A proposito di Alarak invece, avremo un vero e proprio rework delle sue capacità in gioco. Ecco tutti i dettagli nei bluepost.
monk ha scritto
Greetings! Our final Commander for this round of reworks is Alarak, Highlord of the Tal’darim. We commonly see Alarak being played with two drastically different playstyles: Ascendant-based strategies, and Mechanical unit-based strategies. Ascendant-based strategies are currently seen as very strong but require a high level of execution. Meanwhile, Mechanical-based strategies are relatively straightforward but fall behind Ascendants in terms of effectiveness. Our primary focus with this revamp is to improve Alarak’s mechanical army and reduce the gap between the two playstyles.
- Alarak's Empower Me will now scale twice as much for Alarak's Mechanical units. Each supply of Alarak’s Mechanical units will improve his attack and ability damage by 10%, up from 5%.
Alarak’s fantasy is that he is the leader of the Tal’darim, a war-like society that places much value on its tradition of ascendency. Alarak sits at the top of this societal ladder and other units in his army exist only to serve him. Gameplay-wise, we feel Supplicants and Ascendants support this idea well as they both have abilities that directly and specifically buff Alarak. However, we feel we can push this fantasy even further with his other units, which all happen to be Mechanical. We considered many options for how we could achieve this and ended up improving the way in which Empower Me scales with Mechanical units. Of all the options we considered, we felt that this was the most elegant as Empower Me is an existing ability that already scales up with the supply cost of units affected.
- Alarak's Empower Me will now reset the cooldowns of Deadly Charge and Destruction Wave.
We want players to feel immediately powerful after Empower Me and thus are making this change so Empower Me, Deadly Charge, and Destruction Wave will always be able to be used in quick succession.
- Slayer damage changed from 10 (14 vs armored) to 13 (18 vs armored).
- Ground weapon upgrades now provide Slayers with +1 (+2 vs armored) damage, up from +1 damage.
- The Slayer's Blink ability replaced with the Phase Blink ability, which will retain all functionality of Blink. In addition, after casting Phase Blink, the Slayer will deal double the damage with its next attack.
As with Vorazun’s Stalker, we’ll be increasing both the base damage and how it scales with upgrades. In addition, we’d like to push the offense-oriented Tal’darim fantasy even more and thus will be improving Blink so that Slayers will deal more damage after being cast.
- Vanguard area of effect radius increased from 0.6 to 1.2.
The Vanguard has a very complicated weapon, so we looked into many different options for how we could adjust and improve it. We eventually came up with a larger area of effect radius, which should make it harder for the Vanguard to completely miss a moving target and reinforces the unit’s area-of-effect role.
- Ground weapon upgrades now provide Wrathwalkers with +10 (+18 vs Structure) damage, up from +10 damage.
Wrathwalkers are in a pretty good place right now, so we’d just like to slightly improve how well they scale with upgrades.
- War Prisms in Phasing Mode are now valid targets for Structure Overcharge. Switching modes will allow the Prism to retain the barrier portion of the ability, but disable the damage portion until the Prism is switched back to Phasing mode.
- War Prism power radius increased from 4.75 to 6.5.
- War Prism movement speed increased from 2.5 to 3.38.
- War Prism transformation time decreased from 1 to 0.75.
- War Prisms can now transform without coming to a full stop.
We want War Prisms to feel like mobile Pylons, so we wanted to remove some of their differences. Perhaps most importantly, Pylons can be targets for Structure Overcharge while War Prisms cannot, so we’ll be amending this! We’ll also be increasing the power radius of the War Prism so that it matches that of the Pylon. Finally, we’ll be making some improvements to the responsiveness of the War Prism.
- Ground Weapon upgrades renamed to Protoss Weapon upgrades.
- Ground Armor upgrades renamed to Protoss Armor upgrades.
- War Prisms, Motherships, and Destroyers will no longer start with 3 Air and 3 Ground upgrades, but instead will benefit from Alarak's upgrades from his Forge.
These changes are aimed at making Alarak’s upgrades work more consistently with those of other Commanders.
- Shield Overcharge attack speed increased by 95%.
- Shield Overcharge Barrier absorption increased from 200 to 400.
- Shield Overcharge Shield and Attack Speed Mastery bonus decreased from 7% per point to 2% per point. Maximum bonuses decreased from 210% to 60%.
Because of how powerful it is, the Shield Overcharge Mastery felt like a must-pick. We’ll be transferring much of its power to the base ability in order to make the choice of Mastery more competitive.
- Empower Me Duration Mastery increased from +0.5 seconds per point to +1 second per point. Maximum bonuses increased from 15 seconds to 30 seconds.
- Death Fleet Cooldown Mastery increased from -2 seconds per point to -4 seconds per point. Maximum bonuses increased from -60 to -120 seconds.
Thanks to player feedback, we noticed that these Masteries feel a bit weak. We’ll be doubling the effectiveness of both!
In the past two weeks, we’ve talked a lot about Stalker variants, but there’s one more we haven’t talked about yet—the Dragoon. We’ve noticed a lot of discussion surrounding the Dragoon recently, so we think it’s time to revisit this topic. As we previously addressed, we think it’s important that Dragoons retain much of their identity from StarCraft I, but at the same time, we agree that the Dragoon could use an additional power bump. Thus, we’ll be looking for ways to buff the Dragoon while at the same time respecting the unit’s origins.
- Dragoon movement speed increased from 2.25 to 2.95.
- Dragoon weapon speed changed from 2 to 1.764.
First, we’ll be improving both the Dragoon’s movement speed and weapon speed to more closely match its StarCraft I stats. During testing, we found that this increased movement speed, in combination with its 8 maximum range, was especially helpful for kiting enemy units. The weapon speed change will also allow players to kite at a similar cadence to what they might remember from StarCraft I.
- Dragoon damage increased from 14 (28 vs armored) to 15 (30 vs armored).
- Dragoons now receive +2 (+3 vs armored), up from +1 (+3 vs armored).
This slight damage bump is intended to help Dragoons scale better with upgrades. Combined with the attack speed buff, it should represent a significant increase in damage.
- Dragoon base HP increased from 80 to 100.
Dragoons will now come out of the box with more HP, matching its Brood War stats!
- The Dragoon's Trillic Compression Mesh upgrade renamed to Trillic Compression Systems. It now increases the Dragoon's HP by 20, down from 40. In addition, it will allow Dragoons to regenerate shields in combat and doubles their shield regeneration rate (from 2 per second to 4 per second).
Finally, we wanted to make the Trillic Compression Mesh upgrade to be more interesting, so we’ll be adding some passive shield regeneration to the upgrade. Combined with some micro, this will allow Dragoon-centric strategies to have some more sustainability.
While playtesting this new Dragoon, my personal favorite moment was when I was able to force enemy Siege Tanks to continuously siege and unsiege, taking advantage of their slow siege animation to pick them off one-by-one—very reminiscent of Brood War!
We recognize these are major changes to the Dragoon and we do have some concerns about their role overlapping too much with both Immortals and Tempests, so we’ll be closely monitoring this situation.
Before we go, I want to loop back a bit to both Alarak and to these commander revamps as a whole. We’re always reading feedback and suggestions— and we’re always looking out for ways to improve the gameplay experience for our players. While we won’t necessarily be able to address all the feedback we get regarding the Commander revamps, there are certainly opportunities in the future to revisit commanders or individual units we’ve already addressed. That said, I’m excited to hear what you have to say about these proposed changes and look forward to talking to you again soon.
Lead Co-op Designer
monk ha scritto
We’re back—and just in time to talk Vorazun, Matriarch of the Nerazim, specialist of crowd control and cloaked units! Vorazun’s Corsairs and Dark Templar are extremely powerful cloaked units, and we feel that their power ends up pushing players to neglect some of the other strategic options she has in her kit. Let’s see what we can do in this department.
Strike from the Shadows
- Strike from the Shadows now provides cloaked units with 25% additional energy regeneration in addition to its current functionality.
We wanted to provide a small buff to Vorazun’s caster units (Oracle, Dark Archon) and, at the same time, reinforce Vorazun’s stealth theme. This ability will also work with allied units, so it will be even important to carefully place Dark Pylons to support allied casters such as Ascendants and High Templar.
- Dark Coil now grants Centurions an additional 100 shields for 10 seconds in addition to its current functionality.
The Centurion is a difficult unit to adjust because it fills many of the same roles as the Dark Templar— it’s a melee ground unit that only hits ground enemies. We therefore believe that if the Centurion were to ever have a proper niche, we would have to differentiate it more from the Dark Templar. As a result of this conclusion, we decided to lean the Centurion towards a more crowd control, tank role to help distinguish them from the Dark Templar’s more fragile, high-DPS role.
We imagine this cheap mineral-only unit would be best used as a tank in combination with Vorazun’s more gas-intensive units such as Dark Archons.
- Dark Coil range check increased from 0.1 to 1.
This change will allow Centurions to cast Dark Coil more often in a large group of enemies.
- Stalker damage increased from 10(14 vs armored) to 13(18 vs armored).
- Ground weapon upgrades now provide Stalkers with +1(+2 vs armored) damage, up from +1 damage.
- Phase Reactor now restores 80 Shields over the duration of its effect, up from 40.
- Phase Reactor now cloaks Stalkers for 5 seconds in addition to its current functionality.
Stalkers are another unit that we’d like to improve both offensively (with a damage increase) and defensively (with a Phase Reactor shield restoration buff). Stalkers will also now cloak for 5 seconds after Blink, which in addition to defensively hiding the Stalker from enemies, has offensive synergy with Strike from the Shadows.
In addition, we’ll be increasing the damage of Amon’s Stalkers from 10(14 vs armored) to 13(18 vs armored), as we felt they were slightly underwhelming as well.
- Dark Archon Mind Control cast range increased from 7 to 9.
Dark Archons were bumping into each other a bit too much previously when trying to take over their often high-range enemies. This change makes the cast range of Mind Control as long as it is for Confusion.
- The Stealth Drive upgrade now permanently cloaks Oracles in addition to its current functionality.
- Pulsar Beam energy activation cost decreased from 25 to 0.
- Oracles now benefit from air weapon upgrades, +2(+3 vs Light) per upgrade.
Oracles were being targeted by Amon a lot because they were often the only uncloaked unit among an otherwise purely Corsair/Dark Templar army. After these changes, you will have the option to permanently cloak all your Oracles, opening them up to buffs from both Veil of Shadows (400% shield regeneration) and Strike from the Shadows(+15% attack damage, +25% energy regeneration).
We’d also like to push Oracles a bit more in the direction of combat units, so we’ll be removing a few barriers to entry in that department by removing Pulsar Beam energy activation cost and allowing them to benefit from weapon upgrades.
In addition, we’ve anticipated the following related requests, so here they are:
- Raynor’s Banshee Cloak energy activation cost decreased from 25 to 0.
- Swann’s Wraith Cloak energy activation cost decreased from 25 to 0.
- Stukov’s Infested Banshee Cloak energy activation cost decreased from 25 to 0.
- Han & Horner Asteria Wraith Cloak energy activation cost decreased from 25 to 0.
- Prismatic Alignment maximum bonus vs armored increased from +4 to +6.
We wanted to give a slight boost to Void Rays to reinforce their anti-armored role.
- Shadow Guard Duration Mastery increased from 0.5 seconds per point to 2 seconds per point. Maximum duration increased from 15 seconds to 60 seconds.
The numbers on this Mastery are a bit underwhelming, so we’d like to bring them up to a point where they’d be more competitive with the Time Stop Unit Speed Increase Mastery. This new Mastery will also help shore up Vorazun’s relatively long ramp-up time.
These are all our planned changes for Vorazun. We hope you have fun with our upcoming weekly mutations, and make sure to tune in next week as we go over upcoming changes for Alarak, highlord of the Tal’darim!
Lead Co-op Designer