you can have a look at the changes in this picture: http://imgur.com/8nvFi
- I tried to make ALL units viable (Viper, Warhound, Reaper, Ghost, Raven, Void Ray, Oracle, Tempest...). I use all HOTS units (with changes) as I think Blizz done good job and they can all fit into the game
- some of the changes were proposed (long time ago) by community (Fungal Growth nerf, MULE nerf, Combat Awareness working as a radar, Raven more useful, Warp Gate changed, FF duration nerfed, Vortex changes...)
- these changes should bring more variety to strategies throughout the game
- also I tried to maintain simplicity and consistency of rules
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Greetings!
After Balance Update #6 I decided to update my HOTS design experiment and present it on TL forums to possibly discuss some of my suggestions and mainly try out some of the community's suggestions in WoL mod (why not to have fun for science?) so if you know about interesting suggestions already posted and discussed I'd be glad to see them and maybe implement them to this experiment (some of the community suggestions are already implemented).
I tried to find weaknesses in the current design but also come up with some interesting ideas (so I don't say all of suggestions are necessary e.g. Baneling upgrade) and alternatives to current design (e.g. Balance Update #6 brought interesting changes to the Tempest but I tried something different here). But anything can be changed during discussion.
The best thing about this theorycrafting post is the fact you can try these changes in EU arcade map: 'SC2 EXPERIMENT: Cloud Kingdom LE'
or download mod and map here: http://www.mediafire.com/download.php?n2wwjo6xhx4v52m
Please keep in mind that numbers and names aren't as important as the design in this experiment.
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CHANGES IN NUTSHELL
you can have a look at the changes in this picture http://imgur.com/8nvFi :
![[image loading]](http://i.imgur.com/8nvFi.jpg)
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FULL CHANGES WITH REASONING:
CHANGES FROM WOL
ZERG
+ Show Spoiler +
units added:
changes:
Swarm Host
- built from Larva, Hydralisk Den required. 200 minerals and 100 gas, 40 seconds, 3 supply
- 120 HP. Attributes: armored, biological, ground unit. Movement speed 2.25
Spawn Locusts (while burrowed)
- each 25 seconds spawns 2 Locusts. Locust has 65 HP, Attributes: light, biological, ground unit. Movement speed 1.88. 20 seconds timed life. (KNOWN ISSUE: Set Rally Point for Locusts doesn't use attack move command but only move commnad. Anyone knows hot to change it?)
- Locust can attack ground units, 12 damage per attack (+1 per upgrade level), 3 attack range, 0.8 attack cooldown
Swarm Host is very good at its intented role of midgame siege unit but I think in late game it can get out of hand (ofc more beta testing needed). So in this experiment I increased duration of Locusts to 20 but removed Enduring Locusts upgrade.
Also I think it would be interesting to test if different tech path isn't more desirable than just making it part of Hive tech path.
- built from Larva, Hydralisk Den required. 200 minerals and 100 gas, 40 seconds, 3 supply
- 120 HP. Attributes: armored, biological, ground unit. Movement speed 2.25
Spawn Locusts (while burrowed)
- each 25 seconds spawns 2 Locusts. Locust has 65 HP, Attributes: light, biological, ground unit. Movement speed 1.88. 20 seconds timed life. (KNOWN ISSUE: Set Rally Point for Locusts doesn't use attack move command but only move commnad. Anyone knows hot to change it?)
- Locust can attack ground units, 12 damage per attack (+1 per upgrade level), 3 attack range, 0.8 attack cooldown
Swarm Host is very good at its intented role of midgame siege unit but I think in late game it can get out of hand (ofc more beta testing needed). So in this experiment I increased duration of Locusts to 20 but removed Enduring Locusts upgrade.
Also I think it would be interesting to test if different tech path isn't more desirable than just making it part of Hive tech path.
Viper
- built from Larva, Hive required. 100 minerals and 200 gas, 40 seconds, 3 supply
- 120 HP. Attributes: light, biological, air unit. Movement speed 2.95
- has these abilities:
Abduct
- pulls targeted unit to the Viper
- 75 energy, 8 cast range
Blinding Cloud
- summons 10 seconds lasting cloud (2,5 range) in which have ground units reduced weapon attack range by 6 (min. 1). Units with weapon range 4 or less aren't affected.
- 75 energy, 9 cast range
Spawn Venoling
- spawns anti-energy specialized unit below the Viper. Venoling has 75 HP, Attributes: biological, ground unit. Movement speed 3. Can move while burrowed. 80 seconds timed life.
- Venoling can attack only units with energy and with each attack drains 75 energy from target, 7 attack range, 1.1 attack cooldown
- 50 energy, 50 seconds cooldown
Consume
- drains 100 HP of your building per 10 seconds to gain 25 energy
I think this unit is an interesting addition to the swarm. I tried to make Blinding Cloud better so I made it larger but to compensate that I changed its effect to reduce weapon attack range by 6 (units with weapon range 4 or less aren't affected). This change also doesn't make sieged Siege Tanks absolutely useless (when there is Blinding Cloud above them they have still range of 7) and in turtling ZvZ scenarios enables at least roaches to attack normally.
Everyone knows Zerg is lacking tool against units with energy. My buff to Neural Parasite could help with this and Abduct can be used but it is very dangerous in some cases. I come up with new ability for Viper that could be interesting. Instead of direct draining of energy (like HT and Ghost) you can spawn quite fast unit that can also move while burrowed (sneaky). Energy draining isn't based on ability so you don't have to fear to be Feedbacked or EMPed. If this spawned unit dies before it can do anything it doesn't hurt much because you can "chew" a bit of your structure and try it again (but keep in mind 50 seconds cooldown).
Change of Viper's attributes to 'light, biological' should help it to survive longer.
- built from Larva, Hive required. 100 minerals and 200 gas, 40 seconds, 3 supply
- 120 HP. Attributes: light, biological, air unit. Movement speed 2.95
- has these abilities:
Abduct
- pulls targeted unit to the Viper
- 75 energy, 8 cast range
Blinding Cloud
- summons 10 seconds lasting cloud (2,5 range) in which have ground units reduced weapon attack range by 6 (min. 1). Units with weapon range 4 or less aren't affected.
- 75 energy, 9 cast range
Spawn Venoling
- spawns anti-energy specialized unit below the Viper. Venoling has 75 HP, Attributes: biological, ground unit. Movement speed 3. Can move while burrowed. 80 seconds timed life.
- Venoling can attack only units with energy and with each attack drains 75 energy from target, 7 attack range, 1.1 attack cooldown
- 50 energy, 50 seconds cooldown
Consume
- drains 100 HP of your building per 10 seconds to gain 25 energy
I think this unit is an interesting addition to the swarm. I tried to make Blinding Cloud better so I made it larger but to compensate that I changed its effect to reduce weapon attack range by 6 (units with weapon range 4 or less aren't affected). This change also doesn't make sieged Siege Tanks absolutely useless (when there is Blinding Cloud above them they have still range of 7) and in turtling ZvZ scenarios enables at least roaches to attack normally.
Everyone knows Zerg is lacking tool against units with energy. My buff to Neural Parasite could help with this and Abduct can be used but it is very dangerous in some cases. I come up with new ability for Viper that could be interesting. Instead of direct draining of energy (like HT and Ghost) you can spawn quite fast unit that can also move while burrowed (sneaky). Energy draining isn't based on ability so you don't have to fear to be Feedbacked or EMPed. If this spawned unit dies before it can do anything it doesn't hurt much because you can "chew" a bit of your structure and try it again (but keep in mind 50 seconds cooldown).
Change of Viper's attributes to 'light, biological' should help it to survive longer.
changes:
Hatchery, Lair, Hive
- maximum larva count decreased to 9
Lair
- automatic larva spawn max count increased to 4 (from 3)
Hive
- automatic larva spawn max count increased to 5 (from 3)
First change prevents excessive larva stacking. On the other hand Zerg gets additional larva to help with possible missed injects. This could help in lower leagues to make Zerg more accessible.
- maximum larva count decreased to 9
Lair
- automatic larva spawn max count increased to 4 (from 3)
Hive
- automatic larva spawn max count increased to 5 (from 3)
First change prevents excessive larva stacking. On the other hand Zerg gets additional larva to help with possible missed injects. This could help in lower leagues to make Zerg more accessible.
Overseer
new ability added: Spawn Secretory Bladder
- Quicky generates creep around itself (6 range). Times out after 30 seconds.
- Secretory Bladder is armored structure that generates creep, 60 HP.
- 50 energy, 4 casting range
Difference with Generate Creep is that this is fast and short lasting solution for smaller creep ways. Could this help Hydras? (keep in mind that only one spawned bladder won't help you that much)
new ability added: Spawn Secretory Bladder
- Quicky generates creep around itself (6 range). Times out after 30 seconds.
- Secretory Bladder is armored structure that generates creep, 60 HP.
- 50 energy, 4 casting range
Difference with Generate Creep is that this is fast and short lasting solution for smaller creep ways. Could this help Hydras? (keep in mind that only one spawned bladder won't help you that much)
Queen
- anti ground weapon range decreased to 4
There aren't Hellions in this experiment so there's no need for longe ranged Queen
- anti ground weapon range decreased to 4
There aren't Hellions in this experiment so there's no need for longe ranged Queen
Baneling
Decomposing Chemicals upgrade added
- grants + 11 attack damage bonus vs light
- upgraded in Baneling Nest, Infestation Pit required, 100 minerals and 100 gas, 110 seconds
Remember Baneling burrow move upgrade? Blizz wanted to see more use of Baneling in late game. I'm not sure if this upgrade could do it but it certainly improves its deadliness and we could possibly see more Banelings in PvZ. Because is Infestation Pit required for this upgrade Zerg can now get even midgame boost for Banelings while upgrading Melee Attacks in Evo Chamber.
Decomposing Chemicals upgrade added
- grants + 11 attack damage bonus vs light
- upgraded in Baneling Nest, Infestation Pit required, 100 minerals and 100 gas, 110 seconds
Remember Baneling burrow move upgrade? Blizz wanted to see more use of Baneling in late game. I'm not sure if this upgrade could do it but it certainly improves its deadliness and we could possibly see more Banelings in PvZ. Because is Infestation Pit required for this upgrade Zerg can now get even midgame boost for Banelings while upgrading Melee Attacks in Evo Chamber.
Hydralisk
- attack range increased to 6, Grooved Spines upgrade removed
- movement speed off creep increased to 2.5
- regenerates faster when out of combat (1 HP/sec. from 0.27)
Muscular Augments upgrade added
- increases movement speed off creep to 2.95
- upgraded in Hydralisk Den, Hive required, 100 minerals and 100 gas, 90 seconds
I think that introduction of new Protoss unit (Disruptor) allows me to make Hydralisk stronger right from the start.
- attack range increased to 6, Grooved Spines upgrade removed
- movement speed off creep increased to 2.5
- regenerates faster when out of combat (1 HP/sec. from 0.27)
Muscular Augments upgrade added
- increases movement speed off creep to 2.95
- upgraded in Hydralisk Den, Hive required, 100 minerals and 100 gas, 90 seconds
I think that introduction of new Protoss unit (Disruptor) allows me to make Hydralisk stronger right from the start.
Infestor
Fungal Growth changed
- now doesn't root in place but slows movement speed by 60%, speed buffs are disabled (applies to Stim and Particle Boosters (Protoss Disruptor), Blink is still disabled)
- massive units are immune to slowing effects
Neural Parasite changed
- energy requirement lowered to 75
- now cannot target massive units
- range increased to 9
- research cost reduced to 100 minerals and 100 gas
- research time reduced to 80 seconds
Countless threads have been started about Fungal Growth root. I agree its too harsh. With my change also Fungal Growth doesn't hinder harassment that much as it could before with just one click. (two actually
Excluding massive units from Infestor's influence makes clearer distinction between Infestor and Viper and also allows me to make Neural Parasite more accessible.
Fungal Growth changed
- now doesn't root in place but slows movement speed by 60%, speed buffs are disabled (applies to Stim and Particle Boosters (Protoss Disruptor), Blink is still disabled)
- massive units are immune to slowing effects
Neural Parasite changed
- energy requirement lowered to 75
- now cannot target massive units
- range increased to 9
- research cost reduced to 100 minerals and 100 gas
- research time reduced to 80 seconds
Countless threads have been started about Fungal Growth root. I agree its too harsh. With my change also Fungal Growth doesn't hinder harassment that much as it could before with just one click. (two actually

Excluding massive units from Infestor's influence makes clearer distinction between Infestor and Viper and also allows me to make Neural Parasite more accessible.
Ultralisk
new ability added: Charge Towards Point
- Roars and runs 60% faster towards targeted point while pushing ground units out of its way and damaging enemy units. Cannot issue any other order while charging.
- 30 seconds cooldown
- requires to be researched at Ultralisks Cavern, 150 minerals and 150 gas, 90 seconds research time
My take on charging Ultralisk. I think this is more interesting and useful than Ultralisk-shark.
new ability added: Charge Towards Point
- Roars and runs 60% faster towards targeted point while pushing ground units out of its way and damaging enemy units. Cannot issue any other order while charging.
- 30 seconds cooldown
- requires to be researched at Ultralisks Cavern, 150 minerals and 150 gas, 90 seconds research time
My take on charging Ultralisk. I think this is more interesting and useful than Ultralisk-shark.
TERRAN
+ Show Spoiler +
unit removed:
- Hellion
units added:
changes:
- Hellion
units added:
Incendiary
- comes from Hellion and Battle Hellion
- built at Factory (can be reactored), 100 minerals, 30 seconds, 2 supply
- 135 HP. Attributes: light, mechanical, ground unit. Movement speed 3.25 (accelerates 1 second to full speed)
- can attack ground units. 10 (14 vs. light) damage per attack (+1/2 per upgrade level), cone area of damage similar to Battle Hellion (but cannot research 'Blue Flame'), 2 attack range, 2 attack cooldown
In this experiment I come up with faster version of Battle Hellion (without legs!
that sticks to older Blizz statement that they don't want to give Terran overly much options. Also I tried to make Reaper viable as fast moving light units killer (Hellion is actually used almost exclusively against zerglings and workers) and making clear distinction between these units.
- comes from Hellion and Battle Hellion
- built at Factory (can be reactored), 100 minerals, 30 seconds, 2 supply
- 135 HP. Attributes: light, mechanical, ground unit. Movement speed 3.25 (accelerates 1 second to full speed)
- can attack ground units. 10 (14 vs. light) damage per attack (+1/2 per upgrade level), cone area of damage similar to Battle Hellion (but cannot research 'Blue Flame'), 2 attack range, 2 attack cooldown
In this experiment I come up with faster version of Battle Hellion (without legs!

Warhound
- Heavy-fire support unit.
- built in Factory with Tech Lab, Armory required. 200 minerals and 150 gas, 50 seconds, 4 supply
- 250 HP. Attributes: armored, massive, mechanical, ground unit. Movement speed 2.69
- can attack ground units. 22 damage per attack (+1 per upgrade level), 6 attack range, 1.1 attack cooldown
- has these abilities:
Flak Bomb
- Shoots a missile at targeted light air unit that deals 25 damage to light air units in medium area (1.75 range).
- 7 casting range, 5 seconds cooldown, shares cooldown with Haywire Missiles and Refractive Barrier
Haywire Missiles
- Shoots three missiles each dealing 15 damage at targeted mechanical ground unit.
- 8 casting range, 10 seconds cooldown, shares cooldown with Flak Bomb and Refractive Barrier
Refractive Barrier
- Creates energetic barrier at targeted mechanical non-massive unit that last 8 seconds and reduces incoming attack damage from ranged units by 50%. If attacker is non-massive air unit it does 6 damage back to it.
- 8 casting range, 15 seconds cooldown, shares cooldown with Haywire Missiles and Flak Bomb
Launch Panther Mine
- spawns Panther Mine at targeted point, 8 cast range. Panther Mine has 30 HP, Attributes: light, mechanical, ground unit. Movement speed 2.81.
- Panther Mine can attack air and ground units only while burrowed, 100 damage to targeted unit and 30 damage to units in small area (1.5 range) around it. 3.5 attack range, it is destroyed when attack.
- each Warhound is made with 4 Panther Mines which cannot be replenished
has Fragmenting Explosives upgrade
- gives +7 damage to Flak Bomb ability.
- upgraded in Factory's Tech Lab, Armory requirement, 150 minerals and 150 gas, 90 seconds
I eagerly tried to find role for Warhound and I think that it could be support for mech with quite good DPS. I looked which problems could this unit (and its abilities on cooldown, not energy) solve: mech's clumsy AA, Immortal hardcounter (but still leaving space for Ghosts EMP), TvT stale battles.
I removed Thor's anti light splash AA and gived it to the Warhound as an ability as I think AA anti light attack more fits to faster unit (and splash damage to air units based on ability). I tweaked Haywire Missiles a bit (anti Hardened shields, Siege tanks, Incendiaries/Battle Hellions and Disruptors) and added defensive spell with AA twist (can for example protect Incendiary/Battle Hellion which can then get into position to attack or Raven casting HSM or protection gainst Immortal's brutal attack). These abilities share cooldown so you have to choose wisely which one of them will you use.
Last ability is Launch Panther Mine (unit similar to old Widow Mine). When the mine isn't built at Factory it can bring some very positive things: you don't have to worry about supply and cost effectivness plus Warhound can launch it across distance for example into the enemy tank line or up the cliff (which could lead to suprising attacks).
- Heavy-fire support unit.
- built in Factory with Tech Lab, Armory required. 200 minerals and 150 gas, 50 seconds, 4 supply
- 250 HP. Attributes: armored, massive, mechanical, ground unit. Movement speed 2.69
- can attack ground units. 22 damage per attack (+1 per upgrade level), 6 attack range, 1.1 attack cooldown
- has these abilities:
Flak Bomb
- Shoots a missile at targeted light air unit that deals 25 damage to light air units in medium area (1.75 range).
- 7 casting range, 5 seconds cooldown, shares cooldown with Haywire Missiles and Refractive Barrier
Haywire Missiles
- Shoots three missiles each dealing 15 damage at targeted mechanical ground unit.
- 8 casting range, 10 seconds cooldown, shares cooldown with Flak Bomb and Refractive Barrier
Refractive Barrier
- Creates energetic barrier at targeted mechanical non-massive unit that last 8 seconds and reduces incoming attack damage from ranged units by 50%. If attacker is non-massive air unit it does 6 damage back to it.
- 8 casting range, 15 seconds cooldown, shares cooldown with Haywire Missiles and Flak Bomb
Launch Panther Mine
- spawns Panther Mine at targeted point, 8 cast range. Panther Mine has 30 HP, Attributes: light, mechanical, ground unit. Movement speed 2.81.
- Panther Mine can attack air and ground units only while burrowed, 100 damage to targeted unit and 30 damage to units in small area (1.5 range) around it. 3.5 attack range, it is destroyed when attack.
- each Warhound is made with 4 Panther Mines which cannot be replenished
has Fragmenting Explosives upgrade
- gives +7 damage to Flak Bomb ability.
- upgraded in Factory's Tech Lab, Armory requirement, 150 minerals and 150 gas, 90 seconds
I eagerly tried to find role for Warhound and I think that it could be support for mech with quite good DPS. I looked which problems could this unit (and its abilities on cooldown, not energy) solve: mech's clumsy AA, Immortal hardcounter (but still leaving space for Ghosts EMP), TvT stale battles.
I removed Thor's anti light splash AA and gived it to the Warhound as an ability as I think AA anti light attack more fits to faster unit (and splash damage to air units based on ability). I tweaked Haywire Missiles a bit (anti Hardened shields, Siege tanks, Incendiaries/Battle Hellions and Disruptors) and added defensive spell with AA twist (can for example protect Incendiary/Battle Hellion which can then get into position to attack or Raven casting HSM or protection gainst Immortal's brutal attack). These abilities share cooldown so you have to choose wisely which one of them will you use.
Last ability is Launch Panther Mine (unit similar to old Widow Mine). When the mine isn't built at Factory it can bring some very positive things: you don't have to worry about supply and cost effectivness plus Warhound can launch it across distance for example into the enemy tank line or up the cliff (which could lead to suprising attacks).
changes:
MULE
- count limit: 4 MULEs at one time
I think the problem with MULEs is that you can have unlimited number of them which drastically improves Terran mineral collection rate over other races.
- count limit: 4 MULEs at one time
I think the problem with MULEs is that you can have unlimited number of them which drastically improves Terran mineral collection rate over other races.
Marauder
- Concussive Shells removed
With Stim you can already easily chatch most of fleeing enemies. I think this upgrade makes MMM quite strong. For catching the fastest units there is new ability for Ghost.
- Concussive Shells removed
With Stim you can already easily chatch most of fleeing enemies. I think this upgrade makes MMM quite strong. For catching the fastest units there is new ability for Ghost.
Reaper
- Build time reduced to 30
- life increased to 65, armor increased to 1
- building attack removed
- attack range increased to 6
- unupgraded speed increased to 3.25
- unupgraded cannot jump up/down cliffs
Combat Awareness added (passive)
- Reaper uses device that is able to detect position of visible units within 12 range around him (like radar)
- Nitro Packs upgrade allows Reapers to jump up/down cliffs (upgraded movement speed remains 3.84)
I chose different approach than Blizz to make Reaper useful. I looked what keeps Reaper stats from being better and I identified early game cliff jumping. Reaper could be used even before upgrade to deal terrible terrible damage to light units.
- Build time reduced to 30
- life increased to 65, armor increased to 1
- building attack removed
- attack range increased to 6
- unupgraded speed increased to 3.25
- unupgraded cannot jump up/down cliffs
Combat Awareness added (passive)
- Reaper uses device that is able to detect position of visible units within 12 range around him (like radar)
- Nitro Packs upgrade allows Reapers to jump up/down cliffs (upgraded movement speed remains 3.84)
I chose different approach than Blizz to make Reaper useful. I looked what keeps Reaper stats from being better and I identified early game cliff jumping. Reaper could be used even before upgrade to deal terrible terrible damage to light units.
Ghost
- mineral cost reduced to 125
- attack damage increased to 15, range increased to 7
- now is considered also as Light
- attack bonus damage now applies to Psionic (instead of light), deals 25 damage vs Psionic, +4 per upgrade level
- Snipe removed
new ability added: Impeding Field
- 50 energy, 8 casting range
- creates 10 second lasting field (2 range)
- slows ground light units with less than 70 maximum HP inside field by 50%
- all ground units in the field cannot cloak or use abilities (so no Blink or new use of Stim)
- all (i.e. ground and air) cloaked units in targeted area in the moment of impact cannot cloak for 10 seconds
EMP changed
- now required target is a unit (not a point as before)
- does 100 damage to shields (for 10 seconds will not regenerate) and drains all energy of targeted unit
- units in 1.8 area around targeted unit take 45 damage to shields and 100 damage to energy
- no longer reveals cloaked units
Ghost were hit hard with the nerfing hammer but the changes were necessary. I changed his abilities so I could lower his mineral cost. Even with lowered cost (and change to be Light) I increased attack damage because the bonus damage now applies to very specific group - psionic units. With this change I could get rid of Snipe which would be inadequate to his new cost (even with changes to the ability).
With nerf to Marauder now Terran is in need of slowing mechanism - thats what is Impeding Field for (+ prevents from casting spells so no Blink or new use of Stim!). Also allows me to make EMP unit targeted (as Impeding Field decloaks units instead of EMP). Target change for EMP again allows me to make Ghost cheaper. You can choose which target you want to drain 100 shields (eg Immortal) or all energy (the unit with most energy in the group).
The lowered cost could potentially also lead to few more nukes.
- mineral cost reduced to 125
- attack damage increased to 15, range increased to 7
- now is considered also as Light
- attack bonus damage now applies to Psionic (instead of light), deals 25 damage vs Psionic, +4 per upgrade level
- Snipe removed
new ability added: Impeding Field
- 50 energy, 8 casting range
- creates 10 second lasting field (2 range)
- slows ground light units with less than 70 maximum HP inside field by 50%
- all ground units in the field cannot cloak or use abilities (so no Blink or new use of Stim)
- all (i.e. ground and air) cloaked units in targeted area in the moment of impact cannot cloak for 10 seconds
EMP changed
- now required target is a unit (not a point as before)
- does 100 damage to shields (for 10 seconds will not regenerate) and drains all energy of targeted unit
- units in 1.8 area around targeted unit take 45 damage to shields and 100 damage to energy
- no longer reveals cloaked units
Ghost were hit hard with the nerfing hammer but the changes were necessary. I changed his abilities so I could lower his mineral cost. Even with lowered cost (and change to be Light) I increased attack damage because the bonus damage now applies to very specific group - psionic units. With this change I could get rid of Snipe which would be inadequate to his new cost (even with changes to the ability).
With nerf to Marauder now Terran is in need of slowing mechanism - thats what is Impeding Field for (+ prevents from casting spells so no Blink or new use of Stim!). Also allows me to make EMP unit targeted (as Impeding Field decloaks units instead of EMP). Target change for EMP again allows me to make Ghost cheaper. You can choose which target you want to drain 100 shields (eg Immortal) or all energy (the unit with most energy in the group).
The lowered cost could potentially also lead to few more nukes.
Thor
- 250mm Strike Cannons removed
- AA is no longer splash and deals 15 (30 vs. armored) damage (+2/4 per upgrade level), 8 attack range, 1.5 attack cooldown
Changed because of reasons mentioned in Warhound section. AA bonus damage now applies to armored units - Thors can't be slowed by Fungal Growth like Vikings but can be affected by Blinding Cloud whereas Vikings cannot. Also this unit now can step into TvT Vikings battle. And not to forget the loss of energy to be almost immune to High Templar.
- 250mm Strike Cannons removed
- AA is no longer splash and deals 15 (30 vs. armored) damage (+2/4 per upgrade level), 8 attack range, 1.5 attack cooldown
Changed because of reasons mentioned in Warhound section. AA bonus damage now applies to armored units - Thors can't be slowed by Fungal Growth like Vikings but can be affected by Blinding Cloud whereas Vikings cannot. Also this unit now can step into TvT Vikings battle. And not to forget the loss of energy to be almost immune to High Templar.
Banshee
Ripper Warheads upgrade added to Starport's tech lab
- 100 minerals, 100 gas, 80 research time
- after upgrade each attack deals +3 damage to Massive units and gains +1 attack weapon range
Useful because of change to Thor's AA (also Warhound is massive), also can be used as fast response (in comparison to Battlecruisers) against scouted Ultras (especially without AA or Overseer support) or mass Archons.
Ripper Warheads upgrade added to Starport's tech lab
- 100 minerals, 100 gas, 80 research time
- after upgrade each attack deals +3 damage to Massive units and gains +1 attack weapon range
Useful because of change to Thor's AA (also Warhound is massive), also can be used as fast response (in comparison to Battlecruisers) against scouted Ultras (especially without AA or Overseer support) or mass Archons.
Raven
Build Auto-Turret changed
- Auto-Turret is no longer structure (easy placement, doesn't burn out) and now shares attack and armor upgrades with Starport units
- Atributtes changed to light, mechanical
- HP lowered to 125 (armor remains 1)
- weapon attack damage increased to 9, weapon cooldown increased to 0.88 (slightly higher DPS)
Build Point Defense Drone changed
- energy requirement lowered to 75
- PDD's energy drain per shot increased to 12
- energy regen increased to 2 per second
- now shares armor upgrades with Starport units
Seeker Missile changed
- energy requirement lowered to 100
- cast range increased to 7
- damage decreased to 90 in epicenter (0.6-1.4: 80%, 1.4-2.2: 30%)
- Durable materials upgrade removed
- Hi-Sec autotracking upgrade removed
We have also seen many threads about this unit. I think the problem could be that with its high gas cost you have to wait quite a long time to use its attractive abilities so I decreased PDD and HSM energy requirement and nerf them a bit. Also changed Auto-Turret to be hopefuly easier to use and upgradable alongside Starport units.
Build Auto-Turret changed
- Auto-Turret is no longer structure (easy placement, doesn't burn out) and now shares attack and armor upgrades with Starport units
- Atributtes changed to light, mechanical
- HP lowered to 125 (armor remains 1)
- weapon attack damage increased to 9, weapon cooldown increased to 0.88 (slightly higher DPS)
Build Point Defense Drone changed
- energy requirement lowered to 75
- PDD's energy drain per shot increased to 12
- energy regen increased to 2 per second
- now shares armor upgrades with Starport units
Seeker Missile changed
- energy requirement lowered to 100
- cast range increased to 7
- damage decreased to 90 in epicenter (0.6-1.4: 80%, 1.4-2.2: 30%)
- Durable materials upgrade removed
- Hi-Sec autotracking upgrade removed
We have also seen many threads about this unit. I think the problem could be that with its high gas cost you have to wait quite a long time to use its attractive abilities so I decreased PDD and HSM energy requirement and nerf them a bit. Also changed Auto-Turret to be hopefuly easier to use and upgradable alongside Starport units.
Battlecruiser
- anti ground weapon damage increased to 10
new ability added: Redline Reactor
- Increases movement speed by 30% for 20 seconds.
- 120 seconds cooldown
- requires Weapon Refit (Yamato Cannon) to be researched
Has anyone seen more Battlecruisers? Do you think that movement ability could help or does it even need help?
- anti ground weapon damage increased to 10
new ability added: Redline Reactor
- Increases movement speed by 30% for 20 seconds.
- 120 seconds cooldown
- requires Weapon Refit (Yamato Cannon) to be researched
Has anyone seen more Battlecruisers? Do you think that movement ability could help or does it even need help?
PROTOSS
+ Show Spoiler +
units removed:
- Void Ray
- Dark Templar
units added:
changes:
- Void Ray
- Dark Templar
units added:
Mothership Core
- Base defense unit.
- built in Nexus. 75 minerals and 50 gas, 30 seconds, 0 supply
- 150 HP, 100 shields. Attributes: armored, psionic, mechanical, air unit. Movement speed 0.94.
- Has these abilities:
Wormhole Transit
- teleports Mothership Core to a nearby target location
- 10 cast range, use of this ability requires Gateway, 80 seconds cooldown
Energize
- recharges 50 energy to targeted unit
- 25 energy, 9 cast range
Purify
- allows Mothership Core to use its weapon and increases its speed by 50% for 20 seconds. Must cast near Nexus (in 'Warp Zone', see Warp Gate for more info).
- can attack ground units. 23 damage, 8 attack range, 0.55 attack cooldown
- 100 energy, 25 seconds cooldown (can't use it 5 seconds after the end of Purify)
Recall
- Teleports all units owned by the player in the targeted area (2.5 range) to the Mothership Core. Must cast near Nexus (in 'Warp Zone', see Warp Gate for more info).
- 100 energy
Again I choosed different approach than Blizz to try to make this unit useful. Mothership Core cannot attack freely and moves slowly which allows me to get rid of any structure requirement so it can stack energy longer and also brings more possible optins when to build it.
Energize uses same energy recharging ratio as in HOTS but now you can use it eg. just to give Sentry energy for one more Force Field or to Energize two just warped-in High Templars that can cast defensive Psi Storms.
In Balance Update #4 was Mothership Core more tied to Nexus. If you want to use Recall you have to take quite slow Mothership Core with you. But other than that it brings nothing to your units. Oh sorry it can shoot. BUT then its again good at early harassing (it can kill Queen in straight battle). And when I look at the new Purify I think its a step back where Blizz already was.
So we want to restrict use of Purify and Recall only near your base. 'Center' of your base is Nexus and I already have mechanic (Warp Zone, see Warp Gate) which easily and clearly defines where 'near Nexus' is. Killed two birds with one stone!
- Base defense unit.
- built in Nexus. 75 minerals and 50 gas, 30 seconds, 0 supply
- 150 HP, 100 shields. Attributes: armored, psionic, mechanical, air unit. Movement speed 0.94.
- Has these abilities:
Wormhole Transit
- teleports Mothership Core to a nearby target location
- 10 cast range, use of this ability requires Gateway, 80 seconds cooldown
Energize
- recharges 50 energy to targeted unit
- 25 energy, 9 cast range
Purify
- allows Mothership Core to use its weapon and increases its speed by 50% for 20 seconds. Must cast near Nexus (in 'Warp Zone', see Warp Gate for more info).
- can attack ground units. 23 damage, 8 attack range, 0.55 attack cooldown
- 100 energy, 25 seconds cooldown (can't use it 5 seconds after the end of Purify)
Recall
- Teleports all units owned by the player in the targeted area (2.5 range) to the Mothership Core. Must cast near Nexus (in 'Warp Zone', see Warp Gate for more info).
- 100 energy
Again I choosed different approach than Blizz to try to make this unit useful. Mothership Core cannot attack freely and moves slowly which allows me to get rid of any structure requirement so it can stack energy longer and also brings more possible optins when to build it.
Energize uses same energy recharging ratio as in HOTS but now you can use it eg. just to give Sentry energy for one more Force Field or to Energize two just warped-in High Templars that can cast defensive Psi Storms.
In Balance Update #4 was Mothership Core more tied to Nexus. If you want to use Recall you have to take quite slow Mothership Core with you. But other than that it brings nothing to your units. Oh sorry it can shoot. BUT then its again good at early harassing (it can kill Queen in straight battle). And when I look at the new Purify I think its a step back where Blizz already was.
So we want to restrict use of Purify and Recall only near your base. 'Center' of your base is Nexus and I already have mechanic (Warp Zone, see Warp Gate) which easily and clearly defines where 'near Nexus' is. Killed two birds with one stone!
Disruptor
- Fast raider.
- built in Robotics Facility. 75 minerals and 50 gas, 35 seconds, 2 supply
- 60 HP, 40 shields. Attributes: light, mechanical, ground unit. Movement speed 3.25
- can attack ground units. 8 (15 vs. light) damage per attack, 6 attack range, 0.9 attack cooldown
- has two abilities:
Particle Boosters
- Increases movement speed by 50% for 15 seconds.
- 35 seconds cooldown
Positronic Stroke
- After 3 seconds of preparation deals 45 damage to targeted structure.
- 60 seconds cooldown, 4 cast range
has Omega Waves upgrade
- improves Positronic Stroke to deal +15 damage
- upgraded in Robotics Bay, 100 minerals and 100 gas, 80 seconds
Yay, new early mid-game unit for Protoss! Harasser that not just entombs minerals but wickedly slains workers! But not only that - Protoss have effective way to deal with Hydras before T3 so they could be buffed a bit (+ Generate Creep requirement change) + they could be alternative to fight Terran Bio and Incendiaries (/Battle Hellions).
Disruptors are replacing Dark Templars which can be good only because of cloaking. More interesting cloaking mechanic brings Oracle (see further). I also gave it movement buff ability to make this unit more interesting (than just giving it higher movement speed) and more of a 'hit and run' type but still it has to be used wisely as it has longer cooldown.
Dark Templars are sometimes used as tech structure destructors. Thats why I added anti structure ability. You could argue that this could also do Void Rays and it could overlap with Immortals. Void Rays are much slower (and with my changes even don't have that high DPS) so they can be safely used only at places where you don't expect relatively quick answer. Fundamental difference with Immortal is that it can eat structures constantly (even static defences, Disruptor must come close to the structure and survive 3 seconds of preparation) but Disruptor must wait before it can use this ability again.
- Fast raider.
- built in Robotics Facility. 75 minerals and 50 gas, 35 seconds, 2 supply
- 60 HP, 40 shields. Attributes: light, mechanical, ground unit. Movement speed 3.25
- can attack ground units. 8 (15 vs. light) damage per attack, 6 attack range, 0.9 attack cooldown
- has two abilities:
Particle Boosters
- Increases movement speed by 50% for 15 seconds.
- 35 seconds cooldown
Positronic Stroke
- After 3 seconds of preparation deals 45 damage to targeted structure.
- 60 seconds cooldown, 4 cast range
has Omega Waves upgrade
- improves Positronic Stroke to deal +15 damage
- upgraded in Robotics Bay, 100 minerals and 100 gas, 80 seconds
Yay, new early mid-game unit for Protoss! Harasser that not just entombs minerals but wickedly slains workers! But not only that - Protoss have effective way to deal with Hydras before T3 so they could be buffed a bit (+ Generate Creep requirement change) + they could be alternative to fight Terran Bio and Incendiaries (/Battle Hellions).
Disruptors are replacing Dark Templars which can be good only because of cloaking. More interesting cloaking mechanic brings Oracle (see further). I also gave it movement buff ability to make this unit more interesting (than just giving it higher movement speed) and more of a 'hit and run' type but still it has to be used wisely as it has longer cooldown.
Dark Templars are sometimes used as tech structure destructors. Thats why I added anti structure ability. You could argue that this could also do Void Rays and it could overlap with Immortals. Void Rays are much slower (and with my changes even don't have that high DPS) so they can be safely used only at places where you don't expect relatively quick answer. Fundamental difference with Immortal is that it can eat structures constantly (even static defences, Disruptor must come close to the structure and survive 3 seconds of preparation) but Disruptor must wait before it can use this ability again.
Void Convertor
- comes from Void Ray
- built in Stargate. 200 minerals and 150 gas, 50 seconds, 3 supply
- 150 HP, 100 shields. Attributes: armored, mechanical, air unit. Movement speed 2.5
- can attack ground and air units. 5 (15 vs. armored) damage per attack (+1/2 per upgrade level), deals +3 damage to Massive units, 6 attack range, 1.25 attack cooldown
- with each attack increases level of Void Conversion on the target. With each level deals any Void Convertor more damage to the target:
level 1: +1 (+3 vs. armored) additional damage
level 2: +3 (+6 vs. armored) additional damage
level 3: +5 (+9 vs. armored) additional damage, maximum level
Void Conversion dissipates after 3 seconds without being attacked by Void Convertors.
When you are using Void Rays you have to wait 10 seconds to charge it up. Which is ok when you are attacking abandoned base but its diffucult to use otherwise because any competent opponent will focus fire VR before they can charge. Yes, you can charge them on your own units but I don't think this solution which weakens your own units is very good. Also we can face opposite problem in case that opponent somehow makes higher amounts of this unit (rather in lower leagues), charges in your base and even when you arrive with your army you can have big trouble. Thats why I decided to remove charging mechanic.
So why not just make Protoss air unit with good DPS against armored units without any special damage mechanic? In PvZ and PvT it could be possibly without problems but Protoss rely on armored Stalkers for early AA so rush attacks would be devastating. Because of this I come up with different special damage mechanic - in fact exact opposite of VR. Increase of damage buff now isn't stacked on the attacker but rather on the target. This allows some micro of both attackers and targets (one of attackers is damaged so it can fall back without loosing damage buff on the target and faster targets can get out range to nullify attackers effort). Of course numbers and amount of levels could be tweaked but I think this is better design than VR. Also maximum potential DPS is lowered so it allows me to make this new unit bit cheaper and faster.
- comes from Void Ray
- built in Stargate. 200 minerals and 150 gas, 50 seconds, 3 supply
- 150 HP, 100 shields. Attributes: armored, mechanical, air unit. Movement speed 2.5
- can attack ground and air units. 5 (15 vs. armored) damage per attack (+1/2 per upgrade level), deals +3 damage to Massive units, 6 attack range, 1.25 attack cooldown
- with each attack increases level of Void Conversion on the target. With each level deals any Void Convertor more damage to the target:
level 1: +1 (+3 vs. armored) additional damage
level 2: +3 (+6 vs. armored) additional damage
level 3: +5 (+9 vs. armored) additional damage, maximum level
Void Conversion dissipates after 3 seconds without being attacked by Void Convertors.
When you are using Void Rays you have to wait 10 seconds to charge it up. Which is ok when you are attacking abandoned base but its diffucult to use otherwise because any competent opponent will focus fire VR before they can charge. Yes, you can charge them on your own units but I don't think this solution which weakens your own units is very good. Also we can face opposite problem in case that opponent somehow makes higher amounts of this unit (rather in lower leagues), charges in your base and even when you arrive with your army you can have big trouble. Thats why I decided to remove charging mechanic.
So why not just make Protoss air unit with good DPS against armored units without any special damage mechanic? In PvZ and PvT it could be possibly without problems but Protoss rely on armored Stalkers for early AA so rush attacks would be devastating. Because of this I come up with different special damage mechanic - in fact exact opposite of VR. Increase of damage buff now isn't stacked on the attacker but rather on the target. This allows some micro of both attackers and targets (one of attackers is damaged so it can fall back without loosing damage buff on the target and faster targets can get out range to nullify attackers effort). Of course numbers and amount of levels could be tweaked but I think this is better design than VR. Also maximum potential DPS is lowered so it allows me to make this new unit bit cheaper and faster.
Oracle
- Versatile spellcaster support.
- built in Stargate, 100 minerals and 150 gas, 60 seconds, 3 supply
- 80 HP, 60 shields. Attributes: light, mechanical, air unit. Movement speed 3.5
- has three abilities:
Revelation
- Applies revealing effect on units and structures in targeted area for 40 seconds. These units and their close surroundings are revealed in the fog of war, cannot cloak and their activity is revealed (so caster see what you are researching, building etc.)
- 50 energy, 10 cast range
Hex Grip
- Creates large field around targeted Mineral Field that lasts 25 seconds. Workers in the field are put into stasis so they are immune to all damage, but they are unable to move or attack. Workers can be pushed out of the field by other friendly units.
- channeled ability, 50 energy, 10 cast range
Cloaking Field
- Cloaks nearby friendly units for 50 seconds. Other Oracles cannot be cloaked.
- 100 energy
- requires to be researched at Cybernetics Core (with Stargate req.) or at Fleet Beacon, costs 100 minerals and 100 gas, 110 research time
I like the idea of Oracle which in bare minimum can allow to choose Stargate tech without being affraid of cloaked attackers (in case Mothership Core has no detector ability). But it can do more. I like Revelation and I think it can be used in various situations. Also I reincarnated revealation of current activity (as Preodain had).
And there we have Entomb. I find current incarnation to be extra boring. Just fly in cast it and then disappear plus to get rid of Mineral Shields you just send workers to kill it. I found interesting idea on the US forums (us.battle.net/sc2/en/forum/topic/6522763620) to "trap workers instead of minerals". But casting everywhere could cause problems in maps where vespene gaysers are right next to each other (like spawning locations in Cloud Kingdom) as you could do too much damage to vespene collection rate. I think solution could be in creating field around targeted Mineral Field. With this change you can decide if you want to maximally hinder mineral collection rate or if you target one of the Mineral Fields closer to Vespene gayser to hinder even some of the vespene collection rate (but less mineral collection rate). The last change to make this spell chanelled isn't necessary but it can bring two things: you can use it defensively to protect your own probes and cancel this spell right after the threat is gone and also makes positioning of the Oracle very important.
Last spell Blizz recently added is Void Siphon. I haven't tried this ability yet but I do believe that removal of Cloaking Field was a mistake. I think earlier Cloaking Field on fast unit can add new strategies to the game. It also helps me to get rid of gimmicky Dark Templar which once detected is useless (DT just relies on the moment of surprise but enemy can actually kill Oracle to reveal cloaked units) and replace it with more interesting and useful Disruptor. Also Mothership without cloaking field doesn't have to sit in the middle of the deathball to cloak all units and wait to be destroyed. You could get this ability quite early so I decided it has to be researched at Cybernetics Core OR Fleet Beacon.
- Versatile spellcaster support.
- built in Stargate, 100 minerals and 150 gas, 60 seconds, 3 supply
- 80 HP, 60 shields. Attributes: light, mechanical, air unit. Movement speed 3.5
- has three abilities:
Revelation
- Applies revealing effect on units and structures in targeted area for 40 seconds. These units and their close surroundings are revealed in the fog of war, cannot cloak and their activity is revealed (so caster see what you are researching, building etc.)
- 50 energy, 10 cast range
Hex Grip
- Creates large field around targeted Mineral Field that lasts 25 seconds. Workers in the field are put into stasis so they are immune to all damage, but they are unable to move or attack. Workers can be pushed out of the field by other friendly units.
- channeled ability, 50 energy, 10 cast range
Cloaking Field
- Cloaks nearby friendly units for 50 seconds. Other Oracles cannot be cloaked.
- 100 energy
- requires to be researched at Cybernetics Core (with Stargate req.) or at Fleet Beacon, costs 100 minerals and 100 gas, 110 research time
I like the idea of Oracle which in bare minimum can allow to choose Stargate tech without being affraid of cloaked attackers (in case Mothership Core has no detector ability). But it can do more. I like Revelation and I think it can be used in various situations. Also I reincarnated revealation of current activity (as Preodain had).
And there we have Entomb. I find current incarnation to be extra boring. Just fly in cast it and then disappear plus to get rid of Mineral Shields you just send workers to kill it. I found interesting idea on the US forums (us.battle.net/sc2/en/forum/topic/6522763620) to "trap workers instead of minerals". But casting everywhere could cause problems in maps where vespene gaysers are right next to each other (like spawning locations in Cloud Kingdom) as you could do too much damage to vespene collection rate. I think solution could be in creating field around targeted Mineral Field. With this change you can decide if you want to maximally hinder mineral collection rate or if you target one of the Mineral Fields closer to Vespene gayser to hinder even some of the vespene collection rate (but less mineral collection rate). The last change to make this spell chanelled isn't necessary but it can bring two things: you can use it defensively to protect your own probes and cancel this spell right after the threat is gone and also makes positioning of the Oracle very important.
Last spell Blizz recently added is Void Siphon. I haven't tried this ability yet but I do believe that removal of Cloaking Field was a mistake. I think earlier Cloaking Field on fast unit can add new strategies to the game. It also helps me to get rid of gimmicky Dark Templar which once detected is useless (DT just relies on the moment of surprise but enemy can actually kill Oracle to reveal cloaked units) and replace it with more interesting and useful Disruptor. Also Mothership without cloaking field doesn't have to sit in the middle of the deathball to cloak all units and wait to be destroyed. You could get this ability quite early so I decided it has to be researched at Cybernetics Core OR Fleet Beacon.
Tempest
- Long range artillery.
- built in Stargate, Fleet Beacon required. 300 minerals and 250 gas, 75 seconds, 6 supply
- 200 HP, 2 armor, 150 shields. Attributes: armored, massive, mechanical, air unit. Movement speed 1.88
- can attack ground and air units. 32 damage per attack (+4 per upgrade level), 10 attack range, 2.5 attack cooldown
Gravity Sling upgrade
- gives +8 weapon range
- upgraded in Fleet Beacon, 100 minerals and 100 gas, 110 seconds
I think the original idea of super long range artillery was quite interesting but the Tempest suffered from terribly low DPS and high gas cost. Current incarnation doesn't solve DPS problem (but I haven't had chance to try it out). So I made combination of changes to make Tempest hopefuly more viable.
- Long range artillery.
- built in Stargate, Fleet Beacon required. 300 minerals and 250 gas, 75 seconds, 6 supply
- 200 HP, 2 armor, 150 shields. Attributes: armored, massive, mechanical, air unit. Movement speed 1.88
- can attack ground and air units. 32 damage per attack (+4 per upgrade level), 10 attack range, 2.5 attack cooldown
Gravity Sling upgrade
- gives +8 weapon range
- upgraded in Fleet Beacon, 100 minerals and 100 gas, 110 seconds
I think the original idea of super long range artillery was quite interesting but the Tempest suffered from terribly low DPS and high gas cost. Current incarnation doesn't solve DPS problem (but I haven't had chance to try it out). So I made combination of changes to make Tempest hopefuly more viable.
changes:
Warp Gate
- Warp-in mechanics changed - now you must warp-in units in 'Warp Zone' - within 48 range of any Nexus (this is shown on your minimap and on the battlefield) and also still in the power field OR in range of Warp Prism in phase mode
- Warp Gate research time lowered to 60 seconds
- now can Warp-in on ramps
- in case power field is lost during Warp-in: cooldown will no longer reset and you will loose your money. (KNOWN ISSUE: Ready Warp Gates count (in right bottom corner above command card) will show incorrect number (as if cooldown on Warp Gate was reset)
This change will get rid of annoying hunt for Pylons all over the map and most gimmicky strategies (even though Warping 'from low ground' was removed in HOTS) and possibly make Protoss early mid-game bit stronger: you you can finally research Hallucinations in time they could be useful, get 5 seconds train time discount with Warp Gate and not to forget Protoss still can make sort of proxy Pylons (but not next to the base of enemy right from the start). Warp Prisms can be still used as usual but they are more expensive and more fragile than Pylons, cost supply and require Robotics Facility.
- Warp-in mechanics changed - now you must warp-in units in 'Warp Zone' - within 48 range of any Nexus (this is shown on your minimap and on the battlefield) and also still in the power field OR in range of Warp Prism in phase mode
- Warp Gate research time lowered to 60 seconds
- now can Warp-in on ramps
- in case power field is lost during Warp-in: cooldown will no longer reset and you will loose your money. (KNOWN ISSUE: Ready Warp Gates count (in right bottom corner above command card) will show incorrect number (as if cooldown on Warp Gate was reset)
This change will get rid of annoying hunt for Pylons all over the map and most gimmicky strategies (even though Warping 'from low ground' was removed in HOTS) and possibly make Protoss early mid-game bit stronger: you you can finally research Hallucinations in time they could be useful, get 5 seconds train time discount with Warp Gate and not to forget Protoss still can make sort of proxy Pylons (but not next to the base of enemy right from the start). Warp Prisms can be still used as usual but they are more expensive and more fragile than Pylons, cost supply and require Robotics Facility.
Zealot
- research time of Charge lowered to 110 seconds
With nerf to Warp Gate I think Charge research time could be bit lowered. I'm not sure if Stalker can get some buff from the same reason because Blink makes it quite powerful when used properly.
- research time of Charge lowered to 110 seconds
With nerf to Warp Gate I think Charge research time could be bit lowered. I'm not sure if Stalker can get some buff from the same reason because Blink makes it quite powerful when used properly.
Sentry
- no longer considered as Psionic
- Force Field duration lowered to 10 seconds
- Hallucination research cost lowered to 50 minerals and 50 gas
Removal of Psionic attribute is done because of the Ghost new bonus damage.
With 5 seconds nerf to FF it still remains quite powerful at splitting armies but makes it less powerful at blocking ramps (now you have Mothership Core to help you with defense).
Blizz recently completely removed Hallucination research requirement but they also got rid of Energize so that limits its very early use. To limit Hallucinations early in this experiment I let research required but at least lowered its cost.
- no longer considered as Psionic
- Force Field duration lowered to 10 seconds
- Hallucination research cost lowered to 50 minerals and 50 gas
Removal of Psionic attribute is done because of the Ghost new bonus damage.
With 5 seconds nerf to FF it still remains quite powerful at splitting armies but makes it less powerful at blocking ramps (now you have Mothership Core to help you with defense).
Blizz recently completely removed Hallucination research requirement but they also got rid of Energize so that limits its very early use. To limit Hallucinations early in this experiment I let research required but at least lowered its cost.
Warp Prism
- no longer considered as Psionic
- no longer considered as Psionic
Colossus
- count limit: 4 Collosi at one time
With new units and abilites it's not that necessary change but it could bring more emphasis on Colossi positioning (survival) as you cannot endlessly reinforce their numbers. Also eliminates PvP StarWars-like Colossi battles. (some people think that Colossus can be simply replaced by Reaver but wouldn't it overlap a bit with Immortal as it is also high burst damage unit? and in case we remove Immortal and add Reaver, what about powerful Ultras in PvZ?)
- count limit: 4 Collosi at one time
With new units and abilites it's not that necessary change but it could bring more emphasis on Colossi positioning (survival) as you cannot endlessly reinforce their numbers. Also eliminates PvP StarWars-like Colossi battles. (some people think that Colossus can be simply replaced by Reaver but wouldn't it overlap a bit with Immortal as it is also high burst damage unit? and in case we remove Immortal and add Reaver, what about powerful Ultras in PvZ?)
High Templar
- units affected by Psionic Storm cannot be healed or repaired by abilities (zerg normal regen is allowed)
Small buff that could help when Colossi are absent.
- units affected by Psionic Storm cannot be healed or repaired by abilities (zerg normal regen is allowed)
Small buff that could help when Colossi are absent.
Stargate
- no longer reveals units built
- no longer reveals units built
Mothership
- now builds from Mothership Core, costs 325 minerals and 300 gas (+ Mothership Core)
- Cloaking field removed
Vortex changed
- now can target only ground units
- duration lowered to 14 seconds
Null Sphere ability added
- creates sphere (2.75 range) at targeted air unit in which all enemy air units cannot attack. Lasts 10 seconds.
- 50 energy, 10 cast range
Former Blizz change to Vortex that could target only gound units sounded interesting. Shorter duration and exclusion of air units could bring decisions whether you engage the enemy with the rest of ground army and air units or whether you hide ground units to Vortex and flee with air units. Also I added anti air units ability. Hopefully these changes with addition of Tempest and changes to Void Ray could break the late game PvZ rule 'suck everything into the Vortex and hope I will be able to do enough damage'.
- now builds from Mothership Core, costs 325 minerals and 300 gas (+ Mothership Core)
- Cloaking field removed
Vortex changed
- now can target only ground units
- duration lowered to 14 seconds
Null Sphere ability added
- creates sphere (2.75 range) at targeted air unit in which all enemy air units cannot attack. Lasts 10 seconds.
- 50 energy, 10 cast range
Former Blizz change to Vortex that could target only gound units sounded interesting. Shorter duration and exclusion of air units could bring decisions whether you engage the enemy with the rest of ground army and air units or whether you hide ground units to Vortex and flee with air units. Also I added anti air units ability. Hopefully these changes with addition of Tempest and changes to Void Ray could break the late game PvZ rule 'suck everything into the Vortex and hope I will be able to do enough damage'.
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GENERAL CONCEPTS
+ Show Spoiler +
my main focus was to make all unit viable and stay true to Blizz design, but apart from that I tried:
- make early(-mid) game more varied (buff to Reaper, Ghost, Hydralisks, new Overseer ability, Warp Gate changes, indroduction of T2 fast unit for Protoss...). This alows P and T to punish Zerg free Droning and basically allows Protoss to do something early. Also makes the game less predictable as current metagame tends too much to longer games.
- make late game less crazy (Larva max count nerf, Fungal Growth nerf, MULE nerf, changes to Warp Gate and Vortex...). Is it that great to see Terran late game comeback because of excessive use of MULEs? Infestors denying almost all harass attempts isn't also very good and not to forget 'everything-solving' Vortex...
- focus on anti deathball abilites (mainly Blinding Cloud, Seeker Missile and Vortex also can count few others). Deathballs will be present in almost all late game battles so I think there should be viable counter abilities that forces you to split it, not just wait and see everything uncontrollably evaporated in the matter of seconds. Changed Blinding cloud (larger radius among others) and easier to use Seeker Missile should help with that. Vortex is cool ability but stacking of air units makes it very deadly when Archons are around. Hopefully the changes to Mothership abilites could make Vortex cool anti deathball ability.
- maintain simplicity of rules. A lot of suggestions was sent on the internet and some of them are just too complicated. Maybe even I went too far (hopefully not) with changes to Warp Gate, Ghost's new ability or Mothership Core.
- make game more fun. Whats the fun in Fungal chains? in frying all workers in seconds with Hellions? in the hunt for Pylons all over the map? in crazy PvP? When I was thinking about these changes I also considered fun factor.
- make game more interesting to watch. Fungal Growth nerf (player can still micro fungaled units a bit, doesn't deny almost all harass attempts which are adding tension), I think improved Reaper could be more very interesting to watch, with changes to Raven it could be used more often, Warhound's AA ability (Flak Bomb) could add thrilling moments (as its more devastating than Thors AA but requires to be manually casted), allowing Mothership Core to use Purify while moving (is certainly more attractive than watching static defense), Colossi count ceiling could also provide tension and not to forget new Protoss T2 harass unit (Disruptor)
- retain balance between low and high level players - mainly present in higher automatic max larva spawn count (good for newbies and no impact on pros) and changed Entomb.
- make early(-mid) game more varied (buff to Reaper, Ghost, Hydralisks, new Overseer ability, Warp Gate changes, indroduction of T2 fast unit for Protoss...). This alows P and T to punish Zerg free Droning and basically allows Protoss to do something early. Also makes the game less predictable as current metagame tends too much to longer games.
- make late game less crazy (Larva max count nerf, Fungal Growth nerf, MULE nerf, changes to Warp Gate and Vortex...). Is it that great to see Terran late game comeback because of excessive use of MULEs? Infestors denying almost all harass attempts isn't also very good and not to forget 'everything-solving' Vortex...
- focus on anti deathball abilites (mainly Blinding Cloud, Seeker Missile and Vortex also can count few others). Deathballs will be present in almost all late game battles so I think there should be viable counter abilities that forces you to split it, not just wait and see everything uncontrollably evaporated in the matter of seconds. Changed Blinding cloud (larger radius among others) and easier to use Seeker Missile should help with that. Vortex is cool ability but stacking of air units makes it very deadly when Archons are around. Hopefully the changes to Mothership abilites could make Vortex cool anti deathball ability.
- maintain simplicity of rules. A lot of suggestions was sent on the internet and some of them are just too complicated. Maybe even I went too far (hopefully not) with changes to Warp Gate, Ghost's new ability or Mothership Core.
- make game more fun. Whats the fun in Fungal chains? in frying all workers in seconds with Hellions? in the hunt for Pylons all over the map? in crazy PvP? When I was thinking about these changes I also considered fun factor.
- make game more interesting to watch. Fungal Growth nerf (player can still micro fungaled units a bit, doesn't deny almost all harass attempts which are adding tension), I think improved Reaper could be more very interesting to watch, with changes to Raven it could be used more often, Warhound's AA ability (Flak Bomb) could add thrilling moments (as its more devastating than Thors AA but requires to be manually casted), allowing Mothership Core to use Purify while moving (is certainly more attractive than watching static defense), Colossi count ceiling could also provide tension and not to forget new Protoss T2 harass unit (Disruptor)
- retain balance between low and high level players - mainly present in higher automatic max larva spawn count (good for newbies and no impact on pros) and changed Entomb.
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OTHER THINGS TO DISCUSS
I'm quite interested how these suggestions stands in real games (I'm aware that current numbers could cause troubles) even that provocative changes like merging Hellion and Battle Hellion with buffed Reaper, Warp Gate changes and so on.
But apart all mentioned units I'm interested in your opinion about Corruptor, Phoenix and Carrier.
- Corruptor - Blizz tried to make it more interesting with spell that now Oracle has. Do you think it should gain some other new ability?
- Carrier - I think that part of the problem of this unit in SC2 are Interceptors that can die quite easily. What do you think about this unit in HOTS?
- Phoenix - This unit seems to 'super'hard counter Mutas. Do you think that changes to Phoenix-Muta relation are desirable?