark Iron golem and Iron Behemoth. The later also has a new projectile effect.


    - The two rune stones around Shadowforge city have increased hp and a powerful splash damage attack which can also target air.


    - Ragnaros God tier has an extra +500hp.


    - Dark Irons spawn with addition +2 Iron Behemoths and Iron Golems.


    - Gryphon riders and Shadowforge betrayers start off with Large armor.




    RANGER CORPS
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    NEW CONTENT + MAJOR CHANGES

    - Rangers no longer start off with the Farstrider lodge down south and Vereesa and her elves. Instead Vereesa and this outpost is gained by researching the Silver Covenant Upgrade. The cost of this upgrade has been increased from 200 to 300. Vereesa is non-revivable.


    - Corps Balistras now require Windrunner Spire to be alive.


    BALANCE AND MINOR CHANGES

    - Elven Lumber mills have their own unique model to differentiate them from Human Lumber mills.


    - The Eye of Sargeras does not drop when carrier dies, so now only Illidan can cast the spell to weaken the frozen Throne and doing so will consume the Eye of Sargeras item. The eye no longer gives a bonus level when used, so players won’t use it just for the sake of an extra level. (This means it is less likely Forsaken will be forced out the Scourge team as this event will happen less often.)


    - Forsaken Sylvanas has +100hp.


    - Forsaken Apothecary Faranell now rides one of his own Abomination creations into battle, his stats have been changed to a close combat, Tanky caster hero.


    - Damage Bonus from black arrows increased by 5.


    - Banshees have an extra 100hp and +3 attack. Gold cost increased by 1.


    - Speed of Black Spiders has been increased.


    - Forsaken Apothecary caster unit has a new model.



    DARK HORDE
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    NEW CONTENT + MAJOR CHANGES


    BALANCE AND MINOR CHANGES

    - Dark Horde start off with additional forces at Blackrock mountain.


    - Fel Stalkers have increased speed, making them better at scouting and harassing enemy forces.


    - Area to the west of Blackrock has been expanded slightly and a Stronghold added for Dark Horde.


    - Felcore gold cost decreased from 30 to 25.


    - Requirement on Hellfire Citadel’s Fire Storm ability has been removed and the duration of this spell has been increased.


    - Demon hunter elites have increased attack and HP.


    - Velendis Felsworn and the Illidari Fel Horde elites are now tied to Black Temple not Hellfire Citadel.





    SHADOW COUNCIL
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    NEW CONTENT + MAJOR CHANGES

    BALANCE AND MINOR CHANGES

    - Blackheart has an extra +100 hp to prevent him from being aimed.


    - Cast range and amount healed by Eredar Deceivers Gifts spell has been increased.




    CULT OF THE DAMNED
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    NEW CONTENT + MAJOR CHANGES
    - Once Cult has their skeletal Mastery fully upgraded they can then research Ghouls summoning, this allows Necromancers to raise Ghouls instead of skeletons, when combined with Death infusion and Ghoul Frenzy upgrades this makes Ghouls superior to Skeletons. Ghouls also don’t have summoned armor so are not weak vs magic like normal summoned units, this buffs cults late game summoning potential.



    BALANCE AND MINOR CHANGES

    - Gold cost of Ghouls decreased from 13 to 10.

    - Taping the Sunwells energy to gain Dathir and using it to gain Lich Elites now also works on the Absorbed Sunwell. Kel’thuzad can also be revived using the dead Sunwell.

    - Gold cost of Flesh Golem reduced from 65 to 50.

    - Alexandros Mograin has increased movement speed.

    - Scholomance instance has been moved to the south east of the map.

    - The Deathgate to Northrend has +2000 hp and also has an attack to defend itself.

    - Dar'Khan Drathir in unit form can be revived at Deatholme.

    - Summoned Abominations give less XP to enemy heroes when killed and food cost reduced from 2 to 1.



    SILVERHAND
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    NEW CONTENT + MAJOR CHANGES

    - Late game Silverhand can upgrade their Knight units to Paladin Knights, increasing their attack and defense stats, granting the Exorcism spell and allowing Alliance to field a heavy melee unit late game.


    BALANCE AND MINOR CHANGES

    - Sinners folly elite battleship has a new model.


    - Maraad has his own unique hero icon.


    - Risen Path can now train 6 Frost Wyrms to give them some Air support.


    - Scarlet Onslaught main base can no longer be aimed by air.


    - Abbendis spawns with some units and a scroll of teleport.


    - Adal is invulnerable when channeling his Exodus teleport. (Both unit and God tier variants)


    - Silverhand gets a warning the first time Muru comes under attack.





    LORDAERON
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    NEW CONTENT
    - During Scourge path player can summon new hero: Professor Putricide from an Altar. He is non-revivable.


    BALANCE AND MINOR CHANGES

    - Stromguard has the Siege Aura ability, this grants a passive defense bonus to alliance when defending this area. Also spawns 2 Fortified Guard towers at its gates (These are stronger than normal Guard towers).


    - Amount healed by Death Knight elites Death coil increased from 250 to 350.


    - Falric elite has +500hp.


    - New HQ icons for human heroes.


    - Hammerfall has +2 Fortified Guard towers to make it somewhat more defensible.




    DRAGONMAW
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    NEW CONTENT or MAJOR CHANGES

    - Dragonmaw port now also has an outer wall and the Dragons Breath Cannon has +500hp, making it harder to rush this base early game.


    - Twilight Citadel is able to summon Void Tendrils at a target location to provide it with some extra defense against attacks.




    BALANCE or MINOR CHANGES

    - Dragonmaw starts with some additional starting forces at their main base.





    BUG /ABUSE FIXES / OPTIMISATIONS
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    - Fixed bug which allowed wretched to retain Lorthemar.

    - Fixed memory leak created by Sunwell’s Absorbtion.

    - Fixed memory leak created when Legion begins to Summon via the Sunwell.

    - Light bridge at Sunwell animation removed to reduce graphical lag.

    - BE power generators no longer require unblighted land.

    - BE generators correctly turn into their Wretched variant when Wretched is triggered.

    - Animation has been removed from crystal lamps to reduce graphical lag during battles.

    - Sepulcher base now faces the correct angle.

    - Fixed bug where Draenei Barracks in Shatterath could not train militias.

    - Items now correctly transfers from Dreadlord Heroes when they die to their respective replacements.

    - Infernal machines no longer cost ridiculous amounts of gold to repair.

    - Archus Staff no longer drops when Antonidas dies once Old Dalaran has bene destroyed.

    - Blood Elves Bloodstone heal should now work.

    - Sorceress and Priest upgrades are now under their respective units.

    - Highborns summoned Arcane Elementals now benefit from the correct upgrades and teleport along with Anastaran when he uses his mass teleport ability.

    - Dawnstrider Harbor now spawns an elven shipyard not a human shipyard.

    - Wretched gain their mana bonus regen ability if they control the Restored or Dead sunwell. (Dependancy equivalent check).

    - Naga elites crushing wave ability uses correct hotkey.

    - Cloud effect models use correct shading during night.

    - Text displayed when Legion is summoned through Sunwell no longer mentions Kil’Jaeden.

    - Elves can now train workers at Gilneas if they capture it.

    - Rangers can now train Silver Covenant Ranger Elites at Grim Batol if they capture it.

    - Dalaran Constructs trainined in dungeons now display the correct limit on their description.

    - Updated description on Son of Argrals defend ability so it clearly shows these elites are meant to become invulnerable to piercing attacks while defend is active.

    - Updated description on Faerie dragons limit so it clearly states 8 is the maximum.

    - No longer possible to gain Wyrmrest accord once Worgen has been triggered.

    - It should no longer be possible to keep Jaina and Antonidas while going Worgen path.

    - Fixed description on Scarlet Onslaught research so it correctly says give +1 hero level.

    - Ownership of Archimonde now also changes to owner of summoning unit when legion is summoned via the Book but Teal player has left the game. (Previously this only seemed to work via the Sunwell)

    - Risen Knights correctly limited to 12.

    - It is no longer possible to keep Malganis after gaining Abbendis.

    - It is no longer possible to revuve Maarad after Scarlet Crusade or Onslaught has bene triggered.

    - It is no longer possible to trigger both Argent Crusade and Onslaught at same time.

    - Garithos no longer dies when Risen is triggered.

    - Silverhand can train the correct Milita Pesant type at Grim Batol.

    - Ashringer Crystal and item icons have a disabled variant.

    - Silverhand can now train workers at Kul tiras when they control it.

    - Silverhand can no longer research the Sorceress upgrade.

    - Sentinels can now research Piercing magic.

    - Sentinels huntress has correct hotkey on their owl ability.

    - No longer possible to keep Vareesa and Lorthemar when turning Forsaken.

    - Dark Irons Incinerate spell now correctly requires research.

    - Yellow only gets warning about losing unit types when Ironforge dies if they haven’t already gone Dark Iron or Wildhamer path.

    - Dark Iron sorcerer has correct build hotkey.

    - Lordaerons Cleric and hotkey has the correct hotkey.

    - Random Neutral passive farm in sunwell isle has been removed.

    - Void Minions no longer give off ridiculous amounts of XP when killed.

    - Dalaran Shield Generators can now be targeted by air.

    - Lighting effect removed from Dragons Breath projectile as was causing graphical glitches.

    - Warlock Fire missile has had red color removed so appears more Fel green.

    - The Cannon towers owned by Dwarves to the east of Aerie Peak now correctly changes owner when Dark Irons is triggered.

    - Iron charge on Shadowforge Betrayers now correctly requires Dwarven spell training.

    - Description on Dark Irons dark sorcery upgrade now mentions Moira will get the extra hero level.

    - Can no longer gain 6 elites by going Sanlayn path.

    - Scourge can no longer keep Baron Rivendare as Fallen Nerubians.

    - Cult no longer loses ability to train any monsters if they canceled production of Stonespine or Monster Abomination.

    - Balnazzar gains timed xp level when gained. (Previously trigger was leveling up wrong Balnazzar variable)

    - Black Dragonflight deathwing now displays correct event message instead of same as Twilights Deathwing.

    - THC starting text correctly mentions Erudax.

    - No longer possible to keep Morghor when turning THC.

    - Can no longer build Ogre Holds when going from Gruul path to THC, can now also build shops.

    - The flying mammoth of Northrend can no longer fly.

    - Duration description on Anti magic shell has been updated.

    - Fixed exploit where dalaran could summon workers inside walls to repair Arcane Defense Crystals.

    - Annoying bug fixed which meant Conjure Summoning prism spell icon would not show if you selected more than 1 Death Knight at a time.

    - Should no longer be possible to keep Garithos as Scourge path.

    - Ziggurts can no longer be build over eachother.

    - Holes in Azjol Nerub pathing have been fixed.

    - Molten Giants and Volcanos use correct Dwarf upgrades.

    - Archimondes Rain of chaos pre-summon have different Hotkey to Level up hero spell.

    - Sound now played as notification when a Lordaeron Captain is trained.

    - Menethil harbour pathing issues fixed.

    - Southshore faces the correct angle.
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  2. Awesomeguy
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    Awesomeguy Im Awesome Brigand

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    Damn, such a long thread. I will read it tomorrow >_>
  3. Onyx
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    Onyx LTF Fangirl

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    Very good work !
    Gan'arg ? I always loved this model, first time I see a map maker use it :p
    About Skybreaker I think a limit time of 10-15 mins had been required by the community but I still agree with increased cost
    Are the new ghouls from cult dispellable?
    I love each thing you did for Silverhand, Frost wyrms vs Frostwyrms ? Sounds deadly tbh
    The fix on death knights, damn : THX
    And have you fix the mana cost of Rain of Chaos, maybe it's me but I have not seen it on the patchlog

    Edit : Still no second caster/dispell for Risen
    And is Barean permanent Undead after Risen now?
    Or at least the ability to be permanent undead once Malg dies?
    Does the starting towers also cost 1 food ? Like, there are some factions like Silverhand which starts with a lot of towers
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  4. Cynicaldoubt
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    Cynicaldoubt Beekeeper Extraordinaire Brigand Donator Legend

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  5. Arlt
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    Arlt Dictator Perpetuo Website Admin

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    Answers in red. I really want you to pay attention to the dragonmaw part one, as I became quite frustrated to hear of this change.
    NOTE: This is just my humble opinion, so I might be wrong on some points. I will be up for arguing my points if the need arises.
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  6. Onyx
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    Onyx LTF Fangirl

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    Well, Fireball on Antonidas won't be fixed in one version, the fact that it also stuns is a big deal
    About Death Coils, I think It's okay, might be hard from other players of alliance but for Silverhand/Scarlet it's fine though and no need to talk about Legion
    DGM Canon : Yea 500 is a biiiiiiiiiiiit too much, 300MAX should be fine, but I'd agree more for 250 or even 200
  7. Arlt
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    Arlt Dictator Perpetuo Website Admin

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    The Fireball is still a lot stronger than it should be, I think we can both agree on that.
    Perhaps, it will need testing though.
    Note that it also states that there has been added an outer wall. That is the thing that I am most frustrated about.
  8. Koganesaga
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    Koganesaga

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    I'm a little disappointed, was kinda hoping to see some of the DG scourge suggestions we came up with in there, busted my ass on one of them. Just Professor Putricide? I don't even recall that being an idea. Better be one hell of a hero, or Dg scourge will still be one of the most under-used paths. Also would have preferred the garrison to activate generators idea, those things are just too damn vital to the survival of dalaran, hope the nerf won't be damning. And I really don't see the problem with anto's fire ball. Yes it hurts, but it has almost a full second cast time before it does damage, and he has to channel it all the way through to get full damage. Besides, it's only really annoying when purp is poking you with it cause ur sitting outside dalaran for 5 minutes afraid to attack, at which point it's more a player problem. As for the summoned ghouls, do they benefit from the skeletal enhancement upgrade (or whatever typically upgrades summons)? If not, and they ultimately replace skeletons (which cult players will likely make a priority), doesn't that mean that the upgrade becomes useless? Then there's the dalaran buff, which I think might need a rework: is it really a good idea to make the content tied to two specific factions defecting? Especially two factions which are (in my personal experience) two of the least likely to defect factions (willingly at any rate)? This seems odd, especially when you consider forsaken can rejoin alliance via sentinels. Maybe just make alliance "broken" when there have been two defections, like dark iron and blood elves being kicked out by garithos. Lastly, you're really committed to not giving silverhand new content huh (dunno what you have against elekks). The paladin knight is an acceptable compromise I guess. But I've said it before and I'll say it again: if we're making LB the alliance's only hope of a frontline, then we really need to lock them in, because it means alliance is fucked if he goes scarlet onslaught.
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  9. Onyx
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    Onyx LTF Fangirl

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    I think Marsh already said she didn't want to add more content to Silverhand, he is really not the player that needs content at the moment
    There are far more importants things, like what you said about Dg
    Also, on this point you contradict yourself, you want to make Silverhand more powerful and make it as main Alliance faction but still complain about Scarlet Onslaught ==>> ???
    You don't see the problem with fireball ? Looks like you have never played evil, or that you've never played against a good purple
    Have you ever seen the instant kill from Purple Synergy ? Blizzard first, which deals damage while fireball stuns, while you cast 4 deadly lightning ?
    Green and Gray players know this, and will remember it until it's really nerfed, Kel, Blackheart, and also the dreadlords amongst all the unrevivable heroes can't do anything against this
    This nerf, is a first step to decrease purple's imbalance, and I hope for the future of LTF that more will come
    But now, we will see the triple combination which might be even more OP, and thx god won't happen until at least 2 guys betray
    One last point, have you ever played Sentinels ? It's one of the weakest faction and with reasons, it's the only path that allows a player to come back in alliance
    But due to its great weakness, most of the player don't even bother going for it, most just leave and weaken Scourge
    But you have a point there, knowing that Forsaken is the only one that can come back in alliance, Highborne could fit more as condition for Rhonin
  10. Koganesaga
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    Koganesaga

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    I KNOW marsh doesn't want to add silverhand content (she made that quite clear before leaving when I was coming up with draenei ideas), hence why I pointed out the commitment to that ideal.

    There was no contradiction, if silverhand is to be the alliance's only hope in a real sustained battle, silverhand needs to stay on the same team as alliance, not leave and become onslaught. If there is a defection, we're back to square one in terms of alliance being unable to fight out in the field (except even worse knowing that the potential for it has been thrown away). Hence why I had suggested that silverhand becomes alliance locked, and scarlet is removed as a path choice. I even went as far as coming up with a rework for that in the DG thread which would move scarlet to DG, and give LB argent dawn as an interim faction between silverhand and crusade. I'm pretty sure at no point did I actually complain about anything related to onslaught other than its possibility being a thing for what will be the alliances only bulwark against infernals and doomgaurds.

    I play evil MUCH more than I play alliance (proud to be in that minority), so yes I know it can be bitch, but that kind of combo doesn't happen that often. Even if it does, it's rarely done on anything important; so they killed 10 oj riders, there's another 10 riding in to take their place, so it's like it didn't happen. If your heroes get caught in that, they must have been holding still, because that isn't as easy to set up as you describe, especially in an an actual battle situation.

    Have YOU ever played the seninels? They get a shit rap because they have little to no content, they're a little squishy, their elite is bad, and malfurion is underwhelming as hell to outright bad with his greatest ability being to re-grow trees. But beyond that, they have their share of cool/strong stuff. Their units have decent damage, flying mana flare, wisps, night stealth running, vastly increased regen at night, and tyrande, who would be considered OP if the faction didn't have those glaring flaws. Could they use a buff? Of course they could, but they're not as weak and useless as the majority think. Hell, they're about as useful as LB is in 0.14, except their velen (aka tyrande) can blink MUCH farther, can always revive, and can get the team an endless supply of wood.

    The HB was just an example, I'd prefer it was at any point in time, there are 4 or less alliance members.
    Last edited: Jun 8, 2017