Co-op Mission Update - Dehaka Revamp

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Next up in our lineup of revamps is Dehaka, the big T-rex of the Co-op family. We believe Dehaka is a satisfying hero to control, but we’re sharpening and improving some of his unit roles to make him a more well-rounded Commander overall.

Basic Primal Units
  • Primal Zergling attack damage increased from 7 to 10.
  • Primal Roach life regeneration rate while burrowed increased from 5 to 10.
  • Muscular Augments (Hydralisk speed) research cost decreased from 150/150 to 50/50.
  • Brutal Charge research cost decreased from 100/100 to 50/50.
  • Primal Ultralisk HP increased from 500 to 625.

Primal units were designed as a stop-gap on the way to more powerful units rather than as a core part of every army. That said, we’d like to make small improvements to some of the weaker basic units in areas that make sense.

Ravasaur
  • The Dissolving Acid upgrade now increases the Ravasaur's bonus damage vs. armored to 15, up from 5.
  • The Enlarged Parotid Glands upgrade now increases the Ravasaur's movement speed from 2.25 to 3 in addition to its current functionality.

These buffs should help the Ravasaur in its anti-armored pushing role.

Primal Igniter
  • Primal Igniter life regeneration rate while burrowed increased from 5 to 10.
  • Primal Igniter base HP increased from 300 to 350.
  • Primal Igniter base armor increased from 2 to 3.

We’d like to reinforce the Igniter’s tanking role against weaker enemies.

Impaler
  • Impaler Tenderize damage increased from 100 to 200.
  • Impaler Tenderize reduces Dehaka's Devour cooldown by 75%, up from 50%.

Tenderize is the Impaler’s defining trait, so we’re really punching it up.

Primal Mutalisk
  • Primal Mutalisk damage decreased from 18/6/2 to 14/5/2. Upgrade bonuses adjusted accordingly.
  • Slicing Glaive now provides +100% increased damage vs. air, up from 50%. Base damage increased from 27 to 28.

We believe Primal Mutalisks are a bit too strong all-around without enough drawback. In order to promote Dehaka’s other units, we’d like to emphasize the Primal Mutalisks’ anti-air role.

Tyrannozor
  • Tyrannozors now benefit from the Healing Adaptation upgrade, which allows them to regenerate life quickly when out of combat.

We want to address the Tyrannozor’s inability to regenerate its vast life pool. With the Healing Adaptation upgrade, Tyrannozors will truly become the behemoths they were meant to be.

General
  • Psionic Attribute added to Ravens, Raven Type-IIs, and Theia Ravens.
  • Psionic Attribute added to the Science Vessel (Including Swann's).
  • Psionic Attribute added to Brood Queens (Including Stukov's).

One of Dehaka’s coolest and most powerful traits is his ability to explode enemy Psionic units. However, while Protoss (and to some extent, Zerg) Psionic enemies are plentiful, Terrans are quite lacking in this department. Therefore, in order to balance out the enemy races a bit more, we’ve increased the number of potential Psionic threats he can Devour.

Dakrun
  • Dakrun HP increased from 3000 to 4000.
  • Dakrun Greater Spiked Hide return damage increased from 10 to 20.

As the final pack leader in Dehaka’s tech tree, we feel Dakrun needs some love so that he can assume a more prominent and exciting role. We’d like to bring Dakrun closer to the level of his brethren and focus on what makes him unique: his ability to tank damage and return it.

Masteries
  • Devour Buff Duration Mastery increased from 1% per point to 3% per point. Maximum benefit increased from 30% to 90%.
  • Greater Primal Wurm Cooldown Mastery increased from 1% per point to 1.5% per point. Maximum benefit increased from 30% to 45%.
  • Gene Mutation Chance Mastery increased from 1% per point to 2% per point. Maximum benefit increased from 30% to 60%.

As always, we’ll be tuning Masteries so that they’re more competitive.

Miscellaneous
  • Dehaka's leap will now damage neutral targets, such as rocks.
  • Dehaka gains high-ground vision upon hitting level 10.
  • Dehaka's uprooted Primal Wardens and Primal Hives are no longer included in all-army selection.
  • Units in primal combat now have a rally button and ability.
  • Impaler damage bonus per weapon upgrade increased from +4(+5 vs armored) to +4(+6 vs armored).
  • Primal Guardian damage bonus per weapon upgrade decreased from +5 to +4.
  • Dehaka's calldowns now benefit from weapon and armor upgrades.

We’ve also included assorted quality of life changes. And because we’re taking a look at various calldowns in this round of revamps, we’d like to take another pass at one we’ve previously worked on.

Alarak
  • Mothership base damage increased from 6x6 to 38x6, matching its Legacy of the Void campaign stats.
  • Mothership range increased from 2 to 7, matching its Legacy of the Void campaign stats.
  • Fixed a bug where Alarak's Mothership was gaining too much damage per upgrade. Mothership damage bonus per weapon upgrade changed to +4, down from +7.

That’s it for this session of revamps. Thank you for sending in all your feedback and happy Co-op-ing!

Kevin Dong
Lead Co-op Designer
I was a bit frighened after the Stukov changes, but I really like these. The addition of the tags to ravens/science vessels and the like are awesome and will really help make him less comp reliant. Also getting that mothership buff will help out in making Death Fleet less of a meme.

Looking forward to this patch!
I really thought something about explosions needed a nerf tbh.
Thanks Monk! nice changes to Dehaka and Alarak, it is good to see that coop is alive!!
Great buff to Death Fleet.So MASS BUNKERS won't be great again?
A good set of changes. Well done.

Alarak's mothership tweaks are great as well. Now the only drawback is the long coolup time.

Sad about no response to Stukov feedback in regards to Diamondback healing and bunker 5 supply cost.

Still, glad to see co-op updated.
A much needed (minor) nerf to Dehaka's air and some decent buffs to the rest of him, AND make the Death Fleet a Death Fleet instead of a Taxi Fleet again, very nice.

Hopefully Gene Mutation mastery is more useful now, I tried it in the past and found it genuinely underwhelming.

Would've been nice to hear some of the user feedback in the Stukov revamp addressed, but otherwise I'm pleased with this.
Woo an Alarak buff, hoping for Vanguard's to get their campaign stats back as well, 8 missiles is still crap.
I enjoy using Tyrannozors and Impalers, so these changes are a welcome sight. The slight Mutalisk nerf feels justified.

Is the gene mutation mastery additive or multiplicative of the base 20% chance? What's the math for the average change to army power?

And are the proposed Stukov changes going to be altered at all before it goes live? There's still some QoL things that could be addressed like Overlord rally point and unit portraits.
I just tried the Impalers. Is there a way to see their attack range before burrowing?

Made it harder to position them correctly when trying to snipe enemies without them noticing the Impaler while being barely in range.

Wish the Impaler would attack each enemy once, then target another one to spread the damage over time and tenderize around. Would make them much more useful.
Good changes, all. Hopefully we'll see more Dehaka ground armies in the future.
I know that these comments would be ignored and reworks to commanders will stay the same, but i wanna to mention. Dehaka's worms. What about them? They are forgotten? Why we have the way more superior version of worms represented in Zeratul photon-cannons? Greater Worms are still useless compared to stun-monoliths. Or Zeratul defense will be nerfed to unplayable state like Dehaka's?
I don't know give to worms a fix, so their breath-ability will change target after previous died. And maybe give some save-ability to jump on previous location when HP is low... I know that community on US-forum thinks that this is very fine, but i don't.
I'm happy with other buffs, finally some of them hit in point. So thank u. It remains to wait when Abathur will be balanced against terran enemy, like Dehaka now)
Now dislike))
Holy buffs Batman. Tyrannozors are now amazing and Dehaka's even more OP with the sheer increase of psionic units. Makes me wonder if he deserves this many buffs.

That said, he'll feel a LOT smoother to play, especially with the unused units being user more.

Masteries are probably not going to change anything though.
05/14/2019 12:09 PMPosted by HorrificDoom
Why we have the way more superior version of worms represented in Zeratul photon-cannons?


you are cherry picking a single component of zeratul and saying "why are zeratul's cannons better than dehaka's wurms? i would invite you to compare the hero unit dehaka to the hero unit zeratul and then you might be able to answer your own question.
When will these patches be live?

Also, I think the mastery changes aren't enough to warrant choosing any of them over the other 3. Instead, you could've made them more meaningful to force more of an opportunity cost so the player has to split mastery points between the two. The current 3 are just too strong to not pick.

For example, changing devour buff duration to devour cooldown reduction, primal wurm cooldown to instead increase effectiveness of pack leader abilities, and instead of gene mutation chance, have dehaka gain extra % essence per kill.

Other than that, these changes are great and much needed.
If you couldn't solo most maps with Dehaka +/- Pack Leaders... well now you really have no excuse. The balance in his units are well done (although I remain skeptical that it'll shift the meta to any of the buffed units, only that they are more viable compared to their current state - definitely a plus regardless).

Surprising Alarak buff, Death Fleet + the previous robo buff opens up some real solo opportunities. This makes me excited :).

As mentioned, the mastery changes doesn't appear to give competition to their counter parts. Ideal use of Devour will provide up-time on HP and buff. The new change doesn't promote better Dehaka hero play. Greater Wurms would have to gain triple their cooldown to stay somewhat competitive, as the devastation from Glevig and Murvar (plus the new boosted Dakrun) trivialize current boost. Lastly, the doubled Gene Mutation effectively provides 32% chance (unless the additive effect was mistakenly not mentioned). The increased 6% from previous is hardly useful even if it directly translates to 6% increased dmg, hp, and spd all at once (which it doesn't).
05/14/2019 11:20 AMPosted by Gutierrez
I enjoy using Tyrannozors and Impalers, so these changes are a welcome sight. The slight Mutalisk nerf feels justified.

Is the gene mutation mastery additive or multiplicative of the base 20% chance? What's the math for the average change to army power?

And are the proposed Stukov changes going to be altered at all before it goes live? There's still some QoL things that could be addressed like Overlord rally point and unit portraits.


A multiplicative factor so 12% increased chance of
50% hp
20% as
20% ls

so max mastery (compared to no mastery)
6% hp
2.4% as
2.4% ls
The greater wurms should be a permanent calldown.
Looking forward to play new imba Dehaka .
Looking forward to see less Stukov teammates.
Good changes.
05/14/2019 12:09 PMPosted by HorrificDoom
Why we have the way more superior version of worms represented in Zeratul photon-cannons? Greater Worms are still useless compared to stun-monoliths. Or Zeratul defense will be nerfed to unplayable state like Dehaka's?

If I ask you this question: "Why is Zeratul not as strong as Dehaka can destroy the whole wave with just a click?" or "Why Zeratul appears after 4 minutes, and there is no instant resurrection that the dehaka can allow to eat the workers", then your question immediately disappears.

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