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@Blizzard post I would very much like for health regeneration go down in extreme ways(as you put it). Because that would then reduce the burst of heroes such as chromie and others, i dont like that gameplay.
High sustain limits the reward of outplaying an opponent in a small skirmish fight. Your skillshots and those ‘small wins’ you get don’t ultimately matter that much unless you can get a kill. I would really love if this limits gets removed. Things like these are what make good gameplay, when you need to make several decisions and executes throughout the game(even many in one teamfight to). That would probably also mean it would be more fun to watch this game since its not about one combo->dead its more about many combos throughout the game instead, would make it also much more unpredictable and imo more skillful.
I can picture it myself that Teamfights would become more fun to play and watch since they combo this guy down to 30%. What will this team do now? Retreat or continue? What will their tactic be if they continue fighting?
If you change the life regeneration effects in an extreme way, that would most likely mean supports gets changed to.. In a big way? if so, i think this would mean there would be more decisions for supports. Would mean again more fun to play as a support and also more fun to watch this game on stream.
Just my take on this.
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On June 16 2016 20:56 FeyFey wrote:Show nested quote +On June 15 2016 23:34 Fanatic-Templar wrote:On June 15 2016 19:27 FeyFey wrote: great medivh comes to the nexus and again unleashes evil onto a world. (so the 2 characters i despise since warcraft 1 are coming to heroes back to back yay ... ) Was Gul'dan in WarCraft I? I thought he was introduced in Tides of Darkness. Yeah Guldan was a necrolyte still at that time. I am not sure if he was playable but mentioned in the manual etc. During the fights in Warcraft 1 most caster classes took so many casualties, that they were mostly extinct when the war came to Lorderon in Tides of Darkness. (Well lore reasons to remove units) So humans trained Clerics in the art of war and made them Paladins. While Guldan replaced the Warlocks by Deathknights he created from the Knights of Azeroth and infused them with the fallen Necrolyte spirits, so they could use necromantic spells. Later on Gul'dan tried to become a Warlock and summon demons, but while he summoned them he could not control them and got torn to pieces. Though this story was already changed in Warcraft 3. Confused me alot when the story segments for Gul'dans past appeared in Warcraft 3. But makes sense in the end when demons are suddenly the masters of the orcs and not just forcefully controlled beasts summoned by the orcs.
Gul'dan was definitely a Warlock (and in fact, leader of the Warlocks ) in Tides of Darkness, and the Warlocks weren't replaced by Gul'dan, they were destroyed by Orgrim Doomhammer to solidify his control over the Horde. It's in Gul'dan's recounting of the history of the Orcs in the Tides of Darkness manual.
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The biggest thing to worry about with sustain changes is accidentally making it optimal to have a malph who's just running between lanes healing people.
The thing I'm most excited about though is the idea about making regen globes more impactful. The main thing I miss from LoL is an impactful laning phase. Making a globes a small, mini-objective that can be denied during laning is a step towards increasing the skillcap of early laning, while also being an interesting tactical resource as the game goes longer.
Though the easiest way to make poke / sustained damage more impactful is just to increase the mana to healing ratio of all the healing spells - still makes clutch heals impactful, while making it more of a cost to heal poke / sustained damage.
...But judging by how everyone was bitching about Tyrael's mana costs, most people just like pressing buttons when they can and then getting angry when they run out of mana. So I'd expect any meaningful increase to the mana cost of healing spells to be met with a ton of resistance.
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the new unranked mode will indeed be hell a few days. Tried it, got a draft dodge. Next draft sucked but I didn't want to dodge. So basically, you'll draft until the people who dodge all got their punishment games or are satisfied with the draft. :-(
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On June 16 2016 23:52 Foxxan wrote:@Blizzard post I would very much like for health regeneration go down in extreme ways(as you put it). Because that would then reduce the burst of heroes such as chromie and others, i dont like that gameplay. Show nested quote +High sustain limits the reward of outplaying an opponent in a small skirmish fight. Your skillshots and those ‘small wins’ you get don’t ultimately matter that much unless you can get a kill. I would really love if this limits gets removed. Things like these are what make good gameplay, when you need to make several decisions and executes throughout the game(even many in one teamfight to). That would probably also mean it would be more fun to watch this game since its not about one combo->dead its more about many combos throughout the game instead, would make it also much more unpredictable and imo more skillful. I can picture it myself that Teamfights would become more fun to play and watch since they combo this guy down to 30%. What will this team do now? Retreat or continue? What will their tactic be if they continue fighting? If you change the life regeneration effects in an extreme way, that would most likely mean supports gets changed to.. In a big way? if so, i think this would mean there would be more decisions for supports. Would mean again more fun to play as a support and also more fun to watch this game on stream. Just my take on this.
There are so many unknown variables on what they would change on healers and how much damage would change to accurately theory craft for me. I don't really feel like that many heroes have high self sustain unless it is built into their traits or talents they take, in which case they are giving up something else and likely need it to be viable in the current meta. It seems to me that sustain damage heroes are much more effected by supports than passive healing options. If you play a quick match vs Lunara with no healers on either side most heroes aren't sustaining thru her poison damage for example. Likewise with no support you aren't ignoring that abathur mine damage, if you hit 2 as someone like Kael'thas you are likely arriving at the objective at half health. Most heroes already take a very long time to passively regen their health without a well or going back to base. If heroes like Thrall, Zagara, Illidan and Sonya lost their self sustain or had it significantly reduced would they even be playable? Without knowing more specifics it's hard to say.
The globe change is also interesting, though it makes me wonder if a lane bully is just going to become an even more dominant lane bully than they were before.
It's an interesting direction, but the re-balancing after such a huge change seems like a massive undertaking that is likely to create new unforseen balance problems.
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On June 17 2016 00:36 karazax wrote:Show nested quote +On June 16 2016 23:52 Foxxan wrote:@Blizzard post I would very much like for health regeneration go down in extreme ways(as you put it). Because that would then reduce the burst of heroes such as chromie and others, i dont like that gameplay. High sustain limits the reward of outplaying an opponent in a small skirmish fight. Your skillshots and those ‘small wins’ you get don’t ultimately matter that much unless you can get a kill. I would really love if this limits gets removed. Things like these are what make good gameplay, when you need to make several decisions and executes throughout the game(even many in one teamfight to). That would probably also mean it would be more fun to watch this game since its not about one combo->dead its more about many combos throughout the game instead, would make it also much more unpredictable and imo more skillful. I can picture it myself that Teamfights would become more fun to play and watch since they combo this guy down to 30%. What will this team do now? Retreat or continue? What will their tactic be if they continue fighting? If you change the life regeneration effects in an extreme way, that would most likely mean supports gets changed to.. In a big way? if so, i think this would mean there would be more decisions for supports. Would mean again more fun to play as a support and also more fun to watch this game on stream. Just my take on this. There are so many unknown variables on what they would change on healers and how much damage would change to accurately theory craft for me. I don't really feel like that many heroes have high self sustain unless it is built into their traits or talents they take, in which case they are giving up something else and likely need it to be viable in the current meta. It seems to me that sustain damage heroes are much more effected by supports than passive healing options. If you play a quick match vs Lunara with no healers on either side most heroes aren't sustaining thru her poison damage for example. Likewise with no support you aren't ignoring that abathur mine damage, if you hit 2 as someone like Kael'thas you are likely arriving at the objective at half health. Most heroes already take a very long time to passively regen their health without a well or going back to base. If heroes like Thrall, Zagara, Illidan and Sonya lost their self sustain or had it significantly reduced would they even be playable? Without knowing more specifics it's hard to say. The globe change is also interesting, though it makes me wonder if a lane bully is just going to become an even more dominant lane bully than they were before. It's an interesting direction, but the re-balancing after such a huge change seems like a massive undertaking that is likely to create new unforseen balance problems. Didnt really look at the passive regs, but more from the regenration globes and heals from supports. Wasnt very clear in my post, hopefully blizzard understands though if they read it.
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On June 16 2016 23:57 Fanatic-Templar wrote:Show nested quote +On June 16 2016 20:56 FeyFey wrote:On June 15 2016 23:34 Fanatic-Templar wrote:On June 15 2016 19:27 FeyFey wrote: great medivh comes to the nexus and again unleashes evil onto a world. (so the 2 characters i despise since warcraft 1 are coming to heroes back to back yay ... ) Was Gul'dan in WarCraft I? I thought he was introduced in Tides of Darkness. Yeah Guldan was a necrolyte still at that time. I am not sure if he was playable but mentioned in the manual etc. During the fights in Warcraft 1 most caster classes took so many casualties, that they were mostly extinct when the war came to Lorderon in Tides of Darkness. (Well lore reasons to remove units) So humans trained Clerics in the art of war and made them Paladins. While Guldan replaced the Warlocks by Deathknights he created from the Knights of Azeroth and infused them with the fallen Necrolyte spirits, so they could use necromantic spells. Later on Gul'dan tried to become a Warlock and summon demons, but while he summoned them he could not control them and got torn to pieces. Though this story was already changed in Warcraft 3. Confused me alot when the story segments for Gul'dans past appeared in Warcraft 3. But makes sense in the end when demons are suddenly the masters of the orcs and not just forcefully controlled beasts summoned by the orcs. Gul'dan was definitely a Warlock (and in fact, leader of the Warlocks ) in Tides of Darkness, and the Warlocks weren't replaced by Gul'dan, they were destroyed by Orgrim Doomhammer to solidify his control over the Horde. It's in Gul'dan's recounting of the history of the Orcs in the Tides of Darkness manual.
In history I like to go after the older texts ;P. But I already pointed out that Warcraft liked to change the story to fit with the new one better. I just said that Guldan created the Deathknights to fill the void the dead Warlocks created. And yes he posed as a Warlock in Warcraft 2 but ultimately failed at using their most powerful spell and payed with his life. Most glorious moment in Warcraft 2 for me.
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On June 17 2016 02:24 FeyFey wrote:Show nested quote +On June 16 2016 23:57 Fanatic-Templar wrote:On June 16 2016 20:56 FeyFey wrote:On June 15 2016 23:34 Fanatic-Templar wrote:On June 15 2016 19:27 FeyFey wrote: great medivh comes to the nexus and again unleashes evil onto a world. (so the 2 characters i despise since warcraft 1 are coming to heroes back to back yay ... ) Was Gul'dan in WarCraft I? I thought he was introduced in Tides of Darkness. Yeah Guldan was a necrolyte still at that time. I am not sure if he was playable but mentioned in the manual etc. During the fights in Warcraft 1 most caster classes took so many casualties, that they were mostly extinct when the war came to Lorderon in Tides of Darkness. (Well lore reasons to remove units) So humans trained Clerics in the art of war and made them Paladins. While Guldan replaced the Warlocks by Deathknights he created from the Knights of Azeroth and infused them with the fallen Necrolyte spirits, so they could use necromantic spells. Later on Gul'dan tried to become a Warlock and summon demons, but while he summoned them he could not control them and got torn to pieces. Though this story was already changed in Warcraft 3. Confused me alot when the story segments for Gul'dans past appeared in Warcraft 3. But makes sense in the end when demons are suddenly the masters of the orcs and not just forcefully controlled beasts summoned by the orcs. Gul'dan was definitely a Warlock (and in fact, leader of the Warlocks ) in Tides of Darkness, and the Warlocks weren't replaced by Gul'dan, they were destroyed by Orgrim Doomhammer to solidify his control over the Horde. It's in Gul'dan's recounting of the history of the Orcs in the Tides of Darkness manual. In history I like to go after the older texts ;P. But I already pointed out that Warcraft liked to change the story to fit with the new one better. I just said that Guldan created the Deathknights to fill the void the dead Warlocks created. And yes he posed as a Warlock in Warcraft 2 but ultimately failed at using their most powerful spell and payed with his life. Most glorious moment in Warcraft 2 for me.
There's an older WarCraft II manual?
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Is it me or is the game in a really nice place right now ?
- HL seems good so far (duo queue's kinda random though). Very little toxicity since reset + muted people ban. Probably will get better when the people are placed at a rank matching their level.
- Unranked, despite the draft dodges, is a good place to try heroes.
- QM, well, let's not talk about QM. ^^
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It's you, my HL is still filled with fucking morons and unranked is the place to go for muted.
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On June 17 2016 06:44 Fanatic-Templar wrote:Show nested quote +On June 17 2016 02:24 FeyFey wrote:On June 16 2016 23:57 Fanatic-Templar wrote:On June 16 2016 20:56 FeyFey wrote:On June 15 2016 23:34 Fanatic-Templar wrote:On June 15 2016 19:27 FeyFey wrote: great medivh comes to the nexus and again unleashes evil onto a world. (so the 2 characters i despise since warcraft 1 are coming to heroes back to back yay ... ) Was Gul'dan in WarCraft I? I thought he was introduced in Tides of Darkness. Yeah Guldan was a necrolyte still at that time. I am not sure if he was playable but mentioned in the manual etc. During the fights in Warcraft 1 most caster classes took so many casualties, that they were mostly extinct when the war came to Lorderon in Tides of Darkness. (Well lore reasons to remove units) So humans trained Clerics in the art of war and made them Paladins. While Guldan replaced the Warlocks by Deathknights he created from the Knights of Azeroth and infused them with the fallen Necrolyte spirits, so they could use necromantic spells. Later on Gul'dan tried to become a Warlock and summon demons, but while he summoned them he could not control them and got torn to pieces. Though this story was already changed in Warcraft 3. Confused me alot when the story segments for Gul'dans past appeared in Warcraft 3. But makes sense in the end when demons are suddenly the masters of the orcs and not just forcefully controlled beasts summoned by the orcs. Gul'dan was definitely a Warlock (and in fact, leader of the Warlocks ) in Tides of Darkness, and the Warlocks weren't replaced by Gul'dan, they were destroyed by Orgrim Doomhammer to solidify his control over the Horde. It's in Gul'dan's recounting of the history of the Orcs in the Tides of Darkness manual. In history I like to go after the older texts ;P. But I already pointed out that Warcraft liked to change the story to fit with the new one better. I just said that Guldan created the Deathknights to fill the void the dead Warlocks created. And yes he posed as a Warlock in Warcraft 2 but ultimately failed at using their most powerful spell and payed with his life. Most glorious moment in Warcraft 2 for me. There's an older WarCraft II manual?
yeah its called the warcraft 1 manual ...
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On June 17 2016 22:22 Ej_ wrote: It's you, my HL is still filled with fucking morons and unranked is the place to go for muted.
Ok, for a total of 4 games played, 3 dodges. And a lot of toxicity on my last game (5th guy who said after draft he has no warrior)... You're right ^^ Fingers crossed for HL.
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On June 17 2016 23:03 FeyFey wrote:Show nested quote +On June 17 2016 06:44 Fanatic-Templar wrote:On June 17 2016 02:24 FeyFey wrote:On June 16 2016 23:57 Fanatic-Templar wrote:On June 16 2016 20:56 FeyFey wrote:On June 15 2016 23:34 Fanatic-Templar wrote:On June 15 2016 19:27 FeyFey wrote: great medivh comes to the nexus and again unleashes evil onto a world. (so the 2 characters i despise since warcraft 1 are coming to heroes back to back yay ... ) Was Gul'dan in WarCraft I? I thought he was introduced in Tides of Darkness. Yeah Guldan was a necrolyte still at that time. I am not sure if he was playable but mentioned in the manual etc. During the fights in Warcraft 1 most caster classes took so many casualties, that they were mostly extinct when the war came to Lorderon in Tides of Darkness. (Well lore reasons to remove units) So humans trained Clerics in the art of war and made them Paladins. While Guldan replaced the Warlocks by Deathknights he created from the Knights of Azeroth and infused them with the fallen Necrolyte spirits, so they could use necromantic spells. Later on Gul'dan tried to become a Warlock and summon demons, but while he summoned them he could not control them and got torn to pieces. Though this story was already changed in Warcraft 3. Confused me alot when the story segments for Gul'dans past appeared in Warcraft 3. But makes sense in the end when demons are suddenly the masters of the orcs and not just forcefully controlled beasts summoned by the orcs. Gul'dan was definitely a Warlock (and in fact, leader of the Warlocks ) in Tides of Darkness, and the Warlocks weren't replaced by Gul'dan, they were destroyed by Orgrim Doomhammer to solidify his control over the Horde. It's in Gul'dan's recounting of the history of the Orcs in the Tides of Darkness manual. In history I like to go after the older texts ;P. But I already pointed out that Warcraft liked to change the story to fit with the new one better. I just said that Guldan created the Deathknights to fill the void the dead Warlocks created. And yes he posed as a Warlock in Warcraft 2 but ultimately failed at using their most powerful spell and payed with his life. Most glorious moment in Warcraft 2 for me. There's an older WarCraft II manual? yeah its called the warcraft 1 manual ...
Can't find any reference to Gul'dan in those. Also, not sure why the events of WarCraft II would be in the WarCraft I manual.
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Apparently MVP_Rich played quite a bit of Medivh on EU yesterdayas posted by henrax on reddit:
He played a dozen of games and went 9-3 (6-2 duo Q with Bakery, 3-1 solo Q). Most of those games were around 3100-3300 mmr on average, which roughly corresponds to the old 3300-3700 mmr. He got matched with Darkmok, Nurok or KnowMe for example.
Here are some post-game stats :
He was most of the time in top 4 dmg dealers. Overall he got a 56k average hero damage when, according to hotslogs, the sitewide average for Medivh is 25k. To give a comparison, 56k average is what Valla and Raynor have, and it's more than what Zagara (52k) or Sgt Hammer (53k) do.
His build :
- Lvl 1 : Mana adept
- Lvl 4 : Bird eye view
- Lvl 7 : The Master's Touch
- Lvl 10 : Situational
- Lvl 13 : Astral projection
- Lvl 16 : Reabsorption
- Lvl 20 : Situational
I found that interesting as an example that you can carry with Medivh by dealing large amount of damage (even if it's not representative of anything). Unfortunately I didn't recognize a name that could have streamed one of those games.
PS : Meanwhile, in the EU Grandmaster Leaderboard
Edit : I actually found a video ! But it's in Russian on Shtyr stream : https://www.twitch.tv/shtyr/v/72615124?t=5h40m50s I just watched for a bit but it's pretty crazy, I didn't know you could do that with Medivh... He's just harassing the enemy team non stop. Though most of the video is just Zagara point of view from Shtyr.
Dignitas Bakery's comments: Hopefully I can shed some light on why he was so impactful!
He pretty much used portal on cooldown to jump alone into the enemy team, sometimes just on the frontline and other times on backline - depending on the situation. His damage would spike hugely after he completed the level 7 talent, and he would change his playstyle to very similar to Moonfire Malfurion, poking on cooldown and looking for the opportunity to go in and finish off some people. He also started to look to use the portal in team oriented ways once he had the level 7, such as Malfurion silence or flanking.
He also really enjoys the Hero, so I think that helps! I hope you found this useful
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Blizzard update on Health Sustain topic:
Thank you all very much for all the feedback.
There has been a ton of debate and theory crafting about our proposed changes, but also a ton of unique, fun and interesting suggestions and counterpoints. While I encourage you all to continue posting about this topic, I think we’ve got what we we’re looking for with this thread. We’ll continue to keep an eye out for more feedback.
Here is a rough summary of where the design team is at, after accounting all the feedback:
Regeneration Globes:
- The majority of players liked the suggestion of making these more meaningful. Internally we have been enjoying our 12/8 testing on these and have just started experimenting with making these globes time out quicker. We’ll continue testing this but we hope to push out something in the future for you guys to play with.
- We’re still discussing the numerous other ideas associated with Globes such as giving them an XP component, granting stats, or something else.
Healing Fountains:
- It seems the general consensus is that these are working pretty well as is, but a small change here might be good. We will keep exploring our slight change that has increased the CD and mana return slightly. Overall, we’re pretty happy with this change, and we agree we don’t need to do anything too drastic here.
Passive Regeneration & Sustain Talents:
- We will NOT be making changes to passive regeneration or regeneration talents as a whole. There was a ton of feedback here and overall we agree. This was mostly an experiment on our part, but it was great to see all of your reasons for and against these changes (mostly against).
Support Characters:
- Agree there needs to be a discussion focused on Support characters at some point. I will sync up with the rest of the design team to gather our thoughts and see where we stand on supports. Expect a new thread about this in the future.
Quick Match:
- Agree that we need to be conscious of how QM games play with these changes, especially those without supports. The 12/8 globes may help here though, as completing a map event (i.e. Immortals) will replenish some additional resources now.
Thank you for the responses! It’s great to see such passionate, well thought out, discussions from the community.
On an unrelated note, Korean pro JOKER is now up to #4 on the NA grandmaster list.
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On June 17 2016 21:44 Leolio wrote: Is it me or is the game in a really nice place right now ?
- HL seems good so far (duo queue's kinda random though). Very little toxicity since reset + muted people ban. Probably will get better when the people are placed at a rank matching their level.
- Unranked, despite the draft dodges, is a good place to try heroes.
- QM, well, let's not talk about QM. ^^
Agreed. Dunno about toxicity, but since the reset im getting more even matches and less scrubs.
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Me to. More even matches and less scrubs.
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Ok I'm confused now. Just played my first HL placement match for Season 1. I was a bit afraid I'd end up with completely new players but whatever.
The draft starts for Battlefield of Eternity and pick #2 and #3 on my team instantly preselect Valla and Sylvanas. Sure, fine. Since it's BoE, I figure I'll play Stitches, since he has good sustain and cast last quite long in a fight and Immortal fights tend to drag out. Our Sylvanas (who gets to be our banner) says nothing and bans no-one (twice) so the enemy team gets ETC, Xul, Rehgar. At the same time, our first pick instantly selects Abathur and straight up says, I only play Abathur, don't get mad. Our last pick has Li-Ming selected. This leaves us with no healer if this selection goes through. Both Valla and Li-Ming state that the heroes they selected are their mains. I counter saying there are no mains in Hero League. The entire team (sans me) starts raging at each other for their picks, all of them raging about not having a support but not wanting to play support themselves (pot meet kettle?). I pick Stitches, try to calm it a bit and try try try to convince our last pick to pretty please go for a healer. Luckily, at the last second, he actually picks Li Li.
The team is still flaming and I'm almost 100% sure we're going to lose this game because my teammates will be more focused on flaming and typing than playing.
Instead? Not a single flame the entire game, good hero plays, decent teamwork and we dominate the enemy team and win the game. Even 'wp' are being thrown around all friendly like. Just...huh? What...? What this really the same team I just had a draft from hell with? Weird.
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On June 17 2016 02:24 FeyFey wrote:Show nested quote +On June 16 2016 23:57 Fanatic-Templar wrote:On June 16 2016 20:56 FeyFey wrote:On June 15 2016 23:34 Fanatic-Templar wrote:On June 15 2016 19:27 FeyFey wrote: great medivh comes to the nexus and again unleashes evil onto a world. (so the 2 characters i despise since warcraft 1 are coming to heroes back to back yay ... ) Was Gul'dan in WarCraft I? I thought he was introduced in Tides of Darkness. Yeah Guldan was a necrolyte still at that time. I am not sure if he was playable but mentioned in the manual etc. During the fights in Warcraft 1 most caster classes took so many casualties, that they were mostly extinct when the war came to Lorderon in Tides of Darkness. (Well lore reasons to remove units) So humans trained Clerics in the art of war and made them Paladins. While Guldan replaced the Warlocks by Deathknights he created from the Knights of Azeroth and infused them with the fallen Necrolyte spirits, so they could use necromantic spells. Later on Gul'dan tried to become a Warlock and summon demons, but while he summoned them he could not control them and got torn to pieces. Though this story was already changed in Warcraft 3. Confused me alot when the story segments for Gul'dans past appeared in Warcraft 3. But makes sense in the end when demons are suddenly the masters of the orcs and not just forcefully controlled beasts summoned by the orcs. Gul'dan was definitely a Warlock (and in fact, leader of the Warlocks ) in Tides of Darkness, and the Warlocks weren't replaced by Gul'dan, they were destroyed by Orgrim Doomhammer to solidify his control over the Horde. It's in Gul'dan's recounting of the history of the Orcs in the Tides of Darkness manual. In history I like to go after the older texts ;P. But I already pointed out that Warcraft liked to change the story to fit with the new one better. I just said that Guldan created the Deathknights to fill the void the dead Warlocks created. And yes he posed as a Warlock in Warcraft 2 but ultimately failed at using their most powerful spell and payed with his life. Most glorious moment in Warcraft 2 for me.
I'm not really sure what you're getting at.
Everything in the Warcraft lore has always said that Gul'Dan is a Warlock. He was never even mentioned in the WC1 manual and in the WC2 manual he was definitely a Warlock. The Shadow Council (i.e. all of the Warlocks that you could play with as the Orcs in WC1) were killed by Doomhammer, and Gul'Dan replaced them with the souls of the Necrolytes infused into the corpses of dead Azerothian (i.e. Stormwind) Knights. This is straight out of the WC2 manual.
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^ Wrong thread I guess ? Sounds like the WC3 movie thread...
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