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My starcraft 2 changes

Forum Index > SC2 General
Post a Reply
Agh
Profile Blog Joined July 2010
United States1050 Posts
Last Edited: 2026-06-03 10:06:47
58 minutes ago
#1
Didn't think we'd ever get to the point where we'd change economy and mechanics, but since we're here why not fix the game for the better.

Some of these are changes and suggestions that I originally submitted to both the original SC2 WoL Beta.

The main goal of the patch is to reduce frustration and "terrible terrible" damage scenarios by reducing the power of AoE in general, and allowing more focus to be spent through micro and multi-tasking.

Core Units T1 Units:
.25 size/scale increase for Marine
.10 size/scale increase for Zergling
.05 size/scale increase of Zealot

Purpose: Passively nerfs area of effect strength in most situations. Nerfs a critical mass point of marines in the mid game onward by reducing the amount that can fire in a tight group.



Protoss:

Warp Gate Upgrade - redesigned. Now only increases production time. Upgrade moved to cybernetics core. (Note: Uses current PTR time values)

Sentry: Forcefield removed. Replaced with Maelstrom.
[Maelstrom] - 50 energy. Same aoe radius as forcefield. Snares enemy units for ~7 seconds slowing their movement speed by 50%. (Note: Duration and slow amount subject to testing)

High Templar: [Psionic storm] now deals 80 damage over 5 seconds. (Note: This brings it to 16 DPS. Current version is ~18.3 DPS)

Robotics Support Bay: Recall upgrade adeed (Warp Prism). 100/100. 80 second research.

Warp Prism: Cost adjusted to 225/25.
New ability: [Recall] Requires upgrade.
-Upon shifting into Phasing mode can cast Recall to teleport selected units to its location.
-2 second channel, 120 second cooldown.
-Fungal growth area of effect selection size (Note: equates to roughly ~12 tightly stacked hydras as a reference)

Mothership: Removed



Terran:

Orbital Command: Construction time reduced by 8 seconds.
Energy regen increased by 0.2/tic
Calldown MULE removed.
Calldown Supply now grants +75 extra hitpoints and +2 armor to the supply depot.

Ghost: Supply cost moved to (2).
Attack range 6.
Attack Damage 10(+10 vs light)
[EMP Round]: rebalanced. Now shreds 75 points of shields & mana of targets hit. Limit of 500 shield/500 mana drained per cast.
[Steady Targeting]: Deals 150 true damage. Requires no instance of damage to be taken during the cast.

Liberator: Removed


Zerg:

Hatchery: Birth Queen now has a limit of (1) per hatchery.

Queen: 'Massive' tag added. 'Tissue Regeneration' Passive added
Energy regeneration increased by 0.5/tic
20% movement speed increase on Creep.
Base armor set to 2.
Anti air attack increased by 1. Cooldown changed to 0.65
Ground attack increased by 1. Cooldown changed to 0.65
Now consumes 4 slots in transport.
[Transfusion] can now be cast on self.
(Note: Attack cooldown is roughly a ~10% attack speed increase. Subject to testing)

Ravager: Can now attack air units.

Corruptor: Morph to Brood Lord build time reduced by 4 seconds.

Brood Lord: Broodling Stike attack redesigned. No longer spawns units.
Attack range increased by 1
Attack damage increased by 5
Attack cooldown lowered by 0.1

Swarm Host: Locust attack redesigned. No longer spawns units. Launches a ball of swarming insects dealing area of effect damage instantly and damage over time to units in the area.
Attack range: 7
30 damage initial hit
5 damage per second non-stacking with 2s duration
2.5s attack cooldown
(Note: Obviously requires testing. Attack would be marginally larger than a sieged tank's attack area of effect with the DoT portion having the same. Instant has less a less severe fall-off damage from center versus something like an Archon auto.)
(Note2: Envisioning a pseudo-homing projectile locking to the location halfway through. probably 50% slower than a Marauder's projectile. If it were targeting stay a stalker and it blinked the damage and AoE would still be dealt at the location)


Lurker Den: [Adaptive Talons] upgrade removed.

--------

There's actually a lot more that I've brainstormed but haven't quite fully decided on. (Mainly referring to things like the widow mine and colossus.)

Since I've only played random in the last decade for this game I consider these changes and ideas to be pretty unbiased.

My only contacts remaining at Blizzard are in the sewers of the WoW team with very little if any pull in the company.

I don't see any problems with anything listed on the PTR that doesn't conflict with my suggestions (eg. Phantom autos/QoL).

I am 1000% for implementing more or less everything Stormgate had going for it in terms of hotkeys, management, quality of life and customization.

Let me know what you think.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
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