At present, I think the Zerg Casters need some major work.
They're obviously incomplete, but how would you like to see them completed? Or how do you think they should be completed?
First off we have the Queen, the first caster in the game. Right now, I think the Queen is in pretty good shape. It's the AA specialized Queen of olde. I think it's three abilities are pretty good. Transfusion is a little weak... but otherwise, she's great.
My only concern is that she's very, very vulnerable. She gets taken out by 10 reapers with ease, and she rarely has time to burrow. I think that a possible solution for this might be a lair and hive stat upgrade. Not as drastic as the large/huge queen upgrade from when she was first introduced, but just something to give her a bit of durability. I don't know if that's a good idea, though.
Second is the Overseer. Right now this guy is just... blatantly unfinished. To the point that his tooltip mentions he's supposed to have Fungal Growth. Which could be a good ability for him, I suppose. Otherwise, this guy just needs some abilities besides spawn changeling. My personal favourites from what have been connected to him are Spore Cloud and that sight-range extension ability. But there are quite a few other options.
Finally we have the Infester. Right now I find the Infester to be a lot of fun. He's just lacking some teeth. Neural Parasite only affects biological targets, but at the same time they've greatly reduced it's energy cost. So you can mind control A LOT of enemy units. Conversely, though, the units it affects have so little HP it often isn't worth it. The biggest targets he can hit are the Brood Lord and Ultralisk for the Zerg, and then the Marauder, Ghost and Zealot for Protoss and Terran. I haven't managed to affect any of these units with the spell as of yet.
Fungal Growth is a lot of fun. If you get a lot of Infesters it's very easy to stop an entire infantry army in it's tracks. It's especially fun when you can get it off on a melee unit like the Zealot and then use Siphon Life to wittle his health away. Otherwise, this ability isn't that exciting, though, and is rather limited in it's use.
Finally there is Siphon Life. An incredibly difficult ability to use as it has a short range. The Infester attaches itself to any enemy. (Works on mechanical units and BUILDINGS as well.) And then drains it's health and adds it to it's energy. It's a lot weaker than it sounds, though, but in part it makes the Infester into a bit of an attack unit. I'm not sure how I feel about this ability. It's REALLY tricky to use due to the Infester's vulnerability and the short range of the spell.
There are a lot of options and directions they could take the Infester in, and at this time I can't safely say what line-up of abilities I like on it. There aren't really any abilities that it can just pop-up with and screw over an entire army with. Like a neural parasite that could affect technological targets would be, or an Infest ability. But I really like Siphon Life and Fungal Growth, so I find it tricky to decide.
Thoughts?




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