Blizzcon Live Coverage: Day 1 Text by Kennigit Graphics by Kennigit



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Official Trailer

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HotS FAQ/Facts

Approximately 20 new campaign missions



2-3 new units for each race. Some units have been removed for multiplayer



New upgrades for each race on old units (Banelings can move while burrowed)



The Battlecruiser will gain a speed-boost ability called Redline Reactor



Reaper no longer has a special building attack, but instead has a passive health-regeneration that allows it to recharge hit points quickly when out of combat.







Balance Panel

Terran vs Zerg heavily favors Terran in Korea. NA/EU seems fairly even.



Pro/Community feedback says 1/1/1 too powerful.



Blizzard agrees 1/1/1 was too strong pre 1.4



Blizzard agress EMP was too strong pre 1.4.



Immortal Buff



Still need some time to determine how the ratings have changed post patch.



Looking at general protoss buff



EMP Radius change?





Philosophy for HotS

Fix missed opportunites



Remove units that dont work



Dont add to unit strength. Fix their weaknesses





Weaknesses in WoL vs Fixes in HotS



Terran

Thor should mass counter Muta. Size is a problem. High cost, mass muta can spread/magic box easily.



Late Game Zealot powerful vs Terran



Battle mode for hellion. Slower - Tougher. End game fighter vs archon zealot colossus etc.



Warhound. Smaller faster version of thor. Anti-Mech ground attack.



Make thor the fantasy of super unit.



Shredder. Cheap board control. Dont add to the ball of death.





Zerg

Siege challenges and miss opportunities.



Ultras have size problem. Get stuck in your army and enemy units. End game splash - buff in HotS



Find a way to clean up a lot of marines.



Burrow Charge upgrade



Overseers out



Vipers pull prevent colossus from climbing cliffs to harass.



Swarm host: siege unit, gain map control. very zerg





Protoss

no solid raiding option - especially early/midgame.



Dont focus on killing units, but viable through whole game.



Lack of AOE Anti-air in WoL.



Carrier out. Tempest in. AOE Anti-Air



Oracle added, Protoss caster that copies other race's units and becomes them.



Mothership gone, Oracle in. Air raiding unit, has stasis and can stop minerals from mining.







FULL Details and Descriptions of each unit: Unedited.

+ Show Spoiler +

Protoss

Upon analyzing data from their most recent battles, the protoss have identified a few areas of improvement that would help them maximize effectiveness against their enemies. Based on their findings, the protoss have augmented their arsenal with a second psionic unit, a new way to counter flocks of Mutalisks, and a new form of enemy harassment.



Tempest

Description: The tempest is a new capital ship that deals massive area-of-effect damage to air units. It also has a standard ground attack, but its chief role is to help gain air superiority.



Oracle

Description: The Oracle is a psionic warship, built from a Stargate, that uses several unique abilities to raid and harass the enemy. The first is Entomb, which can temporarily block mineral fields from being harvested. Another ability, Preordain, grants vision of a targeted enemy building, allowing the protoss to see which units or technologies are being researched. Rounding out its kit is Phase Shift, which phases a target building, preventing it from being attacked, using its abilities, or granting technology. Not only can structures like missile turrets be prevented from attacking, but using this ability on a zerg Spire would block the production of Mutalisks, Corruptors, and air upgrades.



Replicant

Description: Replicants have one ability: to transform itself into any non-massive unit. They're expensive, so cloning a Zergling would not be very cost effective, but transforming into a specialized unit like a Raven, Infestor, or Siege Tank could open up interesting strategic options for the protoss.



New Abilities

A new ability called Arc Shield has also been added to the nexus -- this ability will temporarily add additional shield and building armor, as well as a weapon very similar to a photon cannon. The weapon does the same amount of damage as a regular photon cannon but only damages light units. This ability will help the protoss buy time to defend in the case of an unexpected drop from an enemy. Another ability, Mass Recall, has also been added to the nexus, which allows protoss players to teleport armies from out in the field back to the nexus. The recalled units are stunned for a few seconds when recalled.



Retired Units

As we add units to the multiplayer game, sometimes it’s necessary to remove units or alter others’ abilities to maintain game balance and eliminate redundancy. In the current design of Heart of the Swarm, the protoss are not able to deploy Motherships and Carriers, though these and other units that don’t exist in Heart of the Swarm multiplayer will still be available in Wings of Liberty multiplayer and the solo campaign.



Terran

The resourceful terrans have also been improving their technology to better survive their battles in the Koprulu sector.



Shredder

Description: The Shredder is a new unit built from the Factory that allows the terran player to control the battlefield. In its mobile form, the Shredder has no attack -- but when set to stationary mode, it channels area-effect damage to both the air and ground. If a friendly unit enters the range of the Shredder, the weapon shuts off.



Warhound

Description: The Warhound is a small, walking ground mech that wields an effective anti-air weapon with splash damage, much like the Thor from Wings of Liberty. The difference is that the Warhound is smaller and much more nimble, though it gives up some range on its anti-air missiles in exchange for this mobility. The Warhound also wields a small ground attack weapon that does additional damage to mechanical units, making it particularly well suited to taking out enemy Siege Tanks -- though it's not particularly effective against non-mechanical units.



Thor (Modified)

Description: While it was always quite effective against ground and air, one of the biggest problems with the Thor has been that it’s too big and bulky to move around well... so the terrans decided to made it even bigger. In Heart of the Swarm multiplayer, terran players will be limited to having only one Thor at a time, but this new behemoth hits even harder with its regular ground weapons and can absorb a tremendous amount of damage. The terrans have also swapped out the Thor's anti-air weapons for a bombardment ability that does a huge amount of damage to a wide swath of ground. The Thor will need time to set up its bombardment cannons, as well as time to repack them after an attack, much like a Siege Tank. Of course, fielding such a powerful weapon requires a hefty investment in technology, so both an Armory and a Fusion Core will be required before a Thor can be built.



New Abilities

The Hellion has been upgraded to a transforming unit similar to the Viking. When transformed into its new battle mode, the Hellion will gain in hit points and get a stronger flame attack that covers a short arc in front of it. This makes the Hellion more effective in late-game fights against large clusters of light units such as Zealots. The Ghost’s Cloak ability has also been modified -- it will no longer be a toggled effect. Instead, there will be a one-time energy cost to activate Cloak for a specific time duration. Energy regeneration will continue while cloaked, and Ghosts can re-cloak while nuking without interrupting the call-down. The Battlecruiser will gain a speed-boost ability called Redline Reactor, which is governed by a cooldown. And finally, the Reaper no longer has a special building attack, but instead has a passive health-regeneration that allows it to recharge hit points quickly when out of combat.



Zerg

The zerg continue to evolve and adapt to changing environments, particularly the dangers they face on the battlefield. New creatures will help the zerg stage more effective sieges and add unique enemy-manipulating abilities to their arsenal.



Viper

Description: The Viper is a new flying unit with three unique abilities. Blinding Cloud temporarily reduces the attack range of all ground units inside the cloud to melee range, and prevents energy-based abilities from being used. Abduct allows the Viper to physically pull a unit to the Viper’s location. Finally, the Viper has a one-time ability called Ocular Parasite, which allows it to detach its eye stalk and meld it onto any friendly, non-massive unit, turning that unit into a detector.



Swarm Host

Description: The Swarm Host is a slow-moving ground unit that has no standard attack. When burrowed, the Swarm Host spawns a continuous stream of slow-moving melee units called Locusts that can be used to lay siege and pressure entrenched enemy positions.



New Abilities

The Corruptor's Corruption ability has been replaced by a new ability called Siphon that allows Corruptors to target buildings and slowly damage them. This damage is converted into resources for the zerg at the same time. Ultralisks have a new Burrow Charge skill that lets them dive underground and instantly surface at a target, allowing them to initiate the fight faster on a crowded battlefield. Finally, the Baneling has evolved tunneling claws similar to the Roach, which allows them to move while burrowed -- this new evolution will mean other races will need to be even more wary about hidden drops and making sure to have detectors with their army. Finally, the Hydralisk has a new upgrade that allows them to move faster while not on creep.



Retired Units

The Overseer has been cut; its detection ability has been replaced by the Viper and its Ocular Parasite.



Corruptor Changes

The Corruptor's Corruption ability has been replaced by a new ability called Siphon that allows Corruptors to target buildings and slowly damage them. This damage is converted into resources for the zerg at the same time.

Ghost Changes

Zealots. The Ghost’s Cloak ability has also been modified -- it will no longer be a toggled effect. Instead, there will be a one-time energy cost to activate Cloak for a specific time duration. Energy regeneration will continue while cloaked, and Ghosts can re-cloak while nuking without interrupting the call-down.

Thor Changes

While it was always quite effective against ground and air, one of the biggest problems with the Thor has been that it’s too big and bulky to move around well... so the terrans decided to made it even bigger. In Heart of the Swarm multiplayer, terran players will be limited to having only one Thor at a time, but this new behemoth hits even harder with its regular ground weapons and can absorb a tremendous amount of damage. The terrans have also swapped out the Thor's anti-air weapons for a bombardment ability that does a huge amount of damage to a wide swath of ground. The Thor will need time to set up its bombardment cannons, as well as time to repack them after an attack, much like a Siege Tank. Of course, fielding such a powerful weapon requires a hefty investment in technology, so both an Armory and a Fusion Core will be required before a Thor can be built.

Retired Units

As we add units to the multiplayer game, sometimes it’s necessary to remove units or alter others’ abilities to maintain game balance and eliminate redundancy. In the current design of Heart of the Swarm, the protoss are not able to deploy Motherships and Carriers, though these and other units that don’t exist in Heart of the Swarm multiplayer will still be available in Wings of Liberty multiplayer and the solo campaign.







HotS Gameplay Impressions



Kennigit



Had a chance to play one Zvt vs Zatic during the opening ceremony just to test out how some of the new units feel.



Viper

- can cast 3 spells, a dark swarmish spell with small AoE called Blinding Cloud. I was using this on Zatic's tank/battle hellions before i realized that this was a bad idea.

- Abduct was very cool - i'm bad at the game so didn't use it effectively, but the idea that you can pull a harassing colossus off a cliff or some templars out of an army (the cast range is quite wide) is nice.

- Ocular Parasite...I need to investigate more to determine if your opponent knows which unit you have cast it on (you cast it on a friendly unit causing it to detect cloaked units). You get viper at lair tech right now - my initial impression is that it would nullify cloaked banshees but that's just theory crafting.

- It feels like the type of unit that you will have a few floating around (with your army/or in base) but not use in mass. Support unit.



Swarm Host

- Super cool. Zatic contained my natural with a ton of siege tank/battle hellion. The swarm host burrows and then spawns 3-4 locusts (they look like mini hydras). Combination of Blinding Cloud and ling/swarm host burrow completely wrecked it. By themselves, they aren't too strong as they have a long cool down on spawning locusts (right now its ~24 seconds. the locusts last 15). It has a similar dynamic to broodlords from first glance - amazing in numbers, but you need support units.



Changes/Abilities

Overseer has been cut - Viper and ocular parasite are lair tech though so it seems ok (there is an energy cost on OP - lol...op).



Ultralisk has a new spell called Burrow Charge which lets them dive underground and instantly surface at a target - haven't used it yet.



Hydra has a new upgrade which allows it to move faster while off creep - nice.



Baneling has a new upgrade which allows it to move while underground....UMMMMMM WHAT?. I haven't used it yet, but i'm going to go find some bronze leagues to abuse it on. Will ask David Kim how he intends to balance that which is unbalancable later today during the press session.



Zatic and i tested Battle Hellions vs roaches. Its basically the same dynamic as the original hellion except it does a lot more damage to buildings now.





Pictures









Had a chance to play one Zvt vs Zatic during the opening ceremony just to test out how some of the new units feel.- can cast 3 spells, a dark swarmish spell with small AoE called Blinding Cloud. I was using this on Zatic's tank/battle hellions before i realized that this was a bad idea.- Abduct was very cool - i'm bad at the game so didn't use it effectively, but the idea that you can pull a harassing colossus off a cliff or some templars out of an army (the cast range is quite wide) is nice.- Ocular Parasite...I need to investigate more to determine if your opponent knows which unit you have cast it on (you cast it on a friendly unit causing it to detect cloaked units). You get viper at lair tech right now - my initial impression is that it would nullify cloaked banshees but that's just theory crafting.- It feels like the type of unit that you will have a few floating around (with your army/or in base) but not use in mass. Support unit.- Super cool. Zatic contained my natural with a ton of siege tank/battle hellion. The swarm host burrows and then spawns 3-4 locusts (they look like mini hydras). Combination of Blinding Cloud and ling/swarm host burrow completely wrecked it. By themselves, they aren't too strong as they have a long cool down on spawning locusts (right now its ~24 seconds. the locusts last 15). It has a similar dynamic to broodlords from first glance - amazing in numbers, but you need support units.Overseer has been cut - Viper and ocular parasite are lair tech though so it seems ok (there is an energy cost on OP - lol...op).Ultralisk has a new spell called Burrow Charge which lets them dive underground and instantly surface at a target - haven't used it yet.Hydra has a new upgrade which allows it to move faster while off creep - nice.Baneling has a new upgrade which allows it to move while underground....UMMMMMM WHAT?. I haven't used it yet, but i'm going to go find some bronze leagues to abuse it on. Will ask David Kim how he intends to balance that which is unbalancable later today during the press session.Zatic and i tested Battle Hellions vs roaches. Its basically the same dynamic as the original hellion except it does a lot more damage to buildings now.