A little buff please

These are some of my requests.

Mutator

For the Union
Whenever enemies die, it heal all other enemies around it by 20% of its maximum Health and Shield.

Your days are numbered
All of your units now have a timer. If this timer reaches 0, you lost mineral and gas equal to their build cost. In case you don’t have enough Mineral or gas to pay, kill the units instead. The lifetime equal 50+their mineral and 2 times the gas cost (zergling is 50+25, Kerrigan’s Mutalisk is 50+100+(2x100), Zagara swarmling is 50+(44/3) and Karax sentinel is 50+130, finally a reason to not reduce the unit cost).
Workers are immune to this mutator. Mengsk’s Labourer and Trooper have the same timer and maintenance cost regardless of whatever form they take, changing between modes or picking up weapon do not reset the timer. They will always have a 50+40 timer and a maintenant cost of 20 mineral. To sum up, Mengsk laborer and trooper have the cost to maintain them 50% less than other units because they is necessary all the time.
Morph or fuse units will reset the timer.

Regrowth
non-objective buildings respawned immediately after it was destroyed. Only activated once every 5 mins.

City Movers
Enemies Static defense can move. There are additional attack wave consist of only Static defense (Spine crawler, Bunker and Photon cannon).

Purge by Fire
all enemy units and buildings have a burning aura that deal 10 damage per second to player units in a 6 range radius. This aura does not stack.

Spy
Channelings are created periodically by Amon. They can change shape to look like your unit. Your units won’t auto attack them. If they reach your buildings, you lose 50% of your current mineral and gas.

Amon (add 22 Aug 2019)
_ Now have many type of Hybrids to use in different comp (add 22 Aug 2019)

  • Hybrid Beyonder, a Spell Caster hybrid, can use Mend (50 energy - heal 100 instantly and 50 more over 10s to all allied nearby), Matrix shield (50 energy - put a 200 shield on an unit for 20s) and Consume (damage an allies up to 75, restore twice the energy).
    1500 Shield, 500 Health, 500 energy, 60 attack every 3s in 7 range.

  • Hybrid Summoner, a weak Hybrid that can summon a lesser Hybrid (Hybrid Reaver/Destroyer) when die.
    300 hp/200 shield, 20 attack every second in 3 range.

  • Hybrid Overlord, a MELEE commander-type Hybrid that have an aura that reduce 15% spell damage allies receive. Have another aura that increase the armour of all units and buildings near it by 2.
    750 health & Shield, 30 dmg/1.5s

  • Hybrid Oblivion, a greater Air Hybrid that is specialised with anti air attack and ability to instantly kill an unit and make it explode deal 25 damage to enemy surround the exploded unit. (2000hp, 15 dmg/0.5s - corsair anti-air attack, 40 dmg/2s ground attack).

  • Hybrid Eternal, a hybrid that only die when it was killed. spawn a chrysalis(with 150 health & shield 10 armor) when killed. If chrysalis isn’t destroyed within 15 seconds, Hybrid Eternal will be revived with half of its hp and shield (400 Health & shield, 10dmg/1s - attack chain to 3 more targets).

  • Hybrid Infinity, a hybrid that heals itself whenever a non-player unit is killed nearby, heal for 15 hp and restore 5 energy. Can use Energy shield, an ability that turn this unit’s energy into a shield to absorb damage.
    800hp, armour 1, 500 Energy, 9 attack every 0.23s in 4 range.

  • Amon Spawn, an elite hybrid that is a fragment of Amon. Grow stronger for every kill it made. Each kill permanently increase its attack damage by 1. MELEE attacker.
    2500hp, 9 armor, 24 attack every 0.6s not cleave.

Artanis (29 Aug 2019)
_ Tempest cost increase: Mineral from 300 to 350, Gas from 200 to 250, supply from 4 to 5
_ Tempest attack now deals +25 Massive. Upgrade increment changes from +5 to +5 (+5 Massive), for a total of 75 (+40 Massive) when fully upgraded.
_ Tempest air attack range from 6 to 8
_ After finished researching Disintegrate, Tempest attack slows movement speed of ground and air unit 1-radius near the target by 20%.
_ Disintegrate has reduced damage, duration and cooldown. In detail, 500 damage over 20s change into 300 damage over 15s. Cooldown from 90s to 50s.
_ Disintegrate has more functions: If Disintegrate a Structure, that Structure can’t attack for the duration. Heroic Structure and objectives is immune.
_ Disintegrate’s 2nd additional function: the target receives 20% more damage from all source for the Duration.

Dehaka (8 Aug 19)
_ Leap level 3 now grant bonus armour for 4s instead of 2s. (8 Aug 19)

Kerrigan (7 Aug 19)
_ allow Chain Reaction to generate carapace. ( added 7 Aug 19)
_ Chain Reaction bypass armour value ( added 7 Aug 19)
_ Nydus can now stretch its neck and transport flying units. ( added 7 Aug 19)
_ Ultralisk ‘burrow charge’ no longer knock back allied units, Enemies units are thrown right behind Ultralisk to allow other units to surround and attack them. ( added 7 Aug 19)

Stukov ( added 7 Aug 19)
_ Bunker no longer being pushed by infested or smaller units (7 Aug 19)
_ Bunker cost 300 mineral and 4 supply but every bunker after that cost an additional 25 mineral. When you build your 11th bunker it will cost 550 mineral. This is to ensure Stukov has easier early game and not having Supply competition with his mech and air units.
_ Turrets can spread a small area around them
_ overlord can spread creep without any upgrade
_ add upgrade to make Buildings roots and uproots x3 faster.
_ allow Stukov to build Factory and Starport faster -20% building time. Unit build time remain the same.

Alarak (added 15 Aug 19)
_ Name changing: ‘Highlord’s Decree’ replace ‘Summon Death Fleet’. ‘Tal’darim Mothership’ name changes into The ‘Throne of Alarak’. Reason: So that Jinara can use the names. (added 15 Aug 19)
_ Telekinesis now adds another function to Destruction Wave. Destruction Wave has 50% chance to insta-kill units below 70 Health. (added 15 Aug 19)
_ Matter Dispersion research also make Vanguard’s projectiles move 50% faster (Added 8 Aug 19)
_ Alarak can now manually sacrifice a Supplicant ( added 7 Aug 19)
_ an upgrade that allow mechanical units to move faster or
_ an upgrade that allow units near Alarak to move faster

Karax (20 Apr 20)
“The text that was highlighted was the old suggestions, i intend to keep it, to let people has something see.” (Added 20 Apr 20)
_ Rework the new unit health mastery. Change it into unit cost reduction. Each point reduces the cost by -1.5~45% and the Health + Shield of the unit by -1~30%. (added 20 Apr 20)
I add this new mastery to allow player to choose 2 options. Putting more points into this mastery to allow cheaper army but less durable units or not putting any point into this and have a more resilient army. Do remember that each choice has its own advantages. Cheaper army mean more units and thus, more DPS so even if you lose units easier, you can also replace them easier.
_ The utterly and completely eradication of the tyrannical and arbitrary tax that has shackled Karax’s army since day one. Karax units no longer cost 25% more resource. (added 15 Aug 19)
_ Karax’s unit cost reduction change into ‘Unit Shield & Health’ +1~30 Health & Shield to all units, Observer, Probes, Interceptors…
_ Sentinel can revive without upgrade. Upgrade now allow them to reduce revive cooldown. (added 15 Aug 19)
_ Chrono surge make Purifier Beam off cooldown faster
_ Chrono surge give solarite mastery change into Chrono surge increase Solarite production rate by 2-60%.

Zagara
_ reduce bile launcher gas by 25 and increase mineral cost by 25.

Nova
_ Goliath anti-air missile attacks 2 units at the same time
_ libs anti air attack 20% faster

Raynor
_ Medic no longer running ahead of your army.

Tychus (added 20 Apr 20)
_ Blaze attack range increase to 2 . ‘XCMC-670 Combat Suit’ will further increase his attack range to 4. ( added 7 Aug 19)
_ Remove the delay time before Blaze can attack ( added 7 Aug 19)
_ Nikara gains a beam attack “Surgeon Blade” when bought “Procyon Twin Heal Beam Gauntlet”. The beam attack deal 15 dps in 7 range and can damage both ground and air targets. Weapon upgrade increase the attack by +2 dps. Nikara can’t attack when she heals, she will always prioritize healing over attacking but you can turn off the Healing’s autocast to force her to attack. (added 20 Apr 20)
“Procyon Serum” provides Nikara Super Heal with a damage buff effect. Units that are being healed by Nikara have +15% attack damage. The buff will linger on the target for 5s after Nikara stopped healing. (Added 20 Apr 20)
“Yes, Nikara has an attack now but that’s only to keep her away from the frontline. The attack is to contribute a minor increase in damage output for your team but i would refrain myself from buffing her attack anymore than this. She should focus on her supportive role and if we want to increase her damage output, it should be through her teammates which is why i gave her additional damage buff from Super Heal.” (Added 20 Apr 20)
_ Convince Tychus that it’s ok to have both the barrage and the nuke. And that’s not overkill even though there is nothing wrong with overkill.

Zeratul
_ explain to Zeratul that his cannons are being complained by Amon and Karax and that he needs to limit his cannons to have only 50 cannons at the same time and not more than that.

Stettman (added 20 Apr 20)
_ Rework Mecha Zergling’s Synthetic Adrenal Pumps. Each time Hardened Egonergy Shield is activated and drains Egonergy, increase Mecha Zergling attack speed by 15% for 5s. This effect stack infinitely. If Your Mecha Zergling activates the Shield 8 times, your Zergling have 8 atk spd buff stacks, increase its atk spd up to 120%. (added 20 Apr 20)

15 Likes

About Stetmann:

Stetmann’s player need many operation for a game.
e.g. Stetellite deployment, Stetzone conversion, Gary skill launching, Mecha Infestor…
Mecha Infestor’s operation can be received because it is tactical units.
However, Mecha corruptor, Mecha Ultralisk, Mecha Lurker?! Normal/Assault units…

So, the suggestion is that change to default auto launch for these units. Right click skill that turn to manual launch.
–Mecha Corruptor - Cluster Busters
–Mecha Ultralisk - Vectored Burrow Charge
–Mecha Lurker - Focused Strike Algorithm

And the Mecha Battlecarrier Lord need to improve.

6 Likes

Either increased strength, lowered cost in supply/resources, or decreased dependence on egonergy.

Right now they’re a jack of all trades, master of none who does everything the other race’s capitol ships do but much worse and on a batterylife shorter than a smartphone, while costing just as much as one. Everything they do costs a ton of energy and their output for it is much worse than just making mecha hydralisks instead

7 Likes

How about give them x4 maximum energy bar and initial energy start at 75% of the maximum?

Or allow them to have a small egonergy zone around them?

I like the small stetzone idea for

but those abilities should not be default autocast…autocast, but not default.

1 Like

Why would you suggest to punish people who prefer non-automated commanders with even more micro effort (manually turning off autocast on every new unit)?

Please, let’s just keep the few remaining non-autocasts where they are.

1 Like

Honestly, energy isn’t the real issue. When well controlled (as people should assume for all builds), you can actually spare more switches to other field types than Mecha Infestors (not going to go into this one again here).

The cost seem more of the issue. Comparing timings, completions, and general helpfulness in early-mid transition players just can’t get as much utility. It works but just not in the same degree. 25 decrease across the entire tech tree alone would make it so much more viable.

3 Likes

Well the Broodcarriers themselves aren’t weak or anything. Two or Three of them already have a noticable impact.

However a mass Broodcarrier build is not viable and you will never max out supply like this.
It’s too expensive, teching all the way up there requires too much time compared to other builds and the carriers are more of a support unit to begin with.

I think their point is to be mixed into other comps as support units like Mira’s Galleons, except they have a yamato cannon.
If Bliz were to buff them the Carrierlords perhaps they could lower the upgrade cache’ cost so it’s not such a steep investment for a lategame transition.

Yeah, I posted a few weeks back regarding them. A general drop in both resource and time to tech to them by small amount would make them very viable.

I was mostly just responding to the focus on 4x energy versus cost. I absolutely agree they can both work, just cost reduction (and time) makes more sense.

Stetmann:

  • change his “upgrade resource cost” mastery to something else, its useless
  • make Ultralisks prioritize their life leach ability on overlords, not Gary
  • reduce morph cost for battlecarrierlords, they cost waaaaay too much for what they can do
4 Likes

Why would you suggest even more pointless micro on a commander who’s already got a million and one things to manage?

If you don’t like autocast, clearly you love hitting more buttons so turning off the autocast is just another button you get to hit.

2 Likes

Seem to me that general consensus is to help Stetman get the tech faster

1 Like

Ultralisks should prioritize (after enemy obviously) units with the highest % of max hp.

Turning ON autocast can be done for an entire group easily. Turning OFF autocast has to be done each time you get new units in the group.

And those abilities listed are way too energy expensive for default ON autocast. They also are highly target dependent. (it would be like Tychus’s grenade on autocast… he casts it in the place you don’t want it, and now you can’t use it where you do want it.)

Having the Option for autocast is good, having it default is bad.

2 Likes

they should never leach from Gary imo

2 Likes

Don’t know if creep spread via turrets is enough. Let’s say you put them at the edge of the creep. Sure, you get some temporary “reprieve”. But in due time, the accelerated CC spread will just over take that. I guess you could just relocate the Inf. Turrets, but it seems… “inelegant”. Creep Tumors work out since they’re self propogating. Each new one can create exactly 1 new one. Perhaps let Turrets root on non-creep. THEN they can rapid spread in a radius around them? Using your faster rooting suggestion, Turrets that root on non-creep would take longer as a viable tradeoff

Also, Ol dumping creep may be an issue since Stukov doesn’t have a lot of AA options if they get harassed by air (although at this point, bunkers and Turrets can now root)

2 Likes

Yeah, that’s what i was trying to make.

If we can use overlord as a creep spreader to locations creep haven’t touched yet, we can have the turret to secure the creep area and provide protection for the overlord meanwhile you can move bunker and barrack into the newly creeped land to establish an operation base and take out the objectives.

The fact that Stukov depends on Creep to push and have to make use of his ultimates to deal with objectives too far from his creep are proof that bunkerlisks are best approach in the pre nerf patches. Combine with the issue of mech not viable in early game it turned Bunkers into Stukov ‘s primary stratagem.

1 Like

There are a lot of little changes and buffs I’d like, but the ones with the commanders I like to play the most often that come to mind off hand are things like allowing Alarak’s Vanguards to fire on the move, so that his robotech units are better able to kite while attacking, or removing the 25 gas cost of Han’s Widow Mines and increasing the mineral cost by 25, to fit in line with her forces being complete mineral sinks, and the common suggestion of Stetmann’s BCLs being able to target air with the Locusceptors (which it should have done to begin with).

5 Likes

I really think that the plain addition of excrete creep after building the factory similar to first hatchery evolution for the same price and the ventral sacks researchable skill in the inf CC will make his gameplay much better and is already a feature. Not something new they have to develop or anything.

1 Like

I just want to give Stukov a more aggressive play style at the beginning where he can move out with Buildings and turrets and start dealing damage without having to rely too much on the Compound and waiting for Creep to spread. Dependency on Apo or Alek is not something i like. Would love it if he got more flexible alternatives.

1 Like

Just let Mecha Battle Carrier Lord’s attack air. Idc if it’s locked behind the locust upgrade. They just seem like such a tedious investments when Stetmann’s other units can outperform and outpace them with fewer resources requirements…

Please give Zagara’s bile launchers smart cast. Or is there some technical reason this can’t be implemented that idk about? Also, her corruptors are just so out of place…

And maybe, though maybe this is asking a tad much, give Alarak’s ascendants a bit more movement speed.

4 Likes