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Hello. I'm just here suggesting an idea for these two units based on some threads/fourms I read regarding the Zealot & Immortal. This idea isn't designed to fix every or most complaint nor is it meant to replace an ability. It is designed to just make a tiny improvement in their play quaility for the averge player, like a quality of life enhancement.
Zealot: - Allow Charge to target friendly units and structure. (Zealot will not start attacking the target if friendly) - Increase Charge's bonus movement speed but reduce Charge's duration (so basically traveling the same distance but with less time).
One constant complaint I hear from people regardling Zealot's charge, other than the fact that they rather just have faster Zealots, is that Zealots lacks an escape or to position themselves. With proper placement of other units or structure, Zealots have a means to reach other spots without having to make Zealots tiny bit more APM requires (because, seriously, in the late game with Senty, Stalkers, HT, Orcale, Immortal...etc units with abitiles, who wants to be focusing on the meat shield units). So basicaly, this gives Zealots more options to use it's ability (think like the Herc's ability without the ability to bypass terrain), therefore making them slightly more verstile. Though, Charge would be left to auto-cast by default.
Immotal - Barrier is set to auto-cast by default, triggering 0.65 seconds after taking damage from any enemy unit or structure. Can be switched to manual cast.
Like before, with all these other units with abilities, Barrier isn't a high prioty on many player's list in large groups since their abilities don't provide much tactical reason. This trigger being delay should allow room for actual improvement if people rather manual cast it themselves, to make better use of it's short duration. Otherwise, the auto-cast should allow players to focus on more fun-interactive abilities in larger scale battles.
So what's your guys opinion? Though, I don't care to hear about 'I hate Charge/Barrier ability. It should be removed/replaced'. Let's just pretend these abilities 'had' to stay in some shape or form.
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Both are widely known and accepted changes people want to see...
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On July 10 2015 04:46 SC2Toastie wrote: Both are widely known and accepted changes people want to see...
Really? Strange. Most time I see any suggestions to change either abilities, they usually fall under:
Zealot: - Make it ground targeted so Zealots can flank/retreat/surround. or - Remove Charge and increase Zealot's speed.
Immortal - Give Harden Shield back because Immortal sucks now. or - Something similar to Harden Shield that reduces damage by a percentage.
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Those are essentially the same... The mechanics with which you are messing around are the same.
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Unless you remove concussive shells you can't remove charge.
I think concussive shells is a really badly thought out upgrade honestly.
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On July 10 2015 06:01 DinoMight wrote: Unless you remove concussive shells you can't remove charge.
I think concussive shells is a really badly thought out upgrade honestly.
I agree, and on par with forcefields and the old fungal(which I still don't enjoy)..
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Better Yet, Give immortal barrier ability as an upgrade and make it better on top of a weaker version of Hardened Shield. Sounds OP, but because barrier would be an upgrade it wouldn't affect immortal timings or it would delay them. Hardened Shield might need to be tweaked to reduce damage to 15 or some other value.
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I was under the impression that if you attacked your own units the Zealot would charge. Cancelling the attack is part of using it.
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On July 10 2015 04:41 Clear World wrote: - Increase Charge's bonus movement speed but reduce Charge's duration (so basically traveling the same distance but with less time). I think non-Protoss player would complain about it, and not without a reason. A charge defeats response micro: If a group of zealots are charging your position they are going to surround you no matter what (unless you have a big clumped-up army). You cannot really respond to mitigate the damage. Trying to retreat or reposition will not help you.
A commonly suggested change I hear is to reduce or even completely remove charge, but let the upgrade increase zealot basic speed. On the other hand, lack of actual charge becomes problematic when concussive shells are considered.
I am currently exploring a compromise, by having charge increase zealot speed a bit more, and having charge speed reduced a bit. But maybe there is a better solution?
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The key is all written in alpha, back in alpha Immortals had brained stats, Zealots were useful and Marauders weren't OP..... They just have to be back to alpha data.
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