Yeah I was informed about this a bit earlier as well, sorry for the misinformation. Making them so that they are the least likely to be sacrificed is definitely something that they should look into.
If that is so then a tiering system should be in place that places ascendants last. Maybe make it so that units with energy die last so it saves your havocs and ascendants for last. But again just make sure you donāt run out of supplicants. Theyāve been designed to be tanky with their upgrades to make sure they really become sacrifice feed.
I still believe a pair of ascendants should cost 150 minerals and three supply.
Overcharge should have a set number of attacks it can do, or the duration should be paused when the War Prism switches in mobile mode to promote more aggressive overcharges.
Extra War Prism storage or the ability to unload all units at once would be nice.
The phasing shield could absorb the damage of the hit that activates it. This change could be applied to Karaxās Phoenixes to increase survive-ability.
Well controlled alarak can solo the first 2 objectives without any unit, he heals himself by killing enemies. I donāt even think that supplicants are necessary until you can deploy a war prism and warp them in, they are basically mineral dump that prevent your gas units from dying in bigger battles that you donāt need them until you have decent number of the said gas units. Slayers are better early game support but you have to keep them away from alarak to prevent unnecessary life drain.
It has probably been suggested before but I could see a toggle for Alarakās units (default on) to enable/disable sacrifice, much like Abathurās ultimate evolution toggle. Of course 9 times out of 10 weād all choose the same units to be sacrificed so perhaps it would be wasted effort having to toggle it off every game for each.
I just want the ability to not use alaraks godawful red/black UI.
I rather like his Dark Red/Maroon theme. I can understand the color distinction problem he currently have though.
I was actually expecting a much⦠Different list of stuff here, but yeah. I can agree on almost all fronts.
Iām not 100% sure on the Overcharged movement speed buff for the War Prism. It moves quite fast as it is, but it definitely can use with the space buff. Is 32 even enough to fit a whole Mech army? The Wrathwalkers take up A LOT of spaceā¦
I donāt know if 1QE2C needs to come back, but it was 100% a fun style. I enjoyed playing it quite a bit when it was around.
They also need to fix Alarakās broken AI when you use Deadly Charge. Him not responding to commands/nearby enemy units is a huge issue.
Make Alarak stronger when he ate supplicant, like Dehaka.
give him hp/sp & damage bonus when he sacrifice supplicant, permanently. (of cource make a limit to keep him not becoming too strong)
Give Vanguard 16round per attack like campaign
Itās gorgeous.
I believe this has something to do with enemy targeting/selection settings? Could be wrong though.
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
The dark red one is active, and bright orange ones arenāt.
The problem with that is that brighter colors are easier to spot than darker ones, so it gives an illusion that the inactive units are active. Orange should be darkened, and red should be turned brighter, then it should be easy to notice.
Alarak is so jealous of Zeratulās prisms!
Actually this is and the Ascendant sacrifce are probably the two things that put me off Alarak the most. I enjoy the micro, the early hero control, even the control group juggling, but itās hard to double your allyās kills when theyāre so much quicker than you are. And ascendant sacrifice is one of those things that really badly punishes a misclick on some mutas.
Itās a confirmed bug. Not an issue with target/selection settings. Current patch broke Alarakās AI.
I believe what he meant was the current theory is that Alarackās AI is having issues targeting/selecting an enemy to attack, due to something to do with his hitbox size.
I know, this is unpopular strategy, but why nothing was said about mech-play?
His colossi are very fragile. Both and the only one strategies (colossi or ascendants) are too long to implement. More than that, i donāt understand why if you play by mech, you need to build his Death Council to unlock the 2nd 3rd attack upgrades, which is completely useless in this setup and cost too much at early game (reference too very long start)
Also, wonāt tired to remind the useless 15 and 7lvl skills. And why Alarak havenāt sacrifice by button? Only in this case 15lvl skill will make sense. I donāt understand that nerf to his trigger-area, but also donāt understand why solo-Alarak playing requires his most powerfull units (ascendants) just to step behind and watch the lord is struggling. Itās fits his concept at 100%, but hurts his gameplay equally.
7lvl skill without manual sacrifice also seems useless. In hot fight you can even miss his lightnings or canāt properly manage if game lags. And we all know she likes to do that the further, the more, because lack of multi-core support.
Summarizing. Alarak needs his own manual sacrifice-ability. Colossi requires some save-skills. Maybe to pick up zeratulās-immortalās-repulsion. Or add some another sacrifice management. Also wanna see voidrays, carriers, etc. I donāt understand, why we have for example Abathur, Dehaka, Sarah with multiple and interesting strategies and commander with only one playable boring and hard setup(ascendants) for the same priceā¦
Alarakās lack of air is, imo, the single dumbest design decision in coopās history, marginally ahead of the (reverted) Karax/Fenix carrier interceptors costing minerals and Stukovās bunker nerfs.
Every other commander aside from like, Zagara, has a bunch of different builds, usually all viable to some degree or another, and most commanders have good to great air options. Dehaka and Kerrigan sure as hell donāt sacrifice anything in the air for their ground forces or vice versa. Itās JUST Alarak that isnāt allowed to use the THING HIS FACTION IS SPECIFICALLY KNOWN FOR LORE WISE. And no, that stupid calldown doesnāt count when itās just a glorified taxi.
He really should have a Starport with Destroyers at the very least, I understand to a degree if they want to save a varied TalāDarim airforce for Jinara commander but Alarak should at least have that much in conjunction with his Death Fleet calldown.
I realize that his walkers can target air units with an upgrade but⦠the AI is so god damn stupid with them forcing your whole group to attack 1 unit at a time that I ultimately stopped trying to figure out a regular aa. As such on missions with heavy air Iām forced to go ascendants to deal with them, else I just end up playing hit and run with Alaraks E-wave-ability like someone playing ping-pong against the wall.
Having already wrote the above I just realized what you actually meant, air units in general. Honestly I never gave that much thought nor realized it due to adjusting to Alaraks kit from the get go and never giving it any⦠well thought.
I had to comment on this because I worked around that with a macro (short-cut-key-sequence-auto-command-custom-hotkey-set-up-script⦠I didnāt need to write all that I just thought it sounds cool and edgy). Anyway I place Alarak by himself in control group 1, Ascendants and Supplicants in 2, and all of the above in 3 as a main control group. The Macro basically hits ā2, C, 1ā in .04sec response rates. This way when I activate āEmpower Meā and go off on entire groups/bases with my Q and E wipes, I can instantly cool them down without visually having swapped control groups, which in turn lets me literally wipe away anything within range of my āEmpower Meā duration/length. So for him to be able to sacrifice, Idk, itās doable. Basically his E can 1-hit entire waves in one shot let alone what using this trick 25 times before it expires tends to accomplish.
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Personally I love Alarak, to this day he is one of my mains and I adore his kit. I can surely see where he could use some tweaking or revamping, but for the sake of my macros and how Iāve adjusted to using him, I hope they donāt touch him or his ascendants too much.
I like Alarak a lot but have stopped playing him more or less lately.
The lvl 15 skill seems useless when playing different builds.
I like his robo units but they feel a bit squishy and I donāt like having Alarak mixed in with them. Same for Ascendants; I usually keep them away from Alarak and just move them with supplicants.
The more I want to play with Alarak actually commanding him I find I just go straight supplicants to keep him alive long (and put mastery into longer Empower Me duration).
Then you also have the issue of his AA capabilities which I use points in lowered Deathfleet CD to deal with surprise sky terran waves.
Playing him feels like a weird balancing act that seems kind of mismatched.
Iād give up his immortals for some kind of carrier that shoots out Deathfleet-like laser beams.
The lvl 15 talent just irks me as well. Iād like to see this revamped or something else added to it.
Yes, this as well. I use DW a lot but Idk if itās part of the current bug but whenever I use it or charge Alarak gets deselected from the UI for some reason and I need to re-select him.
You raise excellent points too. I LOVE Wrathwalkers, one of my favorite units in the game conceptually, they just⦠really struggle with the crappy targeting and delayed damage. Honestly Slayers do too.