I’ve been thinking about the recent redesign of the infestor, and I wanted to know what you guys thought of a more complete redesign of spellcasters generally, with a few other tweaks. Here’s what I’ve thought:
General:
Massive units have spell targeting immunity. They can no longer be targeted by hostile targeted spells. Area spells like storm still work.
Zerg:
Infestor: redesigned to be a “unit manipulator.” Abilities:
- Spawn Infested Marine (infested rockets removed)
- Neural Parasite: as is
- Spawn Broodling: Can target ground biological units. After 3 seconds, the target dies and spawns 2 broodlings. Range: same as fungal growth. Energy: 150.
Defiler: Army support unit. Requires Infestation Pit. Abilities:
- Fungal Growth
- Microbial Shroud
- Consume
Viper: as is
Scourge added.
Protoss:
High Templar
- Psionic Storm: as is
- Feedback: to reinforce this spell as an anti-spellcaster tool, damage will be multiplied according to how many energy-using abilities the target has. Unresearched abilities are taken into account. For example, feedback on an infestor before neural parasite is researched would deal 2 damage per energy; it would deal 3 damage per energy after researching. Abilities that do not use energy, like tactical jump, would not be included in damage calculation.
Mothership Core: redesigned to be a weaker, less expensive mothership. Requires Fleet Beacon. Abilities:
- Cloaking Field: Cloaking nearby units and structures is an active ability, lasting 30 seconds and costing 100 energy.
- Mass Recall: 5 radius instead of mothership’s 6.5.
- Time Warp: slows enemy units by 33% instead of mothership’s 50%.
Oracle: as is.
Terran:
“Tech” (needs better name): Support unit for mech. Built from Barracks. Requires Engineering Bay. Abilities:
- Point defense drone: Changed to block only blink-dodgeable projectiles fired from the ground and has a 0.5 second cooldown before blocking another shot.
- Ablative armor: (possibly instead of point defense drone?) Gives a mech unit +2 armor and 100 non-regenerating shield points for 20 seconds.
- Overdrive: 1.5 radius area of effect stim for ground mech. Enhances movement speed, attack speed, and transform speed. Deals damage equal to 25% of the units’ max health.
- Repair: can repair units on the field using resources like an SCV.
Ghost: as is
Raven: as is
Final notes: A lot of the numbers here, like ranges, energy costs, cooldowns, etc would need to be fine-tuned in later updates. I’m mostly concerned about the designs of particular units. I also hope that by giving each race a new spellcaster, it wouldn’t disrupt balance too much, or that any disruption could be addressed through tweaking numbers in later patches. If one of these is too strong, nerf it. If one of these is too weak, buff it. Thoughts? Opinions? Comments? Complaints?