Kerrigan and Zagara Tweaking
Previously, I talked a lot about improvement for Zagara and especially Kerrigan (Hero’s abilities).
Lot of people disagreed and criticised on my proposals because they think that I am focusing on improving on things which doesn’t need much improvements.
Despite lots of protest I still want to tell the improvements and pleading you to implement them because I am firmly believe on these changes.
I am only giving my opinions and I understand if any doesn’t get implemented. If you deem my ideas unnecessary and I willing to accept.
But please give some consideration, and some changes doesn’t have to be spot on with I hope.
Kerrigan’s Units
- Improve Mutalisk Rapid Regeneration.
When Mutalisk take damage, Rapid Regeneration could kick in 5 sec regardless it is in or out of combat (Make them apply to Broodlords too).
Mutalisks are hit and runners but when they get hit by spells they suffer serious damage (Storm, Irradiation, Parasitic), it would be nice for them regenerate even with spells are hitting them. Despite the change Mutalisks are still vulnerable to damages
2. Kerrigan could be foremost in Omega Worm Selection
I need to take out Kerrigan for Assimilation Aura in special occasion but Torrasques always takes up the first Que.
3. Queens can use Transfusion to revive their heroes
Also applies to Zagara.
Kerrigan’s Herself
- Please have a look at CHAIN REACTION
Lot of people disagree on me with this but I am serious on wanting to tell the developers to consider…
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Have Chain Attack do spell damage (armour value decreases her attack)
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Have Chain Attack SHOULD recover Carapace
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Have Chain Attack correspond to Kerrigan’s current attack 25% or 30%.
- Have Mastery 3.2 affect Chain Reaction. (30 Point should increase Chain Effect to 10 > 13 Damage)
Reason: Chain Reaction doesn’t yield much synergy with her other abilities.
- Active abilities, Immobilization Wave Psionic Dash + Leaping Attack
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Could Psionic Dash decrease damage by 20% or 30%. (Heavy powerered units like immortal and thor smash Kerrigan AS SOON As she enters into them) and make her break Force fields
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Leaping Attack could be doable without vision and allow Kerrigan to evade any attack during it (I thought one of the reason this ability exists is mobilizations and evasion).
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Please Restore Kerrigan’s Range back to 6
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Her fury should last twice as long.
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Fury could also be affected by Kerrigan Mastery 3.2 +50% > +65%
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Kerrigan’s Carapace could be depletes slower -5 per sec to -3 sec
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Immobilization Wave could temporary disable buildings (Not harm them)
- Improve Kerrigan’s Mastery 3.2 (Ability and Attack Speed)
Can you increase the value from 30% to 45%?
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Reason: for me, 3.2 Doesn’t show much effect unless 20 or 30 points are invested.
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3.2 is especially ineffective when players use them as low level. And even on the max level it shows less effect than it should.
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Have Mastery 3.2, increase Chain Effect.
40 = 10 > 14.5, 70 = 17.5 > 25.375.
- Have Mastery 3.2 increase Fury.
Chain Reaction and Fury maybe are passive abilities but they are offensive abilities like Leap and Psionic Shift.
The 3.1 is the better choice than 3.2 because you save tons of Money and time upgrading your units.
For All ground upgrade + Kerrigan + Hydralisk upgrades you get whopping 2475 Mineral and gas ( 990 with full mastery). You can make powerful army quickly and cheaper.
I have uploaded videos regarding Mastery 3.2 improvements in Youtube.
The video was made to demonstrate what I have envisioned, making Kerrigan more befitting as “One Woman Army” than “Woman leading an army”. When I look at Mastery 2 and 3, it seems to let you choose between stronger army or stronger Hero.
Some Functions are not entirely accurate because I could not properly make correct settings. But I tried to make it as accurate as possible.
1. Mastery 3.2 From 30% to 45% (Abilities and Attack Speed only)(Balance)
https://www.youtube.com/watch?v=ov7bA5c2AWY&feature=youtu.be
Zagara Units
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Corruptors should benefit from scourge’s gas discount abilities and also Scourge Virulent Spores (enable splash damage).
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Enable Regenerative Acid on Banelings and Scourges
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Put Hunter Killer Unit selection queue further back (For a summoned unit they are first choice next to Zagara).
Zagara Herself
1. Her Baneling ability could benefit from All Baneling Upgrades (Centrifugal hook for better range)
2. Infested Drops
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Raynor
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Further and Faster targeting
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Invulnerability when attacking
I understand Raynor’s Mines were nerfed due to introducing Amon’s Vulture, but from Brutal Difficulty they are weaker due to Amon bringing detectors and shooting them down before they can attack.
Swann
Vorazun
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Have cloaking effect last for additional 10 seconds after any units of structures are out of the source (Dark Pylons and Arbiters). This is for better synergy with Vorazun’s allies and Void Rays.
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Increase Speed of Void Rays and have Prismatic Alignment lengthen for more time
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Time Stops accelerate Solar Energy Charge (If Mastery is applied). Vorazun consume large amount of Solar Energies mostly because of Black hole ability (they don’t have cooldowns).
Karax
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Orbital Bombardment should be faster (50%) and has no delays (if there is one, Artanis seem to have some)
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Replace Mastery 2.2 from Chrono Overload Energy Regen to something better. (I have 2 proposals)
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Chrono Overload Topbar Cooldown 1% ~ 30% (Applies to all commanders)
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Combat Unit Cost 0.50% ~ 15%
- Give Probes longer build range or blink ability (They tend to get stuck)
Again, I understand if these proposals are not implemented but I just believe it would be good if they could be incorporated.
Thank you for reading, please consider my proposal.
Keep up the Good work and stay healthy.
Please take a look at my other proposals