Author Topic: Rebalancing warcraft 2: human edition  (Read 24387 times)

Offline Pandaprewmaster325

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Re: Rebalancing warcraft 2: human edition
« Reply #30 on: October 28, 2024, 05:28:37 PM »
It wouldn't hurt to make mages have auto slow now how could this be implemented you ask? Some sort of plugin same as healing spell getting an auto heal mod , but slow is more debuff than buff if you call healing a buff that is.

So auto slow would be auto cast on enemies that engage in "attack" behavior to make sure they don't just slow every enemy they see and waste their mana on lets say peons , so makiing them do this automatically would be a solid buff for humans , if  auto cast healing and slow become a thing in  wc2 they would make humans better in everyway possible!.
« Last Edit: October 28, 2024, 05:32:53 PM by Pandaprewmaster325 »
Today warcraft is not the warcraft it used to be , lets stick to what made warcraft warcraft! ORCS AND HUMANS

Offline Pandaprewmaster325

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Re: Rebalancing warcraft 2: human edition
« Reply #31 on: December 08, 2024, 12:56:06 PM »
So I have been thinking about what is possible to do with campaigns to expand on certain aspects add more factions into a mission that make sense from a lore POV.

What I think will be very fitting is having gilneas as a player in chapter 1 in both tides of darkness storyline campaigns.

This could range from simple 6 footmen you can rescue to death zones as orcs if you step too far lol.

The idea behind this is making gilneas appear in the actual story as its the only faction to never see usage in any mission.

Since lorewise gilneas is close to hillsbrad and southshore which is where "seas of blood" and "shores of lordaeorn" chapters take place it make lot of sense to have gilneas involved , but how?

Im gonna mainly discuss human missions here.

Im thinking about making mission 2  where u rescue the elves into more of a sneak mission so basically the orcs have too many defenses to attack head-on so you sneak around the prison meet with a couple gilnean soldiers and preach the prison from the back , simple idea but I think its quite entertaining it also helps sell the fact that the humans are the underdogs of this genocidal war and they can't yet attack horde controlled territory from the front resorting to sneak attacks and such tactics.

In chapter 2 "khaz modan" the bleeding hollow clan sees very little appearance only appearing in 1 mission , its weird since this clan is supposed to hold khaz modan region , same goes for the burning blade or dragon maw clans we see too little of them it feels like we are fighting only blackrocks all the time and it gets boring after a while also we have 7 orc clans why only use 1 or 2 most of the time?

Thus the bleeding hollow can make minor appearances in the tol barad defense/dun modr Siege and it can also appear in the dun algaz offensive or assault.

In mission 5 (tol barad) they could fill in empty sections of map they could guard some oil spots or a gold mine so basically we replace these stragglers who usually are quite annoying to look for and kill , instead we place those close to the its player base and replace it with other player units who aren't needed to be killed in order to win making winning way faster and smoother , for example there was this empty island in tol barad mission up north of the map I think it had a gold mine an empty one too so why not make it be occupied by bleeding hollow troops , same goes for mission 6 where bleeding hollow and burning blade forces would be spread around the map occupying gold mines and blocking player from accessing main pathways and such.

For orcs you could expand on the relationship between the horde and alterac at this point everybody knows the orange humans are traitors so I don't  think we spoil anything if we make couple human soldiers rescueable units in chapter 3 (quel'thlas).

I think a lot can be done with the campaign missions in regards to faction representation and color variety for example player could play as red humans in dun algaz representing stromgarde is there any lore proof that stromgarde were the one to attack dun algaz? Nope but its quite fitting for them as you get knights in the mission they are mighty warriors and stromgarde are the best human warriors from the 7 kingdoms , also they are the main enemy in the orc khaz modan missions so that adds more reason to make player be red humans , AND the enemy color is black which means  in turn red is unused.


Note: triggers in mission might be coded to apply "win" condition if all enemies are dead meaning its not enough to kill player 2 instead you have to kill all enemies.

« Last Edit: December 08, 2024, 01:00:41 PM by Pandaprewmaster325 »
Today warcraft is not the warcraft it used to be , lets stick to what made warcraft warcraft! ORCS AND HUMANS