Terran:
-Requirement of Supply Depo before Barracks removed.
Protoss:
-Void Ray Revamp:
Prismatic Beam: (Primary Attack)
Extremely weak beam of constant damage with three stages of attack, each stage upgrading the damage slightly. This attack can be used upon any enemy unit, but is primarily to bathe buildings and massive units in energy for the secondary ability.
Prismatic Burst: (Ability on Cooldown)
Extremely strong burst of three energy spheres that traverse through the beam and collide with the target, dealing massive damage which is increased by for each stage of Prismatic Beam. This ability can only be used upon buildings and massive units.
Purpose:
This would bring the Void Ray back to what it should be whilst rendering it weak against what it was suppose to be. The primary attack would be trivial, and deal practically nothing in damage...whilst the strength of the unit rested within it's ability, restricted to buildings and massive units.
By separating the attacks, you grant the capability of giving the Void Ray back its purpose, without all the nurfs that render it absolutely useless. The
Prismatic Burst can be exceptionally powerful without it impeding upon the intended weakness of the unit, even when the Prismatic Beam is fully charged.
Zerg:
-Broodlord Tweak:
A:) Both Broodlords and Corruptors are morphed from Mutalisks.
B:) Corruptors buffed to compensate for the fact that they now require a morph.
C:) Broodlords undergo a slight tweak to the model, in order to better reflect the fact that they are now morphed from Mutalisks. Mostly the same, the spine simply ends in the tail end of a Mutalisk, rather than coming to a point.
D:) Broodlords now have an ability, on Cooldown, that causes them to curl their tail up under their body, expelling a cloud of spores that effectively renders them immune to enemy fire. Basically, on a cooldown, they can cast a personal Dark Swarm.
-Hydralisk Caustic Spines Upgrade added:
Caustic Spines grants the Hydralisk a passive buff to their attack, causing it to deal additional damage over time. This would add an interesting mechanic and flavor to the Hydralisk, opening up many forms of interesting strategy based around the DOT.
--Upon Creep, their speed could be used to grant them the ability to fire a volley and then retreat as the damage over time took full effect. Burrow, off Creep, could be used for the same methods...
--Enemy forces who retreated would still recieve a bit of punishment from the damage over time, even if the Hydralisks lagged behind due to their inadequate speed while off Creep.
Basically, this just takes the glass cannon and delves further into the concept...rather than increasing their speed or health. Though, personally, I wouldn't mind a slight reduction in attack coupled with the damage over time upgrade for some additional base health as well.




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