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Warcraft III Reforged: Arthas vs Illidan Cinematic

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With Warcraft III Reforged now live, the time has come to look at the remastered cinematics, and we're starting off with the fight between Arthas and Illidan!

The updated version of the duel has somewhat slow-paced combat and leaves room for discussion. Why would Arthas wait and let Illidan enter demon form?

You can watch the full cinematic below and see it for yourself. Make sure to subscribe to our YouTube channel for more videos and let us know your thoughts in the comments!

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Seems like they listened about clumsiness of Frostmourne.

Also this when i played the original game i always thought this fight was THIS long. I was surprised to discover it was very short in the original.

Edited by Yevhen

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On 1/28/2020 at 9:18 PM, Yevhen said:

Seems like they listened about clumsiness of Frostmourne.

Also this when i played the original game i always thought this fight was THIS long. I was surprised to discover it was very short in the original.

The original was like a Ninja Gaiden cut scene.

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      Added extra trees and doodads behind the south west expansion to address instances of player units getting stuck in unpathable locations after using a Scroll of Town Portal. Filled in various pathing holes around the outer edges of the map. Developers’ note: While it was uncommon for players to get their units stuck behind the southwest expansion location, and stuck units could be freed through destroying trees, we want to solve the issue more directly. Sanctuary LV
      Critters added to the map Removed 2 Apprentice Wizards from the north and south red camps. Reduced the item drop from the Ogre Magi from level 6 Charged to level 5 Charged. Developers’ note: There was feedback that the Ogre Magi at the map’s north and south middle red camps were a bit too easy to pull away and kill in the early game. This would result in a powerful level 6 Charged item being dropped early on which could make rush strategies overly strong. To address this, we reduced the level of the item while making the camp slightly easier overall to reflect the lower level of item dropped. Twilight Ruins LV
      Removed a Skeletal Grunt and replaced it with two Burning Archers at each of the middle red creep camps. Developers’ note: Previously these creep camps lacked any anti-air elements other than Death Coil. This gave players who rushed to air units, Undead especially, a bit too much of an advantage when creeping. This change should make these camps require more time and investment to take down. User Interface
      Team-colored healthbars are no longer “On” by default for new users. Please note: These PTR Patch Notes are a work in progress and will be updated with further changes before the release of Patch 1.32.6.
    • By Stan
      The Warcraft 3 team has posted a developer update, where they highlight the current priorities for the game and provide an in-depth look at the Reforged matchmaking system.
      Developer Update Highlights
      The team has been hard at work releasing patches on a monthly basis that focus on across-the-board improvements to Warcraft 3 Reforged. They plan to release balance patches to ensure competitive integrity at the professional level while providing a variety of different strategies for players at all skill levels. The team is working on bringing multiple features to the game. These include improved Matchmaking, Ranked Ladders, Profiles, Custom Campaigns, and Clans. Next, the developer update talks about the current matchmaking system of the game. Reforged has a per-race MMR in all modes except Arranged Teams. Reforged features Global matchmaking for all modes, and the team is aware of high-lateny games, so they've been rolling out a series of server updates to mitigate that. 1v1 is all about individual performance which is why the matchmaking mode here has the most stringent matchmaking parameters. Team Games focus on team performance, so the system takes longer to dial in on an individual player's skill. Free-for-All (FFA) games have shifted from having only one winner and three losing players to a placement system of 1st through 4th places. (Source)
      Hail, Warcraft III: Reforged players!
      It’s been too long since we’ve shared an update on our team’s progress. After a challenging launch, we’ve been regrouping, listening to your feedback, prioritizing the things we need to do for the game, and building a plan to deliver on our next steps. While we’ve been quiet these past few months, know that there is a dedicated and passionate team that’s been hard at work on Warcraft III: Reforged behind the scenes. As our team works toward a roadmap that we can share in the near future; we’d like to start communicating more frequently and meaningfully about our plans, and what’s coming next for the game. Let’s kick that off right now, with the first in a series of articles diving into what the team is focused on.
      Ongoing Updates: Bug and Desync Fix Patches
      Since launch, we’ve delivered a series of patches in an ongoing effort to continue fixing bugs and making quality of life changes across Warcraft III. These updates have come at a rate of at least once a month, and include fixes and improvements to art, gameplay, systems, and features across the game, including Campaign, Custom Game, and Versus modes.
      Some of our most impactful bugs since legacy Warcraft III involve desyncs which occur when two or more players’ game clients get out of sync and force their game to end prematurely. Due to how disruptive these desyncs can be, a heavy emphasis will continue to be on finding and resolving the most common issues that are causing desyncs. In addition to actively approaching desync issues from different angles, we’re also developing a tool that will better arm us against future desyncs.
      Balance Updates
      As with other Blizzard games, our team will also be releasing balance updates for Warcraft III. Our goal is to preserve classic strategies where possible while promoting increased strategic variety. Warcraft III is a hero-focused RTS (Real-Time Strategy game), and we want to celebrate that by providing opportunities for players to open with different Heroes while retaining the unique playstyles inherent to each race and the asymmetry between races.
      Each of our balance patches will aim to ensure competitive integrity at the professional level while providing a variety of different strategies for new and returning players of all skill levels. Our first balance patch since launch will be coming to the Public Test Realm (PTR) for testing this week and will feature a bevy of updates. Check out the patch notes soon for all of the details, and don’t forget to provide your feedback once you’ve had a chance to play the changes on the PTR.
      Upcoming Features
      In parallel to these ongoing bug fixing efforts and balance updates, we’re also working to deliver features to the game, including Improved Matchmaking, Ranked Ladders, Profiles, Custom Campaigns, and Clans. While we’ve mentioned before that these features are in development, we wanted to start providing more details on the direction we’re taking with each, share some additional insights, and give players an opportunity to provide feedback. Up first, let’s talk about our ongoing improvements to Warcraft III’s matchmaking.
      Matchmaking Reforged
      Matchmaking is the system we use to find and match allies and opponents of similar skill. To support this, player skill is tracked using a numerical representation called a player’s Matchmaking Rating, or “MMR” for short. A higher MMR reflects a more skilled player, and matching players with others of comparable skill using their MMRs keeps games as fair and fun as possible.
      A player's MMR gets updated at the conclusion of each match, with the amount of points received being dependent on several factors that serve to determine their predicted win chance and an internal value called “variance.” We use variance to represent how confident our system is that a player is rated at the right skill level. When starting out, variance is high because the system doesn’t have enough information yet. Over time, as more games are played, this number will decrease. Higher variance means that there are larger swings in how MMR is adjusted after each match, while lower variance results in smaller MMR changes. Initially, our system will make large changes to MMR to get a player near their proper rating and then refine over time with smaller changes as more games are played. Consistent performance over time will allow a player’s MMR to move up (or down) as they win or lose games.
      In a departure from the legacy version of Warcraft III, Reforged now has a per-race MMR in all modes except Arranged Teams which allows for more competitive matchmaking while freeing players to play their favorite races or learn new races without fear of impacting their overall MMR.
      Also new, Reforged now features Global Matchmaking for all modes, which allows players to test their mettle against the best Warcraft III players around the world. While this addition is an exciting feature, we are aware of community concerns surrounding latency with Global Matchmaking. In reaction to this feedback, the team has begun rolling out a series of server updates which have reduced the number of high-latency games by over 60% since the week of May 4th. We will continue working to further reduce the occurrence of these high-latency games by implementing additional fixes in the coming weeks, so please continue to give us feedback on your experience.
      Warcraft III has three primary matchmaking modes: 1v1, Team Games (2v2, 3v3, 4v4), and Free-for-All (FFA). The goal for all modes is to match players in a way that provides the best games possible while doing so in a reasonable amount of time. To accomplish this, the system starts by looking for a perfect match and slowly loosens its requirements over time if it can’t make that match. The parameters for finding matches and the way these restrictions are relaxed are different for each of the matchmaking modes, so let’s dive into each of them.
      Among the three matchmaking modes, 1v1 will have the most stringent matchmaking parameters as this game mode is all about individual performance. Reforged to further enable players to find the best and most competitive 1v1 matches. As part of these changes, the matchmaker will now adjust search parameters specifically for higher MMR players to find the most competitive matches, even in exchange for longer queue times. Regardless of MMR, the matchmaker will slowly loosen the search parameters as time goes on in order to find a match. This adjustment will take longer for higher MMR players in order to continue prioritizing finding the most competitive matches. We believe these changes will allow the most competitive 1v1 players to find the best matches that most closely mirror their skill.
      Team Games (2v2, 3v3, 4v4)
      For team games, the system is slightly different to account for the fact that the outcome of a team game is not solely tied to the performance of an individual. Team Game players who watch MMRs closely will notice that it takes more games before their MMR settles into its proper range, and they’ll see larger MMR adjustments per game—and for more games—than in 1v1. Since the outcome of the game is influenced by others on the team, the system takes longer to dial in on an individual player’s skill.
      In recognition of this, Arranged Teams consisting of a full team of self-organized players are now tracked separately using the team’s MMR rather than a player’s individual rating. Playing games as an Arranged Team does not affect your individual MMR for that game mode or race, so you can switch races freely while within an Arranged Team and not worry about affecting your outside ratings. Since Arranged Teams are tracked separately, they will also have separate leaderboards once Ranked Play arrives to better gauge overall performance. 
      One of our goals is to provide as many options as possible to allow players to play alongside their friends, and this means minimizing restrictions for party size and MMR. In service of this, players of any MMR can party up together so that—no matter your skill—you can always bring along a friend to play with. Players can also group up as a partial team, allowing friends to queue up together while the matchmaker finds other players to fill the remaining slots to complete the team. Players assembling partial teams will be rated by their individual MMR rather than their team’s MMR.
      For the first time, the system will allow Random Teams to be paired against Arranged Teams. This is a departure from the precedent set in the legacy version of Warcraft III, so we wanted to share our thoughts behind this change. Pairing Arranged Teams solely against other Arranged Teams often resulted in very long queue times, especially for highly rated teams. These extended queue times often led to poor quality games, since teams would be matched against any available opponent once enough time passed. This change will help make more closely matched games more often, and we’ll be keeping an eye on things to ensure the right balance of match quality versus queue time.
      Free-for-All (FFA)
      Free-for-All (FFA) has historically had the most unforgiving matchmaking system as there could only be one winner and three losing players. This system felt inaccurate given that the “losing”’ players are issued similar penalties despite some surviving longer than others during a match. Victories also resulted in a single player gaining a lot of MMR, but all opponents’ MMRs decreasing. This tended to cause a disparity in MMR ratings which made it more difficult to match players up and resulted in increased queue times for everyone. With these challenges in mind, we have completely redesigned the way MMR is calculated for FFA games.
      Instead of having one winner and three losing players, Free-for-All games have shifted to a placements system of 1st through 4th places. At the conclusion of a game, multiple calculations are run to determine how each player’s MMR will change based on both placement and the MMR of the other players in the game. This results in a more nuanced change to each players’ Free-for-All MMR which should keep players of similar skill levels closer to one another in MMR. These updates help inform more accurate adjustments in MMRs and cut down on player queue times by keeping players grouped better with competitors of equal or similar skill.
      Moving to a placement system can raise concerns of potentially incentivizing players to prolong their play with unsportsmanlike tactics such as hiding buildings as an attempt to stay in the match longer. These problems have been inherent in Free-for-All since its inception and are challenging to directly address. Overall, we believe that by tying Free-for-All MMR changes to a placement system, we are actively encouraging players to finish off weaker ones, as each opponent defeated directly translates into higher MMR gains or reduced losses. As with all our other changes, we’ll continue to test and monitor these new systems to ensure that they work as intended and achieve our goals.
      To Be Continued...
      We’re excited to continue rolling out these matchmaking improvements, and moving forward, players can expect ongoing communications from us at regular intervals as we release patches. As part of those communications, we’ll have a series of feature deep dives and development updates like this one, as well as lighter looks at other aspects of the game and community. Our next feature deep dive will be focused on our upcoming Ranked Ladder system, so keep an eye out for the details on our plans in the coming weeks. We plan to provide a roadmap for our future releases as our work progresses, but in the meantime please continue sharing your feedback and know that our team is working hard to deliver features, bug fixes, improvements, and balance updates as we strive to make Warcraft III: Reforged better with each release.
      Zug Zug,
      The Warcraft III Team
    • By Stan
      A hotfix patch for Warcraft III Reforged was released with fixes for various bugs that emerged with the 1.32.4 patch, like the disappeared Collection portraits.
      We’ve just released a hotfix patch to address several issues.
      April 29, 2020
      Bug Fixes
      Fixed a bug that caused Multiplayer win totals for Collections to be set to zero. Fixed a bug that prevented players in some regions from joining custom games. Fixed a bug that prevented players in some regions from starting any game. Single player custom games can again be created in the Russian locale. Reduced Violence Mode is again enabled where required.
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