Recently Browsing 0 members
No registered users viewing this page.
Blizzard released a new patch for Warcraft 3 Reforged today with various fixes. Check out the official patch notes for more details.
The score screen for campaign missions now accurately displays time elapsed during that mission. Custom Games
Fixed an issue that was causing default loading screen text to display on custom loading screens. Fixed an issue in the user interface during Custom Games creation that caused the IME indicator to not display. Gameplay
Fixed a desync that occurred when a player in Classic mode and a player in Reforged mode were in a game with a unit that is both bloodlusted and hexed or polymorphed. Fixed an issue where Anasterian Sunstrider would sometimes use Death Knight Arthas’s model in Reforged mode. Versus
Frost Wyrm illusion auto attacks no longer apply the frost breath passive. Developers’ notes: Having illusions apply a slowing effect on auto attack was unintentionally added recently. This fix shouldn’t have much effect on balance overall. User Interface
Music on the score screen now only plays once.
Patch 1.32.6 testing has concluded on Public Test Realms, and Blizzard thanked everyone for testing, and posted additional changes that affect the Crypt Lord unit, Pendant of Energy, and Breath of Frost.
We are poised to strike!
Thank you to everyone who participated in the PTR! In the coming week, we will close the PTR and patch the live game. Based on feedback given during the PTR (as well as some of our own observations), we’re making the following additional changes:
Unit cast point increased from 0.4 to 0.5. Carrion Beetles ability cooldown increased from 6 seconds to 9 seconds. Additional developers’ notes: There is some concern that Crypt Lords may be able to reach maximum beetle count a little too quickly, especially during combat. We’re increasing the cooldown of the ability to slow this down a bit. The new Impale is also now so responsive that it can be difficult to discern when the ability actually casts. Increasing the casting point makes the ability fire roughly when the Crypt Lord’s talons hit the ground. Additionally, for high-micro players who enjoy mindtricks, this allows more time to try and ‘false’ cast the ability though a Stop command mid animation. Pendant of Energy
Mana provided decreased from 150 to 100. Additional developers’ notes: Alongside the Greater Mana Potion, the Pendant of Energy often gets feedback that it provides too much mana for where the item shows up on the item drop table. With feedback regarding the Greater Mana Potion change being favorable, we feel that we can also address this item by reducing the mana provided. Breath of Frost
Size and shape of the ability altered to match Breath of Fire. Additional developers’ notes: This ability is solely used by the Blue Dragonspawn Overseer. In the past, this ability’s visual looked like a cone, just like Breath of Fire, but was actually using the size and shape of Shockwave. This has now been adjusted to use the same size and shape as Breath of Fire. Breath of Fire (Brewmaster)
Starting projectile size increased from 120 to 125 at level 2, matches level 1 and 3 starting size. Additional developers’ notes: This legacy bug has not caused any observable issues, however we wanted to clean up the discrepancy between levels. We’re editing the PTR Patch Notes to reflect the above adjustments, and again, THANK YOU!
Warcraft 3 Reforged will use the shared container technology that WoW and Overwatch already use starting with Patch 1.32.6 that is currently available for testing on PTR.
Having shared containers means that the root Warcraft 3 folder will soon be able to support multiple versions of the game, and these versions of the game will fetch game data from a shared Data folder.
Blizzard has been using this technology for WoW for a while now, where you have the main directory and various versions of the game, like _alpha_, _beta_, _classic_, _classic_ptr_, _ptr_, and _retail_.
Starting with version 1.32.6, we’re transitioning Warcraft III to use the shared container technology that World of Warcraft and Overwatch already use. Having a shared container for Warcraft III means that we can have the different types of builds (currently retail and public test) use the same data directory.
In order to support this new technology, we’ll change the directory layout of the game. The root Warcraft III install directory will contain a Data folder, and one or more folders that represent the build types: _retail_ for the retail version and _ptr_ for the public test version. The Data folder will store data for all build types (reusing data when possible). The build type folders ( _retail_ , _ptr_ ) will act as the game root. For example, any file or folder that you previously placed in Warcraft III should now be placed in Warcraft III/_retail_ instead. If you have any files that you previously added to your install directory (not recommended), you will need to move those files to _retail_ or _ptr_ . With this new layout, you can have multiple build types installed side by side without disruption.
When installing a build, the user will still have the option to have separate installs of Retail and PTR if so desired. However, we recommend using the shared installed because it will overall use less disk space and will be quicker to install the Retail or PTR versions of the game.
There will be a phased transition to change to the new directory layout. You won’t be able to fully take advantage of this technology until both the 1.32.6 version of retail and the PTR have been released. The 1.32.6 PTR is aware of the new directory layout, but the current Retail version of the game is 1.32.5 and that version is not yet aware of the new directory layout.
Once the 1.32.6 Retail version is released, we highly recommend that you uninstall the 1.32.6 PTR version. Any future PTR or Retail releases after 1.32.6 will now be able to share the data directory if desired.
Following yesterday's Warcraft 3 Developer Update, Blizzard's enabled Patch 1.32.6 for testing on the Public Test Realm. This is the first massive balance patch they plan to release for the game.
Warcraft III: Reforged PTR Patch Notes
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.
This balance patch has a few different goals in mind. For heroes in general, we’re looking at the costs and sometimes the functionality of hero ultimate abilities, to make them a bit more competitive with a hero’s base line abilities and mana pool.
Items are another big area of this patch. Charged levels 5 and 6 are getting a shake-up to see if we can encourage more usage of these categories going forward.
Additionally, we want to support map makers’ future endeavors by doing a balance pass on the units provided by Mercenary Camps. Finally, in 1v1 matchups, we want to address rifle pushes in Human vs. Night Elf and slightly alter the early game in Human vs. Undead.
There will also be a map pool rotation in this patch. One map per game mode will be rotated out and a new one rotated in. This time around, all of the maps are made by our wonderful community map makers.
Raccoons no longer fade away unnaturally during their death animation in Reforged mode. Fixed an issue with the Northrend Tree Wall Doodad where they appeared white on the minimap. Campaign
Resolved an issue with walking animation speed in certain campaign maps. Editor
Fixed a legacy issue where the Summoned Damage data field for Feedback abilities was capped at 10. This did not affect competitive multiplayer, but was inconvenient for custom map makers. Unit Balance
Thunderclap cooldown increased from 6 seconds to 7 seconds across all levels. Developers’ notes: Over the past year, the Mountain King’s Thunderclap has been slightly overperforming. While meta changes in 1v1 have seen its usage reduced, it remains a very strong ability in team games. We want to reduce its uptime, which should also allow players to better micro against the Mountain King by giving them more time to reposition between casts. Rifleman
Attack delay increased from 1.35 to 1.4. Developers’ notes: This change is focused around the Human vs. Night Elf rifleman push. We don’t inherently want the rifle push to completely disappear nor for riflemen to fall too far in power, but rather for the push to be slightly more equal between the attacker and defender. We’re adjusting the power on both sides, with this being the Human side of the change. Paladin
Resurrection mana cost reduced from 200 to 150. Developers’ notes: Resurrection already has the restriction of waiting for a player’s army to be dead before being cast. At the same time, Paladins often spend much of their mana casting Holy Light to keep units alive in the first place. Reducing the mana cost should help boost the desirability of this ultimate by reducing mana tension. Orc
Big Bad Voodoo mana cost reduced from 200 to 150. Developers’ notes: We’re reducing the mana cost to help with mana tension. The ultimate itself was not altered at this time, as we want to keep the unique identity of how it works, and instead see if we can push it to be a bit higher of a pick through increasing availability of the spell. Far Seer
Earthquake duration reducted from 25 to 20 seconds. Building damage per second increased from 50 to 60. Mana cost reduced from 150 to 125. Earthquake no longer affects friendly units/structures. Developers’ notes: With Earthquake no longer affecting friendly units, Far Seer players should now have a new slowing option available to them for combat usage. Reducing the duration while keeping the overall damage roughly the same makes responding to a Far Seer casting Earthquake more important and gives a bit more consistency to how much damage it can inflict. Tauren Chieftain
War Stomp cooldown increased per level from 6/6/6 to 7/7/7. Developers’ notes: War Stomp has shown to be quite powerful in recent months. We believe this is more due to Tauren Chieftain’s ability to more consistently deliver stuns, rather than the damage increase to War Stomp. Simply reducing its damage would be less likely to lower the power of War Stomp. This change doubles the downtime of the ability at level 3, giving opponents more time to counter micro. Additionally, this weakens the Tauren Chieftain’s early game allowing opponents to better push for map control. Witch Doctor
Stasis Trap activation delay decreased from 10 to 9 seconds. Detection radius reduced from 250 to 175. Activation time reduced from 1.0 to 0.5. New data variable in map editor: Detonation Delay. Developers’ notes: Witch Doctors are still fairly rare in high-level play. We want to tune up its Stasis Trap ability, and to do that we looked into how it could trap more units. A smaller detonation ring combined with a shorter delay means that units will have less time to move through the area of effect before getting trapped and will have less time to attack the totem when it reveals itself. Night Elf
Keeper of the Grove
Entangling Roots cast range on level 3 increased from 600 to 800. Developers’ notes: While we like where the Keeper of the Grove’s early game power is, we want to give this ability a little boost in the late game. Since armies grow in size, especially in team games, reinstating its old range should give the Keeper a little more ease of use in late game scenarios. Tranquility Invulnerability time removed. Duration reduced from 15 to 12. Healing increased from 40 to 48. Developers’ notes: In the past we tried an experiment with Tranquility where we would give invulnerability to heroes when casting channeled spells. After testing it, we’re moving away from this, as we feel it dampens the personality of channeled abilities. Ideally, a channeled ability is very powerful with the drawback of being interruptible. This weakness is also what gives the abilities their character, as finding the right time and place to maximize its power is the main gameplay of using them. Adding invulnerability clouds this, as it now acts more like a normal “cast and forget” spell, but with a little extra bonus on the end. It also acted as anti-debuff mechanic, which was undesirable. While it could be made to not remove debuffs, that would act as a new special case that’s different from regular invulnerability and it would add new complexity for players to memorize. Instead, we want to further reduce the duration of the spell but increase its power of the effect, giving greater benefit even when shut down by opponents, but also encouraging opponents to react quickly to the channeled ability. Druid of the Claw
Base damage in bear from increased from 23 to 24. Developers’ notes: We think bears could use a bit more power in the mid-to-late game in general, especially against Undead. Additionally, with Human vs. Night Elf rifle pushes often occurring right when only a few bears are out, we felt that a slight bear buff would help defenders just that little bit more to keep them in the game. Druid of the Talon
Gold cost reduced from 145 to 135. Developers’ notes: Previously Druids of the Talon had their gold cost increased due to balance concerns with them in the Orc vs. Night Elf matchup. The meta has changed quite a bit since then, and so we would like to reduce their cost back to its old value to better encourage their usage. Undead
Impale can no longer be interrupted. Units knocked airborne can now take damage and be attacked. Two new data variables in map editor: Airborne Units Vulnerable, Uninterruptible. Carrion Beetles mana cost increased from 30 to 45. Now spawns 2 beetles at a time, up from 1. Maximum beetles increased from 5 to 6. Developers’ notes: The being whose might cannot be matched is getting a tune-up in this patch. Previously the Impale ability was hardcoded to be interruptible and make units hit by it invulnerable while airborne. Unlike other channeled abilities, giving a move order to a command group containing a Crypt Lord casting Impale would cause it to move and cancel the ability. This change removes this annoyance. Additionally, making airborne units vulnerable no longer causes units to lose auto attack focus on Impaled units. Airborne units are still untargetable by spells though. This was left in place out of an abundance of caution for introducing unintended bugs. More developers’ notes: Speaking of bugs, our buff to Carrion Beetles should greatly encourage some new experimentation with this rather rarely picked ability. Now the Crypt Lord can bring about a swarm of summons much earlier and with less mana invested to either scout opponents or make early game pushes. We will be monitoring if this proves to be too much of an issue in the early game, but we feel these changes overall give the ability a much stronger personality. Death Knight
Animate Dead mana cost reduced from 175 to 125. Developers’ notes: We hear rather frequent feedback that this ability is one of the lower tier ones. Directly buffing it too much at this time seemed unwise, as the Death Knight itself is quite core to Undead’s best strategies, and buffing it further would reinforce this. However, we do think its mana cost could be reduced to at least be more appropriate with its perceived power level. Skeleton Warrior
Base hit points decreased from 190 to 180. Developers’ notes: This is aimed primarily at the Human vs. Undead extreme early game. In this case, at the highest levels, every peasant killed during a fast expansion is extremely valuable, and battles around this are often won by inches rather than miles. Returning Skeleton Warriors to their previous health state should help Humans (and other races to a degree) to stabilize better in the early game. Ritual Dagger
Total hit points regenerated per charge increased from 125 to 175. Developers’ notes: The Ritual Dagger has yet to really find a place in high level Undead build orders. Increasing its health regenerated should help it better compete with items like Scroll of Regeneration, especially since at 175 hit points and two charges per item, it would restore 350 hit points total. From a higher-level view, this change in addition to the buff to Carrion Beetles could make this item an interesting pick for Crypt Lord first players. Neutral
Summon Bear mana cost reduced from 125 to 100. Developers’ notes: At the highest level of play, the Beastmaster has fallen off in usage over time. While we believe this is primarily due to changes in the meta, we want to give a boost to an ability that was underutilized even when Beastmasters roamed freely. In particular, a level 2 Beastmaster starting at full mana that constantly uses their summon abilities when off cooldown would now be able to summon an additional Quilbeast when paired with Summon Quilbeast or an additional bear when paired with Summon Hawk. Pit Lord
A unit afflicted by Doom now has its movement speed slowed by 50%. Added two new data variables in map editor: Movement Speed Factor, Maximum Creep Level. Developers’ notes: The Pitlord has come quite far in recent times, becoming something more than just a super niche pick for styling on opponents. With looking over ultimate abilities we want to give this one a little more of a boost to reduce the ability of an opponent to run away an afflicted unit to somewhere more secluded or even favorable. We also surfaced a long-hidden variable that controls the maximum creep level that can be afflicted with Doom. While this doesn’t impact competitive multiplayer, it should be helpful for custom game creators. Firelord
Volcano eruption waves decreased from 8 to 5. Wave interval reduced from 5 seconds to 3 seconds. Increased building damage factor from 2 to 3. No longer affects friendly units/structures. Developers’ notes: We believe the main issue with Volcano is that it is too unreliable and too balanced around its maximum damage output, which is unrealistic for a channeled ultimate. These changes reduce the overall damage potential of the Volcano in exchange for being much more reliable and hitting much faster. Removing the ability for it to affect friendly units should also make Volcano more viable in combat. No more praying to Ragnaros for the flaming boulders to miss one’s own units! Naga Sea Witch
Tornado Random wander behavior removed. Mana cost reduced from 200 to 125. Duration reduced from 40 seconds to 20 seconds. Close building damage per second increased from 50 to 100. Far building damage per second increased from 7 to 14. Developers’ notes: Much like the other channeled ultimates in this update, we believe a main issue with this ability was that getting value from the spell took too long compared to its opportunity cost. So, the damage has been increased and duration decreased overall. The mana cost was also reduced as the Sea Witch can be one of the more intensive mana users, which could greatly crowd out the opportunity to cast this ultimate spell. In general, players should always feel in charge of their units and that their units will follow orders to the letter. The random wander, while visually rather cool, goes against this principle and generally made the spell require too much micromanagement when compared to the payoff it provided. Blue Dragon Whelp, Blue Drake, and Blue Dragon
Added a passive icon indicating that the unit has an attack that slows targets. Unit tooltip updated to mention that these units have a frost attack. Developers’ notes: This is a quality of life change. We want to clarify that these units indeed have a frost attack. Items
Potion of Greater Mana mana restored reduced from 300 to 250. Potion of Mana mana restored reduced from 150 to 125. Gold cost reduced from 200 to 150. Developers’ notes: We want to reign in the power of the Potion of Greater Mana and, at the same time, experiment a bit with the regular Potion of Mana. Currently seen as an emergency item, this change makes it slightly more gold-efficient and aligns its gold price with that of Potion of Healing, making them more of a direct comparison. Red Drake Egg Removed from default level 5 charged item drop list. Blue Drake Egg is a new level 5 charged Item that summons a Blue Drake for 180 seconds, with 1 Charge. Talisman of the Wild removed from default level 5 charged item drop list. Idol of the Wild is a new level 5 charged Item that summons a Furbolg Tracker for 180 seconds, with 1 Charge. Developers’ note: Among the level 5 charged items, there are clearly two less desired items among them, the Talisman and the Red Drake Egg. In both cases, the summoned units provide only a bit of damage and some tanking ability while still providing the opponent experience for their destruction. We want to keep the coolness of having items that call forth creatures but change what was brought in. With the Blue Drake providing a frost breath attack and the Furbolg Tracker bringing Faerie Fire, these two units now align with the Rock Golem and Fel Stalker by providing utility in addition to damage and tanking. Scroll of Restoration hit points restored reduced from 300 to 150. Developers’ note: While the Talisman and Red Drake Egg may have been seen as the weakest of level 5 charged items, the Scroll of Restoration is undoubtedly the strongest. This is especially true for team games. Reducing the healing it provides down to be equal to a Scroll of Healing should help bring it down more to the level of other items in this tier. Scroll of Animate Dead removed from default level 6 charged drop list. Scepter of Mastery is a charged level 6 item that takes permanent control of an enemy unit, with a Range of 600 and 1 Charge. Cannot be used on Heroes or creeps above level 5. Scroll of Resurrection removed from default level 6 charged drop list. Scepter of Avarice is a new Charged level 6 item that instantly kill an enemy unit, with a Range of 600 and 1 Charge. Gain gold equal to 75% of its cost. Cannot be used on Heroes or creeps above level 5. Developers’ notes: As with level 5 charged items, there were two that seemed to be weaker than the others for level 6 charged items. These scrolls only really worked when a battle was well underway with losses mounting. That means that their worth was hard to gauge while the summon items have far more flexibility. Keeping with the theme of charged items on this tier being ultimate abilities, we decided to bring in an analog for Transmute and Charm, which should be more directly comparable to bringing in a summoned unit by instantly denying one of your opponent’s units. Inferno Stone drop level increased from Level 6 Charged to Level 7 Artifact. Engraved Scale is a new Charged level 6 item, that summons a Blue Dragonspawn Overseer for 180 seconds, with 1 Charge. Developers’ notes: Often cited as one of the most powerful items in the game and often the focal reason of level 6 charged items being too imbalanced for 1v1 is the Inferno Stone. We want to try moving it up a tier while replacing it with a new summon item to see if we can encourage higher usage of this category of items in map making while balancing out current team and free for all maps that utilize it. The Blue Dragonspawn Overseer acts a kind of defensive parallel to the Furbolg Ursa Warrior by providing an Endurance Aura and having the passive Evasion ability built in. Breath of Frost also gives it a good area of effect option similar to other summons in this tier. Non-Ladder
No longer unloads instantly. Now has a 0.5 second delay, same as Zeppelins. Level reduced from 2 to 1. Hit points reduced from 1500 to 900. Armor type changed from Heavy to Light. Maximum charges at a shipyard reduced from 3 to 2. Initial stock delay increased from 0 to 120. Stock replenish interval decreased from 110 to 30, same as Zeppelins. Repair time increased to 30 from 25, same as Zeppelins. Developers’ note: While it is not used in any current ladder maps, we want to update this unit for nautically inclined map makers. In a number of community tournaments there have been some promising usage of Ships as a map feature, but they could use some tuning. The current stats for the transportation ship are geared towards usage in single player modes, which makes it a bit too overturned as an option for competitive multiplayer. The primary change here, however, is that units will unload one at a time rather than all at once, which gave the ship users too much advantage in pulling off aggressive maneuvers, especially for landing near an opponent’s base with siege damage units. Mercenary Camp Updates
Another area we want to address within this balance patch is opening up a bit more map design options for our map making community. Mercenary Camps provide a way to both adjust how matchups play out as well as provide extra map variety. However, only the Lordaeron Summer camp has seen widespread use in the competitive scene. We have looked at all of the Mercenary Camps and adjusted their unit offerings to bring them more in line with the Lordaeron Summer mercenary camp, while also offering differing options of units/abilities provided. Additionally, many units had their costs and availability time adjusted. We’re trying out having two availability times to unify the Mercenary Camps a bit, by reducing the amount of numbers players have to memorize: short (120 seconds), medium (220 seconds), and long (440 seconds). It’s likely that further adjustments to unit offerings or the unit costs/availability will be needed, so we are interested in player and map maker thoughts on these changes.
Mercenary Camp Composition
Unchanged Cityscape / Dalaran
Unchanged Underground / Dungeon
Old: Kobold Geomancer, Burning Archer, Wildkin New: Kobold Geomancer, Burning Archer, Wildkin, Frost Revenant Ashenvale
Old: Satyr Shadowdancer, Furbolg Shaman, Thunder Lizard New: Satyr Shadowdancer, Dark Troll Berserker, Dark Troll Shadow Priest, Giant Wolf Barrens
Old: Centaur Outrider, Harpy Rogue, Razormane Medicine Man, Harpy Windwitch New: Centaur Outrider, Quillboar Hunter, Centaur Archer, Harpy Windwitch Black Citadel / Outland
Old: Fel Beast, Draenei Disciple, Voidwalker, Draenei Darkslayer New: Bloodfiend, Draenei Disciple, Voidwalker, Skeletal Orc Grunt Felwood
Old: Murloc Flesheater, Sludge Flinger, Satyr Soulstealer New: Murloc Flesheater, Sludge Monstrosity, Satyr Shadowdancer, Spitting Spider Icecrown Glacier
Old: Barbed Arachnathid, Blue Dragonspawn Meddler, Magnataur Warrior, Polar Furbolg Shaman New: Ice Troll Berserker, Blue Dragonspawn Warrior, Tuskarr Healer, Unbroken Darkweaver Lordaeron Fall
Unchanged Lordaeron Winter
Old: Gnoll Overseer, Ice Troll Berseker, Ice Troll Trapper, Mud Golem New: Ogre Mauler, Ice Troll Berserker, Ice Troll Priest, Mud Golem Northrend
Old: Nerubian Warrior, Ice Troll Berserker, Frost Revenant, Nerubian Webspinner New: Nerubian Warrior, Ice Troll Berserker, Frost Revenant, Nerubian Seer Sunken Ruins
Old: Mur’gul Snarecaster, Makrura Snapper, Makrura Deepseer, Giant Sea Turtle New: Mur’gul Snarecaster, Mur’gul Blood-Gill, Stormreaver Hermit, Skeletal Orc Grunt Village / Village Fall
Old: Kobold, Murcloc Huntsman, Assassin, Kobold Geomancer New: Kobold Tunneler, Kobold Taskmaster, Assassin, Kobold Geomancer Mercenary Camp Units
Initial stock delay increased from 110 seconds to 220 seconds Gold cost increased from 250 to 260 Bloodfiend
Initial stock delay increased from 0 seconds to 220 seconds Max stock decreased from 3 to 1 Gold cost increased from 170 to 240 Blue Dragonspawn Warrior
Gold cost increased from 255 to 300 Lumber cost decreased from 30 to 0 Burning Archer
Initial stock delay increased from 60 seconds to 220 seconds Centaur Archer
Initial stock delay decreased from 440 seconds to 120 seconds Centaur Outrunner
Initial stock delay increased from 60 seconds to 220 seconds Dark Troll Berserker
Initial stock delay decreased from 440 seconds to 220 seconds Gold cost decreased from 255 to 245 Dark Troll Shadow Priest
Initial stock delay decreased from 440 seconds to 120 seconds Gold cost decreased from 195 to 175 Draenai Disciple
Initial stock delay decreased from 135 seconds to 120 seconds Stock replenishment delay increased from 90 seconds to 110 Gold cost increased from 155 to 195 Lumber cost decreased from 15 to 10 Giant Wolf
Initial stock delay decreased from 440 seconds to 220 seconds Gold cost reduced from 255 to 215 Lumber cost reduced from 30 to 0 Gnoll Brute
Initial stock delay increased from 60 seconds to 120 seconds Gold cost decreased from 215 to 140 Lumber cost decreased from 20 to 0 Gnoll Warden
Initial stock delay increased from 180 seconds to 220 seconds Gold cost decreased from 215 to 180 Harpy Windwitch
Initial stock delay decreased from 640 seconds to 440 seconds Ice Troll Priest
Initial stock delay decreased from 440 seconds to 120 seconds Gold cost decreased from 195 to 175 Kobold Geomancer
Gold cost decreased from 255 to 215 Kobold Tunneler
Initial stock delay decreased from 440 seconds to 120 seconds Gold cost decreased from 215 to 150 Lumber cost decreased from 20 to 0 Mur’gul Blood-Gill
Initial stock delay decreased from 440 seconds to 120 seconds Gold cost increased from 105 to 195 Lumber cost increased from 0 to 10 Mur’gul Snarecaster
Gold cost increased from 215 to 265 Lumber cost increased from 20 to 30 Murloc Flesheater
Initial stock delay increased from 60 seconds to 120 seconds Nerubian Warrior
Initial stock delay increased from 60 seconds to 120 seconds Gold cost decreased from 215 to 205 Quillboar Hunter
Initial stock delay decreased from 440 seconds to 220 seconds Rogue
Initial stock delay increased from 60 seconds to 120 seconds Satyr Shadowdancer
Initial stock delay increased from 330 seconds to 440 seconds Gold cost decreased from 255 to 200 Lumber cost decreased from 30 to 20 Spitting Spider
Initial stock delay decreased from 440 seconds to 220 seconds Gold cost increased from 215 to 235 Lumber cost increased from 20 to 30 Stormreaver Hermit
Initial stock delay decreased from 440 seconds to 220 seconds Gold cost increased from 180 to 190 Tuskarr Healer
Initial stock delay decreased from 440 seconds to 120 seconds Lumber cost decreased from 20 to 10 Unbroken Darkweaver
Gold cost increased from 255 to 320 Lumber cost increased from 30 to 50 Voidwalker
Gold cost increased from 155 to 245 Lumber cost increased from 15 to 30 Balance Related Bugfixes
Makrura Deepseer creeps will no longer sometimes cease to react to enemy units when being attacked by a single unit or hero. Developers’ note: As an interesting aside, this bug originates from the Summon Prawns ability. Like many abilities, Summon Prawns adjusts the behavior of the unit it is assigned to. Typically, this is for deciding when to cast an ability or who to target with it. While this bug only affects the Murkura Deepseer in multiplayer, this fix should also clear up some AI strangeness for units using it in custom games. Items can no longer be destroyed by projectiles while in a hero’s inventory. Developers’ note: While we do want to keep the counterplay option of killing items as a means of denial, we want to address this specific strange behavior. Currently if a projectile is in mid-flight it will always do damage to an item, regardless of whether or not it was picked up. This felt especially strange when a high-speed hero would pick up an item, move away, and then suddenly lose the item because of slow moving projectiles landing at the item’s previous location. Additionally, this behavior now matches how units picked up by a Zeppelin functions. Maps
Map Pool Rotation
Removed: Dalaran Added: Brightwater Oasis Developers’ note: Brightwater Oasis contains a new interesting map feature. Each side of this map will have 1 Goblin Merchant and 1 Goblin Laboratory, but each will spawn in one of two locations. This adds an interesting wrinkle to adjusting one’s creeping and attack routes based on map conditions. These locations are linked and symmetric so there shouldn’t be balance concerns around one player having a shorter distance to a shop than the opposing player. 2v2
Removed: Phantom Grove LV Added: Circle of Fallen Heroes 3v3
Removed: Rolling Hills Added: Guardians 4v4
Removed: Banewood Bog LV Added: Northern Felwood Free For All
Removed: Mur’gul Oasis LV Added: Greenville Woods Map Updates
Terenas Stand LV
Critters added to the map Twisted Meadows
Green Gnoll camps near player start locations now has an additional level 1 Gnoll and the Gnoll Brute drops a level 1 power-up item. Developers’ note: We want to make taking the Gnoll camp feel a little more rewarding. It also hits a breakpoint where a single hero can reach level 3 by creeping the Gnoll camp and two yellow camps outside the ‘front’ of each starting location. Previously, two start locations could do this, but the other two would result in a hero just slightly short of level 3. Echo Isles
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.
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.
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.
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 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) 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.
The Warcraft III Team