Lets start with the units that a really strong.
1. The pheonix. With the ability to lift half an army, it's speed, maneuverability, and ability to tank a lot of damage. It makes it problematic to snipe even when caught completely out of position. The only unit that can really counter the pheonix is the spectar.
Proposed change - Instead of 800/800 make the phoenix 500/1000. This will reduce the amount of damage the harden shields can take. The pheonix also lacks armour on the hull. Overall it's a positive change to creating a less tanky Pheonix.
The second change would be to increase the cost of lift to 25 energy. Making the time to recover if emped 13 seconds to 21 seconds (By game timer)
2. Thor AA Currently the thor can almost completely nullify air compositions by itself, there is some counter play but overall it's very risky with the thors high health. Nerfing the damage, attack speed or don't allow the thor to get aa increased range with levels to a max of 12.01 from 10.
3. Strength of sharpshooters/snipers. Right now they are probably one of the best mercs, that especially in the early game can trade pretty well with their counters. I feel like a change to their base damage (sharpshooter from 11-10 and snipers from 13-12) Will allow their counters to play slightly better versus them.
4. Overseer nerf. Right now the overseer is one of the best mercs you can purchase. Adding summoned tag for the unit can diversify the options against it. Also a slight reduction to contaminations range.
5. Viking buff right now the viking is okay at facing air compositions but lacks utility for anything much of anything else. Give them a buffed damage to summoned/heroic units, that way Vikings will do slightly better against the BC (Which is currently really strong), the overseer will have a slight better counter with it's new summoned tag, colossus and pheonix. Another possible solution is buffing it's attack speed (though this will have a adverse effect of making it possibly to strong versus air units)
6. BC nerf, The BC is really tanky and gathers energy fairly quickly. A slight aoe nerf on it's yamato cannon would be a better nerf than possibly giving it's target some sort of tell.
That way lower level players are hurt less by getting hit while good players will still be able to split to reduce the damage taken based on there observations of it's movement while charging it's shot.
7. Firebat and Devil dogs. Both could use a 1 increase to their base armour. The Firebat themselves are absolutely horrendous by themselves. Devil dogs have some utility but the Firebat could also use an added 10 heath and .5 movement speed to help them get in range of their opponents.
8. Immortal buff. Right now the Immortal is one of the worse mercs that you can get, it can't really counter what it is supposed to. Increase the range slight of the immortal to offset it's slow speed, and bigger size (It lowers the dps in a clump.) followed by a 50 hp or shields. Part of the problem of the immortal is it's ability is not really useful or well designed, micro abilities start falling off later in the game partially because of the amount of Hero's/mercs you have to use later in the game. It also means that less skilled players will have trouble using it effectively. It's also incredibely boring to use, unlike blink, stim or other active abilities. The immortals ability could use a complete redesign to make it more like the barrier currently in lotv. Make the shield activate on the first hit, and absorb 50 damage (The immortals did receive a 50 health or shield buff to make up the difference plus the barrier is much more efficient in it's use)
9. Sentry. The sentry has some utility in it's abilities but struggles as an easy snipe. A slight increase to it's speed, attack range and ff range should be able to keep it alive slight better in an army composition.Hallucination should probably nerfed, making it only able to produce 20 units from 25 and they should only last 45 seconds after the upgrade instead of a full 60.
The last change is directed at the queenfestor. It shouldn't be able to regenerate it's energy by attacking it's on units. Right now it's an amazing support unit, that is hard to find an opening against.
Because the queenfestor wouldn't be able to regenerate energy from attacking it's own units, instead it should have to attack an opposing teams units to gain energy. The queenfestor should also have it's leech ability buffed, making it slightly better at countering energy units.
Last edited by Apocalypse on May 15th, 2016, 8:15 pm, edited 2 times in total.
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