+ Show Spoiler [patch notes] +
ZERG
Hydra
HP Reverted to 80 from 90
Infestor
Size reduced by 30%
Removed Armor tag.
While burrowed, may only cast Infested Terrans.
New Upgrade, Infused Carapace
Increases the attack and armor ugprades of Infested Terrans by +2/+2
Costs 150/150
Upgrades in 75 seconds.
Ravager
Corrosive Bile damage reduced to 30 from 60.
Corrosive Bile delay reduced to 1.25s from 2s.
Ultralisk
Made 33% smaller in size.
HP reduced to 330 from 500
Cost reduced to 200/125 from 300/200
Build Time reduced to 26 from 39
Inner Radius reduced to .5 from .75
Radius reduced to .6875 from 1
Base Spreed reduced to 2 from 2.9531
Creep Speed Multiplier reduced to .871 from 1.2
Cargo Size decreased to 4 from 6
Damage reudced to 23 from 35
Brood Lord
Supply cost increase to 7 from 4
PROTOSS
Zealot
Base speed increased to 3.5 from 3.15
Charge upgrade removed
Leg Enhancements upgrade added.
Increases the base speed of the Zealot by +1.3 (to a total of 4.8)
Damage Point of the Zealot reduced to XX from YY
Costs 150/150/75
Adept
Resonating Glaives attack speed bonus reduced to +30% from +45%
Stalker
Blink Cooldown reduced to 6 seconds from 7.
Sentry
Damage increased to 8 (+1) from 6 (+1)
High Templar
Psionic Storm damaged reduced to 64 damage over 4 seconds, from 80 damage over 4 seconds.
Feedback damage reduced from 1 damage point per energy, to .5 damage point per energy
Warp Prism
Shields reduced to 80 from 100.
HP increased to 100 from 80.
Delay between Phasing and Transport modes increased to 2.5s from 2s.
Oracle
Revelation duration reduced to 40 seconds from 60 seconds.
Attack Cooldown increased to .71 from .61
Carrier
Supply Cost increased to 7 from 6
Tempest
Supply Cost increased to 7 from 6
Assimilator
Health reduced to 250 from 450.
Shields reduced to 250 from 450.
TERRAN
Marauder
Attack count reduced to 1 from 2
Damage reduced to 9 (+1), 9 (+1) vs Armored, from 10 (+1), 10 (+1) vs Armored.
Ghost
Activating Cloak energy cost reduced to 10 from 25.
Calldown Nuke
Time for nuke to acquire target reduced to 12 from 14.
Viking
Anti-Air attack count reduced to 1 from 2
Deals 20 (+2) damage, 4 (+2) vs Armored.
Liberator
Supply Cost increased to 4 from 3
Advanced Ballistics range increase reduced to 3 from 4
Advanced Ballistics sight increase reduced to 2 from 4
Raven
Supply cost increased to 3 from 2
Battlecruiser
Supply cost increased to 7 from 6
Damage to ground changed to 12x4 from 6x8
Damage to air increased to 9x4 from 6x8
Random Fire delay reduced to XX from YY (20% decrease)
What do you guys think of these changes? I like some of them a lot, especially the ones involving the Infestor, Ultralisk, High Templar (cus I personally hate playing against them), Oracle, and Ghosts. I'd like to see Blizzard implement the change for the Infestor the most, especially the ability to upgrade Infested Terrans. Would make Infestors and use of Infested Terrans a lot more fun to watch, and probably to play with or play against.
Mod Edit:
On May 25 2017 18:45 Liquid`TLO wrote:
Updated version, the one that went out wasn't mean to be released and was missing a lot of thing and had a bunch of errors:
Goals I hope to achieve with these changes:
I think most people agree that mass air play usually leads to relatively boring games, there’s unfortunately not too many fun interactions with mass air armies, position becomes less relevant and Deathballs a bigger problem so I increased the supply cost of each big air unit by +1 (Shouldn’t affect Tempest and Carrier as much as broodlords because Zerg needs more Broodlords usually and is more supply starved in late game)
It’s not a huge nerf but I hope it shifts the balance slightly in favour of late game ground compositions.
I’m hoping to make Zerg late game less clunky, especially in late game Zerg becomes very slow but powerful I hope to make the late game of the race play more swarmy and multi-tasking oriented with my changes.
Toning down the obvious suspects, I know this one will hurt protoss but Oracles and Adepts are sometimes too ridiculous and too important for protoss. These two units make or break Protoss in the majority of games so I realise nerfing them is huge but I think I didn’t go overboard and hope that Buffs for more normal core, less harass oriented, units can make up for it
Terran is hardest to change much but I guess that’s more of a luxury, Terran overall feels the least ‘’bullshit’’ of the races. They struggle in late game so I gave them some anti-armour buffs but I think it's usually the best approach to not change Terran too much but use them as a baseline.
This is my basic framework that I’ll start testing after WCS Challenger, nothing is written in stone, it might be a total failure and just proof yet again that balance and design is much harder than some wanna-be David Kim could ever imagine but what’s there to lose. ^_^
Zerg
Queen
-Transfuse cooldown increased from 1sec to 3sec
Hydra
-reverted 10hp Buff (due to Storm and Adept nerfs)
Ravager
-Reduced corrosive bile damage to units from 60 to 40(Still 60 vs buildings)
-Reducde corrosive bile delay from 2 to 1,5
-attack cooldown increased from 1,14 to 1,3
Infestor
- size reduced to 2/3 or 3/4 not sure yet
- lose armoured tag
- removed burrowed Fungal and Neural Parasite
- new upgrade in infestation pit gives +2 +2 to infested Terrans 150/150 75sec (Potentially Hive Tech)
Ultralisk
- Rescaled Ultralisk to 2/3 (2/3 stats, size, supply and cost) (might need to reduce armour by 1 as well, but want to see it tried out like this first )
- Cost reduced from 300/200/6 to 200/125/4
- size reduced to 2/3
- damage reduced from 35(+3) from 23(+2)
- reduced supply costs from 6 to 4
- Increased off creep movement speed from 4.13 to 4,35
- Reduced on creep movement speed from 5,37 to 5,10
(Build time stays the same, still powerful unit and you can compensate by making more of them anyway)
Broodlord
- Increased supply cost to +3 (5 in total)
- added Frenzy ability (to avoid spore lurker viper turtle styles in zvz)
Protoss
Zealot
-Increased speed from 3.15 to 3.5
-Removed Charge
-added Leg Enhancements upgrade (150/150 75sec)
-Leg Enhancements +1,3 speed and +20HP (Speed increased from 4,13 to 4,8 if you compare with charge upgrade)
(Not sure how this will work with concussive shells but curious to test, adding Frenzy to Zealots might be an option)
Adept
-Reduced Resonating Glaives from +45% to 30% increase in attack speed
Stalker
-reduced blink cooldown from 8sec to 7sec
Sentry
- increased damage from 6 to 8
Templar
-Psistorm reduced to 80% of the previous damage
-Feedback now deals half a damage point per energy
(Considering 75 energy and/or maybe just doing the Feedback or the Storm nerf. Leaning more towards nerfing Feedback than Storm tbh)
Warp Prism
-Swapped HP/Shields
-Increased Phasing Mode and Transport Mode delay from 2sec to 2,5sec
Collosus
-Increased damage from 12(+1)x2 to 14(+1)x2
Oracle
- reduced revelation duration from 60sec to 40sec
- attack cooldown increased from 0,61 to 0,71
Carrier
- Increased supply cost to 7
Tempest
- Increased supply cost 7
Assimilator
- Reduced HP/Shields from 450/450 to 300/300
Terran
Marauders
-Marauder now has a single attack again
-Reduced damage to 9(+1) and 9(+1) bonus vs armoured (so basically pre Lotv but 2 less damage, still should be better than LotV marauder in most cases especially helps them vs Ultras)
Ghost
- Cloak activation reduced from 25 energy to 10 energy
- Nuke Calldown time reduced by 2 seconds from 14 to 12
Viking
- Viking AA now is a single attack 20+2 and 4 bonus vs armoured (Should make vikings slightly more microable – no danger of cancelling 2nd shot, make them better vs corruptors and scale better into lategame as attack upgrade won’t be negated by armour upgrade)
Liberators
- Increased supply cost to 4
- decreased Advanced Ballistics bonus to +3 range
- reduced Advanced ballistics sight bonus to +2 (Attack range now 1 greater than sight)
Ravens
- Increased supply cost to 3
Battlecruisers
- rescaled dmg from 8 x 6 per second ground and 6 x 6 per second AA to
12 x 4 per second ground and 9 x 4 per second AA (DPS would be the same but would make them suffer much less from armour)
- standardised firing randomness that reduced BC DPS by 20%
- Increased supply cost to 7
Engineering Bay
- Structure Armor and Neosteel Frame merged 150/150 100sec (Because why the hell not?)
Updated version, the one that went out wasn't mean to be released and was missing a lot of thing and had a bunch of errors:
Goals I hope to achieve with these changes:
I think most people agree that mass air play usually leads to relatively boring games, there’s unfortunately not too many fun interactions with mass air armies, position becomes less relevant and Deathballs a bigger problem so I increased the supply cost of each big air unit by +1 (Shouldn’t affect Tempest and Carrier as much as broodlords because Zerg needs more Broodlords usually and is more supply starved in late game)
It’s not a huge nerf but I hope it shifts the balance slightly in favour of late game ground compositions.
I’m hoping to make Zerg late game less clunky, especially in late game Zerg becomes very slow but powerful I hope to make the late game of the race play more swarmy and multi-tasking oriented with my changes.
Toning down the obvious suspects, I know this one will hurt protoss but Oracles and Adepts are sometimes too ridiculous and too important for protoss. These two units make or break Protoss in the majority of games so I realise nerfing them is huge but I think I didn’t go overboard and hope that Buffs for more normal core, less harass oriented, units can make up for it
Terran is hardest to change much but I guess that’s more of a luxury, Terran overall feels the least ‘’bullshit’’ of the races. They struggle in late game so I gave them some anti-armour buffs but I think it's usually the best approach to not change Terran too much but use them as a baseline.
This is my basic framework that I’ll start testing after WCS Challenger, nothing is written in stone, it might be a total failure and just proof yet again that balance and design is much harder than some wanna-be David Kim could ever imagine but what’s there to lose. ^_^
Zerg
Queen
-Transfuse cooldown increased from 1sec to 3sec
Hydra
-reverted 10hp Buff (due to Storm and Adept nerfs)
Ravager
-Reduced corrosive bile damage to units from 60 to 40(Still 60 vs buildings)
-Reducde corrosive bile delay from 2 to 1,5
-attack cooldown increased from 1,14 to 1,3
Infestor
- size reduced to 2/3 or 3/4 not sure yet
- lose armoured tag
- removed burrowed Fungal and Neural Parasite
- new upgrade in infestation pit gives +2 +2 to infested Terrans 150/150 75sec (Potentially Hive Tech)
Ultralisk
- Rescaled Ultralisk to 2/3 (2/3 stats, size, supply and cost) (might need to reduce armour by 1 as well, but want to see it tried out like this first )
- Cost reduced from 300/200/6 to 200/125/4
- size reduced to 2/3
- damage reduced from 35(+3) from 23(+2)
- reduced supply costs from 6 to 4
- Increased off creep movement speed from 4.13 to 4,35
- Reduced on creep movement speed from 5,37 to 5,10
(Build time stays the same, still powerful unit and you can compensate by making more of them anyway)
Broodlord
- Increased supply cost to +3 (5 in total)
- added Frenzy ability (to avoid spore lurker viper turtle styles in zvz)
Protoss
Zealot
-Increased speed from 3.15 to 3.5
-Removed Charge
-added Leg Enhancements upgrade (150/150 75sec)
-Leg Enhancements +1,3 speed and +20HP (Speed increased from 4,13 to 4,8 if you compare with charge upgrade)
(Not sure how this will work with concussive shells but curious to test, adding Frenzy to Zealots might be an option)
Adept
-Reduced Resonating Glaives from +45% to 30% increase in attack speed
Stalker
-reduced blink cooldown from 8sec to 7sec
Sentry
- increased damage from 6 to 8
Templar
-Psistorm reduced to 80% of the previous damage
-Feedback now deals half a damage point per energy
(Considering 75 energy and/or maybe just doing the Feedback or the Storm nerf. Leaning more towards nerfing Feedback than Storm tbh)
Warp Prism
-Swapped HP/Shields
-Increased Phasing Mode and Transport Mode delay from 2sec to 2,5sec
Collosus
-Increased damage from 12(+1)x2 to 14(+1)x2
Oracle
- reduced revelation duration from 60sec to 40sec
- attack cooldown increased from 0,61 to 0,71
Carrier
- Increased supply cost to 7
Tempest
- Increased supply cost 7
Assimilator
- Reduced HP/Shields from 450/450 to 300/300
Terran
Marauders
-Marauder now has a single attack again
-Reduced damage to 9(+1) and 9(+1) bonus vs armoured (so basically pre Lotv but 2 less damage, still should be better than LotV marauder in most cases especially helps them vs Ultras)
Ghost
- Cloak activation reduced from 25 energy to 10 energy
- Nuke Calldown time reduced by 2 seconds from 14 to 12
Viking
- Viking AA now is a single attack 20+2 and 4 bonus vs armoured (Should make vikings slightly more microable – no danger of cancelling 2nd shot, make them better vs corruptors and scale better into lategame as attack upgrade won’t be negated by armour upgrade)
Liberators
- Increased supply cost to 4
- decreased Advanced Ballistics bonus to +3 range
- reduced Advanced ballistics sight bonus to +2 (Attack range now 1 greater than sight)
Ravens
- Increased supply cost to 3
Battlecruisers
- rescaled dmg from 8 x 6 per second ground and 6 x 6 per second AA to
12 x 4 per second ground and 9 x 4 per second AA (DPS would be the same but would make them suffer much less from armour)
- standardised firing randomness that reduced BC DPS by 20%
- Increased supply cost to 7
Engineering Bay
- Structure Armor and Neosteel Frame merged 150/150 100sec (Because why the hell not?)