Welcome to the Warcraft 3 Reforged Patch 1.32.6 page, here you can find all details of the changes and what’s new!
Patch update version 1.32.6 has been released on the 3rd of June 2020.
What’s new in the Warcraft 3 Reforged Patch 1.32.6?
- This patch is focussed on balancing to make all race matchups fair and to allow a wide variety of tactics. Are you ready for a new WC3 meta?
- A lot of Warcraft 3 Reforged heroes have been adjusted, especially their ultimates!
- Item changes have been made.
- Map pool rotation with ingetration of maps from the community.
Find all details listed in the changelog below.
How to play Warcraft 3 Reforged Patch 1.32.6?
To play the new WC3 patch update, just launch the Blizzard game client and open the Warcraft 3 tab. A new update will appear of about 4 GB. Just hit the Update button (if it’s not updating automatically).
Once it’s finished you can play the new patch with the build number 1.32.6. If you need a detailed guide about how to install WC3 Reforged, you can find my installation tutorial here.
Warcraft 3 Reforged
Patch 1.32.6 Changelog:
A lot of Warcraft 3 Reforged heroes and units have been adjusted for the first time after years! Here you can find all changes. The costs and functionality of ultimate spells are getting a better balancing to make them more competitive and to increase the amount of usage in games.
Warcraft 3 Reforged Balancing Update:
Changes have been made for all 4 races as well as neutral heroes and items.
Human Balancing Update:
|Mountainking||• Thunderclap cooldown increased from 6 seconds to 7 seconds across all levels.|
Developers’ notes: Over the past year, the Mountain King’s Thunderclap has been slightly overperforming. While meta changes in 1v1 have seen its usage reduced, it remains a very strong ability in team games. We want to reduce its uptime, which should also allow players to better micro against the Mountain King by giving them more time to reposition between casts.
|Paladin||• Resurrection mana cost reduced from 200 to 150.|
Developers’ notes: Resurrection already has the restriction of waiting for a player’s army to be dead before being cast. At the same time, Paladins often spend much of their mana casting Holy Light to keep units alive in the first place. Reducing the mana cost should help boost the desirability of this ultimate by reducing mana tension.
|Rifleman||• Attack delay increased from 1.35 to 1.4.|
Developers’ notes: This change is focused around the Human vs. Night Elf rifleman push. We don’t inherently want the rifle push to completely disappear nor for riflemen to fall too far in power, but rather for the push to be slightly more equal between the attacker and defender. We’re adjusting the power on both sides, with this being the Human side of the change.
Nightelf Balancing Update:
|Keeper of the Grove||•Entangling Roots cast range on level 3 increased from 600 to 800.|
Developers’ notes: While we like where the Keeper of the Grove’s early game power is, we want to give this ability a little boost in the late game. Since armies grow in size, especially in team games, reinstating its old range should give the Keeper a little more ease of use in late-game scenarios.
• Tranquility Invulnerability time removed. Duration reduced from 15 to 12. Healing increased from 40 to 48.
Developers’ notes: In the past, we tried an experiment with Tranquility where we would give invulnerability to heroes when casting channeled spells. After testing it, we’re moving away from this, as we feel it dampens the personality of channeled abilities. Ideally, a channeled ability is very powerful with the drawback of being interruptible. This weakness is also what gives the abilities their character, as finding the right time and place to maximize its power is the main gameplay of using them. Adding invulnerability clouds this, as it now acts more like a normal “cast and forgets” spell, but with a little bonus in the end. It also acted as an anti-debuff mechanic, which was undesirable. While it could be made to not remove debuffs, that would act as a new special case that’s different from regular invulnerability and it would add new complexity for players to memorize. Instead, we want to further reduce the duration of the spell but increase its power of the effect, giving greater benefit even when shut down by opponents, but also encouraging opponents to react quickly to the channeled ability.
|Druid of the Claw||• Base damage in bear from increased from 23 to 24.|
Developers’ notes: We think bears could use a bit more power in the mid-to-late game in general, especially against Undead. Additionally, with Human vs. Night Elf rifle pushes often occurring right when only a few bears are out, we felt that a slight bear buff would help defenders just that little bit more to keep them in the game.
|Druid of the Talon||• Gold cost reduced from 145 to 135.|
Developers’ notes: Previously Druids of the Talon had their gold cost increased due to balance concerns with them in the Orc vs. Night Elf matchup. The meta has changed quite a bit since then, and so we would like to reduce their cost back to its old value to better encourage their usage.
Orc Balancing Update:
|Shadow Hunter||• Big Bad Voodoo mana cost reduced from 200 to 150.|
Developers’ notes: We’re reducing the mana cost to help with mana tension. The ultimate itself was not altered at this time, as we want to keep the unique identity of how it works, and instead see if we can push it to be a bit higher of a pick through increasing availability of the spell.
|Far Seer||• Earthquake duration reduced from 25 to 20 seconds. Building damage per second increased from 50 to 60. Mana cost reduced from 150 to 125. Earthquake no longer affects friendly units/structures.|
Developers’ notes: With Earthquake no longer affecting friendly units, Far Seer players should now have a new slowing option available to them for combat usage. Reducing the duration while keeping the overall damage roughly the same makes responding to a Far Seer casting Earthquake more important and gives a bit more consistency to how much damage it can inflict.
|Tauren Chieftain||• War Stomp cooldown increased per level from 6/6/6 to 7/7/7.|
Developers’ notes: War Stomp has shown to be quite powerful in recent months. We believe this is more due to Tauren Chieftain’s ability to more consistently deliver stuns, rather than the damage increase to War Stomp. Simply reducing its damage would be less likely to lower the power of War Stomp. This change doubles the downtime of the ability at level 3, giving opponents more time to counter micro. Additionally, this weakens the Tauren Chieftain’s early game allowing opponents to better push for map control.
|Witch Doctor||• Stasis Trap activation delay decreased from 10 to 9 seconds. Detection radius reduced from 250 to 175. Activation time reduced from 1.0 to 0.5.|
• New data variable in map editor: Detonation Delay.
Developers’ notes: Witch Doctors are still fairly rare in high-level play. We want to tune up its Stasis Trap ability, and to do that we looked into how it could trap more units. A smaller detonation ring combined with a shorter delay means that units will have less time to move through the area of effect before getting trapped and will have less time to attack the totem when it reveals itself.
Undead Balancing Update:
|Crypt Lord||• Impale can no longer be interrupted. Units knocked airborne can now take damage and be attacked.|
• Two new data variables in map editor: Airborne Units Vulnerable, Uninterruptible.
• Crypt Lord cast point increased from 0.4 to 0.5.
• Carrion Beetles mana cost increased from 30 to 45. Now spawns 2 beetles at a time, up from 1. The maximum beetles increased from 5 to 6. Cooldown increased from 6 seconds to 9 seconds.
Developers’ notes: The being whose might cannot be matched is getting a tune-up in this patch. Previously the Impale ability was hardcoded to be interruptible and make units hit by it invulnerable while airborne. Unlike other channeled abilities, giving a move order to a command group containing a Crypt Lord casting Impale would cause it to move and cancel the ability. This change removes this annoyance. Additionally, making airborne units vulnerable no longer causes units to lose auto-attack focus on Impaled units. Airborne units are still untargetable by spells though. This was left in place out of an abundance of caution for introducing unintended bugs.
More developers’ notes: Speaking of bugs, our buff to Carrion Beetles should greatly encourage some new experimentation with this rather rarely picked ability. Now the Crypt Lord can bring about a swarm of summons much earlier and with less mana invested to either scout opponents or make early game pushes. We will be monitoring if this proves to be too much of an issue in the early game, but we feel these changes overall give the ability a much stronger personality.
|Death Knight||• Animate Dead mana cost reduced from 175 to 125.|
Developers’ notes: We hear rather frequent feedback that this ability is one of the lower-tier ones. Directly buffing it too much at this time seemed unwise, as the Death Knight itself is quite a core to Undead’s best strategies, and buffing it further would reinforce this. However, we do think its mana cost could be reduced to at least be more appropriate with its perceived power level.
|Skeleton Warrior||• Base hit points decreased from 190 to 180.|
Developers’ notes: This is aimed primarily at the Human vs. Undead extreme early game. In this case, at the highest levels, every peasant killed during a fast expansion is extremely valuable, and battles around this are often won by inches rather than miles. Returning Skeleton Warriors to their previous health state should help Humans (and other races to a degree) to stabilize better in the early game.
|Ritual Dagger||• Total hit points regenerated per charge increased from 125 to 175.|
Developers’ notes: The Ritual Dagger has yet to really find a place in high-level Undead build orders. Increasing its health regenerated should help it better compete with items like Scroll of Regeneration, especially since at 175 hit points and two charges per item, it would restore 350 hit points total. From a higher-level view, this change in addition to the buff to Carrion Beetles could make this item an interesting pick for Crypt Lord first players.
WC3 Neutral Balancing Update:
|Beastmaster||• Summon Bear mana cost reduced from 125 to 100.|
Developers’ notes: At the highest level of play, the Beastmaster has fallen off in usage over time. While we believe this is primarily due to changes in the meta, we want to give a boost to an ability that was underutilized even when Beastmasters roamed freely. In particular, a level 2 Beastmaster starting at full mana that constantly uses their summon abilities when off cooldown would now be able to summon an additional Quilbeast when paired with Summon Quilbeast or an additional bear when paired with Summon Hawk.
|Pit Lord||• A unit afflicted by Doom now has its movement speed slowed by 50%.|
• Added two new data variables in map editor: Movement Speed Factor, Maximum Creep Level.
Developers’ notes: The Pitlord has come quite far in recent times, becoming something more than just a super niche pick for styling on opponents. With looking over ultimate abilities we want to give this one a little more of a boost to reduce the ability of an opponent to run away an afflicted unit to somewhere more secluded or even favorable. We also surfaced a long-hidden variable that controls the maximum creep level that can be afflicted with Doom. While this doesn’t impact competitive multiplayer, it should be helpful for custom game creators.
|Firelord||• Volcano eruption waves decreased from 8 to 5. Wave interval reduced from 5 seconds to 3 seconds. Increased building damage factor from 2 to 3. No longer affects friendly units/structures.|
Developers’ notes: We believe the main issue with Volcano is that it is too unreliable and too balanced around its maximum damage output, which is unrealistic for a channeled ultimate. These changes reduce the overall damage potential of the Volcano in exchange for being much more reliable and hitting much faster. Removing the ability for it to affect friendly units should also make Volcano more viable in combat. No more praying to Ragnaros for the flaming boulders to miss one’s own units!
|Naga Sea Witch||• Tornado Random wander behavior removed. Mana cost reduced from 200 to 125. Duration reduced from 40 seconds to 20 seconds. Close building damage per second increased from 50 to 100. Far building damage per second increased from 7 to 14.|
Developers’ notes: Much like the other channeled ultimates in this update, we believe the main issue with this ability was that getting value from the spell took too long compared to its opportunity cost. So, the damage has been increased and the duration decreased overall. The mana cost was also reduced as the Sea Witch can be one of the more intensive mana users, which could greatly crowd out the opportunity to cast this ultimate spell. In general, players should always feel in charge of their units and that their units will follow orders to the letter. The random wander, while visually rather cool, goes against this principle and generally made the spell require too much micromanagement when compared to the payoff it provided.
|Blue Dragon Whelp, Blue Drake, and Blue Dragon||• Added a passive icon indicating that the unit has an attack that slows targets.|
• Unit tooltip updated to mention that these units have a frost attack.
Developers’ notes: This is a quality of life change. We want to clarify that these units indeed have a frost attack.
|Breath of Frost||• Size and shape of the ability altered to match Breath of Fire.|
Developers’ notes: This ability is solely used by the Blue Dragonspawn Overseer. In the past, this ability’s visual looked like a cone, just like Breath of Fire, but was actually using the size and shape of Shockwave. This has now been adjusted to use the same size and shape as Breath of Fire.
Warcraft 3 Reforged Item Changelog:
The item changes are a big thing of this patch, the classic team of Blizzard is putting great new ideas into the game to push things forward and to balance the meta. Drops from creeps were always able to change the game a lot, the new item balancing will adjust this a bit.
|Potion of Greater Mana||Mana restored reduced from 300 to 250.|
|Potion of Mana||Mana restored reduced from 150 to 125. Gold cost reduced from 200 to 150.|
Developers’ notes: We want to reign in the power of the Potion of Greater Mana and, at the same time, experiment a bit with the regular Potion of Mana. Currently seen as an emergency item, this change makes it slightly more gold-efficient and aligns its gold price with that of Potion of Healing, making them more of a direct comparison.
|Pendant of Energy||Mana provided decreased from 150 to 100|
Developers’ notes: Alongside the Greater Mana Potion, the Pendant of Energy often gets feedback that it provides too much mana for where the item shows up on the item drop table. Reducing the mana provided should bring it more in line with other items in its drop table.
|Red Drake Egg||Removed from default level 5 charged item drop list.|
|Blue Drake Egg||Is a new level 5 charged Item that summons a Blue Drake for 180 seconds, with 1 Charge.|
|Talisman of the Wild||Removed from default level 5 charged item drop list.|
|Idol of the Wild||Is a new level 5 charged Item that summons a Furbolg Tracker for 180 seconds, with 1 Charge.|
Developers’ note: Among the level 5 charged items, there are clearly two less desired items among them, the Talisman and the Red Drake Egg. In both cases, the summoned units provide only a bit of damage and some tanking ability while still providing the opponent experience for their destruction. We want to keep the coolness of having items that call forth creatures but change what was brought in. With the Blue Drake providing a frost breath attack and the Furbolg Tracker bringing Faerie Fire, these two units now align with the Rock Golem and Fel Stalker by providing utility in addition to damage and tanking.
|Scroll of Restoration||Hit points restored reduced from 300 to 150.|
Developers’ note: While the Talisman and Red Drake Egg may have been seen as the weakest of level 5 charged items, the Scroll of Restoration is undoubtedly the strongest. This is especially true for team games. Reducing the healing it provides down to be equal to a Scroll of Healing should help bring it down more to the level of other items in this tier.
|Scroll of Animate Dead||Removed from default level 6 charged drop list.|
|Scepter of Mastery||Is a charged level 6 item that takes permanent control of an enemy unit, with a range of 600 and 1 Charge. Cannot be used on Heroes or creeps above level 5.|
|Scroll of Resurrection||Removed from default level 6 charged drop list.|
|Scepter of Avarice||Is a new Charged level 6 item that instantly kill an enemy unit, with a range of 600 and 1 Charge. Gain gold equal to 75% of its cost. It cannot be used on Heroes or creeps above level 5.|
Developers’ notes: As with level 5 charged items, there were two that seemed to be weaker than the others for level 6 charged items. These scrolls only really worked when a battle was well underway with losses mounting. That means that their worth was hard to gauge while the summon items to have far more flexibility. Keeping with the theme of charged items on this tier being ultimate abilities, we decided to bring in an analog for Transmute and Charm, which should be more directly comparable to bringing in a summoned unit by instantly denying one of your opponent’s units.
|Inferno Stone||Drop level increased from Level 6 Charged to Level 7 Artifact.|
|Engraved Scale||Is a new Charged level 6 item, that summons a Blue Dragonspawn Overseer for 180 seconds, with 1 Charge.|
Developers’ notes: Often cited as one of the most powerful items in the game and often the focal reason of level 6 charged items being too imbalanced for 1v1 is the Inferno Stone. We want to try moving it up a tier while replacing it with a new summon item to see if we can encourage higher usage of this category of items in map-making while balancing out the current team and free for all maps that utilize it. The Blue Dragonspawn Overseer acts as a kind of defensive parallel to the Furbolg Ursa Warrior by providing a Devotion Aura and having the passive Evasion ability built-in. Breath of Frost also gives it a good area of effect option similar to other summons in this tier.
Warcraft 3 Reforged Patch 1.32.6 Interface & System Update:
Blizzard highlighted that they love to see new maps from map creators and want to integrate them better inside the game. For this a map pool rotation will softly implement new maps into the Warcraft 3 Reforged versus mode – and filter the ones, people love to play and which are balanced well.
Reforged System Updates:
The installations of Warcraft 3 Reforged now use different builds with new shared container technology.
Warcraft 3 User Interface
Team-colored health bars are no longer activated by default for new users.
Reforged Art Update:
Raccoon Fixes, they are no longer fading away unnaturally. Tree fixes which appeared to be white.
Resolved an issue with walking animation speed in certain campaign maps.
Warcraft 3 Reforged Map Editor Changes:
Fixed a bug that limited the possibilities of custom maps.
Balancing Related Bugfixes of Patch version 1.32.6:
Map Changes & Creepspot Changes:
1on1 map changes:
• Removed: Dalaran
• Added: Brightwater Oasis
Developers’ note: Brightwater Oasis contains a new interesting map feature. Each side of this map will have 1 Goblin Merchant and 1 Goblin Laboratory, but each will spawn in one of two locations. This adds an interesting wrinkle to adjusting one’s creeping and attack routes based on map conditions. These locations are linked and symmetric so there shouldn’t be balance concerns around one player having a shorter distance to a shop than the opposing player.
To see all of the other map & creepspot changes, browse the blizzard forums article.
Warcraft 3 Reforged Patch 1.32.6 Opinion and Feedback:
We are writing in the year 2020 – it is happening: The Warcraft 3 Reforged main aspects are getting touched. The balancing is the main topic of the classic team of Blizzard and they do small but well-founded adjustments!
Not everyone will like the new ultimate spell adjustments, and I am not sure yet how the outcome will be, but let’s give it a try. I totally agree that the tactical variety is ultimately limited: If you play Warcraft 3 Reforged on a high level, you HAVE to pick specific heroes that are just stronger, you HAVE to execute the standard plays and you HAVE to dodge heroes you might love to play because they are not the right step into the direction of winning the game.
By changing that, as well as it is with units, great opportunities and tactics will arise. I am looking forward to a wonderful new Warcraft 3 meta and a flourishing e-sport scene.
You can find all Warcraft 3 Reforged patches in the overview.