Hello,
Many thanks for the heads up! And nice to hear about the planned changes.
Could you be so kind, please that you won’t immediately implement the changes, but list everything and let the community give feedback about them for about 1 or 2 weeks?
I really like the idea of making the important upgrades like infestation or spear of adun levels cheaper. This is one if not the most important things the commanders need. What we need.
Please, prioritize fixing Nikara’ and Arcturus’ medivacs’ AI. They tend not to behave properly. It has been like this since their release.
I would like to list several ideas. Some are my own and some I took from forum posts.
Karax:
With removing the unit cost mastery the units will be so expensive again. Could you consider adding about 20% lower cost for all combat units, please? Also, Karax lacks early anti-air unit. Would be nice if you boosted the energizer with greater anti air damage, for example seperate its ground and air attack and make the air one stronger. Make both stronger actually, but the air ammount more like ground damage becomes 6 (12vs light), air damage becomes 20 (35vs massive) and gains 8 range.
All of Karax’ anti-air units deal so little damage, that they have no chance against bigger targets like battlecruisers, tempests, carriers or broodlords. Energizer deals 6 damage, mirage deals 5, interceptor deals 6. If you meet one of these mentioned above, your units will deal maximum 1 damage if those are upgraded and yours are not. I suggest giving mirages a damage increase vs armored targets instead of light. Phoenixes have vs light, so mirages could have vs armored and have a slight cost decrease. Or ofc strenghten the energizer’s attack. I wrote some examples before to what might help, coming from my game experience. Additionally the energizer should be able to attack and cast the chrono beam ability simultanously.
Please fix the no-chrono-bug on the additionally built nexuses when Karax is in the game.
In my oppinion the chrono wave energy generation for Spear of Adun is nowhere near to repair beam healing rate. I have an idea for this, something like Improved Spear of Adun. Would add extra unique benefits for all four top bar abilities like Orbital strike gains +1dmg per point (including vs armored dmg as well); Solar lance deals +4dmg per point vs buildings; Chrono wave gains +0,5sec duration per point; Purifier beam gains -2% cooldown per point. In addition increase repair beam healing rate mastery from 1% per point to +2,5% per point.
The purifier beam is much less frequently useable than every other top bar in the game due to its late availability and rare usability. I suggest its starting cooldown and cooldown be set to 300sec.
Karax players should be included in Zeratul’s after-match shields restored stats similarly to how Stetmann is now included in Zagara’s damage by banelings one.
Level 8 upgrade’s description should write exactly how many more targets can be affected by repair beam as well as level 14 upgrade’s description should write how long does the mirage remain invulnerable.
Swann:
Level 1 description should be re-written, because it is not accurete. It writes 20% faster production for units than other commanders, but Raynor has his units built faster by 50%. Both are increased towards base normal, not each other.
The thor’s ground and air weapons should have the same range, because when meeting targets that can be targeted by both ground and air weapons they use the anti air weapon, which is much weaker against objectives. Maybe with equaling the two weapons’ range they would prioritize the stronger one.
Command center reactor upgrade from Wings of Liberty could come handy as well as SCVs’ benefitting from regenerative biosteel upgrade. Whether by level 15 or somehow else.
Cyclone is a very rarely used unit, they could use some rework for example seperating its ground and air attacks and add bonus dmg vs armored for ground 6(20 vs armored) and vs light for air 6(20 vs light) or something like this. Also, an about 25% damage reduction would be nice as long as lock on is active.
I think wraith is the second least used unit. A little boost could make people use it more often. Like adding the WoL Tomahawk Power Cells upgrade which gives them +100 starting energy. The evade chance should be replaced with damage reduction.
Stukov:
A lot of people complain about higher bunker cost and taking away the chance from infested play. I think this could be solved by giving an opportunity to make two completely different playstyles available. One for infestation and one for mech-based. I imagine this with modifying masteries in tier 1 and 3. Also some smaller changes.
Volatile infested spawn chance could be included in infestation level researches with increasing chance with each research, instead of being mastery-depended. That mastery could be replaced by factory and starport unit health regen, somehow similarly to Nova’s regen mastery. With this tier 1 would have one opportunity for mech play, the other infest structure cooldown for infestation play. You could further lower the cooldown for the ability, maybe from 1,5% to 2,5%. Maybe also increase maximum charges from 3 to 5.
Would be a huge change to make broodlings and volatile that siege tanks shoot follow the psi emitter. Currently they just stand their ground.
Would also be a nice feature to make infest structure produce an infested “special matching” unit when used on certain buildings. For example if you put it on a barracks it would spawn an infested firebat or marauder. Or if on a gateway a zombie with psi blades. If on an ultralisk caver it would spawn a pigalisk (the little ultralisk unit from Piercing the shroud mission). With timed life and controlled via psi emitter ofc.
Bunker should only cost 6 supply starting Level 14. Before that it only contains 4 troopers. It could cost 300 minerals again, but troopers should live for only 15 seconds while not in a bunker.
Missile turrets could benefit from bunker upgrades (twice as fast regen and extra armor) as well as barrack tech lab upgrades (+1 range and plagued munitions).
Brood queen runs out of energy very quickly and regains it quite slowly. I think Level 13 upgrade should increase her energy regen by 200% instead of 100% OR keep the 100%, but add +100 maximum energy.
Should gain the micro-filtering upgrade from the campaign which causes 25% faster vespene gathering (from 4 per trip to 5 per trip).
Han and Horner:
Hangar drones are very expensive. Their gas cost could be halved. Also, bringing the tech requirement from Armory to E-bay. They could be capable of repairing the host galleon. The speed of the repair would depend on how many drones are available.
Make magmines “smartcast” similarly to psionic storm of the Avatar of form. Make them activate when at least 3 enemy units are nearby.
Maybe you or others will also find my ideas useful.
Have a nice day everybody!
Best regards,
Mazso