What's new
Warhaven

Don't be a lurker, register an account and join the fun! Post, rate and participate with other members on Warhaven! Registering takes only a few clicks but gives you access to an amazing community and all its benefits. We hope you enjoy your stay and most importantly have fun!

KTA 0.24 Changelog

Julian

One Lazy Peon
Moderator
Map Maker
Member
Messages
863
Reaction score
249
THIS IS NOT A SCAM
After getting the map from Harald i can say that me and @RedPandaLT will continue to edit KTA and try to improve it and add more in time.
What i cant promise is that the map is complete stable there might be still some paths that will cause a crash and i will be thankful if People can report paths that crash when they find them and i will try to fix it cant make any promises tho.
To sum up Changelog will come now i will for some Change note in red the thought or idea behind them. There wont be also Pictures of the faction banner like in spinels changelogs sry :D

General:
Changed Unit Production times:
Workers: 1
small Units: 2
casters: 3
Air: 4
siege: 5
Elites: 8
boats: 6
frigates: 8
battleship: 12

You can sell lumber now on your mills or forge

A thought behind this was that sometimes People cant really reach a Goblin lumber mill to turn there lumber to Gold and with this there might be ways for faction now to get Gold from lumber more productive and controllable what can help against snowball
- Added Cps in:
Winterspring
Feralas
Uldum
Ashenvale
tears of elune effect changed to reduce armor instead of poision

This was more a way to fix the current Problems of tear that you wont do any dmg when Holding Tears this way it should work again
gates have hotkey now
legion base hyjal base now spawns not at the same area as th base
Upgrades will grant more dmg
Essence of Creation got changed: will now: A Regeneration Aura , Bash , Mana Reg and +25 stats

Thrall's Horde :

- Increased tauren's strenght to +20/40 up from 10/15
- Baine has a new ultimate : Reincarnation
- Changed far seer storm to chain lightning

This Change was done because monsoon and healing wave together was not very productive you would just Interrupt yourself while casting it
- Doomhammer can now be dropped and got roar ability
- Thrall got a passive command aura now
- Thrall has mana restore spell instead of warchiefs aura
- Warchiefs aura now effects your units only
- Garrosh can now use his ultimate directly

This was more a Change to first make the ult more counterable and for red a way to cast it better without searching for this small goblin

Barrens Horde :
- Added an item to Rexxar the legendary axe Serathil which gives 20+dmg and 10 strengh
- Ogre Champion no longer cost lumber
- Varok's ultimate is now an active ability on T and he has a new ultimate : Cleave
- Ogre magi can now attack air units
- Beast hunter have their gold cost reduced to 25
- Rain of fire from Ogre magi fire now 2 waves 60 dmg with an area of 250
- Stampede damage radius lvl 2 up to 275 dmg radius from 200
- Crossroads now grants +20g income
- Camp Taurajo now grants +20g income

The Income adding to the Buildings was done to add a way for orange to receive more Gold early game without the Need of adding more cps near him
- Rexxar was moved to camp Taurajo
With the Alliance buffs and DG being focused more on kalimdor it might become harder for Rexxar to go to stonemaul with the move he can rush the base faster and receive his ogres
- Varok was moved to crossroads
- Ogre magi got now 600 range
- Ogre magi got now 650 health

Darkspear:

- Vol'jin is now a ranged hero
- Leap got now D hotkey
- Shadow Hunters got healing wave instead of blood totem
- Rohkans shadow brilliance will reduce mana regenration now by -3/6/9/12

Theramore:

- Removed the void form spell from silver covenant archers
- Replaced dragonhawk ensnare with aerial shackles
- When researched silver arrows give 50 mana to the archers
- Jaina now has Frost nova instead of Blizzard
- Wizards now have blizzard instead of spellsteal (will be same like orange rain of fire)

Current Wizards had no offensive power what i wanted to Change this might require a lbalance look still because im not certain how powerful the alliance might become
- Time Warp area is now 700 each lvl instead of 350
- Time Warp cooldown increased to 60/50
- LB will now get Khadgar in Dalaran who is unrevivable

Something new for LB Khadgar will spawn togheter with new dalaran and no longer move jaina to it Khadgars kit will be: Q flamestrike W meteor E wise council R arcane fury
- Footmen now have 720 hp
- Footmen and knights get +3 dmg per upgrade
- Anti Magic Armor got now 600 shield life
- Holy light can now be autocasted without command

I simply changed it from normal heal here so it will work without command now

Kul Tiras :
- Elite marines hp increaed from 1050 to 1350
- Elite marines mana increased to 300 and start with 100 mana now
- Elite marines now have shockwave instead of charge

Current DG elites did feel a bit underwhelming and were even in the tanking part not that strong to consider with this changes we wanted to improve them for both
- Gilnean brigade elites are now limited
- Nerfed Gilnean cleric cover command from 5 to 3
- Replaced Gilnean arcanist ray of distruption with dispell
- Sailors hp increased from 350 to 500
- Zerx Hydromon is now tied to Northwatch keep
- You can get Zerx Hydromon after 10 minutes from northwatch now

This might be more of a bigger Change now but let me explain sea fights are a horrible place to balance around and i really saw for DG only much Need to do it because he would get a hero when he wins + a attack on Echo Isles. You can still do sea fights to take over echo isles but it will only reward with the base then and without northwatch you wont get the hero when you didnt Research him
- Danath Trollbane now has 5 base armor
- Portal to Theramore can now be done for free at the start

As a way to help DG better out to go faster into kalimdor you can do the Portal at start now
- Anti Magic Armor got now 600 shield life
- Holy light can now be autocasted without command
- Final stand heal up to 300/600/900/1200 from 200/300/400/500
- Final stand cd increased to 60 seconds

Druids:

malfurions w changed to rejuvination , e changed to innvervate
fandrals ult changed to Monsoon
druids of the talon hit points changed from 380 to 420
druids of the talon can now cast cyclone in storm crow form
changed faerie dragon cost from 40 to 20

Sentinels:

buffed watcher damage
Wardens no longer require vault of the warden

Burning Legion:

Pink can now choose dire maul or mount hyjal as spawning point at archi
You choose the saytr now at fel hold
The Pink Changes was something i got when Harald did give me the map so my guess is its something spinel might have planned but i didnt complete work it out to explain it goes like this now. You can choose with archimonde if you want a base at dire maul or mount hyjal when you decide the base you will spawn there small Problem i didnt work with now was the creeps in dire maul so it might be a small Problem i might have to fix later on for new Players. And The Satyrs will now be decided at the Fel Hold all 3 are dead when you start the game but will get removed once you decide which one you want at fel hold


Old Gods:
removed bash from twilight thrower
summon cho gall upgrade is now free
Veknilash got +200 hp and +4 .20 strenght increase per lvl instead of 3.20
Veknilash got now unholy aura instead of dread aura
Veklor got now brilliance aura
destroyers cost now 25 gold instead of 40

Zandalari:

raptor riders are no longer tied to zuldazar or the rastakhan research
removed the blood well from Zul
Brown might get some work later on i did the Raptor rider Change for now to give them a better Chance at the begin when going against Purple who got the slight meele Advantage as i might say


Naga:
changed submeged Royal Guard armor to hero
myrmidon got now 25 base dmg
coilscar myrmdions got now 19 base dmg
turtles got now 30 base dmg
coilscar harpooner got now 24 base dmg
slaves got now 8 base dmg

Nightborne:

nightfallen turning was disabled for now
This is rather a huge Change for nightborne because the nightfallen was a Problem for them to face with when being alone and only the heroes being able to restore mana to Prevent a hopefully turn it does Limit the faction on what they can do

changed Plant the Arcan'dor research to unlock at 20 min instead of essense or nordrasil
Eye of Aman Thul is now a starting item on elisande
To note the Research to absorb nightwell got also removed this was more a way to Prevent a constant troll spam from nightborne Players or others who controlled the nightwell

spellblades got now 600 health
arcanists got now spirit touch on Q
duskwatch got now 500 mana and start with 250
duskwatch are limited to 12 now
buffed illiyana starting stats on strenght and agi also the strenght gain to 2 also she got attribute bonus
Elisandes Arcane Knowledge will now give 5/10/15/20 intellgence instead of 5/8/12/15
sorceress got spell steal now on Q
sorceress got now mana burn on E
arcane blast does now to target 150 dmg and 100 aoe dmg
arcane missiles will do now 25 dmg max dmg 250 and units get stunned for 6 seconds now
tortheldrin got now on Q forked lighting and teleportation was moved to D

Bug Fixes:
Fixed Neerus E to not heal enemys
Fixed Rokkans R
Fixed The training of Dragon Lords
Fixed some upgrades
fixed casters lvl tips
fixed knight and baeldun officer tooltips
fixed the keeper of the grove and corrupted keeper of the grove defence upgrades
fixed Atthissas Royal Guard summon upgrades
fixed naga myrmidon submerge form
fixed fel hammer being to teleport inside of it

So ye thats Pretty much everything we did for now i really hope you like the changes and will give us Feedback and everything. I will gladly accept any Kind of Feedback only the one that start with shittalking us might not be welcomed i admit People might dislike some changes no one is perfect and i hope to please everyone so if you dislike something and suggest ways how it could be changed i will welcome it


Epic War Link: https://www.epicwar.com/maps/292736/
While i will also look at the Forums you can suggest at my discord here that i will soon rework a bit for the map: https://discord.gg/S5KFCqb
Hope you enjoy it you can Keep the Grammar mistakes :D

 
Last edited by a moderator:

Marshmalo

Well-Known Member
Map Maker
Messages
1,615
Reaction score
2,234
Its great that this map is finally getting some attention again! Heres some feedback from my first KTA game in along time playing Nightborn:

- There has always been a problem with the Naga vs Nightborn battle for Broken Isiles, its very one sides with Naga being so fast and having everything they need to wreck Nightborn.
- NB have no heals except for the heal on the wells, whereas Naga can spam healing wave from the merloc shamans. NB need a standard heal and just generally more defensive spells. I'm expecting them to be frail and not good fighters which they certainly, are but they are meant to make up for it with their powerful use of magic. I suggest swapping a spell from the sorceress as she has 3 manual cast spells (which players wont have time to micromanage during battles anyway), and putting in a standard autocast heal spell in there, more powerful than a normal heal but using up more mana.
- Alot of my autocast spells were not defaulted to autocast.
- The Area of effect on Elisandres silence and damage spell is so tiny its barely worth casting.
- The fight between NB and naga is a simple 1v1 and its abit boring to be honest, I suggest giving Night elves a decent base in Broken islands too as they have a large presence here in wowand it would also help add some unpredicability to the bland 1v1.

I think these could be some nice changes and buffs for this faction as most of my games with NB end up with me having to hide within Suramar, unable to do much while naga goes on a rampage around me. Some people also mentioned naga could be op with the spamable healing wave and their fast movement speed.

Also, on another note it seems battles are over very quickly, maybe adjust the damage tables so all battles last 10% longer?
 

Silroth

New Member
Map Maker
Messages
14
Reaction score
11
Did you really nuke Third War so you can work on unfixable mess that is KTA?
 

Kael89

Grand Admiral of Kul'Tiras
Messages
297
Reaction score
69
Knights of Theramore still have limit 10 units. Please remove it :)
 

Julian

One Lazy Peon
Moderator
Map Maker
Member
Messages
863
Reaction score
249
Its great that this map is finally getting some attention again! Heres some feedback from my first KTA game in along time playing Nightborn:

- There has always been a problem with the Naga vs Nightborn battle for Broken Isiles, its very one sides with Naga being so fast and having everything they need to wreck Nightborn.
- NB have no heals except for the heal on the wells, whereas Naga can spam healing wave from the merloc shamans. NB need a standard heal and just generally more defensive spells. I'm expecting them to be frail and not good fighters which they certainly, are but they are meant to make up for it with their powerful use of magic. I suggest swapping a spell from the sorceress as she has 3 manual cast spells (which players wont have time to micromanage during battles anyway), and putting in a standard autocast heal spell in there, more powerful than a normal heal but using up more mana.
- Alot of my autocast spells were not defaulted to autocast.
- The Area of effect on Elisandres silence and damage spell is so tiny its barely worth casting.
- The fight between NB and naga is a simple 1v1 and its abit boring to be honest, I suggest giving Night elves a decent base in Broken islands too as they have a large presence here in wowand it would also help add some unpredicability to the bland 1v1.

I think these could be some nice changes and buffs for this faction as most of my games with NB end up with me having to hide within Suramar, unable to do much while naga goes on a rampage around me. Some people also mentioned naga could be op with the spamable healing wave and their fast movement speed.

Also, on another note it seems battles are over very quickly, maybe adjust the damage tables so all battles last 10% longer?
changes Sound good and i will look to fix the autocast bug might add some healing spell for nightborne i thought to give spirit touch also maybe a heal + the mana restore will see i remember elisandes dmg back then being to strong i will see what to do with it. Well blue can go to broken isles after 10 Minute its just People are busy against Horde Always xD

Did you really nuke Third War so you can work on unfixable mess that is KTA?
yeah i will see what i can work with and try to fix KTA

Knights of Theramore still have limit 10 units. Please remove it :)
actual when i got the map that Limit was already removed i just fixed the Tooltip that said Limit: 10 (temporarily removed) so you wont have a Limit on the bears or Knights ^^
 

Marshmalo

Well-Known Member
Map Maker
Messages
1,615
Reaction score
2,234
changes Sound good and i will look to fix the autocast bug might add some healing spell for nightborne i thought to give spirit touch also maybe a heal + the mana restore will see i remember elisandes dmg back then being to strong i will see what to do with it. Well blue can go to broken isles after 10 Minute its just People are busy against Horde Always :D
Hmm maybe there are other factions you can have starting off their? Or even if NE and druids started with a base there then they would still want to hold it against the naga just for the extra CP income?

Anyway, heres more Nighborne feedback (Sorry I usually main NB on this map as I think them unique and interesting, no other map has NB in it so would like to see their potential realised).

- Spell blade and arcanist have same model - cant tell which is which.
- Maybe make arcanists auto cast summon contruct when they cast their autocast spell (like dalaran mages cast their golem spell in LTF)
- Suramar shield is broken, it dosnt make all units invulnerable when cast. (Also suggest decreasing the color on the shield, its abit too bright).
- Nightborne also need some form of mana flare, dispel magic should be swapped for comsume magic. They should be good at controlling enemy magics.
- In general, all hero abilities for all factions should have increased cooldown times but also increased effectiveness. This means players can spend less time spaming their hero abilities and be able to focus on controling their large armies, which is what the game is about (LTF uses the same mechanic).
- You start off with Highborn force in Kalimdor, but theres not alot you cna do with them other than take afew CPs then teleport hero back to Suramar. Your meant to take Dire Maul and gain an event there but you dont start with enough forces to deal with the creeps there and no starting base from which to build units. With all the fighting in Broken isiles you dont have the resources to build a base and take Dire Maul.
 

Onyx

GrimmHeart Darksbane
Messages
2,255
Reaction score
480
The limit on Knights as been removed long ago while we were trying to look for a solution with Spinel
The Old imbalances aren't fixed but are now worse, this patch is encouraging people to play horde
As if they weren't strong enough already

A third player on broken islands has always been a mess Marsh, that's why Legion has been moved away
In any case, there won't be a stable fight there unless a 4th player makes it's appearance, until then, keep it 1v1
 

Ardenaso

Lazy bastard who can't get a simple work done.
Messages
200
Reaction score
81
It is true after all, may you always watch over this map. (Sorry for the last game, my connection was cut off)
 

Julian

One Lazy Peon
Moderator
Map Maker
Member
Messages
863
Reaction score
249
Essence of creation is bugged it won't spawn titanforged.
sorry wasnt mentioned at the changelog essence got changed
Essence of Creation got changed: will now: A Regeneration Aura , Bash , Mana Reg and +25 stats
 

reddragon25

Soldier First Class
Messages
80
Reaction score
8
After a hero picks it up, the player still gets the message that if a lvl20 hero can summon titanfrged with it.
 

ImmortaL GoD

New Member
Messages
4
Reaction score
0
-The item you get for absorbing the Nightwell for FIVE THOUSAND wood and like a 5+ minute research time is absolutely terrible, the passive being pretty useless especially compared to the amount it costed. This item should be insanely strong, maybe a one time active use to destroy an army with a giant rain of fire. This new active would at least make it an interesting tool to have if you devote the resources and time to it. A big issue with this game is how long it takes to path certain things and it causes it to drag on and move very slowly.

-Legion had the biggest issue with this as it takes over an hour of game time to summon the Legion which is ridiculous... add on the whole gimmicky seal concept and it's just all bizarre. There's one seal outside that you can kill immediately, but you need to be the proper level on the Warlock guy to enter the Tomb (where the other seals are), whom is also difficult to obtain because you need to kill chaos damage cleave Paladin with divine shield and ankh of reincarnation. This all takes a long time, then you have to get all way to the Tomb of Sargeras (on the other side of the map) and go inside it to even begin killing the other four seals which you have to wait 4 mins after EACH to kill the next one.. all of this needs to be simplified. It literally should be that you can open the Tomb of Sargeras and summon the Legion as soon as you hit the level with the Warlock guy. Nerf some of Archimonde's spells once you summon the Legion and this should be finely balanced.

-The Broken Isles concept as previously mentioned is also heavily flawed. The Illidan path in general is way too weak for how hard it is to get. You get two unrevivable heroes and no allies if you path it first. Illidan, especially, should be revivable or 3x stronger if he isn't revivable. The whole fight like Marshmalo said is skewed and boring, you should be able to open your own waygate for either side to get the hell out of there, from the Dire Maul and the Emerald Dream waygates respectively. If you allow Naga and Nightborne to leave on their own early, like in 5-10 minutes tops, then it makes the dynamic bettween the two a lot more interesting since you have opportunities to hit elsewhere or to just leave in general (paths should back this with the options to foritfy your Kalimdor bases also enabling sooner).

-Zandalari just seem pretty awful in general. You have to wait 20 minutes to do anything and many things are unclear and not descriptive. You should just be able to summon Gahz'rilla immediately, so maybe that can give you some way to snowball since you have no real allies. King Rastakhan 10 minutes, max. Also, how do you get the emissary of Rastakhan guy that is on Zandalar? They really should be buffed.

-Zandalari Riders maximum limit isn't 10, I think it becomes 12 after you lose your main base in Kalimdor. Before that, IDK. Goblin Sappers can't load into ships.

-Please add timers for the summoning spells--it just uses rain of fire animation for some undesignated time, sometimes it doesn't even tell you the correct spot like for Legion. Illidan and Gahz'rilla and probably more all have this issue. Another quality of life fix could be more discernible and universal hotkeys, especially for buildings.

That's all I can think of for now.
 
Last edited by a moderator:

Onyx

GrimmHeart Darksbane
Messages
2,255
Reaction score
480
-The item you get for absorbing the Nightwell for FIVE THOUSAND wood and like a 5+ minute research time is absolutely terrible, the passive being pretty useless especially compared to the amount it costed. This item should be insanely strong, maybe a one time active use to destroy an army with a giant rain of fire. This new active would at least make it an interesting tool to have if you devote the resources and time to it. A big issue with this game is how long it takes to path certain things and it causes it to drag on and move very slowly.
I think you kinda merged versions as the Eye stopped being a research the moment it cost wood, and if I'm not wrong was instant
However I read changelog again and found :
"To note the Research to absorb nightwell got also removed this was more a way to Prevent a constant troll spam from nightborne Players or others who controlled the nightwell"
Whatever, the cost was so high to prevent players from getting it early game, sure you could rush tons of workers and try to get it asap but you would delay your researchs, and by doing so losing your advantage as being part of Broken Islands, and against horde, which has tons of gold and is always up on techs
Legion can very easily get to lvl 10 for example, and having lvl 10 means access to full power of the Legendary item
The items aren't balanced between themselves, Tears and brillance aura one are the strongest for sure, but currently it's not a big matter

-Legion had the biggest issue with this as it takes over an hour of game time to summon the Legion which is ridiculous... add on the whole gimmicky seal concept and it's just all bizarre. There's one seal outside that you can kill immediately, but you need to be the proper level on the Warlock guy to enter the Tomb (where the other seals are), whom is also difficult to obtain because you need to kill chaos damage cleave Paladin with divine shield and ankh of reincarnation. This all takes a long time, then you have to get all way to the Tomb of Sargeras (on the other side of the map) and go inside it to even begin killing the other four seals which you have to wait 4 mins after EACH to kill the next one.. all of this needs to be simplified. It literally should be that you can open the Tomb of Sargeras and summon the Legion as soon as you hit the level with the Warlock guy. Nerf some of Archimonde's spells once you summon the Legion and this should be finely balanced.
As I said above Legion can very easily get lvl 10, and thus very quick access to broken islands and tomb, it should't be a prob for legion to rekt anyone there
So he has basically free access to tomb everygame, yes sure it might take time to summon legion, and it has already been heavily nerfed over multiple versions
But once you have tomb, you have it, it's secured, I see very little games on which people try stop legion, as it doesn't matter with the current meta anyway
If the event had to be instant, then it would require hero to be at least lvl 15, I don't wanna see legion summoned 25mins in game and it shouldn't be so anyway
If the legion has a good ally, with legion summoned that early, even horde would struggled against this team
Yes the spells on Archi needs to be balanced, same for Kil, those 2 heroes need revamp, dmg/stats wise, spells as hero and icon

But to be fair, I've always thought not summoning legion was stronger than summoning it, a bit like on LTF but for different reasons
The 2 Great demons have AWESOME, if not broken spells while in Mardum, so basically not summon would make you invincible as long as Naga is dead

Or actually nevermind, I think you need to summon but not choose a hero to have access to those OP spells
Been a while, sorry if I'm wrong, we'll work on it don't worry, Right now, elves and alliance, then legion and nightborne

-The Broken Isles concept as previously mentioned is also heavily flawed. The Illidan path in general is way too weak for how hard it is to get. You get two unrevivable heroes and no allies if you path it first. Illidan, especially, should be revivable or 3x stronger if he isn't revivable. The whole fight like Marshmalo said is skewed and boring, you should be able to open your own waygate for either side to get the hell out of there, from the Dire Maul and the Emerald Dream waygates respectively. If you allow Naga and Nightborne to leave on their own early, like in 5-10 minutes tops, then it makes the dynamic bettween the two a lot more interesting since you have opportunities to hit elsewhere or to just leave in general (paths should back this with the options to foritfy your Kalimdor bases also enabling sooner).
The gateway between Dire Maul and Isles will be invulnerable making the travel easier for anyone
Naga should also be able to open the portal I agree, and 10mins mark seems fair
The concept of solo path is a bit weird on KTA as currently, Illidari IS a strong solo path, however he can't face horde on his own, and yes this should be fixed but not by making Illidari even strong, but rather by nerfing horde. I'll be honest balancing a 1v3 will be hardcore as it will also affect other fights if horde is nerfed too hard

I don't know if you've ever seen Illidari at full power but it's quite strong shit, not something if you wanna face if you're anything else than part of the horde
Illidari has very strong aoe, the player can push ups very quickly, he also has strong heals if you micro well
Be sure to take the "dps" guy as revivable, as the other guy has a self potion + reincarnation : requiring less micro to keep them alive

-Zandalari just seem pretty awful in general. You have to wait 20 minutes to do anything and many things are unclear and not descriptive. You should just be able to summon Gahz'rilla immediately, so maybe that can give you some way to snowball since you have no real allies. King Rastakhan 10 minutes, max. Also, how do you get the emissary of Rastakhan guy that is on Zandalar? They really should be buffed.

-Zandalari Riders maximum limit isn't 10, not sure what it is. Goblin Sappers can't load into ships.
Limit was made cuz at some point when massed the heavy melee units like taurens and knights were too strong against some faction
You could spam taurens against alliance or NE and they could do nothing
Limit on knights has been removed to give alliance a bit more power against horde, as well as macro, currently grunts are best macro unit of the map, and only unit who can counter it is the quiraji scarab from OG
Raptors/Taurens and co were "considered" on the same "lvl" as faceless limited melee OG units, which is why they had a limit at some point
Currently raptors don't need Empire anymore, taurens are still limited and it's good as it is
Empire research needs to be buffed now that raptors are available from the start
Hydras might be removed to balance south fight, even if on my last game they didn't help me and I completly forgot about raptors RIP me

The Emissary hero is there for yellow, if he decides to betray he brings hero there and gains emissary for himself, or smth like this
If Gaz had be unlocked from the start then nerfs would be required, her multishot is currently very strong
Anyway, lots of heroes will need to see their spells revamped, gaz and rasta included

-Please add timers for the summoning spells--it just uses rain of fire animation for some undesignated time, sometimes it doesn't even tell you the correct spot like for Legion. Illidan and Gahz'rilla and probably more all have this issue. Another quality of life fix could be more discernible and universal hotkeys, especially for buildings.

That's all I can think of for now.
Agreed, agreed, and agreed

Some of my informations might be outdated, I'll help them to work on balance before content
There are still quite a lot of buggs to be fixed, and yes map is imbalanced and need fix
Hope it helped

Cordially

GrimmHeart
 

ImmortaL GoD

New Member
Messages
4
Reaction score
0
I think you kinda merged versions as the Eye stopped being a research the moment it cost wood, and if I'm not wrong was instant
However I read changelog again and found :
"To note the Research to absorb nightwell got also removed this was more a way to Prevent a constant troll spam from nightborne Players or others who controlled the nightwell"
Whatever, the cost was so high to prevent players from getting it early game, sure you could rush tons of workers and try to get it asap but you would delay your researchs, and by doing so losing your advantage as being part of Broken Islands, and against horde, which has tons of gold and is always up on techs
Legion can very easily get to lvl 10 for example, and having lvl 10 means access to full power of the Legendary item
The items aren't balanced between themselves, Tears and brillance aura one are the strongest for sure, but currently it's not a big matter



As I said above Legion can very easily get lvl 10, and thus very quick access to broken islands and tomb, it should't be a prob for legion to rekt anyone there
So he has basically free access to tomb everygame, yes sure it might take time to summon legion, and it has already been heavily nerfed over multiple versions
But once you have tomb, you have it, it's secured, I see very little games on which people try stop legion, as it doesn't matter with the current meta anyway
If the event had to be instant, then it would require hero to be at least lvl 15, I don't wanna see legion summoned 25mins in game and it shouldn't be so anyway
If the legion has a good ally, with legion summoned that early, even horde would struggled against this team
Yes the spells on Archi needs to be balanced, same for Kil, those 2 heroes need revamp, dmg/stats wise, spells as hero and icon

But to be fair, I've always thought not summoning legion was stronger than summoning it, a bit like on LTF but for different reasons
The 2 Great demons have AWESOME, if not broken spells while in Mardum, so basically not summon would make you invincible as long as Naga is dead

Or actually nevermind, I think you need to summon but not choose a hero to have access to those OP spells
Been a while, sorry if I'm wrong, we'll work on it don't worry, Right now, elves and alliance, then legion and nightborne



The gateway between Dire Maul and Isles will be invulnerable making the travel easier for anyone
Naga should also be able to open the portal I agree, and 10mins mark seems fair
The concept of solo path is a bit weird on KTA as currently, Illidari IS a strong solo path, however he can't face horde on his own, and yes this should be fixed but not by making Illidari even strong, but rather by nerfing horde. I'll be honest balancing a 1v3 will be hardcore as it will also affect other fights if horde is nerfed too hard

I don't know if you've ever seen Illidari at full power but it's quite strong shit, not something if you wanna face if you're anything else than part of the horde
Illidari has very strong aoe, the player can push ups very quickly, he also has strong heals if you micro well
Be sure to take the "dps" guy as revivable, as the other guy has a self potion + reincarnation : requiring less micro to keep them alive



Limit was made cuz at some point when massed the heavy melee units like taurens and knights were too strong against some faction
You could spam taurens against alliance or NE and they could do nothing
Limit on knights has been removed to give alliance a bit more power against horde, as well as macro, currently grunts are best macro unit of the map, and only unit who can counter it is the quiraji scarab from OG
Raptors/Taurens and co were "considered" on the same "lvl" as faceless limited melee OG units, which is why they had a limit at some point
Currently raptors don't need Empire anymore, taurens are still limited and it's good as it is
Empire research needs to be buffed now that raptors are available from the start
Hydras might be removed to balance south fight, even if on my last game they didn't help me and I completly forgot about raptors RIP me

The Emissary hero is there for yellow, if he decides to betray he brings hero there and gains emissary for himself, or smth like this
If Gaz had be unlocked from the start then nerfs would be required, her multishot is currently very strong
Anyway, lots of heroes will need to see their spells revamped, gaz and rasta included


Agreed, agreed, and agreed

Some of my informations might be outdated, I'll help them to work on balance before content
There are still quite a lot of buggs to be fixed, and yes map is imbalanced and need fix
Hope it helped

Cordially

GrimmHeart
Thanks for the reply.

Ah, I missed that and didn't realize they removed it entirely. In that case, I don't think it should have been removed, simply altered to something cooler. The idea itself had plenty of potential and posed for dynamic strategy which is GREATLY missing in the Broken Shore fight.

The issue with the Legion summoning is more of that it's clunky as hell, that was the point I was getting across. A very obtuse way to accomplish something. So you believe they shouldn't be summoned before 25 minutes? Alright, that's perfectly fine. So create a condition that allows it to where they are only able to be summoned when the x minute mark hits and the hero is x level. Don't do some system where the player has to go all the way to the Seal to kill the first Seal to begin his timer of 4 minutes to oh.. he should leave a group of units in the cave so he can kill another Seal in four minutes then he can move around to another at four minutes!@! There's infinitely better ways to accomplish this, even if for some reason you thought this was somehow considered multitasking or skill. Also, summoning the Legion is like 10x stronger than not summoning them in KTA.

I played Illidari at full power, practically, and you still lose easily to 2v1 from Horde or from NE (of course, we are assuming they are at 'full power'). You also lose your ability to move on water so you're stuck for the most part and have to relegate to tping around and ships.

For the raptor limit, I only mentioned it because the tooltip says 10 limt max. What do you mean by removing the hydras? The match-up seems horribly bad for Zandalari as it is. You can be attacked on your opposite island front and ganged by Horde and Old Gods to the point where you literally cannot leave your 'cave'. You have no means of truly expanding or doing anything until 20 minutes, which is the alotted time that ALL of your paths activate. Past this, there is no real threshhold of power, either. After 20 mins you just kind of get all of your paths and then don't do anything. It was extremely boring and bad gameplay, imo as I just flew around with zeppelins trying to fight the Alliance with ships. Isn't there another Blood God they could seek to summon that is in LTA? As it is, they seem like the most dull faction. I think Gahz'rilla being summoned at start would be fine, just make him unrevivable and slightly more vulnerable. Also, that Emissary hero would make more sense to just be given to DG? Not sure how much it would help, though.
 
Last edited by a moderator:

Daga

Member
Messages
119
Reaction score
20
I'm glad that KTA will get some love after so long time of no updates. Good job keep it up!
 

ImmortaL GoD

New Member
Messages
4
Reaction score
0
Make Zandalari kill-based, so they get blood for killing units and when they get a certain amount, they can summon a blood God or research some type of upgrade, either for the God or units (lifesteal, AS, spells, etc.). Zandalari has so much potential for paths and different stuff, especially with the recent BFA lore they've added onto. Regardless, Gahz'rilla should be the cheapest, able to be summoned around like 25-30 kills. Next one could be Mythrax at 75-100, G'huun at 150-200, etc. Could split these into evil and good paths as well, one path would cause you to keep Zul who turns on Rastakhan. Going with Rastakhan can get you Rezan, Bwonsamdi, etc. There's also a ton of other loas you can fit in.

This mechanic would work with the hit and run/drop-in type of strategy you have to use on the islands. Alternatively, I think there should be creeps in Zul'Farrak and on the beaches of Tanaris so that you can do stuff if you're being teamed/outnumbered. Just being about to creep farm is a nice way of sustaining.
 
Last edited by a moderator:
Top