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Creating an issue to track misc balancing issues we want to keep an eye on or address:
Issues
Stalwarts don't feel good -- their shield buff doesn't defend against light / melee units enough to make them a worthwhile frontline when they have pre-war council short range. They're also not too well distinguished from immortals
Proposal from CrazedCollie: some kind of ability to restore shields to friendly units around where they attack
Proposal from Alice: Change their attack to be more like a flamethrower
Proposal from phaneros: further increase their survivability with more shields and a lower damage-to-shield cap
Proposal from Ziktofel: give Stalwarts an upgrade like Trillic Compression from dragoons to give shield regen in combat
Warp Rays aren't distinct from void rays
Proposal from phaneros: make them siege up before they can charge, similar to a flying siege tank
Hunter Killers should be double-stat hydralisks in terms of health and damage. Currently just copied sc1 stats, which don't match.
Also ensure upgrades like +20 health are properly doubled for HKs
Mechanical Know-How currently gives global +20% mech life, which is insane. Maybe make it like 5%, or +25?
Mercenary Munitions gives global +15% attack speed, which is ridiculous. Maybe only apply to mercenaries, or only infantry?
Frightful Fleshwelder is far too powerful -- there was discussion of splitting it into multiple resource efficiency upgrades and reducing the scale of the discount.
Should SOA ults have combined cooldown?
Infested Diamondbacks are far too strong right now
Nerf abils category
Have some powerful abilities nerfed off the baseline and restored with an item (which can be excluded!)
Infestor campaign mind control -> melee Neural Parasite
SOA ults should cost energy
SOA Solar lance should cost 100 energy
Siege Tank WoL damage (flat 60) to later expansions (35 +15armoured)
Carrier interceptors cost money
Trireme Bombers cost money
Zerg larva spawn maximum / spawn rate
Keeping an eye out
Skylord balance
Skirmishers may need more feedback
Triremes do huge damage, but friendly-fire. If friendly-fire is reduced, damage should go down as well. Friendly fire reduced, bomber capacity reduced.
Resource Efficiency Imbalance for some units:
Ghost/Spectre - Reduces Ghost/Spectre cost by 125 minerals, 75 gas, and 1 supply.
Reaver - Reduces Reaver cost by 100 minerals, 100 gas, and 2 supply.
Scout - Reduces Scout cost by 125 minerals, 25 gas, and 1 supply.
Centurion - Reduces Centurion cost by 50 gas. (Expensive given centurions are generally a mineral dump unit for frontline).
Creating an issue to track misc balancing issues we want to keep an eye on or address:
Issues
Nerf abils category
Have some powerful abilities nerfed off the baseline and restored with an item (which can be excluded!)
Keeping an eye out
Triremes do huge damage, but friendly-fire. If friendly-fire is reduced, damage should go down as well.Friendly fire reduced, bomber capacity reduced.The text was updated successfully, but these errors were encountered: