First of all, I would like to state that I've yet to actually play the beta. However, I have noticed that a number of people seem to feel that the Zerg's spellcasters are somewhat lacking/unpolished compared to the other two races. Indeed, Blizzard's updates have actually changed the way some of the abilities function rather than just stats and research status (I'm looking at you Neural Parasite). Hence, I thought I'd take a stab at it. This, for the most part, is more of a spell reshuffling/redistribution with one or two new ideas. However, I think it addresses the following 'issues':
1. Spawn Larva is a very unforgiving mechanic vs Chrono Boost and MULEs.
2. There is little energy tension for the Queen.
3. Overseers no longer have any spells to compete with Changelings.
4. Infestors don't really infest anything.
5. Corruptors aren't all that great vs 'massive' units.
6. Zerg spellcasters don't seem to have an instant tide changer (e.g. EMP, HSM, Psi Storm, Vortex).
For easier reading, altered abilities are labeled in green while new ones are in orange.
QUEEN
Spawn Larva ~ Costs 25 energy. Spawns 4 Larvae after 40 seconds. Can be cast on any player-owned biological structures.*
Create Creep Tumor ~ Grows a Creep Tumor for 25 energy. Same as before.
Transfusion ~ Restores 125 hit points to any biological units or structures. Same as before.
Organ Donor (New ability) ~ Costs 25 energy. Causes the Queen to temporarily mimic any tech structure accessible from the tech tree for 40 seconds, giving temporary access to the relevant units. Cannot spawn Larvae or perform research/upgrades.
*As counter-balance, players can only build 1 Queen per Hatchery/Lair/Hive at a time.
OVERSEER
Spawn Changeling ~ Costs 50 energy. Spawns a Changeling that lasts 150 seconds. Same as before.
Slime (Previously Fungal Growth) ~ Costs 75 energy. Immobilizes units within an area for 8 seconds; revealing burrowed and cloaked units for that time period. Does not deal damage anymore.*
*This should potentially give Overseers a more active role in combat and make it less helpless in the field. Also, it would be a good competitor vs Changelings; worker harrass or a spy/scout that can help with Nydus Worms?
INFESTOR
Terran Zombie (Previously Terran Infestation) ~ Costs 25 energy. Raises a Zombie Marine from the ground for 20 seconds. Same as before.
Infestation (Previously Corruption) ~ Costs 50 energy. 4 range. Channeling. Unleashes a tendril that disables an enemy structure until the Infestor moves elsewhere or is killed.
Devouring Swarm (New ability) ~ Costs 100 energy. Range 6. Unleashes a swarm of insects that devour everything in its path; up to 500 damage in total against up to 8 units. Effect is similar to 'chain lightning' except it kills the first target before moving to the next. Targets both, enemy and friendly units. Uses 'acid death' animation. Requires research.*
*This ability would help Infestors vs both, 'swarm'-type units as well as tanks. However, it's potentially dangerous as you might accidentally decimate your own forces by accident if they happen to be closest or if you cast it when too close to the enemy. Hence, practice is needed to master.
CORRUPTOR
Corruption (Previously Neural Parasite) ~ Temporarily mind controls any enemy unit for 10 seconds at 50 energy/population count. Multiple Corruptors can pool their energy together to control the same unit. Ability is non-channeling.*
*This should help make Corruptors better counter both, capital and light air units. Should make Corruptor vs Corruptor battles interesting as mind controlling a few allows you to subsequently mind control more.




Reply With Quote

