r/WC3 • • 17d ago

Discussion Warcraft 3 Devs Say Definitive Graphics Coming To Old Campaign

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388 Upvotes

r/WC3 • • 19d ago

Discussion So much negativity

65 Upvotes

Dont you guys have phones?? Sorry, I mean, don't you guys have at least a little bit enjoyment or fun?

I am not saying about gratitude towards rich and mercantile million dollar corporation - to hell gratitude or so on, but where all this sudden critics came from even to minor things????

Did you lost all the possibility just to enjoy things?

All I see is bragging about price, UNPERFECT DE graphics etc.

Look at HOTS sub. Those maaaad guys are wiiling to buy A SKIN on a new hero for 20 BUCKS!!

And you are complaining about 30 for a whole story addition. You dont disscuss 24 roster units and a new hero, you are yelling about blur grass (which is not great, but still).

Can we grow up at last?

r/WC3 • • 20d ago

Discussion Forsaken Paladin - Breakdown

105 Upvotes

Opened up the game to look at him. Here's what he is:

Melee Hero, Undead, STR Hero, Tavern Hero

Righteous Fury, 100MP: Dash at target, dealing damage, slowing enemy movement speed and attack rate of the enemies he passes through

  • Level 1 - 725 range, 100 damage, 20% movement speed reduction, 30% attack rate reduction

  • Level 2 - 725 range, 150 damage, 30% movement speed reduction, 40% attack rate reduction

  • Level 3 - 725 range, 200 damage, 40% movement speed reduction, 50% attack rate reduction

Consecration, 100MP: Creates a circular area on the ground around the Forsaken Paladin, healing friendly NON-Undead units (not himself lol) and dealing damage to enemy Undead units and reduces healing to enemy Undead units:

  • Level 1 - Heals 25HP/s, deals 20HP/s, reduces healing by 25%, lasts 5 seconds

  • Level 2 - Heals 35HP/s, deals 30HP/s, reduces healing by 33%, lasts 5 seconds

  • Level 3 - Heals 50HP/s, deals 40HP/s, reduces healing by 50%, lasts 5 seconds

Sacred Aura: Gives additional magic resistance and increased healing to nearby friendly units:

  • Level 1 - 15% magic resistance, 15% increased healing

  • Level 2 - 25% magic resistance, 20% increased healing

  • Level 3 - 35% magic resistance, 25% increased healing

Ultimate - Cleansing Fire, 150MP:

  • Removes debuffs from friendly units and buffs from enemy units, friendly units healed for 125HP, gain 25% bonus damage for 25 seconds. For each debuff removed, unit heals additional 50HP and gains additional 15% bonus to damage. Enemy units stunned for 3 seconds.

Seems SUPER anti-Undead, particularly Consecration. Completely useless as a healing ability if you play Undead and useless as a damage ability if none of your opponents are Undead. Magic Resist really hurts Undead players a ton as well as their racial identity is tied to hero nukes. I think he's cool from a lore standpoint, but it seems this hero seems specifically designed to be effective against Undead players. He's really a tool for the other 3 races against Undead. And he's not great to use as an Undead player because Consecration doesn't work at all for your units. So it seems the other 3 races got a great anti-UD tool which I'm not sure we really needed and UD got a hero choice they'll probably ignore because at least how bad Consecration is for them. Not sure if the dev team thought we need more anti-UD content, but here we are.

Just seems silly like if you play against UD, use him. Don't play against UD? Don't really need the magic resistance or UD harming ability, so don't use him. Just seems to be a tool for the other 3 races to use against UD, otherwise, if not playing against UD... no need for him. Just seems the other 3 races got an anti-UD tool and UD got a hero that isn't great for them. Seems like balancing is needed because Undead looks like they just got screwed lol.

3 races got an anti-UD tool, whereas using him as UD is really, really awkward.

r/WC3 • • 19d ago

Discussion What's stopping blizzard from releasing warcraft 4?

48 Upvotes

I'm happy that wc3 gets some attention and new developments, and a new campaign sounds awesome!

But at the same time.. the game itself is really really old and not something that I'm anymore excited of revisiting despite those changes.

It seems that blizzard puts most of its attention on the Diablo frenchise, which I guess makes the most sense for them from monetisation perspective, but I can't help but feeling dissappointed that WC3 updates over the last decade were:

  1. Reforged - which at the time of annoucing it I was already dissappointed they're going with that route instead of doing Warcraft 4

  2. Now this new campaign, which again sounds really cool, but why not just develop a follow up game to series while at it and have it be a part of that?

r/WC3 • • 25d ago

Discussion Warcraft 3 Patch 3.0 at BlizzCon? The Clues Are Piling Up

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134 Upvotes

r/WC3 • • Dec 02 '25

Discussion Grubby's 2025 Hero Tierlist - Thoughts?

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267 Upvotes

r/WC3 • • 2d ago

Discussion Assuming Blizzard is firm in actually supporting Warcraft 3, at least periodically, what are your most requested/wanted features and content?

57 Upvotes

For me, personally, and I think a lot of people who at least dabble in creating their own maps, the AI needs to be more flexible to put it in line with other RTS games. The one we have is still running on the fragile "shopping list" style of thinking that breaks or has to be worked around.

Not saying they should rework the whole thing, that's both unreasonable given the budget they clearly have to work with and the fact that it would literally break the game and most of the custom maps, but at least build on top of it so we have the OPTION for a more modern framework, literally just a checkbox saying: "Enable Dynamic AI Framework" or something....

r/WC3 • • 14d ago

Discussion Playing through the RoC campaign on my Windows XP computer

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264 Upvotes

r/WC3 • • 12d ago

Discussion Hard mode kinda hard.

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151 Upvotes

Got my ass beat. Barely made it through this level 😂

r/WC3 • • May 29 '26

Discussion Starcraft 2 got a new patch on PTR that could fundamentally alter the way the game is played. Would you like to see the same treatment for WC3?

57 Upvotes

They reduced the number of starting workers and tweaked the amount of mineable resources, making the early game slower and expansion play not as free. Giving more room for early aggression and cheesier strategies, and possibly making early game less stressful for newcomers and more casual players.

And the actually crazy change: they completely reworked Warp Gate technology for Protoss race, which throughout all of the game's history was relied upon, it gave them ability to reinforce their army with new units by instantly* warping them in on the frontlines, as opposed to making them normally in the building. They made normal production better after the tech is unlocked and attached an additional cost to warp gates, it turns it into an interesting trade-off which previously didn't exist as warping always was an objectively better and basically only way to produce certain units, now the decision comes at a cost and it completely alters the way the race is played.

Granted this is very radical change, so we'll have to see if it comes to live servers as is. It got me thinking about some design decisions in warcraft though and I would love to see a retouch on some of the race's features...

r/WC3 • • 16d ago

Discussion Call me crazy but there is heavy need of balancing

0 Upvotes

The new news about wc3 got me back in the game to give it a try again. I used to play it quite a bit before a few years ago so I'm not a total noob but certainly not pro either.

However I main orc and I certainly feel as if the Orc vs Night Elf match up specifically has a huge problem.

Night elf has a hard time in the first 3 or 4 minutes of the game but after that they can just spam dryads and bears non-stop and a move. Meanwhile my army has 50 buttons, units with different range, movements speed etc. Don't get me started on the tp staff shenanigans they have going.

r/WC3 • • 16d ago

Discussion Who Next to the Tavern?

28 Upvotes

I joked about it for years, literally every time a patch was discussed I said "new neutral tavern hero 👀 👀 "? It was a joke because there was no way they would do something so insane after over 2 decades.

And now... here we are. xD

Like him or hate him, we have the Forsaken Paladin... So who else\* should Blizzard bring to the Tavern?? (There are solutions to resolve the limited space, so just ignore that). I don't care about upsetting balance, I just love cool neutral Tavern Heroes.

\*other than the other 3 Elemental Lords I MEAN SERIOUSLY I've been waiting \*\*22 years\*\* for them to complete that cycle, how could they DO THIS TO ME 😡

r/WC3 • • Jun 27 '26

Discussion As a noob, especially as a noob, I hate night elf so much

22 Upvotes

Not much to say. I am sure there are counters, I am sure there are a billion things I can do to be better and defeat them, but I have to say this race makes the game less fun for me. Even I can already spot how forgiving it is, those moonwells.

Their heroes are made just to make the game less fun, they are not even that good (with the exception of DH of course). DH manaburns. so fun. Keeper gets free kills for absolute 0 effort until you get dispell (he will get a bunch of free picks)

Total noob problem here, but until I fix it, and it takes time, if you EVER forget to scout against a NE and they go warden its over because you did not play into her weakness.

Priestess is the only hero I see (I never actually see her) and know I could win this game with an under 120 apm.

I know NE is probably the most hated race even among good players, but even here in the mud god it sucks to see them. If I see other race and I see them make mistakes, I look at that mistake and I smile. A NE with bad micro or bad positinoing? Teleport out of the fight come back with full HP.

And just as the chery on top, the most cheese cringe ass builds, they are always NE because they can hide their buildings and just surprise with 3 chimeras destroying your workers. Your heroes are like 5-4-3 and the night elf is like 4-3-2 your army is better, you get ready for that final push aaaaaand he destroys ur base.

Again, obviously these are noob problems, I am sure if most of you play in my place you would probably win, but even against players of my level god damn this race is the easiest to play, which is fine, one race has to be that at the end of the day, but it also the most forgiving and that combo sucks

Lost 4 games in a row to NE had to rant

r/WC3 • • Aug 12 '26

Discussion Tyler1 and Grubby Tournament

45 Upvotes

I just want to say I really enjoyed watching loltyler1 learning the game and then competing in Grubby's tournament.

As a returning player (who was never that great) it was nice to watch someone playing at a level I can relate to.

Sure watching pros is fun but they are accessing game knowledge and micro skills that I won't ever have and I actually enjoy watching the learning process in action.

I think there is an untapped market here if Tyler or others want to stream / record their sessions a couple times a week.

r/WC3 • • 19d ago

Discussion Forsaken Kingdom (Prologue)

105 Upvotes

So far the campaign has been excellent, better than any of the RoC or TFT missions. Some of them can be challenging, and definitely not the first missions you should be jumping into. But definitely doable on your first go through.

I am mourning that this is the quality Reforged could have been, but happy they eventually got it right. I don't feel like I overpaid for the missions given the quality and length per mission, absolutely would recommend.

r/WC3 • • 19d ago

Discussion I hope they redo RoC and TFT in Definitive dition.

75 Upvotes

I waited whole day to get back from work so i could play definitive edition RoC but then i got hit with the reality that they arent done. I realy hope they redo all the campaigns in the new graphics

r/WC3 • • 8d ago

Discussion I don't have a problem with the Forsaken Paladin, I have a problem with Consecration

9 Upvotes

It's an incredibly matchup-dependent ability and it's a bad precedent for the game or any addition to the game. It's useless as UD and useless against anyone who isn't UD. It doesn't even heal the FP himself. If you want to keep the ability thematic, maybe it could have a different effect on UD, not necessarily no effect. Maybe Consecration would damage your own UD units, but it could provide another effect like it burns them so they temporarily move faster or something.

Or Blizzard could have taken a different route and played with the living/undead mechanic. Maybe one of the FP's ability could be to turn undead units living or make living units undead. The hero could have been managing the living/undead states of your and your opponent's units. That would be interesting.

As it is, it just feels bad that as UD, you lose out on 1/3 of the hero's abilities, making him very unappealing to use. And as non-UD, the damage aspect of the spell doesn't work at all if your opponent isn't UD which is 3/4 of the time.

And yes, I know he isn't great in competitive play. That's not what I'm here to talk about. I'm talking from a design standpoint, which I'm disappointed with.

r/WC3 • • Mar 04 '26

Discussion LabyRinth's Take on the GOAT debate (Happy or Moon)

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95 Upvotes

r/WC3 • • 18d ago

Discussion How do you think the new 24 unit selection will affect pro play, if at all?

24 Upvotes

Large unit selection was kind of a problem in StarCraft 2 whereas the game devolved into deathball vs deathball and having to be balanced around this.

What do you think will happen in Warcraft 3?

r/WC3 • • Jul 05 '26

Discussion Death Knight “balance” change ideas

9 Upvotes

The DK only really has 2 usable abilities, Coil and unholy aura. So i wanted to try and rehabilitate Death Pact and Animate Dead so they have at least some utility, though still probably not as much as the other two.

Death Pact

- give overkill healing, so if you lvl 3 death pact an abomination, it gives the full 3525 hp to DK, temporarily giving him a massive health pool that decays rapidly until he reaches his real max hp. This would still not give it much utility in real scenarios, though it would be fun.

- make it cost less or zero mana. Death Pact is already has a sacrifice, killing a unit to save save your DK. So making it cost negligible amounts if mana would help it to become somewhat viable.

Animate Dead

- make it so regardless of corpse availability, Animate Dead is still usable. if there aren’t enough corpses to summon, Animate dead would summon Crypt Fiends from nowhere. this would make it so its less situational and useless, since you’re guaranteed some pretty valuable units. This one is more balanced than the other Animate Dead idea, and I could see it providing value without being busted.

- Make it so the duration and cooldown are equal, like Inferno or Vengeance, and have the animated units leaving corpses behind when the cooldown runs out. (if they're killed before that, they explode like normal.) This would make it so that you could essentially just add these units to your army permanently by just reanimating them on cooldown. It would make animate dead a more utility based power that allows you to pick and choose 6 permanent additions to your army.

I like these change ideas, but I know they're not really necessary. DK is already one of if not the best hero in the game, so buffing his two mediocre abilities isn’t really needed. Then again, Demon Hunter exists, so apparently heroes are allowed all busted abilities.

r/WC3 • • Jun 24 '26

Discussion There are far too many posts about half-baked ideas rather than actual in-depth analysis of the issues of the game, plus solutions for rigid Night Elf design

5 Upvotes

We don't want Glaive Throwers somehow attacking air, Scout Owls exploding and doing AoE damage or Far Sight essentially being free. These ideas are creating more problems that are untested and will require more work from the developers to properly balance the game.

What needs to happen is a better understanding of what the biggest issues of the game are and what are the easiest solutions that would have the biggest effect.

We need to slow it down with the suggestions as well as the insane ones and honestly look at what are the main issues of the game and how can we make units that don't work effectively, to work better and do their role in the game.

My background is that I've suggested many ideas that have gone through into the game. I've suggested that we remove the Graveyard requirement for Sacrificial Skull, which went through. I've suggested that we increase damage for Disease Cloud, yet reduce its duration, which went through. I suggested we increase movement speed for mechanical siege units, which also went through.

Anyways, my next point is about Elf and how many users in 1v1 feel they are stuck with Lore-tech which might be strong, but the other tech trees are not feasible. There are 3 main branches to Elf, Ancient of War, Ancient of Wind and Ancient of Lore. The current meta is to get to Ancient of Lore as fast as possible, so they can use Dryads and Bears. The reason why Elf players skip Ancient of War is because the units are simply inferior to Ancient of Lore units and their roles overlap. Bears and Dryads have so much utility that no other units are needed. You get DPS, healing, anti-magic, anti-air, slow-effect, sturdy units and incredible synergy with Staff of Preservation. You do not get any of these benefits by using Ancient of War units who quickly fall off and become obsolete. Ancient of Lore essentially makes Ancient of War unnecessary to the point where if both of these tech trees were open, 100 out of 100 players would choose Lore.

So what would the purpose of Ancient of War be? As said before, if you can use Lore, you would take it over War 100 out of 100 times. So the only time War would make sense is if Lore-tech (Bears) was not available, meaning at tiers 1 and 2. This makes Ancient of War a time-dependent strategy, meaning it is trying to do huge damage or end the game early on. You are effectively choosing Ancient of War OVER Ancient of Lore. But if a game is likely to get to tier-3, it makes no sense to use Ancient of War when the upsides of Lore-tech are vastly higher.

The bottom line is that Lore-tech essentially invalidates War-tech because it does what it does better and it has way more benefits. It's just how it is and how it will always be because that's how the game designers designed Elf. The only role War-tech has is early game strength and so any buffs would be to help Ancient of War units do better early on. The reason why we see Crypt Fiends and Ghouls used in UD even at tier-3 is because UD's tier-3 units have giant holes. Ghouls provide fast-moving DPS that Aboms do not and Fiends are the go-to anti-air for UD with Web. Dryads and Bears in the meantime basically do it all to the point where other units are not needed.

What are my suggestions then? As said before, help War-tech units be as effective as possible early on. So the easiest change I would say is to have all their upgrades available at tier-1 which would mean Improved Bows, Marksmanship and Moon Glaives. And yes, we should bring back glaive-bounce on structures. We can tweak research cost and times if it is too powerful, but we should allow Elf players to commit to a strong early game if they want over Lore-tech. This may be strong, but if we are accepting that no Elf will use War-tech units at tier-3, then it makes sense to make them as good as they can be early on. And again, we can really adjust costs and times if things look too strong.

This would allow Elf players to sit in a conundrum of either having a strong early game dominance which could be worth it or they can do the same thing they always do which is roam around until tier-3. It makes War-tech more enticing and that's the point.

Next, the air-game of Elf as well as the game is abysmal and that's mainly due to 3 units, the Batrider, the Flying Machine and the Gargoyle. The first two units are the main issue with the game. Anything that does splash damage and moves fast is an incredibly dangerous unit to have in a strategy game, particularly one where killing units gives you experience. Batriders are an incredibly toxic unit where at worst they are an AoE anti-air unit that gives 100% of the experience to Orc and gives opponents no chance to respond, OR they are massed and require players to teleport home or lose their entire base. It's a flying siege unit that you cannot approach by air. Flying Machines are also badly designed. They have the fastest movement speed in the game at 400, they have a ranged attack and they also do splash damage. They are literally the best anti-air units in the game and you cannot fight them with your own air units. They will literally beat any air unit. This isn't good for a strategy game.

My point about these two units is that they are far too strong and make using air units abysmal or almost impossible against those two races. It would be better for them to be more specific with their capabilities instead of being the one-stop unit that deals with all air. I want people to really look at these two units in particular. My personal suggestions would be to change the Batrider so that Unstable Concoction deals a daze-like effect (like when your ground units fall out of a dead Zeppelin) rather than be an unrespondable AoE attack. Orc would be forced to use other anti-air measures instead of using the one-stop Batrider.

I would change Flying Machines to do more single damage, but remove their AoE attack. This would make them focus on fighting smaller air units, but bigger ones would require the use of Dragonhawks.

Then lastly, we can tweak the Gargoyle to make it less dominating against Elf. It is probably stronger than it could be right now due to how strong the former two units are.

So anyways, the point is that I and others want Elf to have more viable strategies than just Lore-tech. I believe War-tech isn't used because Lore-tech is so much better, so buffing War-tech at tier-1 would give Elf players the option to commit to it which makes it more likely to be used more than just completely skipped because they want to rush Lore-tech. I also believe looking at 3 problematic units (Bat, Copter, Garg) and trying some changes would allow Elf to be able to try Wind-tech.

Summary:

  • Improved Bow is available at tier-1 (cost and time can be adjusted for balance)

  • Marksmanship is available at tier-1 (cost and time can be adjusted for balance)

  • Moon Glaive is available at tier-1 (cost and time can be adjusted for balance)

  • Glaives bounce on structures again

  • Batrider Unstable Concoction deals no damage, but instead inflicts daze effect to enemies

  • Flying Machine Flak Cannon removed, air-to-air damage increased

  • Gargoyle can get nerfs if former two are changed (speed, damage, HP, etc.)

r/WC3 • • 11d ago

Discussion Untakeable candle (WC3 Forsaken Kingdom campaign act one) Spoiler

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66 Upvotes

They lied!!! I was determined to take the candle so I spamed with both heroes to try pick it up, and I could. Thought I'd share, didn't see a post yet.

r/WC3 • • Jul 01 '26

Discussion BM is the orc version of DH

2 Upvotes

We often talk about Demon Hunter being totally broken which is obviously true but what about BM ?

I find it really hard to deal with and any orc player with some proper macro can make a carnage whether he goes for mirror image or windwalk.

I fought an orc earlier and even tho I was clearly winning in his base, the BM was totally unkillable and untouchable because of his 2sec cooldown windwalk.

Even with 20 pop army difference a BM can totally reverse the situation and carry a game just because of 1 skill.

I was reading a bit on wiki the describtion of windwalk made me make this post :

Use Wind Walk to get away when the Blademaster is about to die. Use Wind Walk to scout the map without being attacked. You can walk into an enemy town, look around, then leave.

Use Wind Walk to sneak into an enemy town or upon stopped collections of enemy units and do a Bladestorm.

Wind Walk can be used for soloing Creeps at the start of the game. A cool trick is to run into a group of Creeps, kill the leader to get the best items, grab the items, then go invisible using Wind Walk.

The Blademaster can use Wind Walk early in the game to use Fountains of Health, Fountains of Mana, or other Neutral buildings while they are still being defended by Creeps.

The Blademaster can wake up a bunch of Creeps, and then lead them to the enemy. The Blademaster can then use Wind Walk to become invisible giving the Creeps a new target, that enemy player.

Wind Walk can be used to walk through units."

This is just absurd how strong BM is.

Not surprising 90% of people always go with him first.

r/WC3 • • Jun 16 '26

Discussion Start With The Obvious, Dread Lord & POTM Buff

15 Upvotes

Nerf this, nerf that. I think the best place to start is looking at the least viable options and bringing them up to speed.

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It appears to be concensus that these two are the most lacking in the current meta

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If you agree with this how would you improve these 2? My thoughts are...

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Dreadlord is the jack of all trades master of none (besides fast expand). He doesn't have the raw intelligence output of the Lich nor the army enabling powers of the DK. I think we should round out his overall averageness by improving his agility and giving him faster attack speed and armor scaling.

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POTM, lacks what other heros have to offer for NE and probably needs a spell rework. I would consider changing the Scout Owl. Maybe give the owl an additional ability like a slow cast to harass enemy workers, or ability to mess with building production? Would also like to see her have a little more HP by giving her 1 more strength point.

​

What do you think would improve these heros in a balanced way?

r/WC3 • • 20d ago

Discussion Definitive Graphics???

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49 Upvotes

I thought the new graphics were free?