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Everything posted by Shandris

  1. Spinel, you're doing an amazing job with these overhauls. My favorite is what you did to the high elven magus, purple's chapels, and basically every terrain adjustment! Keep it up! I'm really stoked to see what you did with Outland, Kalimdor, Northrend, Southern EK, and possibly the lands around the Maelstrom (if you did, lol)! I think what most of these guys are trying to say is that they love WC3 with a passion and choose to stick with the traditional unit models because it feels and plays like how it always does. I agree with Ordo that using new models isn't a thing because most of the time, the new animations and how they move and look just seems so... not WC3, you feel? However, your color modifications to the clothing, weapons, hair, eyes, etc is amazing. I think that's the farthest any Azzy Wars mapmaker could go in model customization while maintaining the authenticity and class. In TLDR, cosmetic modifications to WC3 models is totally fine. New models, not fine.
  2. You should tell that to the other good players I've beaten as LB. They think I play it too much. I feel really bad for you because I know how to counter LB in both early and late game. You sound so defeated and dumb right now that it hurts. I saw you play. I saw your skill. If I suck, then you suck a ton more.
  3. Why do you make accusations that have no basis? I didn't pick up that you didn't speak our language properly, but it doesn't matter. Me? A bad player? I don't think you recall me beating you in-game playing races other than LB. I may still be a bad player compared to some here, but that just means you're definitely worse. I know this map more than enough. I've been playing it for about 4 years and have learned from others how to play other races properly. I don't post much, but when I do, it's because what I post usually has some relevance to the betterment of this game. There is a big difference between theory and practice, but luckily for me, I do both theory and practice. I don't say anything until I'm absolutely certain that I'm right. You don't edit the map and have hours of conversation with the map makers about the current condition of the map so let me redirect you accordingly: you are totally wrong. Someone's really butthurt I that murdered him as LB, but even more embarrassing is that I've beaten him as DG and Green. You don't have to take my advice. You can learn more by being stupid like you are now, but only if you stop being stupid. Lol. If you wanna try being a douchebag, at least be good at it. Your arguments, logic, and sources are all wrong and to top that off you suck at trying to insult. You're such a nice guy.. I've got a bag of cookies just for you.
  4. So your argument against fearies is because it's hard? Do you need a booboo bandaid, babe?
  5. Attack 1 on the gargoyle is anti-air while attack 2 is the ranged one that attacks everything else. Since fearie dragons are organic units and gargoyles' first attack option is anti-air, gargoyles are also designed to auto-attack fearie dragons and other air units. You can download a WC3 hotkey software off the internet for free and that will hopefully help a little bit. Otherwise on you being able to "see nothing", I would like to refer you to either your local optometrist or laziness counselor for real-life application assistance. Your whole post above was about how you have difficulty targeting Fearie Dragons, not how OP they are. It is painfully obvious that they are too powerful and that is being worked on and is already taken care of. We are not talking about their OP-ness, but rather how "hard they are to see".. according to you.
  6. Fault on my part for not specifically talking about the Horde fight, which I was assuming you knew, but since you talked about Red you're at fault, too. Shame on you for saying that. Massive shame. Red has gargoyles which have been specially designed to counter and kill air units. They're almost (if not, better) as effective in taking out air units than those batriders. And if you're planning to talk about Blue, Legion has Nether Dragons.
  7. I understand why Light Blue needs to be nerfed. Kinda sucks that in most of my games nowadays I only win because Brown is a good player or a nab (tries learning but feeds/doesn't do anything and then/or leaves, thus giving me the right to take all his control points with enough time before Horde storms Nordrassil) or if one Horde player is bad. However, winning a 2v1 Kali fight is a problem in itself. I'm not supposed to be winning solo. At all. I've only lost a few times against a well-balanced Horde, where the battle was combined in both macro and micro. Both sides wanted Tyrande and Shandris especially, my elites, air units, and casters down at all costs and knew me well enough to take my cp's so I wouldn't upgrade and have my army at full power at the same time attacking me from every angle and place possible. I conclude here that I usually win ENT games in every circumstance except when both Horde players are good. I second this. I've been in games where Horde lessened the spell composition because of those fearies and focused pure attack power and it resulted in heavy losses from both sides, with Brown usually having the upper hand. I don't understand Olol.. You have those batriders and they're so darn annoying. It's like their job is to specifically aim down air units. That might help you out when going against those fearie dragons and all of NE's air units even cuz the explosion spell has a fairly large AOE.
  8. WISPS - 3rd NIGHT ELF CASTER OPTION If night elf workers (artisans) get implemented into the game, wisps now have the opportunity to show what they're truly capable of doing. Some of you might not even care or find it laughable that I'm saying this, but wisps are actually very effective in fights. With their "Detonate" ability, one of them can dispel a fairly large AOE and burn 50 mana. If you had 12 of them detonate, you would've burned 600 mana--which is about more mana than any caster and elite on the map. Any caster hero squad would definitely run away from them. Personally, that's a pretty powerful spell. If used properly, it can be game-changing. Some of you might think this is OP so there could probably a limit to how many wisps could be trained. If not, let's spam the hell out of them wisps! To avoid a generic feel between Light Blue and Brown, I decided to make TWO kinds of wisps: Sentinel Wisp - Light Blue's 3rd caster 120hp/50mp || 10-15 gold? || trainable from Temple of Elune Abilities: - Detonate: burn 50 mana in an AOE at the cost of the wisp - Phase: 50 mana/x second cooldown; allows wisp to bypass collision and go through units with an x% increased movement speed for y seconds; doesn't become invisible - Elune's Radiance (passive): when wisp "detonates", units (in the AOE of the wisp) attack and/or movement speed is slowed by x% and/or y% for z seconds. (doesn't stack if done in rapid succession) Upgrades: Elune's Power Infusion - 120/220/320/420 health increase Sentinel Wisp Adept Training - enables "Phase"; adds 50 mana Sentinel Wisp Master Training - enables "Elune's Radiance"; adds 50 more mana Fully upgraded Sentinel Wisp: 420hp/150mp Druidic Wisp - Brown's 3rd caster 120hp/50mp || 10-15 gold? || trainable from Ancient of Wind - Detonate: burn 50 mana in an AOE at the cost of the wisp (can detonate in ethereal form) - Emerald Walk: 100 mana/x second cooldown; allows wisp to bypass collision and go through units in ethereal form; can be toggled between ethereal and corporeal - Malorne's Hindrance (passive): when wisp "detonates", units (in AOE of the wisp) damage and/or armor is reduced by x% and/or y% for z seconds. (doesn't stack if done in rapid succession) Upgrades: Malorne's Power Infusion - 120/220/320/420 health increase Druidic Wisp Adept Training - enables "Emerald Walk"; adds 50 mana Druidic Wisp Master Training - enables "Malorne's Hindrance"; adds 50 more mana Fully upgraded Druidic Wisp: 420hp/150mp
  9. Oh come on. There are male Sentinels too. It's like saying Brown can't have female druids. So this is not a valid argument. This is only the World Tree. I think that Brown's Trees of Eternity can do an AOE tree restore, but that's it. If you're so keen on mass lumber harvesting, then the simple solution is for Night Elf Workers to naturally just harvest less lumber than the other factions. Btw, wisps only harvest 2 lumber, not 5. The reason why they're so fast is because they just suck off the tree and have no return site. It doesn't matter if Night Elf Workers can harvest 10-20 wood because they'll have to make the walk between the trees and the return site. However, because of the World Tree, I'll agree with the idea that the NE workers should harvest less wood than the other workers. How does 6/9/12 wood by upgrades sound?
  10. Hate that Night Elves have infinite lumber? Hate losing that naval fight just because of a lack of wood? Well, this might be the answer to your problems, you anti-environmentalist zealot. -------------------------------------------------------------------- Presenting the NIGHT ELF WORKER!!! (HiveWorkshop calls him "Artisan") Looks pretty suave, doesn't he? Here are his functions: - just like every worker on the map (except acolytes) - benefits from lumber harvesting upgrades; researchable from the 'Workshop' building for LB and 'Hunters Hall' for Brown. (6/9/12 wood upgrade-wise) - looks like a druid and he's the only man you'll ever need Why he's needed: - people are too tired of Night Elves having infinite lumber mid-late game (can be argued as "broken") - controls NE's massing of hundreds of ships that always win every naval battle - slows down the damage and armor upgrades so that people on EK that have 2/3 won't have to face a 7/7 NE. - looks like a druid and he's the only man you'll ever need -------------------------------------------------------------------- "Okay cool, but what happens to the wisps?" - new post incoming
  11. I voted Chimeras to LB because it's the EASIEST and MOST DOABLE solution right now to solve this issue. With the way Brown is now, I personally think he's just fine with the fearie dragons alone. For such a powerful anti-magic air unit to be put in the game, I would say it'd be proper for that it should be the ONLY air unit for the faction it belongs to (and that is Brown). http://diplomunion.com/index.php?threads/azeroth-wars-lr-1-90-suggestions-thread.18389/page-9#post-553212 I posted on here some viable solutions, and I guess the High Priestess unit needs to have its spells reworked because just by looking at it, it's already more powerful than the Kirin Tor + mastery. Anyway, let me copy and paste the VIABLE solution from my suggestion post: Final Vengeance (upgrade) This is an upgrade that gives spirits of vengeance the ability to explode x number of magical damage in an x AOE (my values for this would be 50-100 damage in a very small AOE). If not everyone's aware, these spirits come to life after the Sentinel melee unit has died, and only this unit has the ability to turn into that spirit. They have 320 health with upgradable magic damage so they deal a lot but die very quickly. Final Vengeance can be researched from the Warden HQ either for a good price and/or a long period of time. "How is this "viable?"" For starters, having a lot of cheap sentinels that die and turn into small, exploding, and magical AOE bombs will put a painful dent on either Gray or Pink's frontline units. It's also very hard to avoid because since Sentinels are LB's frontline units and Grunts, Warsong Grunts, and Tauren are Horde's, they wouldn't be able to escape the explosions unless Horde players have their frontline units forcefully move back to avoid the magic damage. Dispelling makes Final Vengeance even more effective because when Vengeance Spirits are dispelled, they just end up exploding faster, and if it's a group of them, they all explode dealing more damage. I find this also very strategic as it makes Pink think on what and what not to dispel. Finally, it gives you a reason to train and use that pathetic excuse of a unit--the Sentinel. It's spammable, but not OP enough when spammed, so in conclusion this whole upgrade seems to be balanced. You must be drunk saying this because grunts have 800 health while warsong grunts have more.. Sentinels have 575 health. If you're gonna start comparing them like this, I'm gonna make a post that'll push lowering the cost of Sentinels. Oh, and on the topic of Sentinels, if they are just a low-health melee unit with a pitiful excuse of a second life that doesn't benefit from the Huntress Mastery and anything else... ... Sentinels are USELESS. End of story.
  12. 750 range rangers won't make a difference if the solid wall of huntresses gets murdered by grunts faster than archers taking out a few grunts with heavy armor. Your term 'god mode' is invalid because over half the time, Grey invades Ashenvale and Astranaar before Light Blue completes the upgrade, leaving him with 245 hp archers with 550 range. Even with the upgrade, the term is still invalid because rangers also have medium armor, thus also dying easily against grunts. I understand Brown's tank wall. That's cool. But don't ever count a wall of huntresses as "solid."
  13. //LIGHT BLUE LACKS MAGIC DAMAGE// -------------------------------------------------------------------------------------------- INTRO Brown is finally a race that can stand on it's own in 1.9. It makes me cry tears of joy. From playing Brown and watching players like Mopei and Talinn play them too, I have nothing to say because it's fabulous. The survivability and success of the Druids now truly relies on how good the player is. Having that said, it's come to my attention that Light Blue has softened. With the transferring of the Chimeras to Brown and the removal of the Shen'dralar elites that do amazing heals, I think Light Blue doesn't have the resistance needed to protect itself against a Horde army of grunts with heavy armor. Don't get me wrong. I realize that the Sentinels are a very light and mobile race that specializes in doing so much damage and taking in a lot of magic and piercing damage, but knowing the true strategy in taking LB out is just spamming physical damage isn't a very intelligible tactic. Any no-brainer could do this and stomp the Sentinels. SUGGESTION I'm not suggesting on any form of healing because that would be OP as that would contribute to the Sentinels being a tanky race which it isn't. There are already priestesses that do fantastic work in reviving, dispelling, and healing so the removal of the Shen'dralar isn't that much of a loss. On the other hand, since LB specializes in dealing a lot of damage, could there be any means to give them a magical damage edge to be able to at least hold against the Horde better? It could be a new unit, a modification to a new unit, an auto-cast magic/orb ability, an upgrade, or whatever creativity makes. The whole point of this thread is to show that the Sentinels need an added offensive edge because they don't have enough stability and combat ability to counter the Horde as they are now. IDEAS (choose one of these) 1) Final Vengeance (upgrade) This is an upgrade that gives spirits of vengeance the ability to explode x number of magical damage in an x AOE (my values for this would be 50-100 damage in a very small AOE). If not everyone's aware, these spirits come to life after the Sentinel melee unit has died, and only this unit has the ability to turn into that spirit. They have 320 health with upgradable magic damage so they deal a lot but die very quickly. Final Vengeance can be researched from the Warden HQ either for a good price and/or a long period of time. 2) High Priestess (elite unit) The name can be easily misunderstood to be something of the healing nature, but for the suggestion this elite unit focuses on offensive magical damage. Limit of 6. Damage type is probably hero/magic and armor is light/normal. Damage value can be scaled to balance with other elites. Starting health is 450 or 500 and mana is 300, 350, or 400. The abilities are: Moon Beam: chain-lightning type spell that bounces to up to x-y units for x magical damage (my values would be 4-6 units for 75-150 damage) dealing lesser damage with every bounce. Could possibly have an x effect to units hit (could be x% of slow/blindness/etc). Cooldown is x seconds (my values are 10-15 seconds). Costs x mana (my values are between 100-150). Elune's Evocation: restores 100 mana to the caster with x cooldown (same as other elites with evocation) Starfire: an auto-cast arrow-type ability that adds x magical damage to the high priestess's physical damage (my values for it would between 20-40). When target is hit by starfire and is very close to allies, they also receive damage but it's less than what the primary target received. Costs x mana (my values are between 15-25). Elune's Grace: self-explanatory IMPLEMENTATION At the start of the game, Light Blue has an option to choose either the Shadowleaf Sentinels or the High Priestesses. If an x event is accomplished (like say, the destruction of Ogrimmar, Stonemaul, and Darkspear Hold/high amount of money upgrade/Tyrande and/or Maiev event/etc), Light Blue would be able to train the second elite as well. 3) What can you suggest? -insert your amazingly innovative idea here- -------------------------------------------------------------------------------------------- That's all.
  14. Shandris

    1.9 tests

    Make it a Saturday! Sunday is like prepping for Monday, donchathink? I'll be Light Blue!
  15. I'm playing now in Battle.net. If this game was to be at a later date (I've got errands to do that time on 8/24), I'd totally go Light Blue!
  16. It looks like Hyjal is the smallest region in Northern Kalimdor.. I know the World Tree is big because, yes, it's the World Tree, but would resizing it help in editing and making the land around it (like Winterspring and Moonglade) bigger? Get rid of all choke points around this spiral and concentrate it on the Hyjal summit itself. Sounds more logical when defending your key structure. If there are shortcuts between points around this spiral area, maybe add like a Tram-kind of upgrade that'll enable allies (also enemies, if needed) to quickly travel like say for example, between Winterspring and Ashenvale? Sukramo and others might like that. Doesn't Cenarius start at the Moonglade and not at Hyjal? Maybe I'm missing something here, but I think the issue with Brown being too slow in getting down quick enough to help LB is because he is on Hyjal. EDIT: If you made Moonglade a little bigger by adding more land upward, and then put Cenarius somewhere on the end of that, it'd make things look better, and if not, you could make a separate area outside the map that is waygated (like Sholomance and Barrow Dens) so you could really make Moonglade shine in all it's glory (via: adding an extra control point/putting the actual Moonglade control point in there; adding some creeps in there so Cenarius won't be bored). I find that much more fun and playable.
  17. Ah. A Cenarius-Maggy discussion. Personally, I think Cenarius is just really strong early game but then he just dies off later so quickly due to 8-8 or aiming.. It makes you think, "Why level up Cenarius just so you could lose him?" I beginning to consider a heavily nerfed Cenarius that could actually be revivable via event of some sort.. Obviously, with that adjustment, there will have to also be some other unit modifications that go with Brown, like hopefully increasing the slow ass movement speed of the Keepers or giving bears a Berserk ability.. Just throwing ideas out there.
  18. What? No.. This isn't my suggestion thread. I created it, but that doesn't mean it's all for what I want. This is everyone's thread to put their thoughts on Night Elf stuff. I already told Rhemar that it was fine to close the thread, so yeah. And I'm not sure why you say that, because it seems that I'm the only one (along with Talinn and Rhemar) that actually give a damn about NE's balance and improvement.
  19. The struggle sometimes to tell the difference between two kinds of people is absolutely real, sir. Halppp
  20. Here's what I actually said. Here's what happens when someone tries to put himself in the shoes of a biased and desperate faction fan that only wants OP skills and units. Not sure why you'd do this, man. Your trolling abilities are too OP and needs to be readjusted. Haha, and you think I don't see both fights? The Kalimdor fight has always been what I was looking and playing at most of the time, and really only seek to balance it. I understand that you play and strategize differently from how I strategize, but that doesn't mean I just play Night Elves. I've been putting some Horde stuff here too but that's not what this thread is about.. And it's probably why it's a focused Night Elf thread why you and the whole wonderful and quick-to-assume community of Diplomunion would treat it this way.
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