Warcraft 3 Alternate: Colonization of Kalimdor 06 – Where Dragonhawks Dare



Playlist: https://www.youtube.com/playlist?list=PLMmfhvBzj4FAEDXxVEV_m9DnAAAidKgZy

This is the Orc-Now-Human campaign of Xetanth87’s race swap of Warcraft 3: Reign of Shadows. Play the original Reign of Chaos Orc campaign from an Alliance perspective in an alternate, non-canon reality. All players are race-swapped, including your allies and your enemies! Some enemy races and units are custom.

Get it here: https://www.hiveworkshop.com/threads/warcraft-iii-alternate-3-alliance-campaign-colonization-of-kalimdor.336422/

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32 thoughts on “Warcraft 3 Alternate: Colonization of Kalimdor 06 – Where Dragonhawks Dare”

  1. Hope you had a good rest!! Also can't wait for Thralltonidas and Dreadlord Jaina's unholy alliance.

    It occurred to me that the Gold Mine was eliminated because you could get those Gnome guys that transform lumber into gold? Just a guess although you did hace lumber issues too.

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  2. As much as I love the idea of a lot of these units, the lack of a useful out-of-combat heal really, really hurts this faction. Because the Vindicator's 30%-of-missing-health heal is utter dogshit, especially for 200 mana.

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  3. Yay, Cairne is back. Iirc, he could only summon 1 of those spires, seems you can have more. I also recall him having dota 2 omniknight's voice lines(some are spoken by ai cairne now). At least the elekk knights kept theirs (another dota 2 guest, chen this time).
    Shall we make a "there are no gas stoves in(insert fantasy/custom setting)" meme a reality?

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  4. Without accounting for the recent patch changes, Immolation used to do 10/15/20 damage, so Cairne's ult is basically a free Level 1 Immolation or a free Clock of Flames, which, for free, is decently strong

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  5. This recall on a flyer (very Starcraft) seems like it could be very powerful to attack bases from a less defended point (or to cheese the last mission I suppose). Here, as a prerequisite to assault the base that's already designed against air attacks, it's not that fun

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  6. A heal based on a percentage of missing HP, especialy so low as 30%, doesn't sound like a great heal unless it's a faction with lots of very high HP units you wan to keep alive at al cost. Otherwise, eh…
    I gather the campaign creator want to create original units with often under utilized or original mecanics and it's very laudable, but sometime a classic is a classic for a reason. Maybe a way to make this heal a bit more usefull without making it a straitgh X hp heal might be instant X% of missing HP heal + a fixed amount over time similar to regenrate ?

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  7. Long rant but ye healing on this faction seems just too low for few reasons and it makes it more annoying to play/watch.

    lifesteal in w3 is not that good, especially on melees and the spell clerics have is basically ~lvl2 vamp aura on "weaker" version or above lvl 3 on "strong version" (30%/60% vs vamp aura being 20/35/50 % melee only). Plus it can be dispelled and the unit has to actually get autos in which is harder on melee and you only heal in combat. it also actively hurts the caster for the most part (cos most stuff you use and imo seem strong use the weaker version). And hello destroyers who just eat it and with it being auto cast low cd so the clerics kill themselves while mainly making the destroyers the OP version (cos destroyers are strong when they can eat spells) and not your units (imo thats why destroyers countered them so hard and what i think the red blasts were – clerics dying to the self inflicted dmg).

    The vindicator heal (actually both active spells) seem dogshit. Even if it was AoE imo it would be just nowhere not as good as Priest humans usually have or Trolls you usually have here. the 30% missing hp in W3 is simply too low of a value. and just way too tricky to use a single target heal like that on non hero, the upside is not really there. Plus this faction itself for the most part is lower hp higher armor (knight is 950 so max heal ~280 – at 1hp, vindicator is 650 so ~190, rifle 520 – ~150, cleric 370 (and they kill themselves fast) ~100 footman 420 so similar, dwarf fortified guy is like 360). That is for 200 mana, single target and you need to actively cast it. just why even with lower mana cost it would feel weak, damn even at 30% total it would be actually be just way worse than the healing ward (which is 2% max per second AoE, duration 30s so 60% max hp AoE if you get full one). And if they are supposed to be your late game tanks/frontline – why the hell does this faction have like 5 tanking/frontline units – the fortified drawf guy, you still have knights and footmen and now also those ladies. + a melee hero. And their dispel as jayborino said is more clunky version of already shit dispell orcs have in Purge so basically not worth even microing that cos investment usually isnt worth it. and difference in power between single target and AoE dispel is massive i think they would be fine with the simple non dmg'ing Dispel priest has.

    The hero heal is good on paper but imo too mana instensive – a similar hero, Shadow Hunter (also a non-int hero with a chain healing as main spell), his Healing Wave is easier to control/use, costs like half as much (90 vs 150) only downside being it has a cap of ~900 total max healing per cast with max bounces. But SH other spells are better, especially ult which is super strong while cairne's is a mid tier item. And SH is agility ranged so his attack scales way bettter. like why does Cairne have a fairly weak stun, arguably the weakest aura and cloak of flames as his kit, that is just underpowered imo (also makes me wonder what aura item he gets in next mission). And even lvl 3 immolation for free would just feel bad to use cos you simply dont notice the effect easily usually. I guess his identity is suppposed to be that he is your tank who just sits there, burning them + sends a healing shockawave backwards but then again why is there so many frontliners in this faction, they just compete for attacks and will clump up for AoEs while your healing is low so you cant really counter it.

    Overall the way i see it is you have a pretty heavily melee faction with an underpowered 2nd hero, pretty low healing and no AoE dispel. And it just seems clunky and annoying to play. I get the uniquness but a faction not having a good reliable source of out of combat healing and AoE dispel simply usually will feel undertuned compared to base ones player usually faces cos those factions have 1 or 2 of those and AI can uses dispels better. It would feel better here imo if you "fix" cairne with giving him a staff of negation (more micro but on a hero that already only has 2 spells) and/or sobi mask (so he can actually spam the heal) or buff his mana cost on heal cos he can get like 2-3 before going Oom. It isnt so unbalanced you cant win (like a certain previous campaign) but it sure seems frustraiting to play and therefore to watch, which isnt a desired outcome.

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  8. The faction is very … interesting, to say the least. The lack of a reliable out-of-combat heal, no way to dispel enemy buffs, and frankly some very undertuned abilities (200 mana to heal 30% of a unit's missing hitpoints? with said spell being on a unit which requires to get hit in order to generate mana?) makes this faction not easy to play.

    The plus side is some units do hero damage like Shieldbreakers and Vindicators, or have fortified armour (Shieldbreakers again, Steam Wreckers), giving them massive damage reduction, especially when coupled with spells that buff armour. I guess that is supposed to be this faction's schtick? High defence units and not much else?

    Also is the Lamp Oil an Amnesia: Dark Descent reference or something?

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  9. I still prefer most of these races over the armies you control during any Legends Of Arkain mission but Jay do know that them armies of Arkain can also get kinda crazy and can be hard to understand and also can be hard to use!

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  10. Was gonna comment on the video but it looks like a lot of people here have already made a lot of the points I was gonna bring up. So, in order not to beat a dead horse I will only comment on the one that others haven’t mentioned here yet: the Cleric.

    I was surprised with the cleric and its skills. I am personally not a fan of the “racist human” trope, but from an unbiased view I think it can be a potentially cool idea for the game. However, I don’t think that it works in this iteration from a narrative or gameplay mechanic.

    To explain my reasoning, in regards to narrative I don’t feel the cleric’s xenophobia works here. This faction has a bigger inclusiveness and diversity than the original WC3 alliance had: humans, elves, dwarves, and now Draenei. Plus they are not minor factions here: they all play a big role unit wise in this mod. Also since it is race swap, you are fitting this faction into the horse’s story role, and I feel that with the horde’s story in WC3 it was about redefining the horde to be more of an enlightened and inclusive horde, with the last mission being teaming up with the alliance and humans (their traditional enemies) to combat the old horde faction. So, for this race swapped faction, following the same beats, having a unit which functions as a mini-garathos unit doesn’t make sense narratively.

    Also, in terms of gameplay it doesn’t make sense but for a different reason. The concept of the cleric is that they are best paired with human units as they draw out the best buffs and removes most of the penalties. However, aside from the hero unit, there seems to be only one other human unit in this remade faction: the footsoldier. Each other faction has added a lot of new units and interestingly enough there are less human units in this mod than base game. Unless there is another human unit being added in the next two levels you don’t really have enough human units to run a “human only” army to make the cleric’s special gimmicks work. If you change the xenophobia to any of the other faction races (elves, dwarves, maybe draenai?) or any of the other factions this may work, but right now it doesn’t synergize or work well for humans. You are almost better off just not making the cleric.

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