A lot of cool ideas have been coming out of us as of late, so I wanted to keep the ball rolling. What other cool changes can we think of?
Here's some I was thinking of lately:
ZERG:
Overseer:
- Allow the overseer's contaminate ability to prevent warp ins if used on a pylon.
- I find that it's hard for Zerg to counter Protoss all-ins due to the ever re-in forcing abilities of Protoss. Sure you can flank with some lings to kill a pylon, but a quick warp in can stop that. What Zerg needs is an instant-cast ability to prevent (temporarily) the toss mechanic, and allowing enough time for Zerg to defend its self. Or to be used offensively while attacking to prevent the Protoss from re in forcing their defenses (as long as all pylons can be contaminated.
- Obviously it wouldn't have the ability to cancel a warp-in in progress or effect a warp prism
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- Give the old Oracle Siphon ability to the overseer. Allow it to poop out an advanced form of creep that when buildings are enveloped by it, the overseer siphons minerals from those buildings. 1-2 minerals per second, per building, or something like that.
- Zerg buildings can not be placed on this special creep, nor does it give a movement speed boost to Zerg units.
Nydus worm:
- Give it a upgradable armour increase, similar to the ultralisk's, to increase it's survivability late game.
TERRAN:
Seige Tank:
-Give its shots, while in Seige mode, a lasting effect.
- Shots would leave a AOE effect on the ground for a certain amount of time, that would damage biological units that pass through it. It could even do "burning" damage causing a DoT effect as well.
- Maybe even allow it to be a universal upgrade that would extend this effect to all large ammunition types; like the widow mine, Thor, and Nuke.
Ghost:
-Change it's snipe ability so that is costs less and does less damage, but "stuns" the target, preventing them from using abilities for a few seconds (such as psi-storm, or fungal)
- The "shock round" would also effect non energy based abilities, such as Seige mode, or the warp prism's pylon mode. Or even stim pack if you really wanted to.
PROTOSS:
Voidray
-New ability called "void link".
- Once the Voidray has fully charged its attack, it also unlocks the void link ability, which allows it to chain 2 units together (psionically), bringing them closer together, and slowing their movement speed if they try and seperate.
- This ability would work on a cooldown and could be stacked by other voidrays. You would click on a unit, then click on another unit you would want to link it to. Multiple units could be linked to the same "host" unit, effectively grouping up units if you had enough voidrays.
- Can be used to link enemy units, friendly units, or any combination of both. And, once again, can only be used if the Voidray is fully charged.
Oracle:
- Allow the Pulsar Beam ability to also target friendly structures. Instead of damaging these structures, it would replenish their shields.
- This could be used in conjunction with the MS core's photon overcharge to help keep a nexus alive while it shoots back. Or with a photon cannon to keep it alive longer, which would force the opponent to target the oracles first.
- Similar to how Terrans can mass repair a bunker, or Zerg mass healing a crawler, the oracle could mass "shield" a friendly structure (if the oracles had enough energy)
So what do you guys think? What other cool ideas do you have?



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