🤔 Changes for Next Patch

After a few days of testing, post patch 4.9.1, there are a few changes I think we would all like to see. These are not commander revamp specific, as there is already a topic created previously. Tychus, Zeratul, and Stetmann revamp wish list. However, it will touch on a few things that is not mentioned. Since some of these are not bug specifically, this topic hopes to raise awareness.


Chrono Buff - As many are aware by now, Chronoboost can affect structures while under construction, with a few common exceptions across all commanders. The one commander whom this does not work on is Karax. Incidentally and ironically, he is the one commander who can benefit the most from such a mechanic and mastery choice.

Unit Push Priority - Stetman still have several kinks to be worked out (as seen by many recent topics), but the one issue not mentioned at all is the movement priority between units. Some of his units should take a much lower tier to allow other commander’s units free movement. This is especially compounded by mass Mecha Infestor play.

Alarak Pathing - It seems since the patch rework, Alarak is occasionally having issues reaching target location and causing him to ignore enemy. The circumstances are not extremely clear but the symptoms can be observed. Those who have noted this issue can identify it occurs with his Deadly Strike. Whether it is due to a stealth change to his unit collision size preventing him from reaching target location or something else, the more clumsy control is subtle but again present nevertheless.


Have these game mechanic behaviors affect you? I am sure there are more that I haven’t notice either. Please chime in and share.

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As I mentioned in the other thread I reported the Alarak bug and the one with the train (that I confirmed is still a thing), sent a mail to blizzard with the replay as it said in the old forums (hope that’s still the way to go about it). Let’s hope they address this problem soon.

As for the chrono I still think the fact that we can chrono boost constructing structures is not intended so I don’t find it weird that it doesn’t work with chrono field but even if it was intended wouldn’t it be a bit too strong to let Karax accelerate everyone’s build even more than he already does? Not that I’d be unhappy if they add it tho.

There are a few selection/priority bugs that have been in the game for a while. Not super game breaking or annoying, but inconsistent to the rest of the game.

Fenix’s production structures don’t swap priority like all other units in the game. Let’s say you have a gateway and a robo in the same ctrl group 1. If you hit 1, it brings up the gateway menu and if you hit tab after that, it brings up the robo menu. Pretty standard right? Well, with any other unit in the game, if you hit 1 again, it will select the gateway menu again. However, with fenix’s structures, the robo menu would remain active.

TLDR, control group buildings for fenix don’t re-select the highest priority building.

Karax energizers are separate in their phasing and mobile modes, similar to stetmann’s burrowed infestors in the previous patch.

Hm, interesting. I always kept mine separate so I didn’t come across this with Fenix. Good to know though, we need to get this stuff out so they can be fixed.