Vulture could be an L3, but giving the vulture 8 tanks will make it powerful as hell. A tank can't really catch people, but a Vulture sure can. I'm still partial to my idea of giving players a machine shop for upgrades, with Vulture speed 75 or so. It's good for an L2, but it's not hugely imbalanced unless a team is dumb enough to pick 3 melee classes and then lose warp gates. A vulture locks enemies in base if that's the case, and the game's pretty much over. Without speed, it's less dominant against most classes; they can escape without taking hits.
Spec Ops: I like the L1, the other spells will OWN. 75+8 for 3 hits? That's 300 damage automatically against a melee opponent, ghosts don't miss like a melee class would. During that time, the enemy also can't get any hits in and only a couple of classes have a counter. A bomber+ranged attack will make the Spec Ops dominate, and its L4 is already great, it's just underused because L2/L3 suck. Marine is still very very viable as HP+Damage spam class, giving it an L2 like that will be powerful as hell. If you really nerf the HP (3200 or so) those spells might be fair, but as it is now that unit would completely dominate.
Assault needs a spell that helps him ASSAULT. More concussive damage Firebats won't help, that's a purely PvP spell. Chaining an L1 with a long stun duration like scourge will be incredibly powerful. I'd rather keep the Assault as is, and if the L3 gets removed give it something that lets it hit buildings efficiently. Infested Terrans don't seem like such a bad idea if they are not in use, their explosive damage would also combo nicely with his L2 stun. The L1 is versatile, I'd much prefer it remain as an L1.
Giving Archer a Guardian L3 and dropping the
damage (not bonus) on Mutalisks a lot would make it a much more interesting class, rather than just having L1 spam. If you think about it, Archer does 216+24 (normal) damage with his L1 spell. That's pretty damned powerful, and doesn't even account for the second and third hit of Mutalisk attacks. Dropping (slightly nerfed) Companions to L2 also makes them more viable, and you'd likely see both upgrades being utilized, meaning the class would be more versatile and fun. L4 would remain as a building/stun killer.
Giving the summoner a Broodling spawn as an L1 would make it pretty awful initially, though. That's my only complaint; it's hard enough getting the upgrades for a Zergling to be able to maintain spawns if you try to stall a warp gate too. Building static defense as a L1 is even worse, summoner already sits in base and is boring. My suggestion is to keep the Summoner's L1 as is, give broodlings a
major damage bonus (+10 per attack, or so) and make them the L2. You'd obviously have to shorten the length of DM's L4. A hydralisk summon would be next to worthless. Anti-air is really not needed. The current L3 is not bad, it's just difficult to use well. I think eliminating the mana cost on consume would give more impetus to NOT sit in base.
Post has been edited 2 time(s), last time on Feb 24 2023, 12:46 pm by Decency.
None.