Steady targeting cast duration reduced to 1.01s down from 1.43
upgrade on ghost academy: 150/150 86sec upgrade that increases ghost max energy to 250.
Upgrade on Ghost Academy: 150/150 86 sec upgrade that reduces Steady Targeting cast time to 1.06s
Raven:
WIP
Battlecruiser:
Tactical jump now starts with a 30 second cooldown on a fresh battlecruiser
Zerg
Queen:
AA range decreased to 7
Baneling:
splash and direct damage halved when crashing into a massive unit.
Mutalisk:
cost changed from 100/100 to 100/75
Ultralisk:
Can walk over units like colossi
HP increased to 550
Protoss
Zealot:
gains 1 (+1) impact dmg on charge
Stalker:
gets +2 upgrade scaling
Sentry:
121 second 150/150 upgrade on CyberCore that increases starting energy to 75 and doubles energy regen rate. Requires a +1 ground or +1 shields upgrade.
Adept:
can now shoot air
resonating glaives now boosts range by one. Attack speed increase remains the same.
new TC upgrade that increases adept speed to 4.13. 60 seconds and 75/75
Observer:
revert speed change and make players frustrated again
Warp Prism:
warp in speed decreased to 11 sec
pickup range increased to 6
Disruptor:
Purification Nova can’t follow command units.
+shield damage removed
Enemy notified when they spot a disruptor firing a nova
Difference between ghosts and ultras is, you a move ultras. Ghosts takes incredible amount of micro along with another units… Don’t know how you can give, these exact numbers without testing. Or if you tested it with friends on custom map maybe. But ultras doesn’t need more buffs. It would be good if they made them smaller, so they don’t bug out. Only 120 dmg, thats actually insane. 4 shots = 200 energy, wouldn’t even kill one ultra…
Energy?
I just had an insane idea which probably doesn’t fit in a game like SC2, but eh, imma just put it here for fun:
Resonating Glaive upgrade now gives adept energy (max of 50) and the ability “Resonating glaive”, every time an adept attack, take away 5 energy, and after the initial hit, the attack bounce to 2 nearby target for half the damage.
No, not like that. I meant my ghost change. It’s because if i decrease the damage, then the total damage of snipes gets reduced. So I added a upgrade to increase their energy.
And why would you ask for it? … this ability requires enough skill to combine with other abilities and units, ghost in a mix of other units requires skill actually.
Maybe you are Protoss but way to nerf T vs Z too, in a place where it’s neigher cheap design nor skilless move oh and that comes with no compensation, cost of ghost or anything.
if Ghost needed a nerf, I’d remove the extra EMP radius upgrade, Idk why this was ever added, sure it helps more but it doesnt solve other design places. It is almost made for newbs to not miss to EMP accurately.
For someone that played MMM Ghost since WoL, it is not unknown to me, pros can deal with it too, not liked they asked for EMP buff.
Tempest could be made more useful, colossus too maybe. That’s about it , T doesnt need nerfs or they dispappear again like past 2 years, more like P few buffs here n there (mostly vs Z) and Z needs nerfs…
I typicall EMP the ball (because Protoss players only known to move in a ball) and the HT in corners occasionally. I always think it is some new coming HT’s that cause the storms to fall. So snipe all the way
That tells you with what halfwits you are dealing. Those morons don’t recognise a buff when see one.
Snipe of Ghost not only is not a nerff but on the contraty is a significant buff. It’s falls in the category of units where not DPS is what matters but the amount of shots to get things done (DT, Disruptor fall in this category).
So, even if “DPS” stays intact, the 40% buff (1.43 → 1.01) causes a drastic reductiopn in the window of opportunity to have counterplay.
Just consider a slightly weaker Disruptor that fires Novas in the same range but the detonation time is not 2 sec but…1 sec.
For once, this seems like a reasonable set of changes. I pretty much agree with the majority of these.
The one exception I have is the following, for the warp prism, either increase the pickup range OR nerf queen range, doing both leads into untouchable prisms for immortal juggling.