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Warcraft 3 Beta Update #12 -- Patch 1.32: When Its Good to be Dead (05-19-02)
After two patches of siege dominance by the Night Elves and especially Orcs, Patch 1.32 has arrived. It contained a fair number of
changes, all of which were beneficial. Among other things, I think most items, save a few +9 claws of attack
on Gnoll Woods, and orb of frost in general, are more or less balanced on the existing ladder maps. I also think that
1-2 more patches will ready the game for release in terms of multiplayer.
There are three things that really stand out about this patch -- Undead are arguably the most powerful now (up
from the worst, bar none), Orcs are no longer overpowered, with the sole exception of a possible wyvern issue, and
Humans are all but hopeless. There are several contributing factors for this, but to get at those, its best to first
describe the process that resulted in the current state of the game.
Coming out of 1.31 Blizzard knew that siege had to be fixed -- big time. Also, air units in general needed some
tweaking, and chain lightning needed a major nerf. And of course, Burrows made playing Orc risk-free, which was
a brutal flashback to the old Zerg 1.02/1.03 days. Blizzard fixed these across the board, affecting humans,
orcs, and night elves. This in turn left Undead potentially the strongest, and Humans, which were slightly less strong
than Night Elves, as the worst race of all.
So Why Are Humans So Bad?
The key reason Humans are so bad is that they lack any one powerful choice. Knights are probabaly their strongest choice, but consider
their other options. None of them are exceptionally strong, and none of their heroes are exceptionally threatening.
It could be said that humans are the most balanced race of all, because all of their choices have distinct flavors, and
aren't terribly overpowering. I think the key difference between Humans and other races is that they don't have access
to powerful technology "for free". Orcs and Night Elves have easy access to siege (virtually free, since you generally
want a War Forge or a Huntress Hall), while Orcs, Night Elves and Undead all have very strong early heroes (Farseer,
Demon Hunter, Keeper of the Grove, Dread Lord).
Humans don't have easy access to siege or any advanced units without an inconvenient enabling structure like a workshop
or an arcane sanctum, both of which cost both time and money. Knights are the sole exception, and indeed, are proving
to be a backbone of the few Human player's strategies, but they are too little too late. Humans also dont have an
exceptionally powerful hero -- Paladin isnt very good for offense, Blizzard is still hard to use, and Stormbolt
is arguably inferior as a hero killer compared to various area effects like Carrion Swarm (Which does generally as much damage
as bolt to a single target AND is an area AND only costs only 25 more mana... stun doesnt make a big difference). I think
that the MK's thunderclap ability is part of the puzzle that people arent using, but even then, Human's are underpowered on
the unit front. I believe that Blizzard must proceed with extreme caution though, since once people start using
thunderclap, it wont take a very large change to Human technology availability to create a significant problem.
How About Those Orcs?
As far as I can tell, Orcs are reasonably balanced relative to other races now, the sole exception being humans. Their
more powerful strategies revolve around farseer variants, such as farseer-wyvern, farseer-blademaster, and any of the
above with catapults and maybe grunts. Unlike last patch when these strategies were impossible to beat, they are
pretty fair now. I think that Wyverns are a bit hard to defeat with anti-air relative to other air units, but anti-air
in general is weaker than it maybe should be. Catapult rushing no longer seems to be viable.
I believe that my old shockwave/chain lightning strategy geared more towards headhunters and catapults than grunts will
be quite effective this patch, especially if applied as a map control strategy. Very few Orc players are using it though.
The Undead Menace
I believe that The Undead are slightly more powerful than all other races in this patch. In particular, the Dreadlord's
Carrion Swarm coupled with ghouls and excessive use of cannabalize is quite potent. I've found that harassing an opponent
with this strategy is very difficult to counter properly. This is augmented by both Lich or Death Knight, both
for anti-hero purposes (death coil or frost nova). I personally prefer DK, though some prefer lich. I think they are
reasonably equivelent choices in terms of overall strength. Frost Wyrms are still
reasonably good, and are a good finisher. I'll go into greater detail on this one tommorow.
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