Two new mutators were added to the custom mutators in StarCraft 2
Co-op: Fatal Attraction and Propagators. The custom mode is far behind the
official weekly mutations in available mutators, and so I welcome any
additions. But both new mutators have their share of issues, and they are
perhaps the least exciting pair to add.
The issue is that in practice the interaction with propagators is very binary. Players either kill propagators safely from the distance, or propagators close in and players either lose outright or take too severe losses. The games where players lose a chunk of their army, kill remaining propagators and recover are rare, but also the most fun. Furthermore, this mutator requires a lot of attention, and missing one on the minimap can easily lose you a game.
With the small changes to the mutator, close games could be more
common and the mutator more engaging. The goal is to let propagators close
in more often while reducing their threat when they do so. The first part
is straightforward. Changes to their numbers, movement speed and life
would let them close in more easily. The mutator can be combined with
other mutators like “Speedfreaks”, “Just Die!”, “Polarity”
and “We Move Unseen” for the similar effect. The second part,
reducing their threat, is trickier but possible. The goal is to slow down
their exponential growth. Good options are changes to the damage point of the attack or adding initial
cooldown (in case of ability). Both serve the same purpose—extending the
delay between the new propagator being created, and the new propagator
attacking/propagating again. Other interesting options are that
propagators lose some fraction of their current and total life when they
replicate, or gain temporally speed debuff. All those changes make
propagator threat more manageable after they close in.
Now let's look at the Fatal
Attraction. When any enemy unit dies, a whirlwind is created that
pulls nearby player's units towards the killed unit. That doesn't
sound bad, but the gameplay is unfortunately different. There are
three main problems with this mutator:
- Pull cancels orders that players issued to their units. It's annoying when a single enemy unit stops mining on several workers, cancel spells or move/a-move orders.
- The pull range is very long (9). Players cannot overcome this mutator with long-range units and micro. We lose a potentially interesting counterplay that would reward player's skill.
- Units get stunned a lot. There is nothing more discouraging than watching your army die without being able to control it. Not being able to command your army goes against basic principles that make StarCraft fun. Yes, there are stunlocks in other games, but they are very rare and have their purpose.
What changes would make this mutator good? The solution is not
apparent. There would have to be done testing to reach the best
outcome. Reducing range to 5-6 would be a good start. Reducing stun
length on all units sounds good, but having reduced stun length on
all hero units would go long way alone.
There is also the fact that units with zero movement
acceleration won't get pulled. That is true for most stationary
units like sieged Tanks or sieged Liberators. I'm not sure whether
it is intended. It's good that there is at least some way players
can respond to this mutator, but it's not a particularly fun way.
We were given two interesting mutators, but they have big
issues. I will find some place for propagators in my custom
mutations, but I will stay away from Fatal Attraction for now. At
least unless I want to annoy players.