So I’ve been hearing lately that Ultralisks are useless and noticed this in recorded tournament matches I’ve watched from youtube. The problem I see with Ultralisks is the combination of their massive unit collision and a large health pool that worsens over time in battle. My idea to compensate for this is giving them a passive ability I made up, called “Adaptive Regeneration”, where when their health points fall down to 400, their normal HP regeneration becomes 0.57 point per second from 0.38 per second, and when their health points fall down to 200, their normal normal HP regeneration becomes 0.76 point per second from 0.57 per second. This makes them regenerate health at exactly the same rate as 2 and a half lurkers. And people don’t complain about their health pool and it is the 2nd largest health pool out of all zerg ground units. My other suggestion is nerfing creep which is by being unable to plant creep tumors on decaying creep, and movement speed bonus from decaying creep gradually decreasing.
how could that even be done, there would be two forms of creep? “creep” and “decayed creep” ?
why do you think its inbalanced for zerg to reestablish its creep? i do this only to keep my buildings alive after say, my hive was destroyed.
are you focusing on zergs ability to keep his buildings from dying off creep, or is there something else you have in mind for the creep thing?
Woops, I didn’t think that far, sorry, was too eager to post my 1st idea already. I don’t think it’s unbalanced for zerg to reestablish its creep, I think it’s inconsequential to do so. I noticed when the terran or protoss player clear creep tumors and then leave the area, queens would come in and plant creep tumors on the edge of the decaying creep making creep spread more rather than being replaced, and the terran or protoss player can’t wait around to kill the queens unless they want to get quickly surrounded by zerglings. And yes, decayed creep would be another form of creep. And to make it easy to differentiate between decayed creep and creep, there would be a bronze outline on the creep of any or all selected creep generators, including overlords when they’re generating creep.
Ultra change is good. Would definitely make their longevity better. I doubt they would be viable in ZvP because immortals but could possibly be used vs stalker colossus comps
IN ZvT this change would allow ultras to break liberator lines better. They can’t break through a lot but 2 to 3 liberators wont destroy them anymore. Now you either have to dedicate to ghosts or large liberator counts to stop them
Ummmm no, this wont help at all. The problem with ultras is the fact that they are massiv, bulky and slow. They have no way to get to the opponent efficiently and gets shredded by simply kiting. Add that on to the fact that ultras cant get past lings and spend most of the fight trying to walk around each other and its gg. When you engage with ultras, you arent trying to retreat, you are forced to commit because either way you’re most likely going to lose that ultra. And really? Nerf creep? Lol for what? Both protoss and terran have multiple ways of easily clearing creep and zerg units (like ultras) need good creep spread to win engagements.
Ultras are fine. They arent that good in zvp but are good in zvt. source? every single zvt in wardis tournament. Calling ultras useless is simply wrong.
Creep wont ever get changed that way, since the engine doesnt allow for that. Its the same in teamgames, where its forbidden as a zerg to spread creep, because your teanmates cant build on creep. Theres no difference of “friendly” creep and opponents creep, because its not possible. Same goes for your suggestion.
As far as the Ultras go, I think they would really just need a push priority to get through units, namely ling/bane, so they can predictably reach their target. Bringing Queens along with transfuse is a more meaningful regeneration mechanic that requires more effort but has greater rewards, including the Queen’s ranged air dps.
Overall, Ultras are a bit niche anyway. They tank damage and do good damage against clumped units. They’re not exceptionally good at anything in particular, but make for a nice addition in high dps fights by drawing a lot of fire away from weaker units