Well, I for one, am looking forward to this expansion, though I'm hoping the cliffwalking zerglings make it into the multiplayer content. Personally, I feel that the shredder for terrans and the building damage dealing protoss is getting, will balance this issue, Though it should definitely be an upgrade that requires at least lair, AND takes a while to complete. It would just add a whole new element if Zerg gets a cliffwalking unit, and unfortunately only terrans and protoss players get such units, at the moment.
As far as the new units, I'm excited about the viper and swarm host, and also the new siphon and ultralisk charge. I love that we're finally getting a space controlling seige unit, even if it's not the lurker, though very similar, nonetheless. I'm still on the fence about the removal of the seer, because I really like contaminate, even after 1.4, and I wonder what's to come with the changeling spell, as that is still quite important for semi-decent scouting. (The seer stalk does seem interesting though, I'd love to have detector roaches and so forth, but am I reading this right that vipers can only cast this ability once per viper, or is there a cooldown?)
*image for battlemode hellion here*
As for Terrans, I really like the shredder, seems like it will discourage deathball tactics in favor of more map locations smaller skirmishes. The only one super thor seems odd, but I'm guessing it will be comparable to the Odin? We'll have to see to be certain. Battle mode hellions are interesting, and I think a reasonable way to justify making them, allowing for more fluidity of application, though I think it should be an techlab upgrade, like blue flame. The warhounds seem interesting, and I'm guessing this is to replace the mass-thor no longer an option nerf, but I bet they'll work well.
For protoss, I'm sad for them, happy for myself, that carriers to a lesser extent and motherships especially, are being removed. I think the mass cloak is a spell worth having, and the recall only back to the base seems like a nerf. Perhaps if oracles could recall as well? Though I will say vortex is broken, and I'm happy to see no more archon toilets. The oracle is nice, despite people's complaints, because it wil encourage smaller skirmishes, as a few of these can disable frontline base defenses allowing an easier harrasment for fewer units, no longer requiring deathball build up as the only way to bust down the front door (although this can still be done, if protosses prefer that style, but at least this allows for a less-boring alternative, and you guys that are complaining are not thinking outside of the box.) Replicants seem interesting, but if the cost is high enough, I see no reason for the "but can't copy massives" clause. This unit should also have another, "true form" use, prior to replicating, in order to be more worth it. As for the new aoe air unit, the tempest, I'm excited for protoss, as this seems to be a reasonable alternative to losing motherships and carriers, assuming the cost is reasonable. However, I still say protoss are going to be missing out on the strategic, offensive-recall to attack other bases on the other side of the map.
Compiled list of changes, copied from cklrkzk:
+ Show Spoiler +
Mass recall on Nexus in HOTS!!!!! Nexus mass recall for 75 energy.
Thors are 600 minerals now and require a fusion core. Theyve got the aoe ability from single player.You can only have 1 thor at a time now,.a la mothership
Burrow charge ability for Ultralisk.
Corrupters now have a channeled ability against building that gives one mineral a second and does 1dps.
Burrowed banelings can MOVE. Possibly an upgrade!
Carriers Are Gone!
Oracle can warp buildings away to stop attacks on your own structures, or stop research for enemy structures
Oracle can see research or production of enemy structures
Warhound is good at killing siege tanks, but has a short range
Replicant can transform into non massive units
Recalled units are unable to move for a few seconds
Thor attack and health increased
Instead of air attack, Thor gets a massive bombardment skill
Bombardment requires a skill similar to siege mode, this requires a fusioncore and an armory
Battle Hellion has higher health and shorter range
Ghost cloak changed and now spends a specific amount of energy, lasting for a certain period of time
Ghost cloak is no longer an on/off skill
Battlecruiser gets a cooldown skill called "limit reactor"(?) that boosts movement speed
Reaper loses d8 charge attack
Reaper gains a HP recovery skill
Viper inserts parasite into friendly units to make them detectors
No more Overseer.
Hydra speed increased.
New infestation pit unit like a lurker, but spawns two high-dps units every 15 seconds or so while burrowed.
Viper will permanently grant detection for energy. Lair tech. Grant detection is the cheapest spell.
Swarm lord spits out broodling-looking things that have 16 attack damage and .87 attack speed.
Mothership Gone to!
Cklrkzk's blog
So, here's some thoughts:
I'm really excited about the hydra move speed, been a long time coming. Also, burrowed baneling movement is nice, though I bet the burrow move is slower than above ground? Yet, this will make dealing with rine balls better, in that they can get right under them, if micro'd right, and terran has no detection. As far as the ultralisk charge, woohoo! Now my ultras are actually useful! lolz And the corrupter siphon is interesting, definitely a fun way to abuse a hidden or farther off expo, though if this is to replace the contaminate, I'm not sure if I'd prefer the contaminate over this spell, but we'll see. :/ One other change, that wasn't listed in CklrKzK's blog, was "the return of the dark swarm defiler spell from BW." At least that's what I'm referring to it as. :p However, this spell is different, in that it makes ranged ground to ground attacks only range 1, allowing for lings and banes to get closer before being shot down, which I'm loving. Also, imagine the terran player stutter stepping back into a cloud, thus negating the range... Oh the applications... > However, unlike the BW ability, this wont effect air to ground and ground to air, I presume, just ground to ground, though i wonder if it affects static defense, friendly ranged units and/or ranged spells? My guess is yes, yes, and no, respectively, though again, this needs clarification. If it does affect static defense, this is great news, especially concerning cannons.
Furthermore, several people are saying melee ups are the only ups any zerg will be making, now that melee seems to be favored. However, I think that using dark swarm and having ranged units shooting into it can be awesome, and also, hydras are getting a speed boost, and of course, infestors will likely still be awesome, all of which benefit from the ranged upgrade. Roaches don't seem to be getting any changes, yet, though they're pretty good as is, to be honest, yet of course, I wouldn't mind a range upgrade... lol But that may break the game
:p
Sincerely,
~DuncanIdaho