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!

LTF Reforged Alpha Test Notes

Marshmalo

Well-Known Member
Map Maker
Messages
1,610
Reaction score
2,221

Lordaeron the Foremath
Reforged Alpha Test Notes
LTF Logo Reforged.png

VERSION 0.01 PATCH NOTES

SUMMARY: When LTA and LTF were first conceived many years ago, we decided to push the boundaries of what could be added into a macro RTS map, we added more and more content into the map, until it became bloated and overly intricate. We thought there was no limit to the amount of content we could add and were soon proven wrong by the instability that ensued.

With Reforged soon to release, Yousef and I are extremely excited for LTF's future and development in the crucible of this new re-imagining of Warcraft. But, this also comes with the realization that we cannot transfer LTF over to Reforged without some sacrifices. We have therefore had to remove a lot of content, most of which related to Outland and Dark Horde, and made some major gameplay changes in order to streamline the map.

The huge increase in model quality from classic to reforged has meant that the overall army size has had to decrease, and total number of buildings and doodads has been lowered as even modern computers would struggle with so many HD models in one map. However, these changes will future proof LTF and enable the map to survive into the next era of WC3 modding! It also provides us with a base to continue development and hopefully add some of the lost content back in the map.

I still hope we can add Dark Horde back in the map and finally add Kul'tiras as the final 13th and 14th players, but it will be some time before this happens.

This is still very much a work in progress and the map is not available for public testing yet, but as we move forward with Reforged there will be no more updates for LTF classic from now on. While the map transitions over to Reforged this thread will serve as a patch log to detail all the changes taking place.



GENERAL MAJOR CHANGES
- Lordaeron city has been expanded.
- The area around Lordaeron city and Tirisfal has also been expanded.
- Grim Batol instance has been added (Work In progress).
- Shadow Council starts off within Grim Batol instead of Auchindoun instance.
- Loch Modan has been expanded.
- All factions have been limited to a maximum of 4 heroes in play at once. (Details below, does not include god-tiers).
- New playable faction: Nerubians (Details to follow).

TEMPORARILY DISABLED: Will be added in later updates.
- Dark Horde.
- Players can no longer set their name.
- Blasted lands, Searing Gorge, Dun Morogh, Buring Steppes regions.
- Illidari path.
- Dreanei path.
- Ironforge related events and The Skybreaker.

PERMANENT REMOVALS: Unlikely to be added back unless Blizzard increase total map size.
- Outland and related events.
- Deepholm has been removed.
- Black Dragonflight path.
- Putress path.
- Blood Queen Lanathel
- Vareesa's empowered flying variant.
- Dreanei Exotar.

LORDAERON ALLIANCE

Lordaeron Crest.png

GENERAL ALLIANCE TEAM CHANGES:
- The Broken alliance mechanic has now been reworked into a different system which should be more accurate and take into account leaver players. See editors only list for more info. Unfortunately this won't take into account players who have left during load screen but once I know the basics work it can be modified.
- Shalandis Isile has been sunk into the ocean (Was just a pointless CP sniping island anyway).
- In an attempt to stop abusive gate "Open/close" tactics, there is a 5 second cooldown before the gate can be opened or closed again.

MAGISTERS
- The Sunreavers will now spawn in Dalaran rather than in Northrend, provided Blood Elves is still in the alliance and Dalaran city still stands.
- Sunreavers Archmage's Soul Burn spell has been replaced with Banish.
- Wretched heroes have now been renamed back to actual Wretched characters instead of San'layn characters.
- Wretched hero Keleseth is now Kael is wretched form again, Vampiric aura has been replaced with siphon Mana.
- Wretched can summon Dar'Khan Dathir as a bonus hero, this hero no longer belongs to Cult of the Damned as his spellkit goes much better with the Wretched.
- Blood elves can still go Blood nights but without needing to control Mu'ru in Outland, Mu'ru will spawn in Silvermoon.
- Blood Knights now replace Swordsmen when relevant path researched.
- The Shield around Silvermoon and the Sunwell dissipates when player goes Fel Elves.
- At level 10 Anastaran can draw power from the Sunwell without draining it, granting him +1 level, a powerful new ultimate ability, and adds an AOE effect to his basic attacks and the usual event gold bonus. Anastarien no longer has mana shield. (Provides some end game goal for Highborn and rewards player for defending sunwell.)
- Light of the Highborne upgrade grants Anastarien +1 hero level instead of unlocking his mana shield.


RANGER CORPS
- Windrunner spire has the same target restrictions as control points, so it can no longer be targeted by Air or battleship units to prevent base aims.
- Dragonhawk Riders limit reduced from 12 to 8 but HP, damage and gold cost has also been increased.
- Forsaken no longer gains base at Tarren mill.
- Sylvanas Valkyr empowerement requires level 10 instead of level 15. (Event is not powerful enough to require level 15).
- Malfurions Nourish has been set back to Renew Land like it was before (Regrows Trees).


LORDAERON
- Hydromancers Blink has been replaced with Lightning shield spell.
- Daelins Battle Bond spell has been replaced with Scatter Shot.
- DG Scourge Knights are now limited to 12 again, base hp increased from 1200 to 1300.
- New Lordaeron player may chose to permanently kick blood elves from the alliance and grant Garithos +2 hero levels and gold and lumber. (#Never trust and elf! #Make Lordaeron Great again!)
- Hyrdromancers require Kultiras Alliance.
- King Arthas can still go Scourge path if he is killed by Undead team and he wields frostmorne.
- Lordaeron no longer starts off with Galen Trollbane, instead he must be summoned at an altar. Lordaeron player must chose between Falric or Galen but cannot have both out at the same time.
- King Arthas path requires only King Terrenas and Broken alliance, does not require Stratholme.


SILVERHAND
- The Scarlet Onslaught Battlehorn no longer drops when Bridgette dies.


DALARAN
- Dalaran Arcane Defense crystals have resistant skin and cannot be fingered by Legion anymore.
- Dalaran Vault seal has been moved within the main chamber, it also has the unleash experimentals and Knowledge of Alodi ability (Requires Broken Alliance).
- There is a small costal beach area known as Smugglers cove on the eastern edge of Howling Fjord in Northrend, this is where the Scyth of Elune spawns.
- Summoning Genn Greymane as King of Gilneas is now a sub faction path which allows Gilneas to rejoin the Alliance of Lordaeron.
- Darius Crowley hero no longer requires the Lorna resue event, he can be summoned at an altar and is reviveable as long as Gilneas city is within the players control.


DWARVES
- Dark Iron requires Khardros' Anvil in Grim batol before this path can be triggered, Dark Irons main base where they can summon Ragnoros is now within Grim Batol.


SCOURGE TEAM
Scourge Crest.png

GENERAL SCOURGE TEAM CHANGES:
- Undead Battleships can no longer target control points.
- Ghouls no longer have lifesteal.

LICH KING
- Cast range of Frozen Thrones "Armies of the Dead" ability has been reduced so no longer castable on elven islands.
- Nerubian Ziggurats of Azjol Nerub and Ice Crown have had their HP reduced from 3000 to 2500.
- Blue no longer has access to Damned mages or anti-magic shell (Now with their additional allies they should be less self-sufficient).
- The Helm of Domination now casts Frost Nova instead of Charm (was causing toon many issues with being able to charm elites.)
- The Lich King player has been renamed "Scourge" and if Lordaeron go undead path they are named simply "Death Knights". (This is to simply confusion caused by the terms Lich King and Scourge.
- Cost of Nerubian Towers increased from 30 to 35, hp decreased from 1200 to 1000, base damage decreased from 42 to 38.
- If the Lichking is destroyed then all blues units, including control points, now go over to Dark Green/Pink if they have triggered their undead paths. Forsaken also joins neutral Renegades team if LK is destroyed.
- Blue has Alexi Barov as a summonable hero instead of Anub'arak.


CULT OF THE DAMNED
- Heart of Naxxramas has decreased repair time and +2 base armor.
- Stone spine duration of Death Strike slow on heroes reduced from 15 seconds to 5 seconds, initial damage has also been slightly reduced.
- Duration of Deathwhispers Death grip spell reduced by 1 second when cast on enemy heroes.
- Kel'Thuzad ghost is no longer granted if he dies in human form.
- Darion's Mana Void ultimate has been replaced with Heartripper ultimate. (Mana Void was bugged and used a triggered ability featuring dummy units.)
- Cults Damned mage's Plague Couldron has been replaced with a simple summon Zombie spell (For performance reasons).
- Patchwork HP regeneration has been increased from 0.50 to 2.50 and no longer requires him to be on blight in order to regenerate.


FALLEN NERUBIANS
- The fallen Nerubian Empire has been added as a playable faction within the game. They are an elite, small army with very powerful front line and casters, but they are few in number. They have excellent mobility but are extremely dependant upon their ancient and mystical city of Azjol-Nerub.




LEGION TEAM
Legion.png
GENERAL LEGION TEAM CHANGES
- All sea transport ships have resistant skin and cannot be fingered by Legion anymore.
- Orc workers also have the unsummon suicide ability.

LEGION
- Cooldown on Demonesses charm inCreased from 60 to 120 seconds.
- The preliminary Invasion of Azeroth will automatically trigger soon after Archimonde is summoned, thus opening the gateways to Mardum.


SHADOW COUNCIL
- Shadow Councils starting base has been moved from Auchondoun to within Grim Batol.
- Shadow council have the event to Summon a Legion Gateway instead of Dragonmaw.
- Duration of Shadow Councils Fel Lord summon increased from 2 minutes to 3 minutes.
- Gold cost of Shadow council death knight increased from 80 to 100.


DRAGONMAW CLAN

- Deathwing can be summoned from within Grim Batol instead of Deepholm.
- If Twilights hammer control Khardros's Anvil they gain a new base within Grim Batol and Erudax hero.
- Ogre armies subpath is still available for Dragonmaw clan, but instead of Gruul they gain a base down south: Mo'grosh Stronghold, and hero: Gor'kresh, the Ogre lord.
- Deathwing is summoned from within Grim Batol instead of Deepholm.


BUG FIXES
- Camera no longer perma shakes for Undead When an Obelisk is destroyed.
- Vorpils Sacrifice no longer requires Fel Hammer
- Malfurions summoned tree of eternity now has improved stats and uses upgrades.
- Murmur no longer has higher priority than heroes.
- Other players cannot summon Patchwork on Stratholme.
- Many buildings can no longer train infected inns.
- DG gaining all Blues units has been disabled due to reports of bugs and desyncs caused by this.
- Dwarves no longer require SIege bombs upgrade to use ground attack on Gyrocopters.
- Cultists can no longer go into shade form (This had a risk of crashing the whole game sadly). Of course theys till have perma insivibility.
- Dalaran experiments can no longer be eaten by Kodo Beasts (Transport size increased to 2).
- Tyrande now gains xp from Undead Sylvanas.
- Hyppogryth Riders use correct upgrades, they can no longer take CPs.
- It should no longer be possible for Shadow Council to retain old heroes when going Syndicate Path.
- If Lordaeron Palace is taken by a player from Neutral old gods team game now correctly kills off king Terenas.
- Dar'Khan Dathir in living form can no longer be carried over to Fel Elf path.
- Pathing hole in Azjol Nerub has been fixed.
- Cultists, acolytes, Ganargs, now all have the suicide ability.
- Purge slow duration of Vykrul Death Knight elites on enemy heroes has been halved.
- Frost Nova slow duration on enemy heroes has been halved (Hero version of Frost Nova).
- Kel Thuzad's "Summon Corpses" and Anubaracks "Spawn Eggsacks" no longer stun enemy units while spawning.
- Darions rebelion ahs been renamed back to Ebon Hold.
- Dar Khan Dathir and Anastarian can no longer level ultimates to level 2 on level 12.
- Calia can only grant ankhs to allied heroes, she can no longer give it to alliance god tier unit: Aegwin, the Guardian.
- Vykrul Death Knights are no longer a higher priority than heroes.
- Tranquilen Forsaken base spawn no longer happens if Forsaken have gone Night Elf path.
- Game now correctly recognises Arthas as being level 15 and allows him to merge with Nerzhul.
- Archimonde's Demonic Rune spell now correctly applies buffs.
- Night Elves can no longer Gain Varimathras.
- Blue no longer gains Varimathras and Nathanos when Forsaken turns Night Elf.
- Long Staves and Spirit of the Quel Dorei now correctly works on High Elf heroes.
- Forsaken can no longer trigger 5 minutes into game.
- Legion can no longer train more than 4 Pitlords during Invasion of Azeroth initiation event.
- Healing Salve item, kinor replenishment potion has correct CD group.
- Darkgreen player no longer gets a warning when Stratholme is destroyed when they have already gone Scourge path.
- Range of anti build arua to stop players towering event locations has been increased.
- Elites no longer have higher priority than hero Nathanos Marris.
- Frost Bolt has correct hotkey.
- Alterac Alliance and Ebon Blade path can no longer absorb sunwell when in alliance.
- Pitlords Hotkey abilities have been fixed on english versions.
- Undead Sally Whitemane is correctly classed as undead.

UNIT COUNT REDUCTION

- In order to enable playable with Reforged the following changes have been made to lower the general unit count of the map.
- Maximum army size has been decreased from 200 to 100.
- Income from control points have been reduced: 15cp --> 10cp, 25cp --> 15cp.
- Income from bonus special structures reduced from 20 to 10, income from gold mines and Heart of Naxxramas has also been reduced.
- Damage tables adjusted, all armor typres except fortified and hero now take 10% less damage.
- Gold cost of all upgrades have been reduced by 50%.
- Number of starting units and creeps has been reduced slightly.
- Workers food cost decreased from 2 to 1.
- Amount of units summoned from spells and triggers has generally been decreased.
- Gold given as reward for events has generally been decreased. PROGRESS UP TO ILLIDARI AND SUNFURY PATHS
- Starting gold has been reduced.
- Each unit kill grants +10% more hero experience.
- Defensive towers no longer cost food.
- Old gods team can no longer trigger Forsaken by killing Sylvanas.


EDITORS ONLY:
- Triggers associated with hiding units in the hero storage area have been disabled, another simpler solution must be found for players entering this area, hiding heroes means added complications when heroes need to be unhiden when triggered.
- The "less than 5 factions" techtree dummy units have been removed. (Will need to find a simplier solution to alliance player counts as this is buggy and complex).
- Blue and Grey both have access to the same shade unit, removed 2 other duplicate shade unit types.
- The obsolete capital city flag system has been removed.
- Broken Alliance checks: There are now 2 Aliance player groups, the first one handles alliance changes when someone betrays, the other group keeps a runnign count of players within the alliance and includes leavers. Players are removed from the alliance count player group but they are retained in the normal alliance player group, this means leavers won't be classed as playing factions. This is a simple solution and does no rely on - or + variable integers.
- Destructable doodad variables for Twilight Rocks have been replaced without the use of variables to show/hide them.
- Wandering spirits effect has been removed from Icecrown and Deathknel to reduce unit unit lag.
- Removed to the wait on anti-magic shell autocast triggers.
- labeling system guide has been added as a note within general trigger tab, this details the color codes used for various headers on event messages and ability descriptions.

OPTIMISATIONS
- Various Unused Doodads have been removed (Too many to list).

Deleted unused abilities:
- Demonic Runes (2-3)
- Battlestations (Undead 1
- Battlestations (Undead 2)
- Battlestations (Elf)
- Stratholme
- Deatholme
- Ladys Necklace Dummy Abil
- Summon High Elf Workers
- Summon troll workers
- Subdue all the troll Loa gods abilities x3
- Holy Strike spell has been removed (throwback to LTA)
- Place teleportal crystal

Deleted unused units:
-Hawk ???

KNOWN BUGS UNABLE TO FIX:
- Income command displays income twice (No idea why).

[END OF VERSION 0.01 PATCH NOTES]
 

bananashoes112

Active Member
Messages
238
Reaction score
48

were getting w3 custom maps over to reforge

lets hope there also get all weeboos map over to reforge also
i love me some weeboo tower defense
 
Last edited:

Onyx

GrimmHeart Darksbane
Messages
2,252
Reaction score
479
Sanlyn removed, back to Wretched, FeelsBadMan, Darkhan no longer possible for Cult, nice mechanic that could have been kept
Anasterian without manashield? OOF He's gonna be soooooooo easy to kill

- Daelins Battle Bond spell has been replaced with Scatter Shot.
Thats spirit link right?? That sucks, it was major spell for late game Lordaeron, prolly you're forcing players to go Scourge now

- King Arthas can still go Scourge path if he is killed by Undead team and he wields frostmorne.
I completly disagree with this, for the same reason people complained about having to kill DW 3 times, now people will have to kill Lordaeron 3 times
Galen or Falric? Yeah late game Lordaeron definitly impossible to play now

- Cast range of Frozen Thrones "Armies of the Dead" ability has been reduced so no longer castable on elven islands.
Wait what? It has never been the case, if it was castable on islands then it should have been on Lordaeron as well
You're prolly mistaking with people casting it west of DW base in NR and then transporting those to destroy base on island
Unless I'm mistaking and range was at some point largely buffed which I'm not aware

- Orc workers also have the unsummon suicide ability.
That's a hell of feed denied for Alliance
It's legion's problem if they want to stack bilions of workers on eco dome
And it's alliance job to go there and kill all of them

Huge buff for Evil even if it doesn't look so

- Gold cost of Shadow council death knight increased from 80 to 100.
Uhhhh, since when SC's eco is so good he can afford 100g elites? They are good sure, as much as Pitlord ? No
This should be reverted

- Cultists, acolytes, Ganargs, now all have the suicide ability.
Same as above, buffs for Evil

- Purge slow duration of Vykrul Death Knight elites on enemy heroes has been halved.
- Frost Nova slow duration on enemy heroes has been halved (Hero version of Frost Nova).
RIP Hero aim

- Income from control points have been reduced: 15cp --> 10cp, 25cp --> 15cp.
- Gold cost of all upgrades have been reduced by 50%.
There was already not enough cps on the map with like 80% of your economy based on wood
And now you reduce cps even more ?

As for ups .....

Overall it's seems a quite friendly noob patch, again
Sucks there's so much content removed but it was to be expected
 

bingbing

New Member
Messages
1
Reaction score
1
I think it will take a while for everyone to get over the initial shock reaction of losing vast amounts of beloved content. Setting all my feeling regarding those aside I'd like to criticise what I think you should concider going forward with this version.


GENERAL MAJOR CHANGES
- Grim Batol instance has been added (Work In progress).
- Shadow Council starts off within Grim Batol instead of Auchindoun instance.
I believe giving instanced bases is bad for gameplay and inevitably leads to tower-defense games at the instance portal. While extremely uncommon nowdays because Legion-Team-Players will usually leave before it gets to that, sieging Auchindoun is currently extremely difficult and cancerous to deal with. Portals are far too easy to defend generally. Instead I urge you to expand the region and shape Grim Batol in the same way you did Ironforge.

TEMPORARILY DISABLED: Will be added in later updates.
A bunch of these are vital for the current balance of their respective factions, hopefully you will be able to re-enable them soon.


GENERAL ALLIANCE TEAM CHANGES:
- The Broken alliance mechanic has now been reworked into a different system which should be more accurate and take into account leaver players. See editors only list for more info. Unfortunately this won't take into account players who have left during load screen but once I know the basics work it can be modified.
Sounds great

- Shalandis Isile has been sunk into the ocean (Was just a pointless CP sniping island anyway).
I believe CP sniping is a vital part of the game and in no way pointless. Shalandis Isle and other places like it are a great way to gain an economic advantage against your opponents if your APM allow for it. Denying your enemies income is huge.


MAGISTERS
- Sunreavers Archmage's Soul Burn spell has been replaced with Banish.
As Blood-Elves your elites already have the Banish ability making this redundant. Why are you removing Soul Burn from Aethas?

LORDAERON
- New Lordaeron player may chose to permanently kick blood elves from the alliance and grant Garithos +2 hero levels and gold and lumber. (#Never trust and elf! #Make Lordaeron Great again!)
While very flavorful this is a terrible mechanic in play and will mostly be used for trolling. Other players should not be able to dictate your faction alignment with the click of a button. Very different from Killing Sylvanas as losing her is largely the players own fault and not caused entirely by his teammates and purely out of spite.

DWARVES
- Dark Iron requires Khardros' Anvil in Grim batol before this path can be triggered, Dark Irons main base where they can summon Ragnoros is now within Grim Batol.
As far as I understand this means Dark Iron can basically only happen if the alliance won south. This greatly dimishes your options in game making it a far more ridgid experience. Also it means that pre-planned Old gods will have Brown TP into Grim Batol, TK SC, let Dwarves in and then trigger old gods together. I would highly discourage any main old gods content being related to Grim Batol, it will only lead to lame tactics or the events not happening at all.

LICH KING
- Cast range of Frozen Thrones "Armies of the Dead" ability has been reduced so no longer castable on elven islands.
In the current version you couldn't cast Army of the Dead any further than the eastern shores of Northrend from which Blue players sent the skeletons to islands by boat. Am I missing something here?

- Cost of Nerubian Towers increased from 30 to 35, hp decreased from 1200 to 1000, base damage decreased from 42 to 38.
I think you need to weaken them further. As it stands you need to bring siege or a large army to remove these towers anywhere on the map, making them vastly more powerful than any other towers. I think you need to remove either the slow or the splash effect in order to bring them in line with other towers.
On top of being the strongest tower in the game by a large margin they are also extremely easy to spam thanks to the way acolytes summon buildings. You should check out games where these are built around sieged locations shooting into the defenders and making backstabbing the sieging army extremely difficult.

CULT OF THE DAMNED
- Stone spine duration of Death Strike slow on heroes reduced from 15 seconds to 5 seconds, initial damage has also been slightly reduced.
Thank god xD

LEGION
- Cooldown on Demonesses charm inCreased from 60 to 120 seconds.
- The preliminary Invasion of Azeroth will automatically trigger soon after Archimonde is summoned, thus opening the gateways to Mardum.
Legion might need a slight rework to be more of a front-liner with the removal of Dark Horde. You could also give them Mannoroth. Lore-Wise he lead the invasion of Lordaeron and later Kalimdor, making him a far more appropriate Character to appear than Magtheridon.

SHADOW COUNCIL
- Shadow Councils starting base has been moved from Auchondoun to within Grim Batol.
I already ranted about this up above. Please don't make it an instanced base!

DRAGONMAW CLAN
- Deathwing can be summoned from within Grim Batol instead of Deepholm.
Already ranted about Grim Batol old gods dependance above.

- If Twilights hammer control Khardros's Anvil they gain a new base within Grim Batol and Erudax hero.
Doesn't that conflict with Dark Iron? Having to TK this off of eachother seems clunky.

____________________

Looks like LTF as we know it will be dead with reforged, but I'll try to be excited to see how this will turn out. Interesting patchnotes.
 

NikolaT.

the rightful King of Scotland
Messages
2,784
Reaction score
290

Lordaeron the Foremath
Reforged Alpha Test Notes




GENERAL MAJOR CHANGES
- Lordaeron city has been expanded.
- The area around Lordaeron city and Tirisfal has also been expanded.
- Grim Batol instance has been added (Work In progress).
- Shadow Council starts off within Grim Batol instead of Auchindoun instance.
- Loch Modan has been expanded.
- All factions have been limited to a maximum of 4 heroes in play at once. (Details below, does not include god-tiers).
- New playable faction: Nerubians (Details to follow).
Let me be gonna be frank, I am not qualified to comment on changes that have to be made for a smooth transition into reforged, especially that I have yet to actually play the beta, none the less I feel the need to beg you to reconsider one major point of your changes. That being the addition of new instances.
Perhaps blizzard comes along and fixes every portal related issue that I have with reforged, rendering my concerns invalid, but for the sake of argument I will continue under the assumption that things stay the same.

Instances have always bothered me, not only can they cause pathfinding issues, which can cause major problems when you are trying to move major troop contingent through, they also lend themselves to very easily set up a kill zone, making an entrenched force potentially very difficult to dislodge. Since instances often only allow for one point of access the only real 'tactic' one can employ is throwing units into the grinder until they eventually overwhelm the hopefully resources starved defenders. This is not only boring but also incredibly repetitive and one runs the risk of feeding a critical enemy hero without any real compensation, since they often have the option to escape via the use of a teleportation scroll. There is no flanking maneuver, no tactical retreat, just banging your head against the wall until it breaks.

Now lastly I would like to point out that these concerns of mine do not apply to large instances with multiple entrances like azjul nerub, which has multiple entrances, only one of which starts out under firm control of a faction, allowing for at least some form of tactical variaty that is otherwise almost completly unheard off.
tl:dr: I just feel like that this would be the perfect opportunity to get rid of any none essential instances.
 

Necromass

Member
Messages
20
Reaction score
28
While I am a great fan of Nerubians as a race I am worried about blue losing a lot of his roster since without undead magi he has no early game casters unless red goes blood elves since the patch notes don't mention Vrykul changes. The loss of Outland will be interesting to see as it will put a lot more pressure on the scourge to keep the alliance occupied since the legion will be suffering from a huge lack of Eco with so much of their sphere removed. Brown likewise often gets wiped out quiet early relying upon his outland holdings to recover.
 
Top