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Balance issues #280

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MatthewMarinets opened this issue Sep 14, 2024 · 3 comments
Open
15 tasks

Balance issues #280

MatthewMarinets opened this issue Sep 14, 2024 · 3 comments

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@MatthewMarinets
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MatthewMarinets commented Sep 14, 2024

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.
  • Mothership nerfs will likely come with war council (see Protoss War Council rebalance checklist #152)
@SirChuckOfTheChuckles
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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).

@MatthewMarinets
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Ghost/Spectre RE should be addressed in PR #279.

@itsjustbones
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Infested marines from infestor and infested barracks should be the same unit - from discord

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