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Orc Creeps are Too Weak

Posted: January 4th, 2009, 3:01 pm
by jamn455
They are weak, puny morsels. They die too easily.

Re: Orc Creeps are Too Weak

Posted: January 4th, 2009, 3:32 pm
by Perhaps
So indulge it! Make Orc ARMY units have 3/4th their bounty, and 3/4th the spawn interval duration!
Blizzard wrote:Creeps are neutral units that generally don't like you, regardless of what type of blood runs through your veins.

Re: Orc Creeps are Too Weak

Posted: January 6th, 2009, 12:10 am
by DarnYak
Any other comments on this? How about orc spawn towers?

By the way, orc tower units have some abilities

Annihilan - Cleave (30%)
Brute - Resistant Skin (believe this grants 25% magic reduction)
Infernal Canons - Frag Shards (same as ballista/catas)
Obsidian Statue - Barrage (1 extra, but only vs air)
Wardrummer - Devour (longish range so they aren't retards), Ensnare

DarnYak

Re: Orc Creeps are Too Weak

Posted: January 6th, 2009, 2:45 pm
by Leek
I haven't tried out their Spawn Towers since its hard to actually get to be Orcs (you only get them during Random Races).

I know that base spawns have 2 problems. These might be related. First is that on a strategic level they lose consistently to Elf creeps ( would imagine the same to UD and Creeps). (I tested this in a game where I was the only hero, and I didn't do much)

The other problem is that they have so many ranged units (1-2 more per wave) that all the ranged units get clumped into an "arc" that ends up blocking newer melee units from refreshing the front line, eventually leading to the ranged being in melee range. I'm also not sure on what their HP is relative to other ranged/casters (I know the casters only have 470hp) but perhaps they are a lot more vulnerable to AoE (from Heroes)

Re: Orc Creeps are Too Weak

Posted: January 6th, 2009, 6:34 pm
by Perhaps
The rowing issue can be fixed with lowering unit sizes, and if that method is undesired... Then there can be identical versions made of the range unit that spawns more of its type that has every stat the same except for range, forcing stacking rows when using their max range.

Re: Orc Creeps are Too Weak

Posted: January 6th, 2009, 9:44 pm
by DarnYak
It already does the range thing (that's why theres 2 types of casters instead of 1). All races should suffer equally from said arc blocking, as they all cap out at 6 units of one range type.

DarnYak

Re: Orc Creeps are Too Weak

Posted: January 7th, 2009, 7:37 am
by Leek
Hmmm, just seemed worse for the Orcs somehow.

Re: Orc Creeps are Too Weak

Posted: January 7th, 2009, 7:52 am
by DarkNemesis
On a side note, I think the magic-immune golems might be a little too strong.

For the most part, they are painfully had to kill, unless you've got an effective DPS hero or one with a physical AoE, which are rare to EotA.

The first two that come to mind are gargoyle and gaint, but other than that?

Just a thought.

Re: Orc Creeps are Too Weak

Posted: January 7th, 2009, 2:27 pm
by Leek
Well one thing about the cap is that Orcs have 3 different ranged units compared to some races 2 (Sorc+Ranger, Necro+Banshee)

I have a replay of Orcs vs UD. The UD seem to get owned, 1 hour 36 mins in they lose.

Re: Orc Creeps are Too Weak

Posted: March 18th, 2009, 6:42 am
by Azathoth21
Ok

yes they are a lil weak than the others creeps.

but they bring enough troops and ya they are strong for being mass troops.

for dark nemesis about the golems. just get a critical strike hero or a high dmg hero in the team and you'll have no problem with that. Example: Joram with critical gauntlets and his own crit skill makes him deadly for any kind of troops that includes: golems, magnataurs, flesh golems and faceless. you'll kill them in less than 10 hits.

I know is hard to do something like this as a matter of fact I noticed that when you make random races everyone try to get dps heroes, or some killing hero.... and lose for mass -.-


btw I didn't saw orc shamans using skills xD they have any?

Re: Orc Creeps are Too Weak

Posted: April 16th, 2009, 12:30 am
by Ion
I would like to comment on this.

I played 5 games in a row vs. Orc over the past few days (so all my games have been vs. Orc) and out of those, I've played 4 as UD.

I can't confirm (I have replays but I'm lazy) in terms of direct numbers, but it seemed like every game the Orcs had a disproportionately high rate of beating UD spawns. The only way I could effectively counter it was through Ghasts.

And Ghasts also seem to be a bit ridiculous. But so long as flying units are hilarious I don't advocate any change (Ghasts are the only good thing about UD atm.)

Re: Orc Creeps are Too Weak

Posted: April 16th, 2009, 7:37 am
by DarkNemesis
Actually, I've been noticing this as well.Though I'm not sure who is to blame, the underpowered UD or overpowered Orcs?

Re: Orc Creeps are Too Weak

Posted: April 16th, 2009, 8:00 am
by Leek
On the spawn side of things...

Ghasts are pwn, maybe a tad overpowered but mostly annoying.

Air needs to be changed or some shit, massing air is lame douchebaggery.

Mass druids is pretty dumb too, on par with Ghasts.

Normal non-spawn towered Orcs seem to lose against Elves, Creeps but rock UD from all my experience. Nothing hardcore but noticable.
However, Orc spawn towers are incredibly ridiculous, srsly. They are just plain stupid. They are better then normal spawn towers (druids maybe excluded).