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Brainstorm around how to fix Frenzy & corruption - Page 5

Forum Index > SC2 General
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Soulish
Profile Joined April 2010
Canada1403 Posts
Last Edited: 2010-06-18 23:03:08
June 18 2010 23:03 GMT
#81
why dont we just make frenzy self casted from ultralisk with 30% damage increase instead of 20%, and make it a research?
me all in, he drone drone drone, me win
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
June 18 2010 23:11 GMT
#82
Corruption as a Disease:

How about make corruption something like Living Bomb from WoW.

You cast it on a target, and, in 15 seconds, any units within a few range of the target will also become corrupted, taking 10% more damage themselves. If spread again, 5% more damage. Does not stack.

Would add a bit more strategy-- cast it on a small unit to try and hope your opponent doesn't notice, getting his whole mass infected. Cast it on a unit they won't want to move away, such as a medivac, or a sieged tank, a mothership. Cast it on a large, important unit as you would now... with more possible benefits.
tellthenightcomes
Profile Joined April 2008
Canada66 Posts
June 18 2010 23:23 GMT
#83
I do not have to many problems with frenzy. I just spam it to any units around that i need to give it to before an attack and watch the benefits which are immense.
Todie
Profile Blog Joined March 2010
Sweden46 Posts
June 19 2010 08:51 GMT
#84
On June 19 2010 08:03 Soulish wrote:
why dont we just make frenzy self casted from ultralisk with 30% damage increase instead of 20%, and make it a research?


then infestor is stuck with one less spell. thats the REAL problem here!
Petter Rudberg @Todie #3264 on Discord /u/Todie on reddit
Todie
Profile Blog Joined March 2010
Sweden46 Posts
June 19 2010 13:24 GMT
#85
On June 19 2010 04:51 mousepad wrote:
Corruption:
100 energy, 15 second duration, single target
Temporarily reduces range of unit by 1. If unit dies while corrupted, splashes onto nearby units, debuff and duration does not stack.

The main part is corruption turns into an ability that spreads. I've tried to think of lots of other debuffs, like damage reduction, attack speed, movement speed, or plain DoT, but the more I thought about those, I felt like they either 1.) Made it too difficult for opponents to retreat 2.) Too similar to other abilities 3.) Caused the propagation of corruption to spread too quickly. Reducing range reduces unit effectiveness, but in a much different manner. In large battles this might be too powerful -- hard to say -- perhaps another limitation could be that it only targets armored units? But then it serves almost no purpose in ZvZ...

Another reason I like this ability is Zerg's focus on melee/short range attacks. Rather than bring back dark swarm, an ability that allowed the zerg to get closer to the enemy, why not the other way around? Make them decide whether or not to come closer to us.


range reduction is brilliantly innovative for a debuff effect! im loving this idea!

-1 range means very different things on different units though - it doesnt mean much on units that have more than 5 base range.

i'd rather reduce the range by two or a percentage. especially considering it can be a bit tricky to kill those first targets to get the spread you want - without the spread, its barely worth anything.

... to ensure that crucial spread, it might combine better with my recent "spread over time" idea than the earlier "spread on kill" idea.. really, if it doesnt make things too intricate, a combination of the two mgiht be best (else, an enemy can boringly circumvent the ability by killing - or retreating - his own corrupted units before it spreads, with the combination, he'd need to isolate it and then kill it)


.... these ideas are starting to look interesting. i might make a test map with some trigger-altered abilities soon - specifically to illustrate how these spreading mechanisms would work!
Petter Rudberg @Todie #3264 on Discord /u/Todie on reddit
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