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so far I have been enjoying LotV. Nonetheless I have experimented with some changes to melee units over the last couple Days. All the changes have been put into a mod called Melee Balance Mod published on EU.
Please understand the listed changes as a suggestion. Feedback is highly appreciated.. Future iterations will be used to polish the mod further, based on your feedback. And who knows, maybe some day, in a polished version, there is a change the majority of us and Blizzard likes.
ZERG CHANGES
- Ultralisk base armor increased by 1
- Chitinous Plating armor bonus reduced to 2
- Corrosive Bile radius increased by .1
- Corrosive Bile damage changed to 25 (+35 vs armored)
hitting will be slightly easier, but hitting non-armored units like marines or workers does not instantly kill them
- Broodlord movement speed increased by 20%, hitpoints decreased by 20
- Lurker attack added minimum range of 1.8, splash area slightly reduced.
Lurkers should be spread out more and deal slightly less splash damage. Blinking/Dropping on top of a few lurkers should be an option now
PROTOSS CHANGES
- warp prism pick up range decreased to 4
- storm damage interval increased by 10%
- Colossus attack rate increased by 10%, Extended Thermal Lance upgrade cost decreased to 100/100
- Disruptor bonus damage vs shields removed
Does not kill Stalkers instantly
- Immortal Barrier damage absorption decreased by 50 to 150
TERRAN CHANGES
- Reaper grenades decreased to 5 (+5 vs armored) damage, armor no longer ignored
Zerglings and Marines have less trouble dealing with reapers, larvae cannot be sniped any longer
- Liberator liberation zone reshaped to a triangle of equal surface area, pointin away from liberator (Visuals on targeting not updated yet!)
Covers less mineral patches. Please note: I still have not figured out how to create custom cursor and splat models, so the target cursor and displayed 'liberation zone' are still using the old, circular model!
- Thor +5 damage vs massive ground and air units
- Ghost snipe delay increased by 40%, limited range to 12, no cancel on damage
Ghosts are less affected by Zerglings or fungal, Zerg can decide to run away
again, Feedback is highly appreciated.
Thanks for reading, testing and feedback. DemoniacMilk
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at least you're trying, that is really the only comment that should be here.
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Ultralisks were given more armor on purpose so they would be stronger vs bio units. I believe blizzard have said that they intend for terran to have to build more than just M-M-M.
Thor +5 damage vs massive ground and air units I actually like this idea (only the ground part), because Thors don't deal splash damage to ground units, and terran would have a tank-shredding unit (meaning being able to kill ultralisks more effectively).
Corrosive Bile damage changed to 25 (+35 vs armored) hitting will be slightly easier, but hitting non-armored units like marines or workers does not instantly kill them You are under the assumption that having a Corrosive Bile being able to 1 shot a marine or a worker wasn't done intentionally. This includes zerglings and banelings.
Broodlord movement speed increased by 20%, hitpoints decreased by 20 Personally, I think broodlords should have the same move speed as a battlecruiser.
I really think that the swarm hosts needs to be reworked. I think locusts move too slow, deal too much damage, and spawn too infrequently. I think even if their damage was halved, their move speed was increased and spawn rate was at most halved, it would be a great improvement.
Liberator liberation zone reshaped to a triangle of equal surface area I think this would make it too complicated. Like forcefields for example, are in a hexagon on purpose. Every spell is very consistent and simple to use. Making the zone a triangle would be really odd. The zone as a circle is easier to use.
edit- Colossus
I think they need a bonus damage vs light units. In HotS and WoL they did a flat amount of damage. Colossus should be decent vs certain units, and be bad vs others. The colossus was meant to counter light units. With +2 attack upgrade, I think a colossus should be able to 1 shot a zergling. With +3 attack upgrade maybe 1 shot a 3-3 crackling
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Broodlord movement speed increased by 20%, hitpoints decreased by 20
No freaking way, are you really trading hitpoints against movement speed ?!!! 20 HP ? WAT. That's not even 2 stalkers hit. Broodlords have 11 range helloooo. Their only weakness is that they are slow.
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I don't really approuve of all the changes, but the community has to start doing blizzard's job. Because they don't do anything.
I paid 130€ to get SC2. We've had ONE patch since the release of LOTV, and they still refuse to change the mappool, even though it's been the same since early beta. As far as multiplayer content goes, LOTV is a massive disappointement.
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Thank you balosaar for taking the time.
You are under the assumption that having a Corrosive Bile being able to 1 shot a marine or a worker wasn't done intentionally.
I'm very sure it was done on purpose, just like any other value
Ultralisks were given more armor on purpose so they would be stronger vs bio units. I believe blizzard have said that they intend for terran to have to build more than just M-M-M. Yup and I'm all for that. Right now I kind of feel like the already existing bio part in a terrain army becomes almost useless once ultras with chitinous hit the field.
Personally, I think broodlords should have the same move speed as a battlecruiser. Right now I acrually don't know what movement speed BC's have. Blords should be (1.4+.3)*1.4=2.38 in game with the change.
Colossus
I think they need a bonus damage vs light units. In HotS and WoL they did a flat amount of damage. Colossus should be decent vs certain units, and be bad vs others. Yes its basically the opposite of an immortal. Not sure if the colossus should be brought back to hots upgrading. Lower attacks are more heavily affected by the opponent units armor, of which light units usually have less than armored units. That fits to what you described. As light units also use to have less health, flat damage might already do what you asked for? I also don't know if one shoting units really is that good in combination with splash, due to how the unit will do in higher numbers.
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No freaking way, are you really trading hitpoints against movement speed ?!!! 20 HP ? WAT. That's not even 2 stalkers hit. True but vs 10 broodlords that is about 20 hits less. Maybe increasing the movement speed by 20% is too much. If you don't mind you could go ahead and test it?
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I have not tried out this mod yet so this all theory, but there is a few things I just want to comment on:
1) If all you want to do is literally try to balance things, then what I say is going to be somewhat pointless since I want to replaced/adjust frustrating features so the gameplay can have a more acceptable level. This include Swarm Host, Nydus Worm, offensive Warp-In, Disruptor, Reaper grenades... etc.
2) I semi-understand the logic of the Lurker minimum range, but on the other hand, it doesn't seem visual or intuitively obvious why that would be the case. It visually have no reason to have a minimum range and there really isn't any actual 'game' logic on why the Lurker would have this minimum range since the attack is literally part of the Lurker's body as well. If you want them to have less splash damage, maybe you should do something else like: reduce the search area of each spine by 25% or change bonus damage to +10 vs light (instead of +10 vs armor)
Additionally, based on my experience playing against Lurkers and rarely ever seeing them clump up in one huge ball, I somehow doubt this minimum range will make blink or drop on top of them) a viable option. Unless they can outright kill the lurkers, the amount lost probably won't warrant players into using it. Like, Stalkers are still pretty bad against a group of Lurkers so in order for the Stalkers to trade well, a lot of the Lurkers would have to not be able to attack.
3) There was a reason why the Colossus were one of the MOST disliked unit in the game for a long time. It was the gameplay they provided or better way to phrase it, the lack of good gameplay. Buffing them is fine, but I personally believe that you should tweak them more to encourage actual marco or tactics instead of A-click and some that provides some obvious counter play for the opponent.
I suggest these few things: * Add turret tracking to Colossus. * Change the Colossus attack to be two parallel lines that goes away from the Colossus (instead of a concave path). * Reduce the AoE damage of each individual search area by 20%. * Now has a minimum range of ~2 * Any health/armor/damage buffs to make the viable afterwards.
This change should make the angel on which they attack more important now because good concave against the Colossus reduces a lot of the Colossus' AoE damage (unlike before since their attack path aligned too well for concaves). And the minimum range is because, that visually makes sense with how tall the colossus. Never could figure out how they were shooting right below their feet.
4) About the Templar storm interval. Does that mean you're increasing the total duration as well or is it doing more damage per tick, but just less tick overall? I personal prefer doing this to Psonic Storm instead (this is editor's number): Psonic Storm deals 120 damage over 8 seconds instead of dealing 80 damage over 4 seconds.
This makes it more useful against more immobile units such as Siege Tanks & Lurkers while actually reducing the DPS per second to make MMM & Roach/Hydra more leeway to escape. But that's just my take.
5) The Thor changes just looks bad. Their air attack still have that +6 bonus damage against light, so now it just looks weird to see a +6 and a +5 on that attack. Additionally, you're buffing them against Massive to do what? Hope make Terran make thors to counter them? Do you want to see that gameplay in which Terran turtles and mass Thors to counter the opponent's mass Massive units.
6) I personally don't like how you changed Corrosive Bile. It may be strong, but I personally would target other things like its really low cooldown. Besides, I just fine high bonus damage unappealing because it's just a lazy attempt to make it only good against this type of unit, when visually or intuitively it makes no sense.
7) For the Liberator, i am curious to see how you achieve the triangle shape area. I think that's a very interesting ideal.
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1) If all you want to do is literally try to balance things, then what I say is going to be somewhat pointless since I want to replaced/adjust frustrating features so the gameplay can have a more acceptable level. Really don't dislike that, but its harder than working with what already exists.
2) I semi-understand the logic of the Lurker minimum range, but on the other hand, it doesn't seem visual or intuitively obvious why that would be the case. well ye that is true.
maybe you should do something else like: reduce the search area of each spine by 25% exactly what i did, I decreased it by 20%.
There was a reason why the Colossus were one of the MOST disliked unit in the game for a long time. [...] I suggest these few things: [...]
some of this is worth trying i think. Id rather change the colossus attack beam pattern to an X instead of a = tho, what is a huge nerf, as most targets will only be hit once instead of twice. could bring back +2 attack bonus and slightly increase the base damage. Would also be better vs single targets then, as units standing in the center of the X would take more damage.
Psonic Storm deals 120 damage over 8 seconds instead of dealing 80 damage over 4 seconds. So far its just stretched, had the same intention as you, dealing less damage to moving targets but remain damage to immobile units. But i think increasing the cycle count as you suggested is a good thing.
For the Liberator, i am curious to see how you achieve the triangle shape area. I think that's a very interesting ideal.
the liberation zone is already reworked to a triangle (or rather a fourth of a circle), just the visuals need to be updated.
I personally don't like how you changed Corrosive Bile. will make sure to have another look at that. More feedback would be helpful.
The Thor changes just looks bad. Their air attack still have that +6 bonus damage against light +5 vs massive ground sounds OK tho?
Thank you for taking the time! were there any changes you would approve?
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