Alarak Changes Wish List

Alarak has been a fan-favorite Starcraft II character, and a co-op commander since 2016. He looked quite strong in mutations like Growing Threat when it first came out, and his powered-up Ascendants were the consensus pick for the strongest non-heroic unit in all of co-op.

However, other commanders like Stukov, Dehaka, Han and Horner, Tychus, and Zeratul were released later and were powered up considerably to make them more attractive options. Alarak had a revamp , but it was to make other units competitive with Ascendants, rather than raising his overall power level. Simply put, he is the victim of power creep.

To address this, I’ve listed down several changes that I believe will help our favorite Highlord once again be competitive with the best co-op commanders without introducing new units or requiring a massive revamp:

Ascendants no longer allowed to be sacrificed to Alarak.
  • Alarak’s whole early-game is building up an army of stacked Ascendants. It makes no sense to permanently sacrifice them, along with all their supplicant stacks. It’s just too expensive!
  • Alarak will respawn if he gets killed anyway. Something so expensive should never be sacrificed to extend the life of an expendable unit.
  • In fact, we could extend the exclusion to his Wrathwalkers, since they are likewise an expensive source of firepower.

Reduce Ascendant sacrifice cooldown to 30 seconds
  • Current cooldown is 60 seconds.The time it takes to fully stack an Ascendant is 10 minutes.
  • The fastest rush takes has your first Ascendant being warped in at 4:20. By the time you theoretically have that Ascendant fully stacked at 13:20, Abathur has already ended the game.
  • Reducing the cooldown to 30 seconds would get the first fully stacked Ascendant at 8:50, which rewards high level players without making it too easy for low level players.

Make overcharge targetable
  • It adds skill into the ability.
  • Can circumvent the still-somehow-not-fixed issue of overcharge targeting polarity-shielded units and wasting the entire top bar ability.
  • Maybe make it similar to the Purifier Beam where you can right click on stuff, except right-clicking orders an attack, instead of a move.

Increase Overcharged War Prisms move speed to 4, and increase carrying capacity to 32
  • Mobility is still an issue for Alarak, splitting Ascendants works, but often Ascendants are not strong enough to withstand being split until the lategame.
  • Despite the change, very few people use War Prisms. The reason is not because they are weak, but because there is no benefit to using them as transport. They are almost just as slow as the units they are carrying.
  • Allowing them to be a basically faster Hercules will incentivize more usage, and solve Alarak’s mobility problem.
  • Once the overcharge lapses, the units will remain inside, but the War Prism cannot load more units inside until there are 7 cargo units consumed, or if the War Prism is overcharged again.
  • Locking these abilities behind overcharge will limit its use, and give Overcharge more of a strategic decsion.

Show highlighted unit more clearly on Alarak console
  • Right now, it is very difficult to notice which unit is being controlled in this group [can you guess which unit is active?]: https://i.imgur.com/C5bKYxe.png
  • Zerg also actually has this problem but it is not as noticeable because each Zerg commander that uses that console usually only has one unit type to micro all game, and all production structures share the same hotkeys.
  • Alarak meanwhile has three separate unit types to micro [if you include the motheship to Mass Recall], so he definitely needs to know which unit is active in the group selected.
  • I suggest making the other wireframes darker, and the active unit a brighter shade of red.

Revert Alarak ability cooldown reset "fix"; make it map-wide
  • There was actually no point in doing that in the first place; it was a skill-based move that neither made the game too easy, nor gave Alarak too much of an unfair advantage.
  • It helps new Ascendants to survive longer on dangerous mutators like Going Nuclear, Lava Burst, and Power Overwhelming until they are strong enough to tank a few hits.
  • It’s actually an exciting way to play, and gives Alarak a better option for hero soloing.

Let me know if you have other suggestions to improve Alarak.

21 Likes

I could see Ascendants not being sacrificed (maybe he doesn’t sacrifice psionic or massive units…although a Wrathwalker doesn’t die when he sacrifices it, just loses some hp) [that would exclude war prisms too , but that is probably OK…since they could be full of units or overcharged]

Reducing cooldown sort of works against that… since it reduces the value of a stacked ascendant… Maybe drop it to 45 seconds.

Overcharge Targetable works well

War Prisms should have a default speed increase to 5-6 or so (regardless of if overcharged) I would have a general +100% mech unit move speed upgrade (except probes [0%] and slayers+50%)
Maybe that speed upgrade also gives War Prisms 2x carrying capacity.

Agree with making alarak’s wrath and lightning abilities have much wider range.
Possibly add a “sacrifice supplicant” ability onto alarak… so he can trigger them directly (for a 75 mineral cost effectively)

2 Likes

just make the war prism similar to the hercules with same amount of cargo space but faster movement speed since it doesnt have a teleport ability. the overcharging shouldnt affect cargo space.

3 Likes

Why don’t we just have it so only slayers and supplicants can be sacrificed to alarak, since those are the only 2 units you would ever want him to eat anyway?

The limiting factor for alarak’s mass ascendant build has always been minerals. Not by that much, but still there. Cooldown time will not help with that. This is because a max stack ascendant is not game-winning or a huge power spike like abathur’s brutalisks: You’re better off having 10 ascendants with 1 stack than 1 ascendant with 10 stacks.

An alternative would be 5 stacks of supplicants to max out an ascendant, and each gives double the bonus. It will still cut the power up time in half without draining all your supplicant batteries as much

Ascendants should power up alarak himself more than they currently do. Right now, it’s like “why would I use alarak if my ascendants could wipe this base/attack wave faster, from longer range.” Even with no cooldown alarak+ empower me, the time and sacrifices it takes is severely slower/inefficient compared to just psi orb and mind blast spamming.

Maybe when an ascendant reaches max stacks (and coupled with faster ramp up, this could be more achieveable), alarak gets some kind of permanent boost? More base damage or cooldown reduction on his charge and destruction wave? Have this bonus be a big one that only stacks 1-3 times. This would incentivize mech players to make a couple ascendants just for the sake of powering up alarak.

Alternatively, Vastly Improve alarak’s upgrades at the forge. Remember when people upgraded alarak? Me neither. I can’t even remember what they’re called. Have his stun upgrade affect all non-objective units (including hybrid) and/or increase his attack speed. Either that, or he could ramp up in attack speed like cannonball, which I think fits his character pretty well.
Have his destruction wave knockback upgrade also double the base damage of destruction wave, or have it do bonus damage vs massive or armored or structures or something. Destruction wave is quite good early on, but 50 damage is very underwhelming past the 5 minute mark.

9 Likes

This would be nice, even 45s CD.

Highly agree with this as well. I barely use war prisms at all.

The main thing I do not like about Ascendant build is that the control groups and micro for them with supps work better with Alarak not in the mix. So I just let him chill somewhere else doing his own thing. It feels better to have him fighting alongside his minions but when he is in the mix it makes things much more difficult to micro.

I usually just go straight up Alarak/supplicants but I know Ascendants can potentially do way more dmg in the long run it takes to ramp them up.

4 Likes

I would like to see improvements (also) to his other units, not (only) Ascendants.
Otherwise we end up in a situation again where you’re forced to use Ascendants over every other unit Alarak has access to.

2 Likes

Make the death fleet usable more then twice a match like the Hyperion and give Destroyers the increased damage per bounce that Kerrigan’s Mutalisks had for a week or at least keep the damage consistent like her Mutalisks now.

7 Likes

That’s why I think that War Prism improvement needs to be part of a general mech unit upgrade
(+100% carrying capacity and speed for all non-Probe, non-Slayer Mech units)

2 Likes

I quite like some of these changes, Alarak definitely does need a hand to keep up with newer commanders. His main problem being of course the mobility, we really need a way to enable Alarak taking part in as many engagements as possible without needing to micro 3 different control groups at the same time (or hope that the mothership is around when we actually need to teleport).

I personally would like for the mothership calldown to be removed and just let us construct a mothership VS style that has like a 1~2min CD teleport but I don’t think blizzard would ever do that…

Lastly I don’t want to be that guy that defends something everyone hates but I kinda like that Alarak can eat all your ascendants in a second, when it happens it’s usually your own fault so I think it’s perfectly acceptable that it can happen. Of course I do understand if people think that’s way too harsh.

1 Like

Dropped a like earlier after reading, didn’t get a chance on the explanation.

I like the proposals in buffing Ascendants. The 10 x 30s is better than 5 x 60s per others and a previous post. This change increase skill ceiling and award choice in decision making (of proper distribution over general empowerment).

The change on War Prism is nice but I am super skeptical it’ll have the intended effect. Even when Overcharged, it is still extremely vulnerable (and alone in these situations). The punishment of losing a full 32 slot worth is devastating.

Speaking of punishment, I don’t agree with only allowing Sacrifice of essentially tier 1 units. Part of the skill ceiling appeal of Alarak is high output when well executed and hard punishment when done poorly. While this isn’t strictly necessary, it is an unique aspect of this commander.

Overall a well thought out piece, clearly from an experienced player.

3 Likes

Does sacrifice have priority? If so I think making ascendants last in line would be better. That’s on the Player if they stay until they run out of supplicants.

I think adding a calldown button to designate a target for focus fire for overcharge would solve the problem.

As for the war prism I think enough has been done to improve it. Not all maps and commanders need to use their transport units unless you’re Kerrigan (frankly only reason Nydus worms are used is for creep spread and detection). What the war prism really brings is its ability to deploy a power field to allow for rapid reinforcement and now as a mobile overcharge target. I think the only thing that would really make it increase its use is to have its own overcharge.

As for ascendant sacrifice I can’t really say that reducing the calldown would be good. It might once again tip the balance of ascendant comp vs. mech comp. I field a couple of ascendants every game but mostly as panic buttons to mind blast hybrids or psionic orb swarms.

In addendum to your wishlist: Please make Vanguards do the same damage they did on the LotV campaign to increase mech comp appeal vs. ascendant comp.

3 Likes

Yup, Supplicants will always be sacrificed before anything else. The problem is just either if they are out of range, since Alarak is a melee unit, or if he gets so focused on (cause he’s a melee unit) that he eats half the army in an instant.

1 Like

Yup and I’m pretty sure they are last.

If so then it’s the players fault for not supplying enough supplicants, staying in a fight even when supplicants run out or getting Alarak and his ascendants out of position for him to sacrifice them first.

1 and 2 could easily be remedied by a well deployed war prism or a well placed pylon.

1 Like

I have never been a fan of the ascendant build, too complex for me to handle properly. Every time I get stuck using Alarak, I just spam Slayers and Havocs in a large number as quick as I can while I solo the first half of the mission with just Alarak and a few supplicants. Mass Wrathwalker for me is a hit or miss based on the comp and my ally’s competence. The only time I ever use the Vanguards is for maps like Dead of Night and Miner Evacuation.

With all that said, I think Alarak’s problem with build diversity is that he doesn’t have anything that can attack fast which is why people use Ascendants to carpet bomb everything. Plus all of his units are ranged, so he has no melee units that can potentially be a fix to that problem. If he had the Blood Hunter DTs from the campaign, it could open up some better builds.

2 Likes

Hello fellow Alarak players.

Sacrifice for Alarak
I have to disagree here. Alarak wants to be the last one standing on the battlefield, even if it means sacrificing his stronger units to sustain himself. The Alarak trailer put emphasis on that, and I think it really fits Alarak.
If you don’t have enough fodder of Supplicants, or other units inbetween Ascendants, they get sacrificed and it’s your fault.

So, no, I don’t think Alarak players should get a failsafe mechanic when they fail to bring enough fodder for Alarak. You can prevent him from doing that by withdrawing him from battle yourself if the situation is that dire, or you have enough fodder. I understand where you’re coming from though, some mutations are just brutal in terms of incoming damage.

Ascendant Sacrifice cooldown
You don’t need to expect to have 15 full power Ascendants at the end of every match, at least I don’t. Even Ascendants with like 540 shields are valuable.
Then again, your comparison to an Abathur steamrolling with his Ultimate Evolutions is legit. There’s also other commanders which have a… let’s say, pretty easy time to get a lot of destruction power without a lot of investment.
That’s one of the reason why I really like the work behind getting Ascendants strong, and also using their abilities. I don’t want to have “EZ Power”.
I always felt fine with 60sec. 30sec may be too much. We could meet in the middle and say 45sec.

Targetable Overcharge
I agree. Let me right-click a unit while having the overcharged Pylon selected, to let it switch targets.

War Prisms
I’m going to be honest here, I don’t even really like the Hercules, as effective it may be. Having eight tanks in sieged mode in a Hercules is a different thing than what you have in mind though. You propose having a super fast and big War Prism to transport Alarak’s army. I don’t think that’s fitting for the Tal’darim. A big teleport without cooldown from a Mothership is fitting though, however as we know it has quite some cooldown.

For example, if I do the bonus objective in Malfarware, I always summon the Death Fleet just to teleport to Aurana and deal with the units around the Suppression Towers until the Death Fleet is gone. In this example, the main reason for the Fleet is really the teleport, but at least I can go clear some stuff as well.
In Miner Evacuation, I sometimes fly a single Destroyer over to the Eradicators, then teleport my army there to deal with them. Sometimes the evacuation ships have a weird order, and that’s where it’s needed.
Don’t you think that having big fast War Prisms instead makes all of that kinda redundant in a bad way?

Alarak is really slow outside of the Mothership. The War Prism is in a weird state, even after the buff. But there might be some other way to address the mobility without just making the Prisms another Hercules.

Show highlighted unit
I agree with that. Even though the unit portrait updates kind of quickly, it would still help having another visual confirmation of what you selected. On the other hand, if you tab a few times and you see Blink, you clearly know you now selected your Slayers. Just an example. I have them in a separate group for Blinking anyway, same as Ascendants. Usually my Ascendants are group 2, Slayers group 3. I select the Havocs with tabbing though.

Map-wide ability cooldown
I have to disagree with that one. The units have to be somewhat close to one another to use their effects. It doesn’t make sense that Alarak “senses” that a Supplicant gets killed on the other side of the map and gets his ability cooldown sped up. It doesn’t make sense that an Ascendant can sacrifice a Supplicant far away from him. What’s next? Asking for Dehaka’s healing aura to be map-wide? No. It makes sense that interacting with a unit requires close distance. Only stuff from orbit, like Overcharge, Spear of Adun, Tychus’ Medivacs and so on should be able to target anything on the map.
EDIT: Okay, Zagara’s Frenzy is not from orbit. Maybe there’s other stuff too, but I hope you get what I mean.

You want Alarak hero only while all his fodder sits at the base and gets sacrificed globally as soon as he’s near death or what? Honestly, that’s just a disgusting thought. No thanks.


This concludes my feedback to your suggestions.

Regarding my own suggestions, well… if Blizzard doesn’t have another Tal’darim commander planned (Ji’nara?), I’d be really sad if we never get access to Blood Hunters, permanent Destroyers, Sky Talons (Tal’darim Phoenixes), Tempests and Carriers. According to the lore, carriers are actually the biggest part of the Death Fleet.

Give me the possibilty to actually build a permanent Fleet. I really like all the few units Alarak has access to, but in the end it boils down to either full Ascendants, Mech with maybe just three Ascendants for mind-blasting, or if you feel like it a lot of Slayers, Vanguards and a few Walkers.

Compared to the build variation of Artanis or Fenix, Alarak’s comp choices pale. I still like him a lot, though.

Alright that’s enough text. Cheers!

2 Likes

Just give Alarak a “siege” command in which he deploys his throne and doesn’t move from that spot until you tell him to “unsiege”. That way you won’t have to ever worry about him eating your units.

4 Likes

It automatically prioritizes supplicants, within a certain radius around Alarack, after which it does not care AT ALL what it is, as long as there isn’t a supplicant it will eat anything. Even probes.

Honestly, early on your are extremely tight for minerals, so it’s less accurate to say “it’s on the player for running out of supplicants” and more accurate to say “it’s on the player for not sitting at home doing literally nothing for the beginning of the game while they wait for minerals.” It’s just not great.

3 Likes

If you go robo are you generally supposed to leave Alarak behind somewhere else (doing bonus objectives or defense) or do people bring robo units together with him?

I’ve only recently been getting into him so trying a mix of everything lately to see what I like.

The ascendants nuking trains so quick is pretty insane, ngl. Or 1-2 hybrids.

Proper control of Alarak is a staple to pro play. On many maps, a skilled player can solo with well placement and cast of his skills, along with Death Fleet (now buffed especially prevalent).

So I would personally suggest not to leave him out, simply due to the hard punishment. While it is frustrating, once you reach the skill level, having Alarak with an army is very useful and powerful.

1 Like