Sensory Boost:
Increases Acquisition range of the bugs from Putrid stump.
Adrenal Gland Increase:
Increases move speed of the bugs from Putrid stump.
[Edit/Addition]
After a bug attack it temporary loses move speed.
Putrid Bug Talents
- Discombobulator
- Retired
- Posts: 710
- Joined: September 19th, 2006, 4:16 pm
- Battle.net name: Karunecm
- Contact:
Re: Putrid Bug Talents
Simple as this, people would pay crystals for talents that boost damage they can do.
More bugs in combat that would be normally wandering around behind the lines being active and fighting, and also getting there sooner, and moving to their target to get their attack in cooldown sooner to use again sooner, means more damage.
Or rather to spell it out for you why move speed would mean more damage for locust swarm units... Attacks are much like skills, they have cooldowns. Units with wander skill just wander when they can't attack, well the moment they use their attack they can't attack and on that very moment they run off to whatever direction. When they get their attack cooled down, they'll be typically a decent distance from a target, in which they have to MOVE to the target to use their attack again, you could consider the duration of the time it takes for that unit to get in range to attack as "attack speed".
But here is where it's a double edged sword and I'd be wrong... That'd be attack speed where they could run off faster.
So in addition to increasing move speed for them, giving them a temporary slower move speed after they attack.
More bugs in combat that would be normally wandering around behind the lines being active and fighting, and also getting there sooner, and moving to their target to get their attack in cooldown sooner to use again sooner, means more damage.
Or rather to spell it out for you why move speed would mean more damage for locust swarm units... Attacks are much like skills, they have cooldowns. Units with wander skill just wander when they can't attack, well the moment they use their attack they can't attack and on that very moment they run off to whatever direction. When they get their attack cooled down, they'll be typically a decent distance from a target, in which they have to MOVE to the target to use their attack again, you could consider the duration of the time it takes for that unit to get in range to attack as "attack speed".
But here is where it's a double edged sword and I'd be wrong... That'd be attack speed where they could run off faster.
So in addition to increasing move speed for them, giving them a temporary slower move speed after they attack.