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Fun thread: new HOTS units/building/gameplay ideas - Page 2

Forum Index > StarCraft 2 HotS
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TheLunatic
Profile Joined February 2011
309 Posts
October 04 2012 13:50 GMT
#21
On October 04 2012 22:26 Rapture_FBGM wrote:
I wish Terran units had more spells that are sorta micro-ish.

Like, for example, the Hellion getting a "drift" ability that, when cast, the Hellion does a boosted drift that curves so it can avoid enemy damage or get around mineral lines quicker or just be fashionably awesome. Maybe you could cancel it mid-cast, but also re-cast it very quickly so you're wavedashing with the Hellion. Something straight out of Melee. xD

Or, for the Viking, it gets a spell in which the Viking "divebombs" from air to ground into its Ground Mode but goes forward and down rather than just down and does damage to whatever unit it may connect with while divebombing but also takes damage to itself, too. So that way when Vikings are on the verge of death, it can divebomb for last-second damage.


Terran already has to much micro required when compared to other races, but this shit sounds AWESOME!
AzraelArchontas
Profile Joined September 2012
United States78 Posts
Last Edited: 2012-10-04 14:21:06
October 04 2012 13:59 GMT
#22
Zerg
Name: Again not sure
+ Show Spoiler +
[image loading]


Tech: Lair RW? HD? IP? not sure it needs another but

Description:
Fast worm tentacle thing that moves and attacks while burrowed it would
ensnare its victims slowing them by a set amount and have a large bonus
to light and a small bonus to bio and multiple fast attacks
-Burrow attack reviles it until its target dies
-Ensnare -.5 movement speed stacking with other worms
-It would be considered light bio armored and have rather low health

It would be an amazing anti harass unit that would shred small groups of enemy units
It would be limited to moving on creep unless you un-burrowed
with this unit you would see more ravens from Terrans and more focus
on making/preventing creep
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-10-04 17:19:17
October 04 2012 15:53 GMT
#23
I don't so much want new abilities as much as I'd like the current ones used in better ways, maybe just a handful of new abilities:

Zerg

Nydus Network should be a building with energy. A Nydus worm costs something like 50 or 100 energy. Easy, simple, encouraging nydus play with lots of worms built throughout the game, but limits their all-in potential immediately after they are made.

Corruptors could be faster, but with a pure melee attack.
Corruption can attach them to their target, draining health, healing the corruptor, and reducing the targets combat effectiveness without making them useless, maybe +25% damage taken, -25% damage dealt. Makes their tentacles make more sense.

Lings should be able to leap over each other, just 1 row at a time, maybe a mid-tier or higher upgrade. Gives that "ball of talons and death" feel to the unit.

Hydras should be the Zerg idea of a siege unit. Lower their DPS but increase their range to 7 or 8 and bump their speed up to 3.0. I want lots of little things throwing spines, moving around quickly, that's how Zerg would siege something.

Fungal should root for 1 second, then 1 second of snare at respective, lowering rates: 80%, 60%, 40%, done. Maybe even make units stick to each other, the more clumped up, the more effective the snare. This way it feels like a goop that the units are trying to crawl their way out of.

Infestors for that matter should be able to cast Neural from underground... the thought is just so cool to me, seeing a giant tentacle coming from the ground, stealing your best units unless you bring detection. Prepared players wouldn't notice anything different, but caught off-guard, you would feel hopeless.

Ultras shouldn't be fucking retarded. Let them trample small units like Marines, Zealots, and Zerglings. Yes, dealing damage to them as they walk over them, even the Zergs own lings. They're supposed to be fodder right?


Protoss

Zealots - I would like to see Charge be more like "Combat Maneuvers" with a shorter range and much shorter cooldown, 1 or 2 seconds, so they are just zipping all over the battle field.

DTs should have blink.

Force field should be neutral units that can be focus fired to break down. Same effect 90% of the time, but will stop the 1 FF on ramp bullshit wins.

Oracle should be able to entomb buildings and units, not minerals.

I don't know how to fix the Void Ray, but it's a shitty unit. Maybe instead of charging its own attack, it should burn through the targets armor, reducing it by 1 per second.

Mothership is also lame, would much rather see most of it's abilities reduced and given to the Oracle or a new arbiter-like unit.

We all know the colossus is terrible right from the very core of the unit.

Tempest is going to become useless, and I have no idea how to fix it.


Terran

I'd like to see Firebats instead of Battle Hellions.

In fact, change the Hellion to just be a buggie for 50 minerals and 0 supply. Let infantry units jump in and gain their mobility at the cost of losing stim/healing from medivacs. (Imagine Marauderions, how awesome is that, Marinions could have moving shot, i don't think that would be too much really)

Thor needs Haywire Missiles, get rid of 250mm cannon and the energy bar. This might actually make them useful in TvP/TvT.

Siege Tanks could be better, just a few stat buffs would be fine I think. Smart fire is also lame, get rid of it.

Widow Mines should be a Reaper ability that costs 20 or 30hp. They have enough ways to heal, so it is costly, but not too costly. The mines can have reduced effectiveness and 0 supply cost. Put them on a timer if needed, no biggie, a small reaper/medivac squad can always move around the map and re-lay the mine fields as needed.

Wouldn't mind if BC got some sort of a shield like they had in the campaign. That actually seemed very BCish to me.


General

Unit movement should keep the units more spread out in general. "Hey guys, clump up more, we might be under attack soon" said no marine platoon leader ever.

Smart fire is retarded, get rid of it. This would have the largest affect on siege tanks, but also affects Marines, Immortals, Infested Terrans, and Planetary Fortress. I think that's it. It's just a bad mechanic, let's the game handle too much and most notably, it's unfair. Only a few (mostly terran) units get it.

Splash damage should have friendly fire in general. The only exceptions to this rule, generally would be melee or near-melee units due to the functionality of their attack. That means Colossus, Fungal, Storm, and Planetaries should deal damage to all targets in range of their attacks. Ultras, banelings, and Archons would remain the same. I understand that Planetaries would then be useless, so there needs to be some other way to fix it. Give SCVs a 'shrapnel shield' or something to reduce the damage they take, but it annoys me that a Planetary can shoot a giant cannon and kill 10 Zerglings intermixed with SCVs without doing ANY collateral damage. Stupid mechanic.

High ground should be useful.

Less workers per base would be a general plus. Not sure if this should be handled through FRB or another option, but 25-30 workers per base is way too much, 12-16 seems to be much more reasonable, pushing for more expansions and skirmishes in general.


I think that's it.

Changes aren't necessarily made for their balance, but more the coolness factor. Things like the siege tank being stronger is because it's a fucking siege tank, not because I feel they're weak in the current game.
As it turns out, marines don't actually cost any money -Jinro
boredrex
Profile Joined November 2010
United States137 Posts
October 04 2012 23:38 GMT
#24
On October 04 2012 13:57 KevoVargas wrote:
[image loading]

APC

120 Minerals 75 Gas
Movement speed: Same as Hellion
180 HP 1 Armour
Mechanical Armored

Load Marines, Marauders, ghosts and all kinds of infantry units so they can shoot on the move!!!
When it dies it takes all the units inside, same as Dropship.
Can load up to 4 slots, upgradable to 6 slots.

Ability: Deploy

APC Deploys like a Cardbox, while not carring units, it gets static and cant move, it shows a Flak cannon at the middle.
Damage: 18 Small AoE of 6 damage
Recharge time: 0.85 seg
Range: 7 (upgradable to 8)


[image loading]

Good infantry Assault unit. Fast Ground Transport for slow moving units.
Good Mech Support Anti air unit.



Yes. I really like this idea too. Better add that it can't be loaded into a medivac (unless maybe one at a time).
benzcity07
Profile Joined February 2011
United States79 Posts
October 05 2012 00:16 GMT
#25
On October 05 2012 00:53 Jermstuddog wrote:
I don't so much want new abilities as much as I'd like the current ones used in better ways, maybe just a handful of new abilities:

Zerg

Nydus Network should be a building with energy. A Nydus worm costs something like 50 or 100 energy. Easy, simple, encouraging nydus play with lots of worms built throughout the game, but limits their all-in potential immediately after they are made.

Corruptors could be faster, but with a pure melee attack.
Corruption can attach them to their target, draining health, healing the corruptor, and reducing the targets combat effectiveness without making them useless, maybe +25% damage taken, -25% damage dealt. Makes their tentacles make more sense.

Lings should be able to leap over each other, just 1 row at a time, maybe a mid-tier or higher upgrade. Gives that "ball of talons and death" feel to the unit.

Hydras should be the Zerg idea of a siege unit. Lower their DPS but increase their range to 7 or 8 and bump their speed up to 3.0. I want lots of little things throwing spines, moving around quickly, that's how Zerg would siege something.

Fungal should root for 1 second, then 1 second of snare at respective, lowering rates: 80%, 60%, 40%, done. Maybe even make units stick to each other, the more clumped up, the more effective the snare. This way it feels like a goop that the units are trying to crawl their way out of.

Infestors for that matter should be able to cast Neural from underground... the thought is just so cool to me, seeing a giant tentacle coming from the ground, stealing your best units unless you bring detection. Prepared players wouldn't notice anything different, but caught off-guard, you would feel hopeless.

Ultras shouldn't be fucking retarded. Let them trample small units like Marines, Zealots, and Zerglings. Yes, dealing damage to them as they walk over them, even the Zergs own lings. They're supposed to be fodder right?


Protoss

Zealots - I would like to see Charge be more like "Combat Maneuvers" with a shorter range and much shorter cooldown, 1 or 2 seconds, so they are just zipping all over the battle field.

DTs should have blink.

Force field should be neutral units that can be focus fired to break down. Same effect 90% of the time, but will stop the 1 FF on ramp bullshit wins.

Oracle should be able to entomb buildings and units, not minerals.

I don't know how to fix the Void Ray, but it's a shitty unit. Maybe instead of charging its own attack, it should burn through the targets armor, reducing it by 1 per second.

Mothership is also lame, would much rather see most of it's abilities reduced and given to the Oracle or a new arbiter-like unit.

We all know the colossus is terrible right from the very core of the unit.

Tempest is going to become useless, and I have no idea how to fix it.


Terran

I'd like to see Firebats instead of Battle Hellions.

In fact, change the Hellion to just be a buggie for 50 minerals and 0 supply. Let infantry units jump in and gain their mobility at the cost of losing stim/healing from medivacs. (Imagine Marauderions, how awesome is that, Marinions could have moving shot, i don't think that would be too much really)

Thor needs Haywire Missiles, get rid of 250mm cannon and the energy bar. This might actually make them useful in TvP/TvT.

Siege Tanks could be better, just a few stat buffs would be fine I think. Smart fire is also lame, get rid of it.

Widow Mines should be a Reaper ability that costs 20 or 30hp. They have enough ways to heal, so it is costly, but not too costly. The mines can have reduced effectiveness and 0 supply cost. Put them on a timer if needed, no biggie, a small reaper/medivac squad can always move around the map and re-lay the mine fields as needed.

Wouldn't mind if BC got some sort of a shield like they had in the campaign. That actually seemed very BCish to me.


General

Unit movement should keep the units more spread out in general. "Hey guys, clump up more, we might be under attack soon" said no marine platoon leader ever.

Smart fire is retarded, get rid of it. This would have the largest affect on siege tanks, but also affects Marines, Immortals, Infested Terrans, and Planetary Fortress. I think that's it. It's just a bad mechanic, let's the game handle too much and most notably, it's unfair. Only a few (mostly terran) units get it.

Splash damage should have friendly fire in general. The only exceptions to this rule, generally would be melee or near-melee units due to the functionality of their attack. That means Colossus, Fungal, Storm, and Planetaries should deal damage to all targets in range of their attacks. Ultras, banelings, and Archons would remain the same. I understand that Planetaries would then be useless, so there needs to be some other way to fix it. Give SCVs a 'shrapnel shield' or something to reduce the damage they take, but it annoys me that a Planetary can shoot a giant cannon and kill 10 Zerglings intermixed with SCVs without doing ANY collateral damage. Stupid mechanic.

High ground should be useful.

Less workers per base would be a general plus. Not sure if this should be handled through FRB or another option, but 25-30 workers per base is way too much, 12-16 seems to be much more reasonable, pushing for more expansions and skirmishes in general.


I think that's it.

Changes aren't necessarily made for their balance, but more the coolness factor. Things like the siege tank being stronger is because it's a fucking siege tank, not because I feel they're weak in the current game.


Would absolutely love to see all of the above at least tried. Also would really like to see addition of the -1 range to low ground units and then just rebalance accordingly. High ground advantage in SC2 can become basically nonexistent in midgame, which from my own preference in spectating and playing is disappointing.
Be the change you want to see in the world.
Illiterate
Profile Blog Joined January 2011
Netherlands49 Posts
October 05 2012 00:43 GMT
#26
Some good ideas here! I still think Blizzard should be bold enough to add new buildings instead of just units. Seeing a Factory/Starport/Gateway/Stargate with 5 available units for production is just silly. What's wrong with having to have 4 or maybe even 5 different production structures? Adding complexity to build orders and race design also heightens the skill cap.
It's better to be silent and thought a fool than to speak and remove all doubt.
AzraelArchontas
Profile Joined September 2012
United States78 Posts
October 05 2012 00:53 GMT
#27
Only problem with new buildings is that they need to have enough
coming from them to justify the structure though it would be cool
to see shield battery return a boost to nydus to make it beneficial
to just place around for mobility and I wouldn't mind terran having
a automated anti-ground defense or such but a new building just
adds more complications to balance but again it would be nice but
I don't expect any in Hots maybe a few changes

P.S. anyone have any thoughts on my cobra idea... ?
DBS
Profile Joined July 2012
515 Posts
October 05 2012 01:29 GMT
#28
So i just had a really cool idea for the oracle.
The idea of needing a new harassment unit early on seems kind of silly. Phoenixes seem to do alright. However missile turrets/spore crawlers/Photon cannons can pretty much shut this down as late game option. So what they really want is a support unit that can double for harrasment later on.

So here is the idea:

The oracle would now be created in pairs.
They would cost 350/300 a pair
Very fast, and reasonable hp,
The split oracles would share energy but not hp and would be permanently bound (as in could not pair with another Oracle).
When one oracle dies the other can become a widowed Oracle, which would be about as 1/3 as strong as a Prophet (see below)

New abilities (i know the names our lousy please don't judge):

Merge/unmerge-The two oracles merge into a singular unit called a Prophet. The Prophet would be a very powerful flyer with a melee attack and very high DPS/Health/, a medium move speed and no abilities besides unmerge. Merging takes 1 second and unmerging takes 3.

Psionic blast- AoE spell similar to forcefield in size that would be have very short range. The damage for this one would be quite lower though (maybe 35 damage), And would unpower the oracle that cast it. It would also prevent units that were hit by the blast from attacking for 7 seconds, However they can still move.

Teleport - Teleports one of the oracles to the other one. This would be the only ability that used cool down. Also would be cast from the oracle that was being teleported to. This would allow for saving of oracles after psionic blast is used. This could also teleport through fungal growth but the unit would continue to take damage and still be immobilized.

Wormhole (fleet beacon research)- Would create a 500Hp building called "wormhole" directly under each oracle (the wormhole would feel like an attackable vortex interms of pathing). Units that enter the wormhole would be teleported to the other wormhole and could not use that wormhole for another 10 seconds and it stuns the units for 1.5 seconds. Wormholes last until destroyed. Works on friendly and enemy units. (A possible "does not work on massive units")

Reasoning behind each ability

Psionic blast-This gives the unit flexibility. This would be decent against everthing and would especially discourage deathball play (for example imagine broodlords that couldn't attack)

Teleport- Gives a fun dynamic of of one unit being in two places at once. It also allows for emergency merging. as well as teleporting out oracles that get in trouble after casting a spell

Wormhole- Can make the protoss army much more mobile. However the stun serves 2 purposes. One is to balance wormholing into the main. The other is to make wormholes against your opponents army more powerful. This way if you opponent gets caught in a wormhole with your army on the other side, they will be slaughtered.

Merging/Unmerging mechanic-Gives a late game harassment unit and lets the unit serve different roles. Also allows the unit to run in, cast spell and then morph in to melee unit.

Reasoning behind general design
-Because all of the abilities possibly offensive attacks are melee range this increases micro needed for both sides, without demanding presplitting.
-Helps beat the deathball syndrome because of it psionic blast. Hitting BLs/toss deathball with one would reak havoc
-Overall requires alot of micro.

Just some ideas, keep in mind the numbers would likely need tweaking. I am also aware that the Prophet would likely mean the end of one of toss's other capital ships, which would be sad.

Feedback appreciated!!!!
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
AzraelArchontas
Profile Joined September 2012
United States78 Posts
Last Edited: 2012-10-05 01:51:22
October 05 2012 01:46 GMT
#29
With the oracle idea the double production and merge would not work for the cost
and I would prefer no merge
Also I had an idea akin to the Psionic blast a while back

A snare that slowed units caught dramatically and prevents use of abilities while
dealing minimal damage I like your choice of 35

If used in a mineral field it would prevent mining on some mineral patches and two
uses would kill workers

In the battlefield it could prevent spell casting, hardened shields, banlings detonation,
widow mines, psi-storm, ect ect

It would be more micro intensive then phase shield and be used in pair with many protoss units

It would have a relatively short duration but it would promote building more oracles
and work well with all of the air units ie prevents stim and units from running up on your air

The short duration and high energy cost of say 100 would make you have to be careful
when and where you use it and would make for a fun new spell in my opinion

PS please give feedback ideas ect :D
DBS
Profile Joined July 2012
515 Posts
October 05 2012 01:56 GMT
#30
On October 05 2012 10:46 AzraelArchontas wrote:
With the oracle idea the double production and merge would not work for the cost
and I would prefer no merge also I had an idea akin to the Psionic blast a while back
a snare that slowed units caught dramatically and prevents use of abilities while
dealing minimal damage if used in a mineral field it would prevent mining on some
mineral patches and two uses would kill workers in the battlefield it could prevent
spell casting hardened shields banlings detonation widow mines psi-storm ect ect
it would be more micro intensive then phase shield and be used in pair with colossus
psi-storm ect it would have a relatively short duration but it would promote building
more oracles and work well with all of the air units ie prevents stim and units from running
up on your air
and the short duration and high energy cost of say 100 would make you have to be careful
when and where you use it :D

PS please give feedback ideas ect :D


As i said numbers could be tweaked for balance. And also a late game army would have only a few oracle pairs because of the amount of micro required.

I like your idea but i think that it would just become protoss fungal. The reason i liked the no attack idea more was would make the army retreat. not make it impossible for them to. I think that the thing about preventing units from running under can be better done with FFs. This idea just ocAcured to me and I should try it out. I also think that stoping other abilities is not the way to go. but thats just personal opinion
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
AzraelArchontas
Profile Joined September 2012
United States78 Posts
October 05 2012 02:11 GMT
#31
It wouldn't be a protoss fungal it would be a snare slightly stronger then the marauders
slow it would be primarily targeted at killing slow units, casters, and units caught out
of position it wouldn't chain or stack and would cost much more as for the silence
it would focus on replacing the phase shield and supporting you army in a more active way
and it would also cause enemies to back off by placing it in their path and it would still allow
aggression while a no attack field could be interesting think about that paired with offensive
FFs cut off a chunk and take no damage? that just isn't right with mine they would still be
punished but it would give them a chance to fight back on that note

If they altered FFs range and lowered it a bit it would make your idea a bit easier to handle
for the enemy but I like the idea but I feel like it would work better on another army
Another option would be to bring back dark swarm for zerg to deal with FFs
not sure what to give terran but it isn't that much of a problem for them in my opinion
(sorry about the Off topic comment)

Wormwhole it would just become a more potent version of vortex and cause all sorts of
all-ins like nydus but it would be cool overall :3

Feedback Appreciated :D
unteqair
Profile Joined November 2011
United States308 Posts
Last Edited: 2012-10-05 02:20:23
October 05 2012 02:11 GMT
#32
A change to Stalkers.

Increase health and damage greatly, and maybe give small splash. Make weapons deactivate if they are within some radius (the smaller the radius the weaker each individual stalker will be and the greater the micro; matter of preference) to any other friendly stalker, or perhaps any other friendly unit depending on how much you want to increase health and damage. Alter cost and build time accordingly.

For me, Protoss would then become the most fun to watch.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 05 2012 02:16 GMT
#33
Planet Cracker for Mothership. Seriously, what's an alien mothership without a stereotypical giant vertical death beam?
vibeo gane,
AzraelArchontas
Profile Joined September 2012
United States78 Posts
October 05 2012 02:19 GMT
#34
If you did so to stalkers how would protoss continue you would virtually shut down stalker play
at low levels and even at higher it would be troublesome and over complicated to deal with
even with s big increase in stats (unless it was dramatic and costs scaled) the stalker would be
ineffective and it would make blink micro a nightmare
As well trying to snipe off any air unit would become more troublesome and near ineffective
Why would you introduce this? what purpose dose it serve and what problems would it fix?

unteqair
Profile Joined November 2011
United States308 Posts
October 05 2012 02:22 GMT
#35
On October 05 2012 11:19 AzraelArchontas wrote:
If you did so to stalkers how would protoss continue you would virtually shut down stalker play
at low levels and even at higher it would be troublesome and over complicated to deal with
even with s big increase in stats (unless it was dramatic and costs scaled) the stalker would be
ineffective and it would make blink micro a nightmare
As well trying to snipe off any air unit would become more troublesome and near ineffective
Why would you introduce this? what purpose dose it serve and what problems would it fix?


Balls
jWavA
Profile Joined January 2011
United States73 Posts
Last Edited: 2012-10-05 02:23:45
October 05 2012 02:22 GMT
#36
Name: Replicant(Redesigned)
Image: http://images1.wikia.nocookie.net/__cb20111029161344/starcraft/images/c/c3/Replicant_SC2-HotS_DevRend1.jpg
Role: Unique spellcaster unit requiring robo tech

Cost: 150/150

Has a standard low(around same as sentry) damage attack that hits both ground and air.

Spells:

Replicate: Steals an ABILITY from target unit. Can only hold one ability at a time, but can be upgraded from the robo bay to be able to hold two abilities. It will be a targeted ability, similar to Rubick's spell steal to those of you who play Dota. You click on another unit. It cannot target units with only passive abilities such as roaches or colossi(though experimenting witht his could be cool.) Obviously it will steal the last spell casted by a unit if it has more than one spell. (Try not to steal stim... kind of useless haha).

Notes: Has its own energy bar to cast the stolen spell. Can steal burrow from most zerg ground units. Replicate a cooldown of 15-30 seconds for maximum microability.
With an upgrade to steal two spells these guys can really be powerful. Imagine stealing vortex and storm! If its too broken and creates less dynamic gameplay(because people are afraid to make spellcasters, it can be nerfed so that it can only steal one, or that it must be stolen within 15 seconds of enemy cast, and will only last 30-60 seconds in duration(this prevents someone from stealing, storm, for example and keeping it for the rest of the game on that unit, or stealing a spell used a long time ago by an enemy unit)
AzraelArchontas
Profile Joined September 2012
United States78 Posts
October 05 2012 02:23 GMT
#37
While I love the idea of the planet cracker it will never be
I would love to see mothership lose vortex mass recall for a
main weapon planet cracker or planet cracker spell but
the balance just wouldn't be there even if they took away
cloaking field it just couldn't work to have such a huge Aoe
unless it did minimal damage or much smaller comparative
to what you would expect on that note what do you think
would be cool changes to mothership that wouldn't
"Break the game?"
unteqair
Profile Joined November 2011
United States308 Posts
October 05 2012 02:28 GMT
#38
On October 05 2012 11:23 AzraelArchontas wrote:
While I love the idea of the planet cracker it will never be
I would love to see mothership lose vortex mass recall for a
main weapon planet cracker or planet cracker spell but
the balance just wouldn't be there even if they took away
cloaking field it just couldn't work to have such a huge Aoe
unless it did minimal damage or much smaller comparative
to what you would expect on that note what do you think
would be cool changes to mothership that wouldn't
"Break the game?"

None of this is about balance - it's really just ideas and gameplay mechanics we'd like to see. Anything can be balanced later.
AzraelArchontas
Profile Joined September 2012
United States78 Posts
October 05 2012 02:32 GMT
#39
On October 05 2012 11:22 unteqair wrote:
Show nested quote +
On October 05 2012 11:19 AzraelArchontas wrote:
If you did so to stalkers how would protoss continue you would virtually shut down stalker play
at low levels and even at higher it would be troublesome and over complicated to deal with
even with s big increase in stats (unless it was dramatic and costs scaled) the stalker would be
ineffective and it would make blink micro a nightmare
As well trying to snipe off any air unit would become more troublesome and near ineffective
Why would you introduce this? what purpose dose it serve and what problems would it fix?


Balls


Informative. But I still think it would require revising. Why not give them
"Void Shields" blink has a longer cooldown when they blink in clumps but
if only say 1-5 blink they get temporary invisibility say 1-1.5 sec scaling
down with more untill .5 at 5 stalkers this would promote spiting and raiding
with small groups while not making them to strong and you make it so that
they cant attack while invisible or the effect would end :D Oh and I would
Probably make this ability only come into effect if they built a darkshrine

Feedback Appreciated
AzraelArchontas
Profile Joined September 2012
United States78 Posts
October 05 2012 02:35 GMT
#40
On October 05 2012 11:28 unteqair wrote:
Show nested quote +
On October 05 2012 11:23 AzraelArchontas wrote:
While I love the idea of the planet cracker it will never be
I would love to see mothership lose vortex mass recall for a
main weapon planet cracker or planet cracker spell but
the balance just wouldn't be there even if they took away
cloaking field it just couldn't work to have such a huge Aoe
unless it did minimal damage or much smaller comparative
to what you would expect on that note what do you think
would be cool changes to mothership that wouldn't
"Break the game?"

None of this is about balance - it's really just ideas and gameplay mechanics we'd like to see. Anything can be balanced later.


Shouldn't a concept at least try to be balanced
I guess in my opinion a concept should seem fair
or at least semi balanced to even be considered
I just want it badly and am lamenting that
I cannot fix it
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