Some changes
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Terran:
Sensor Tower:
cost reduced from 125/100 to 100/75
Reactor & Tech lab:
- can now be placed on any side of the building
Ghost:
Hellbat:
Raven:
- corvid reactor now increases max energy cap to 250 and increases raven initial energy to 70
- Autoturret placement mechanic changed from building to unit
Battlecruiser:
- Now starts with a 25 second cooldown
Zerg:
Nydus Network:
- Cooldown is now 29 seconds after building a nydus worm off creep
Baneling:
now does 15 base damage vs non light. Vs light damage is still the same
Ravager:
- new ability: Acidic Synthesis: upgrade on the Roach warren that allows ravagers to attack air (75% of ground attack dmg) and increases corrosive bile range by 2. Requires hive tech. 40 seconds and 100/100 to research
Mutalisk:
- cost decreased to 100/75
- build time increased by 4 seconds
ScumHost:
- no longer requires burrow research to burrow
- now must burrow to cast locusts
Ultralisk:
- Can now walk over ground units
Protoss
Zealot:
- Base speed after researching charge reduced to 4.13
- Charge now has 2 (+2 with every ground weapons upgrade) impact damage
Adept:
- Can now attack air
- Enhanced Cybernetics: Adepts gain +20 shields and +0.5 speed (4 up from 3). 60 second 100/100 twilight upgrade. Requires a +2 ground or +2 shields upgrade.
- Resonating glaives: now gives +1 range on top of the current upgrade
- fix overkill?
Observer:
Tempest:
- now uses a beam to attack vs air
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I’ll add/remove suggestions as they come in
Thoughts?
2 Likes
Tempest rework on the auto attack please, Splash damage vs ground and/or a Beam cannon to diminish the overkill.
Abduct can no longer target heroic units.
Dont know about splash damage but the beam is pretty good
Ill try to figure the splash
Let me sum up - buffs to terran and toss, nerfs to zerg. Im shocked!
I really wonder, what drives the guys to ALWAYS wanna nerf zerg.
2 Likes
Widow mines - can’t target workers
The Ultralisk one is a buff.
The thing I would change in Swarmhosts is that should cost 5 minerals each Locust.
5 Likes
Swarmhosts would never pay themselves off then
Edit: that isn’t a terrible idea. Some people want it to be 15 minerals per locust
2 Likes
I asked for suggestions. I dont play zerg
Suggestion: play some Zerg before making more balance suggestions.
4 Likes
Yeah it really shocks me how little thought is put into what things are like from the zerg perspective. Probably why so many people struggle vs zerg.
Things like nerfing banelings or giving adepts aa attacks just shows a blatant lack of knowledge. Banes would be useless vs marine tank because you often are forced to use the banes on tanks because the marines moved out of the way and if you just pull the banes back the tanks will 1 shot them. And adepts having an aa attack basically deletes mutas from zvp. And theyre already a hail mary move in zvp. Not to mention it seriously hurts our ability to scout and toss would never need to open stalker again. And opening stalker is expensive and risky for them because it makes them vulnerable to ling floods.
1 Like
Banelings are basically Zerg’s core ground unit that can actually fight.
It’s also one of the only Zerg units that is supply efficient.
This is a huge nerf, effective from early game all-ins to lategame compositions.
You also don’t understand how bane damage works.
They have bonus vs buildings, so this change won’t affect how they kill planetaries.
Also suiciding a few hundred gas in banes is the only way Zerg can actually ever kill a bloody planetary without committing their whole army, so it kinda needs to be an option.
You don’t know how banes work, and are proposing a monstrous nerf that affects every stage of the game. The best feedback you could get is from playing Zerg, and watching pro games from a Zerg perspective.
3 Likes
That’s how powerful Mutalisk is, you force the Protoss that is already on a timer to be on the defensive. Stalkers are not a solution to the Mutas, just like the Adepts won’t be, they are a palatative answer ultil the Phoenixes are out.
You don’t even need to build a Spire because for years Protoss is forced to play Stargate opening to be slighly safer from Mutas and that is not even garanteed to not take game ending damage, and whats garanteed is that the Protoss will take damage if they got unlucky in the scout and if they build Stalkers they cannot even basetrade all in because of Lings.
3 Likes
What if you lower the initial cost and each Locust wave costs 5 minerals, than 20 Locusts costs 50 minerals. That’s a fair price.
mutas only do dmg, if they appear unscouted. if you scout the spire (which you should), then a simple cannon + shield battery is everything you need per mineral line. or you even have archons rdy. this is often the case, since openers like archon drop are standard play.
protoss opens up stargate, because that makes you safe against banebusts and roachrav allins. not because of mutas lol. the stargate opening is the reason, why we dont see mutas more often, since it only needs 1-2 phoenixes, to make mutas useless.
wow, thats shocking. so you say, if the toss does a mistake (not scouting the spire), you take dmg? this clearly shouldnt be the case!
a cost for locust wont ever work. the only way, you could make it work, is to let locust live until they get killed. kinda like interceptors. why should i pay for a unit, which dies in ~15 seconds from alone? think about building interceptors, which die after 15 sec… sounds fair?
3 Likes
as for balance suggestions - i only have one right now.
add an upgrade for TJ to the fusion core, 120 sec ugrade time.
so bc doesnt have tj right from the beginning.
2 Likes
Either we remove the yamato upgrade or we could make tj similar to shields where you can’t use it in combat
I was reading the baneling page just now. Idk why i said planetaries.
But the archon thing still stands. I dont mind if they delete zealots but when 5 archons get wiped, theres a problem
Edit: removed baneling change
Ok so I’m just gonna give you the benefit of the doubt here and show you what a zerg wishlist would actually look like because this ultra push priority thing is something that keeps going around as a change zergs would love but its not even the biggest issue with the ultralisk. Zerglings are faster than ultras and despite what people say, we do know how to micro so our own units getting in the way is not the main issue. So let’s start there, with the ultra.
- Ultras pathing size and collision size matched. Unless they stealth patched this when I wasn’t looking, ultras have an issue where they actually think they’re smaller than they really are. As a result they will try to squeeze into gaps that they can’t really fit into.
- Ultras move and swipe like in the hots cinematic when it smacks the viking out of the way. This is the other half of the pathing issue with ultras - if any enemy unit blocks them they will stop and play their slow af attack animation. All the time you’ll see scv’s escaping and the zerg player has to run the ultra past them and hold position to actually get them. Or worse, a single scv will block its path. When you get to a high level, terrans will shift click out single marines while they stutter away and focus fire down your ultras that are being blocked by ONE UNIT. Move and swipe would fix this.
- Immortal redesign so that they can still do their jobs (like breaking tank lines and wrecking armored units in general) but don’t straight up delete ultras from ZvP. Honestly not sure if that’s possible, but if it is, that would make ultras usable in ZvP and then zerg would have a choice between ultras and broods in ZvP.
But the thing is… that’s just the ultra… what zergs really want is for roaches and mutas to not be useless so we have midgame options again. Right now zerg is very mechanical, our choices are mostly reactionary unless we’re cheesing. And that would take a lot of changes to all races and I doubt you guys would be even willing to listen to what that would look like.
4 Likes
I legit forgot my muta proposal
Edit: added it