I’d like to start a discussion about the changes that need to be made in order to make more units useful (aka Ultralisk ) in the current balance and generally make the game more interesting and diverse in the army composition.
I want you to provide your ideas in a form of patchnotes and write a short description as to why do you think something should be changed. I insist you think a bit about your changes before posting it in order to remain a high level of discussion and not get this thread deleted immediately
Well, here are my thoughts:
Overall changes:
- All upgrades that increase starting energy for spellcaster units now also provide extra 25 energy for all those units that are already on the field when researched.
In my opinion it is currently just not profitable to research it for units other than HT’s or Infestors. This change should make upgrading energy for every spellcasters more worth its price, also the one time boost of 25 energy for your units can save save you a game sometimes.
Protoss:
- Force fields can now be destroyed (350 hp with 0 armor) and are treated as buildings for damage calculating purposes, however their special ability prevents any damage that is lower than 40 to damage them at all. Only following units will be able to damage force fields: ultralisks, baneling, siege tanks in siege mode, thor’s strike canons ability, nuke, immortals and dark templars, other units can target fire FF but will do no damage.
This will mainly affect ZvP matchup where ultralisks were almost useless because of force fields. Now ultras can destroy them with just 6 hits. Note that only listed units will try to attack force fields when attack moving, other will consider them neutral structures.
- Chrono boost can now be casted on player units (not allied) to temporarily increase their attack speed for 50% for 20 seconds. On massive units chrono boost lasts only 10 seconds.
I noticed that in protoss late game players just tend to chrono the same buildings all the time. This change will create even more decision making with this awesome nexus ability. Do I want my research to finish faster in order to make a timing push? Do I want more units on the battlefield in the same time with my limited production facilities? Or do I want my units to perform better on the battlefield when my resources are limited?
Zerg:
- Duration of infested terrans increased from 20 seconds to 60 seconds, also when burrowed their lifespan goes away two times slower.
Infestors have two very good spells which leaves no space for SIT in it’s current form, mainly because IT can’t deal much damage in their limited lifespan. With this change you would have to consider if you want to use fungal growth/ neural parasite or spawn few infested terrans and draw fire from your other precious units. It is worth mentioning that with 60 second life ONE infested terran is able to deal up to around 520 damage.
- Increased speed on creep is now a researchable ability (hatchery), for units other than queen. Costs 50/50 and takes 100 seconds to research.
- Speed of zerglings without metabolic boost upgrade slightly lowered.
Both these changes address the inability to scout zerg due to zergling's fast movement. This change wil enable to maintain a scout in zerg's base for a little longer and require a little micro to get rid of scout instead of just one simple right click.
Terran:
- Rebalanced Reaper :
*now requires factory to build (it's still built from barracks with tech lab)
*cost changed to 75 minerals and 75 gas
*hp increased from 50 to 70
*damage increased form 4+5 vs light x 2 to 8+8 vs light x 2
*nitro packs are no longer needed to be researched, reaper comes with default speed of after NP upgrade
Right now reaper is losing much of his harrass potential after early game. This change makes him a deadly mid game harrasser (now kills workers in 2 shots) and a better unit overall which you could integrate to your main army composition.
Please discuss and have fun making your own patch




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