Co-op Mission Update - Dehaka Revamp

Next up in our lineup of revamps is Dehaka, the big T-rex of the Co-op family. We believe Dehaka is a satisfying hero to control, but we’re sharpening and improving some of his unit roles to make him a more well-rounded Commander overall.

Basic Primal Units

  • Primal Zergling attack damage increased from 7 to 10.

  • Primal Roach life regeneration rate while burrowed increased from 5 to 10.

  • Muscular Augments (Hydralisk speed) research cost decreased from 150/150 to 50/50.

  • Brutal Charge research cost decreased from 100/100 to 50/50.

  • Primal Ultralisk HP increased from 500 to 625.

Primal units were designed as a stop-gap on the way to more powerful units rather than as a core part of every army. That said, we’d like to make small improvements to some of the weaker basic units in areas that make sense.

Ravasaur

  • The Dissolving Acid upgrade now increases the Ravasaur’s bonus damage vs. armored to 15, up from 5.

  • The Enlarged Parotid Glands upgrade now increases the Ravasaur’s movement speed from 2.25 to 3 in addition to its current functionality.

These buffs should help the Ravasaur in its anti-armored pushing role.

Primal Igniter

  • Primal Igniter life regeneration rate while burrowed increased from 5 to 10.

  • Primal Igniter base HP increased from 300 to 350.[/li][li]Primal Igniter base armor increased from 2 to 3.

We’d like to reinforce the Igniter’s tanking role against weaker enemies.

Impaler

  • Impaler Tenderize damage increased from 100 to 200.

  • Impaler Tenderize reduces Dehaka’s Devour cooldown by 75%, up from 50%.

Tenderize is the Impaler’s defining trait, so we’re really punching it up.

Primal Mutalisk

  • Primal Mutalisk damage decreased from 18/6/2 to 14/5/2. Upgrade bonuses adjusted accordingly.

  • Slicing Glaive now provides +100% increased damage vs. air, up from 50%. Base damage increased from 27 to 28.

We believe Primal Mutalisks are a bit too strong all-around without enough drawback. In order to promote Dehaka’s other units, we’d like to emphasize the Primal Mutalisks’ anti-air role.

Tyrannozor

  • Tyrannozors now benefit from the Healing Adaptation upgrade, which allows them to regenerate life quickly when out of combat.

We want to address the Tyrannozor’s inability to regenerate its vast life pool. With the Healing Adaptation upgrade, Tyrannozors will truly become the behemoths they were meant to be.

General

  • Psionic Attribute added to Ravens, Raven Type-IIs, and Theia Ravens.

  • Psionic Attribute added to the Science Vessel (Including Swann’s).

  • Psionic Attribute added to Brood Queens (Including Stukov’s).

One of Dehaka’s coolest and most powerful traits is his ability to explode enemy Psionic units. However, while Protoss (and to some extent, Zerg) Psionic enemies are plentiful, Terrans are quite lacking in this department. Therefore, in order to balance out the enemy races a bit more, we’ve increased the number of potential Psionic threats he can Devour.

Dakrun

  • Dakrun HP increased from 3000 to 4000.

  • Dakrun Greater Spiked Hide return damage increased from 10 to 20.

As the final pack leader in Dehaka’s tech tree, we feel Dakrun needs some love so that he can assume a more prominent and exciting role. We’d like to bring Dakrun closer to the level of his brethren and focus on what makes him unique: his ability to tank damage and return it.

Masteries

  • Devour Buff Duration Mastery increased from 1% per point to 3% per point. Maximum benefit increased from 30% to 90%.

  • Greater Primal Wurm Cooldown Mastery increased from 1% per point to 1.5% per point. Maximum benefit increased from 30% to 45%.

  • Gene Mutation Chance Mastery increased from 1% per point to 2% per point. Maximum benefit increased from 30% to 60%.

As always, we’ll be tuning Masteries so that they’re more competitive.

Miscellaneous

  • Dehaka’s leap will now damage neutral targets, such as rocks.

  • Dehaka gains high-ground vision upon hitting level 10.

  • Dehaka’s uprooted Primal Wardens and Primal Hives are no longer included in all-army selection.

  • Units in primal combat now have a rally button and ability.

  • Impaler damage bonus per weapon upgrade increased from +4(+5 vs armored) to +4(+6 vs armored).

  • Primal Guardian damage bonus per weapon upgrade decreased from +5 to +4.

  • Dehaka’s calldowns now benefit from weapon and armor upgrades.

We’ve also included assorted quality of life changes. And because we’re taking a look at various calldowns in this round of revamps, we’d like to take another pass at one we’ve previously worked on.

Alarak

  • Mothership base damage increased from 6x6 to 38x6, matching its Legacy of the Void campaign stats.

  • Mothership range increased from 2 to 7, matching its Legacy of the Void campaign stats.

  • Fixed a bug where Alarak’s Mothership was gaining too much damage per upgrade. Mothership damage bonus per weapon upgrade changed to +4, down from +7.

That’s it for this session of revamps. Thank you for sending in all your feedback and happy Co-op-ing!

Kevin Dong
Lead Co-op Designer

5 Likes

I have a question, If Dakrun’s Summon attack (akin to his Brutal Charge) can damage buildings why doesnt his Brutal Charge damage buildings ?

1 Like

He is not stupid enough to run into walls

He is. Just like Krate.

Dehaka has a problem. His defensive building occupies a population. After the defense base, there is no way to restore life.

I remember in the evolutionary task of the story. There is a nest belonging to Feral zerg. He is a defensive building that is very suitable for adding to Dehaka. After all, his building is very monotonous.

4 Likes

I know what you mean about Dehaka’s Wurm can’t benefit from Dehaka’s Healing Aura.
But his wurms are surprisingly good defense structures despite taking up population because they have Stream Breaths that can quickly destroy powerful enemies and move around the map (Given they are provided with vision).

Primal Warden and Primal Hive can lift themselves to attack but they are ineffective as combat units.

It would be interesting if there is an upgrade which permanently transform Warden and Hives into Effective tankers.

My idea - (Structural Evolution) Applies only to Warden and Hive

  • Permanently change the structures into units.
  • They get +50% Health Upgrade, +100% Attack, + 3 Armour, Change movement speed to 2.8
  • Gain Devour (Range of 6) ability which restores their health (** heals 20% of Health**). Cannot devour Hero Units and hybrids
    - Warden also Cannot devour Massive Units
    - Hives CAN devour Massive Units
1 Like

As much as I agree that Dehaka’s buildings have lost potential, I really don’t think he needs a buff at all. I’d rather one bird two stone (yes you read that right lol), let his buildings heal buildings when uprooted. This will be able to solve his static defence unable to heal issue and give purpose to uprooting buildings.

1 Like

When Dehaka finally evolves to level 15, can we have the mutation button (Arrow shaped) changed into a different Icon?
Dehaka is fully grown up at level 15 so make it into a passive icon.

Apex Pack Leader (Icon: Same as ZERUS CUNNING)
Description

  • Dehaka can endlessly increase his health by consuming more essence
  • (New) Dehaka’s strikes can deal splash damage (I mean, it is very weird that Dehakazilla does wide slash and only hits “1” enemy).
  • (New) When Dehaka eats Heroic type Units, He gains 50% immunity against spell damage
1 Like

Mutalisks are now seriously underpowered compared to before, especially with the enemy composition changes. Can we get 16 damage as a happy medium?

1 Like

While we’re at it lets give them that “damage increases with each hop” and call it a happy day. God I miss that broken upgrade.

3 Likes

Mutas were seriously overpowered before and are reasonable now

9 Likes

That has not been my feeling on it. Tyrannosaurs are almost as good for anti-air now.

I never liked his mutas anyway.

1 Like

Mutas are my fav starcraft unit and i allways used them on dehaka. Sadly now they suck pretty hard against ground.

So now i check the enemy composition. Is it sky terran or skytoss i go for mutas. Is it ground based i go for tyrannos. They fun and amazing as well.

4 Likes

I’ve actually never tried tyrannos, making me want to give it a few tries now. Hmm. Mind you I’m the type of player that only ever builds Wurms on Dehaka cause they are so god dang fun with Rapid Fire.

2 Likes

I’ve never really been a big fan of Greater Primal Wurms on Dehaka, but I decided to try out a few games at max points for the buffed mastery, and I am pleasantly surprised by how good it feels. Having a way to give Dehaka vision is always good, and with such a low cooldown Dehaka’s early pushing can use them as powerful support. I’m a convert now, I think the Pack Leaders are plenty strong already without the extra 18 seconds so I’ll stick with the Great Primal Wurm Cooldown Reduction mastery from here on.

1 Like

I think Bors meant the Primal Wurms, I don’t know how you can rapid fire Greater Primal Wurms, but on the regular ones you can basically uproot 50 of them in a matter of 2 seconds which gets even more interesting when you rapid fire their green breath attack at any one target

1 Like