Thanks for the constructive discussion guys, keep it up
Here are my thoughts on the stuff that was mentioned,
the more important stuff is highlighted.Marines:Seems opinions are split on this. They are supposed to outscale everything lategame (including heroes), makes sense that marines are basically required during SD. Early game marine tech is always risky since it takes more money to get all their upgrades than it does to get an ultimate hero.
Heroes:HKProposal coming soon, will make a separate thread for this.
ArchonProposal coming soon, will make a separate thread for this.
OdinI think it's in a good spot, especially compared to before. Anti-ground damage isn't OP, and anti-air damage scales consistently with levels. We can revisit if a lot of people think it needs changes.
InfestorStill learning about animations, will see if I can apply any of that knowledge to improve its animation speed.
Elites:DBThinking about decreasing bomb cooldown.
MinithorPretty difficult to fix this one, would like more opinions. I don't understand it's intended role: it's hard to use, and if you do land that stun, it sometimes means insta-death for whatever got hit (including heroes).
SVStill thinking about this unit. We could increase DMAT range if most people like that idea. Irradiate has the potential to do tons of damage; bio-plague is awful, thinking of simply removing that.
MothershipI don't really see any problems with it. Useful in the right situation.
BCDon't see too many problems with it - it's intended to make you dodge yamato, using up your APM. It also gets punished heavily for using yamato from a vulnerable position. Currently bugged due to repair cancelling yamato, will fix. Lategame it can yamato quickly, but is also pretty easy to kill/deny as well. If anything, ravens are more OP since upgraded HSM hits so quickly (and you can do 2 at once to make it really hard to split).
VikingI think this unit is already strong. Can deny almost any air elite lategame that isn't a BC. Pretty good vs nix as well.
Mercs:RoachWould like to hear more opinions on this. They seem strong but are they really OP? Since nobody goes beetle, seems to me like the return on investment is reduced after higher tier mercs start coming out.
DestroyersBugged because of cooldown, will fix.
MaraidersDeath sound is still terrible, will try to fix.
WarpsOne of the few viable melee in a game that heavily favors ranged units. Workable with proper control and some luck. Not even close to OP imo.
Void RaysStrong stats, but weakness is mobility. Try corruptor, since voids have high HP and are relatively slow to retreat.
ImmortalWill look into having shield scale with HP upgrades. Almost everyone agrees it needs a buff.
MeleeGreat in pubs, useless in scrims. Would take a map re-design or a special unit to make melee viable in scrims. Someday I may revisit warp-prism, as I think that could help melee a lot. Or, there's always the tunnels idea...
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Other things that I'm planning for next:-Fixing siege tank damage bug (if i can)
-Fixing minithor range vs air (for some reason it's like double what it should be)
-Fixing sniper/marine stim synergy (currently have to separately stim them)
-Fixing hydralisk merc buy tooltip
-Fixing burrowed queen not having a "Stop" command
-Fixing forcefields (they should not block reavers, and they should block brutalisks)