Necrophage Devour the Land action is bugged

Hello there! I wanted to give a bug report, but that feature does not work for me. So instead you are getting a post here.

I am playing Necrophage up to turn 105 on normal speed and close to domination victory already. I have unlocked last tier of units, my armies have up to 2900 strength.

And yet whenever I use the "Devour the Land" action with my armies, it always takes 3 turns. The tooltip says, it is supposed to be faster with a stronger army, but that is a lie. It doesn't matter if its 1 larva unit, or 6 behemonths. It always takes 3 turns. Please fix this.

Also, there is absolutely no indicator that tells me how many FIDSI I am getting from devouring the land. Isn't this supposed to be an iconic feature for Necrophages? I want to see information about the FIDSI I am about to receive when sucessfully devouring the land. Please add this missing information to the UI. The Necrophages have a building that improves ressources from devour the land. How am I supposed to know if its worth building these buildings if I cannot see the FIDSI income?

Thanks, I am looking forward to the 2nd Necrophage Rogue faction.

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u/happymemories2010 — 6 days ago

LotV Zerg lategame feels unrewarding compared to WoL and HotS

Hello there!

This is coming from someone who started playing with the release of WoL. Back then, getting to lategame felt exciting and rewarding, because I could make lategame units and I could say "My opponent has to deal with these units, or I am likely to win the game."

When you saw a Robotics facility, you had to make a Spire for Corruptors, or you would would get destroyed by Colossus. If you got Brood Lords out, your opponent would have to counter them, or lose.

Zerg used to have the strongest lategame army with broodlord infestor, but it was also the most gas-expensive army you could make. Zerg is build around having the ability to explode its economy scaling, so having a Zerg with tons of minerals and gas was a huge threat that you don't want to face.

And now, this threat is gone. Broodlords are nowhere to be seen. Thors, which used to counter Mutalisks, now counter Broodlords. Tempests were added to counter Broodlords. Now, even Ghosts counter Brood Lords for some reason. And for some reason, Ghost even counter Ultralisks?

Who had the idea to give Terran 1 unit that counters both of the 2 big lategame Zerg units?

Ultralisks where never a big problem for Protoss due to blink + Immortals. So why even make them? In Pro games, it never feels like Ultralisks are doing anything that other units can't do. Ultralisks were really good for a short time when they had more armor, so Terran had to make something other than Marines. But that got nerfed again.

You can see a similar trend with Protoss and their Colossus. I haven't seen people build Colossus for a long time. Could also be because Maps are a lot bigger now compared to Metalopolis or Steppes of War.

Anyway, in my opinion the lategame units don't feel rewarding anymore and this needs to change. Its very dissapointing that no one even makes Broodlords anymore. Ghosts should not counter casters + Ultralisks + Broodlords all in one unit.

reddit.com
u/happymemories2010 — 3 months ago

LotV Zerg lategame feels unrewarding compared to WoL and HotS

Hello there!

This is coming from someone who started playing with the release of WoL. Back then, getting to lategame felt exciting and rewarding, because I could make lategame units and I could say "My opponent has to deal with these units, or I am likely to win the game."

When you saw a Robotics facility, you had to make a Spire for Corruptors, or you would would get destroyed by Colossus. If you got Brood Lords out, your opponent would have to counter them, or lose.

Zerg used to have the strongest lategame army with broodlord infestor, but it was also the most gas-expensive army you could make. Zerg is build around having the ability to explode its economy scaling, so having a Zerg with tons of minerals and gas was a huge threat that you don't want to face.

And now, this threat is gone. Broodlords are nowhere to be seen. Thors, which used to counter Mutalisks, now counter Broodlords. Tempests were added to counter Broodlords. Now, even Ghosts counter Brood Lords for some reason. And for some reason, Ghost even counter Ultralisks?

Who had the idea to give Terran 1 unit that counters both of the 2 big lategame Zerg units?

Ultralisks where never a big problem for Protoss due to blink + Immortals. So why even make them? In Pro games, it never feels like Ultralisks are doing anything that other units can't do. Ultralisks were really good for a short time when they had more armor, so Terran had to make something other than Marines. But that got nerfed again.

You can see a similar trend with Protoss and their Colossus. I haven't seen people build Colossus for a long time. Could also be because Maps are a lot bigger now compared to Metalopolis or Steppes of War.

Anyway, in my opinion the lategame units don't feel rewarding anymore and this needs to change. Its very dissapointing that no one even makes Broodlords anymore. Ghosts should not counter casters + Ultralisks + Broodlords all in one unit.

reddit.com
u/happymemories2010 — 3 months ago