Dark archons in sc2

why not bring back dark archons for protoss, not necessarily to use in place of archons, but to give protoss the ability to mind controll workers, so a terran-protoss hybrid can finally be practical.

we already have zerg-protoss and zerg-terran (which is broken af, nydus mech). dark archons morphing from dark templar would not only allow for the third hybrid to happen once in a while, but would make more sense and look better than a regular archon coming from dt.

balance wise, dark archons would at most have a minor effect, a short ranged mind controll with a long cast time on a weaker archon wouldnt really be usable. and a terran-protoss hybrid is not anywhere as broken as terran-zerg

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Inactiv-Lizard isn’t going to make any changes to the game. They’re too busy basking in the glow of Call of Money, and selling knockoff mobile games to China that nobody wants.

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This is a ridiculous post. One of the dark archon’s ability is maelstrom/confuse. This is basically similar to the infestor’s fungal growth from WOL - which was completely broken. There is a reason why dark archons were never added into the game after a certain point.

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Not even close balance wise. Infestors costs 150/100, Dark Archon would cost 250/250, or 100/300 or 175/275 if you allow Dark Archon even between ht or dt. Maelstrom dont do damage, fungal do, and requires upgrade. Psi of DA is 4, infestor is 2. Also sc2 emp is a very good counter from the Terran side.

The reason it was never added is probably because DA is a rare unit even in sc1, like scouts. I would certainly play around with the idea. I love Dark Archons in sc1. I would not add damage to them though.

You are completely neglecting mind control. EMP is an all rounded great counter for spell casters, but you still see people complaining about high templar and mass protoss units even with such a ridiculously powerful spell (that was also buffed)

Also, the reason why I added confusion on top of maelstrom is because the current SC2 archons are upgraded versions of the SC1 version. It depends on what OP wants to add, but I think either way, it’s still too much.

Yes, the sc2 version also does damage. That tells you that it was so poorly viable they tried to add other stuff and ended up being completely replaced by HT with FB and normal Archons. Mind control could be removed. I agree it needs a rework to fit sc2, but is possible and could add awesome playstyles alternatives.

LOL no they put that in for campaign/co-op’s sake… I don’t think it’s a good idea to add a dark archon into SC2 in any case (or any new units for that matter - unless they remove some of the current ones). Maybe if they did something like remove disruptors and add dark archons, it might be interesting, but if they add dark archons on top of everything right now, things will get crazy pretty quickly. Stuns are just as powerful (if not more powerful) than any other AOE spell, and I can see the combination of stun and other Protoss forms of AOE getting out of hand really quickly.

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Ofcourse its in campaign/co-op, the unit was never in the ladder. Yes adding drastic changes like this requires lot of work of thought and test, and I dont think they are up to that. That doesnt change the fact that I love the unit and the concept of it and would love to see it in the game.

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Didn’t Dark Archons also have an ability that just straight up killed a unit? I agree that it was OP but something to keep in mind also is that in SC1 energy reserves had a MASSIVE cool down compared to anything in SC2. So it’s not like the dark archons abilities were spammable whereas a lot of abilities in SC2 are spammable. In SC1 a lot of times the dark archon after using it’s energy was just a random other unit floating around with the rest of the death ball and was easily sniped.

They had Feedback, Mind Control and Maelstrom.

yes but I can’t remember which of those abilities did the little thing where like a ball floats around the unit it attacks and then it just disappears? I guess it was Maelstrom…because I know Feedback was like to deplete energy I guess.

I really never understood what Maelstrom exactly did. I think it was explained in the manual?

Feedback I never really used it until I saw HT’s have it in SC2. Now I like going back and practicing using it with DA’s. The Mind Control is the funnest one to use of course.

Have you played the bonus mission from BW? It’s really good.

Maelstrom paralize all bio units inside the AOE for a few seconds, you can deal damage to them. Gives an orange animations on the affected unit surface, is very nicely done in the remaster.

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Oh nice so you can only use it on biological?

Yes only biological, so is specially strong against Zerg that is obviously all bio, ground and air.

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