Liking Microbial Shroud

Free units are bad for the game but I think a hive upgrade for it comes a little late.

At least for just because it’s a new ability it shouldn’t have to be upgraded so we can see how it interacts in the game.

At most to limit your power you should just increase the cost to 125 energy, at least then people would be more willing to try it out and except it is a late-game upgrade if it becomes op.

1 Like

It enable ground unit to have a fighting chance vs late game air comp.
Pretty broken if you ask me.

1 Like

That would make it completely unused.

Right now it needs the following buffs:

  • Energy cost reduced from 100 to 75
  • Duration increased from 11 to 16 or 18

It would be golden with those changes because the only complaints about it is that it costs too much energy and lasts too short.

You could even make arguments for the radius to be increased to 4, it being cast while burrowed and it effecting structures and some specific unit spell attacks.

I know, Observers are so OP just decimating entire armies.

Werent you just telling me everyone thought it needed buffs? Here is your evidence that you dont speak for everyone

Werent you just telling me everyone thought it needed buffs? Here is your evidence that you dont speak for everyone

He’s saying to build it into the unit(no upgrade) and increase the energy cost.

So yes, he does want it to be buffed but his nerf would make it under used.

but I think a hive upgrade for it comes a little late.

At least for just because it’s a new ability it shouldn’t have to be upgraded so we can see how it interacts in the game.

At most to limit your power you should just increase the cost to 125 energy

yes he said higher energy costs but no upgrade so you can test it better, (faster). for the beginning.

Why do you say this need such buffs? The changes haven’t been implemented yet, 100 energy is not much because with the same Infestor you will be able to cast it and use Neural to bring extremely costly air units to the clouds.

The duration time is more debatable and it would require more tests to see if it’s too short, maybe it will be too opressive or maybe increasing the duration would encourage the Zerg player to make less Infestors witch is a positive thing, less spellcaster massing, idk it needs testing.

Testing and gameplay involving the spell. Costs to much energy. At 75 it would be perfect because you would be able to put more of them down or keep refreshing the cloud itself to keep the Hydralisk alive vs supported T3 air units.

The duration right now is so short you have to build more infestors to get more clouds or else all your Hydralisk die the second the cloud expires.

All the enemy has to do is pull back his T3 air til the cloud expires, zone you out with ground AOE sources and then push in to kill all your hydralisk.

Also if he’s Protoss he can go Phoenix to just lift your units under the cloud out of it.

Energy and duration seem fair as it is. The only change needed is the effective area, they should make it a bit bigger.

3 Likes

I think cast while burrowed is a good idea

It’s not like fungal where it deals damage

2 Likes

I have a slight concern regarding MS. 10 range Lurkers+MS are going to be a total hellscape for Protoss to deal with.

Phoenix can lift them.

Ever fly Phoenix over a bunch of Hydras? Yeaaaah, most of the time, that’s a game ending play there.

We are talking about only Lurkers.

Why only Lurkers? You need Hydras to get them anyhow and no Zerg is going to leave their Lurkers undefended.

In Protoss terms, that’s like attacking a bio ball with 3 Colossus and nothing else. Sure, you could win that battle…but in all likelyhood, you’re just going to lose a bunch of expensive units in a seriously bad trade.

You only mentioned Lurkers.

Because MS protecting the Lurkers from their counters is potentially an issue. This is compounded by considering actual unit compositions.

I mean what are Protoss going to do? Disruptors? Lurkers unburrow and move faster than the Nova can enter range and detonate at Hive anyhow. Tempests are just screwed vs MS, Carries might as well not exist, etc.

This interaction needs extensive testing…

#BuffTempestFireRate

Maybe. Personally, I’d rather the Tempest gets reworked into a better unit overall. A slow firing AtA siege unit that’s expensive and high up the tech tree with an essential role that becomes totally invalidated once it’s purpose is fulfilled…that’s a massive design problem.

Either adjust Tempest stats so they can be fielded in appropriate numbers without a stupid investment into tech or make them worthy of the Fleet Beacon and mineral/gas/supply requirements (a buffed attack period wouldn’t be enough unless you made the attack period brokenly small).

Personally, I’d like to see the Tempest not require a Fleet Beacon, cost 4 Supply, 175/75, do half of it’s current damage with an instant attack. Health/shields would also be lowered to reflect it being more spammy.

That would fix the Tempest by allowing it to do it’s job when it’s needed…not the job that was needed 5 minutes ago, then you scouted reactor Starport vomiting out ranged Liberators at 6 minutes.