[Suggestion] Lurker HP (and Ghost Snipe damage)

Currently, the Lurker fills a roll of being the Zerg’s splash/siege unit. Someone once called it the Zerg Colossus, in that it does massive splash damage from range. Of course it’s not quite the same since it has to root itself to do damage, but it is still painfully difficult to deal with when it’s buffered by Roaches and Hydralisks.

I have no problem with such a powerful siege unit, but one unwritten rule that’s been around since the dawn of RTS games is that such long-range damage dealers don’t have much survivability if the enemy gets on top of them; such examples outside of StarCraft include the MLRS from Tiberian Dawn and the V2/V3/V4 rocket launchers from the Red Alert series.

That on the surface is a bit of an excuse admittedly, but it doesn’t hide the fact that Lurkers can be hugely problematic in numbers, effectively making a dead zone on the ground - even with detection you probably won’t be able to take them out unless you have air units or something that can outrange them, but then their Adaptive Talons upgrade helps them to dodge such unfavourable situations and relocate. Then again, rewarding player awareness and micro should be encouraged, so I am hesitant to suggest removing that upgrade. However, something has to give given the unit is durable, nimble and high damage. It’s what’s called a Lightning Bruiser, and they can be somewhat dangerous from a design and balance perspective.

With all this in mind, I would like to suggest the following change:

  • Reduce HP from 200 to 170.

Though a reduction of 15%, it permits a fully-upgraded Immortal to 3-shot it (+2 weapons unless the Lurker has +3 armour, and +3 weapons will kill it for sure), 3 Ravager biles to kill it and a Ghost to kill it with Steady Targeting if they can get a clear shot and not take damage. It still requires care to avoid their spine waves and to target-fire them over closer units.

On the note of Steady Targeting, I would like to suggest increasing the damage from 170 to 175, so that they can 1-shot Zerg Queens, which may open up an interesting TvZ harassment path in the early and mid-game. When facing Queens en masse, EMP would still probably be better though due their combined energy and the Ghosts probably taking damage from Zerglings etc.

2 Likes

So nerf zerg buff terran. And how do you plan to keep tvz balanced after this change?

7 Likes

How about no more arb Terran buffs when they are already doing well in TvZ? :slight_smile: :slight_smile: :slight_smile:

This is just ‘I want to win harder’ and make Zerg totally useless lategame. It’s already easier to field ghosts than it is to get lurkers with range upgrade in decent counts.

Ghosts already counter literally every other lategame Zerg units (infestor, viper, ultra and BL). Just… No.

6 Likes

The problem with lurkers aren’t their hp but their instant burrow. should be removed from the game.

Sure and now that queens have less range and health.
Lurkers no longer have instant burrow
Banes have been nerfed
Snipe was buffed
And widowmine drops were buffed

Do you plan to maintain balance in tvz?

2 Likes

Absolutely not, the lurker is barely even viable right now in pro play, a 30 hp nerf would make it extinct.

How about we ask a -30HP to Tank? Zerg/Protoss could use the same argumnts and for a good measure to Buff DT/Viper…

Hell, no. Don’t nerf the Lurker. Why the hell should it have its health reduced to 170?

And what’s with the Ghost buff? They already render all the hi-tech units like Ultralisks and Brood Lords useless. And now you want them to one-shot Lurkers with their snipe? Uh…that’s ridiculous, man.

8 Likes

Typical terrans. Not enough to nerf queens range and banes they also want to nerf other stuff and buff terrans further

4 Likes

What are you talking about now?! Since when did I demand for nerfs to other stuff or for buffs for Terran units?

At most I asked for a change to the Raven to get the repair drone back, that’s all.

Not saying you are. Saying people like the op are

Oh. Well…you have whiners everywhere, no matter what race they play.

I’m just glad blizzard backed off the baneling change

Yeah, Banelings don’t bother me much since I play mech. They still die to siege tanks, and are less effective against Hellbats than they are against Marines. I don’t think the 5 HP will make a difference for me, whereas it would gimp them severely against bio.

Much as I hate lurkers, none of the OP’s suggestions make sense.

4 Likes