Nakamura RTS wrote:

Forge Hog aura mitigation buff should be halved. UnKn0wNxPh0eNix wrote: It's a global value if I remember correctly. Maybe a smaller. Unsure if necessary, would like to see more comments. I am a big fan of microing this hero in and out of bunkers for maximized survivability.

UnKn0wNxPh0eNix wrote: Switch with what? I want more comments here too.

You can strip bases with this power. Either the building dmg or the duration HAS to be nerfed.

Maybe a smaller buff would be ok, double range would be stupid on Locusts. Looking for more comments.



I personally am not confident it's necessary, looking for more comments. It's not meant to immobilize units, but if they attack, they have to attack the Hunter Captain for a set time.

Comments within in bold

Agreed with Forgehog.Maybe 15% on Air Units instead.Johnson Hero opener struggles defending, you'd have to go HBS or Snipers (With Bunker) to defend T1 Pushes.Maybe switch Wraith Invaders with Ultra MinesLowering the damage multipler on Structures by 30% on RoF would allow to keep its mini area denial and damage against normal units.Colony has no teleport, even with all Loucust effected by this they'd still die to EMP, MAC and RoF. (It's also an activated ability so it takes awhile to make a difference with armies)HC just sucks without Skitters, that's 500 Supplies to make him reletively strong and not to mention the unit price you want to attach it to just to be slightly stronger isn't worth it.Taunt should then slow the units down by let's say 20% so they can't just fly away for the effect to where off, which is what usually happens.I forgot to also mention Lynch Vanguard could use a 35% Damage buff.