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Added another example under Broken Base.

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** Like the previous two instalments, the singleplayer experience has received plenty of criticism from fans, despite seemingly being the most positively received entry among the three. Common complaints[[note]]best encapsulated in [[https://www.rockpapershotgun.com/legacy-of-the-void-singleplayer-review this review]].[[/note]] include an unengaging plot mostly consisting of traversing the stars collecting various allies (many of who're introduced for the first time), flat voice acting, which [[ThatMakesMeFeelAngry fails to provide personality]] [[DullSurprise and emotional weight]] to characters can barely emote otherwise due to their [[NoMouth lack of mouths]], and a [[AsYouKnow script consisting mostly of exposition]].
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Edited wording in Contested Sequel.


* ContestedSequel: Ironically, for the exact opposite reasons as the previous two installments. On the campaign side of things, apart from its epilogue, most agree the story is much better, and the inclusion of Co-Op Commanders gave a way for players who aren't good enough for or dislike melee to still play with friends and use campaign-type mechanics in melee-type missions. On the melee side of things, the drastic changes to multiplayer balance get a more negative response, with many players opining that they prefer the style of the previous two games.

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* ContestedSequel: Ironically, for the exact opposite reasons as the previous two installments. On the campaign side of things, apart from its epilogue, most agree many regard the story is much better, as an improvement, and the inclusion of Co-Op Commanders gave a way for players who aren't good enough for or dislike melee to still play with friends and use campaign-type mechanics in melee-type missions. On the melee side of things, the drastic changes to multiplayer balance get a more negative response, with many players opining that they prefer the style of the previous two games.
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** "Last Stand". It's basically "In Utter Darkness" from Wings of Liberty -- defend your base from the Zerg for a period of time -- but your tech tree is limited to Gateway units plus Immortals, your building area is smaller and has no fallback position, and the Zerg are smart enough to use Banelings, which can easily break down any wall-off you may attempt. The north-east section of the base is also going to be prone to continuous attacks form air units, including flying Hybrid, Guardians, and Overlord drops. Your only sources of anti-air power are your turrets, Stalkers, and the Nerzim Annihilator's Shadow Cannon, but the other shoe to drop is that the terrain in this part of the base is very unfriendly, making it difficult to set up an efficient turret line or move in large numbers of ground forces. Finally, if you want the bonus objective, you need to wait out the clock even longer than normal. The mission boils down to turtling behind well-placed lines of turrets and shield batteries and hoping they're enough -- and they won't be because again, Banelings, so you'll be rebuilding them constantly (assuming the enemy units let you).

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** "Last Stand". It's basically "In Utter Darkness" from Wings of Liberty -- defend your base from the Zerg for a period of time -- but your tech tree is limited to Gateway units plus Immortals, your building area is smaller and has no fallback position, and the Zerg are smart enough to use attack waves this time include Banelings, which can will quickly and easily break bust down any wall-off wall-offs you may attempt.attempt and rip apart your Photon Cannons too quickly for Shield Batteries to save them. The north-east section of the base is also going to be prone to continuous attacks form air units, including flying Hybrid, Guardians, and Overlord drops. Your only sources of anti-air power are your turrets, Stalkers, and the Nerzim Annihilator's Shadow Cannon, but the other shoe to drop is that the terrain in this part of the base is very unfriendly, making it difficult to set up an efficient turret line or move in large numbers of ground forces. Finally, if you want the bonus objective, you need to wait out the clock even longer than normal. The mission boils down to turtling behind well-placed lines rows of turrets and shield batteries (which will probably need to be rebuilt after each wave) and hoping they're they hold off the Zerg long enough -- and they won't be because again, Banelings, so you'll be rebuilding them constantly (assuming to get the enemy units let you).objectives.
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Misplaced, moving to the correct tab

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* IKnewIt:
** Some fans suggested that "Tassadar" was an illusion created by Amon to trick Zeratul into doing things that aided him. [[spoiler:They were half-right; Tassadar is an illusion created by Ouros to help the heroes stop Amon.]]
** After Blizzard explicitly compared him to Obi-wan Kenobi, some fans were expecting it when [[spoiler:Zeratul was killed in a HeroicSacrifice.]]
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Added examples to Audience Alienating Ending.

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* AudienceAlienatingEnding: There were many fans who were not too fond of the game ending with [[spoiler:Kerrigan turning into an angel-like god and saving the day,]] while [[KarmaHoudini never having to own up for any of their many crimes]].
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* TrueArtIsAngsty: While opinions still vary if the story is good or comparable to the first game and ''Brood War'', it's generally agreed to be better than ''Wings of Liberty'' and ''Heart of the Swarm''. It's also much darker than them with the threat of galactic-level extinction hanging over the campaign, the death of a major character, and Artanis and the Protoss enduring bittersweet victories and philosophizing about the morality of their actions in the name of stopping Amon.

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* HighTierScrappy: The Disruptor uses a DeathOrGloryAttack that is difficult to micro and leaves the Disruptor very vulnerable if it misses, but if it hits it does massive area-of-effect damage. In Protoss vs. Protoss games particularly, the Disruptor deals +55 damage vs shields, a total of 200 damage which can kill most Protoss ground units outright save for Archons, Immortals, and Colossi. In tandem with the Colossus silently being nerfed, ostensibly to make Disruptors more appealing for use, and players hate the Disruptor for being a poorly designed gamble of a unit that they're being forced to use. Strangely, this unit is absent in the campaign proper, meaning that more casual players have no way of learning how to use it. However, it is nontheless powerful in professional hands for attacks against mineral lines, unlike the Colossus.



* LowTierLetdown:
** In the campaign, the Destroyer is easily considered the weakest assault ship option and one of the weakest units in general, being far inferior to the Void Ray. Their gimmick is that, instead of charging up to deal more damage like the Void Ray does, its beam instead splits to hit multiple targets. However, the split beams are so weak that anything with armor will only take 1 damage per second from them, whereas the Void Ray simply melts enemies in an instant once you get enough of them. With the amount of Hybrids the Protoss face in the campaign, that concentrated firepower becomes a necessity.
** Despite being essentially immortal if used properly, the Avenger gets a bad reputation because aside from recalling on death, they don't exactly do anything that the other Cloaked Warrior variants can't. Whereas the Dark Templar shreds ground armies with Shadow Fury while the Blood Hunter is more efficient as an infiltrator and army support by locking down detectors and key units, the Avenger is just an ordinary ladder Dark Templar outside of dodging fatal damage every now and again, in a campaign built around the use of units far more powerful than the multiplayer lineup. While it's not necessarily a ''bad'' unit (it is still a Dark Templar, with all the damage output that implies, in a campaign where you get the Spear of Adun to vaporize detectors), it's just so badly OvershadowedByAwesome that it's hard to justify using the Avenger barring specific cheese tactics.



** The Marauder now deals two attacks of 10 damage instead of one attack of 20 damage. In tandem with the Ultralisk's buff (see TierInducedScrappy further down), Terran players are complaining that what could have been one of their best units to handle Ultralisks is now worthless against them. This change was reverted however.

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** The Marauder now deals two attacks of 10 damage instead of one attack of 20 damage. In tandem with the Ultralisk's buff (see TierInducedScrappy further down), buff, Terran players are complaining that what could have been one of their best units to handle Ultralisks is now worthless against them. This change was reverted however.



* TierInducedScrappy:
** The Ultralisk's Chitinous Plating now gives it ''+4'' armor, for a total of +8 when fully upgraded. Cue players complaining that Ultralisks are now nigh-unstoppable and overpowered. Blizzard even seemed to agree, as the 3.8 major balance patch reduced the bonus to +2 and gave them a +1 base armor as compensation, for a max of 7 armor points which is still potent against all three basic infantry units.
** The Disruptor. It uses a DeathOrGloryAttack that is difficult to micro and leaves the Disruptor very vulnerable if it misses, but if it hits it does massive area-of-effect damage. In Protoss vs. Protoss games particularly, the Disruptor deals +55 damage vs shields, a total of 200 damage which can kill most Protoss ground units outright save for Archons, Immortals, and Colossi. In tandem with the Colossus silently being nerfed, ostensibly to make Disruptors more appealing for use, and players hate the Disruptor for being a poorly designed gamble of a unit that they're being forced to use. Strangely, this unit is absent in the campaign proper, meaning that more casual players have no way of learning how to use it. However, it is nontheless powerful in professional hands for attacks against mineral lines, unlike the Colossus.
** In the campaign, the Destroyer is easily considered the weakest assault ship option and one of the weakest units in general, being far inferior to the Void Ray. Their gimmick is that, instead of charging up to deal more damage like the Void Ray does, its beam instead splits to hit multiple targets. However, the split beams are so weak that anything with armor will only take 1 damage per second from them, whereas the Void Ray simply melts enemies in an instant once you get enough of them. With the amount of Hybrids the Protoss face in the campaign, that concentrated firepower becomes a necessity.
** Despite being essentially immortal if used properly, the Avenger gets this reputation because aside from recalling on death, they don't exactly do anything that the other Cloaked Warrior variants can't. Whereas the Dark Templar shreds ground armies with Shadow Fury while the Blood Hunter is more efficient as an infiltrator and army support by locking down detectors and key units, the Avenger is just an ordinary ladder Dark Templar outside of dodging fatal damage every now and again, in a campaign built around the use of units far more powerful than the multiplayer lineup. While it's not necessarily a ''bad'' unit (it is still a Dark Templar, with all the damage output that implies, in a campaign where you get the Spear of Adun to vaporize detectors), it's just so badly OvershadowedByAwesome that it's hard to justify using the Avenger barring specific cheese tactics.
** The Aiur Zealot's main benefit is having a SpinAttack that can hit enemies in an area, and the ability also has a quirk that removes the Zealot's collision while spinning, letting them stack on top of each other and deal huge damage. This sounds great on paper... [[AwesomeButImpractical until you encounter any form of splash damage and lose all of them in short order]]. Furthermore, Aiur Zealots just don't have the staying power to actually put out significant damage in later missions before being killed off, in contrast to the self-reviving Sentinel which serves as a decently beefy meat shield.
** The Mirage's main gimmick is being a Phoenix with Phasing Armor that lets it periodically become immune to damage for a few seconds, and not needing to channel its Graviton Beam. The problem is, the actual Phoenix also has the benefit of being able to do other things while lifting enemies, but can also lift up to two enemies at a time, making the Mirage just look worse in comparison and rendering it almost completely redundant. It doesn't help that [[WhatCouldHaveBeen there was evidence that, at one point, the Purifier starfighter in the campaign would've been the Scout instead]], which had the potential of turning the unit into something respectable and different from the Phoenix.
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Game Breaking Bug is not YMMV, so moved it to main page.


* GameBreakingBug:
** Sometimes, Alarak and Ma'lash can get stuck in one point during the Rak'shir campaign mission[[http://us.battle.net/sc2/en/forum/topic/19876687537]]. When this happens, the only way out is to reload your last save before they got stuck and hope for the best. At worst, the entire mission must be restarted. This bug is both annoying and frustrating when it crops up, especially when you have successfully slayed the beasts for the bonus objective when it happens.
** Another less frequent but much more severe one occurred when you replay games in the Master Archive after completing the campaign and you lose internet connection halfway through, which can result in you losing ''all'' your acquired solarites in the campaign. Yes, they can be re-earned, but it takes time and laboriously playing the missions again. Apparently this was fixed in a recent server-side update.
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* "My life for Aiur" is such a common phrase through the saga that it comes across as {{Narm}}, especially sice it is a common target of {{Mondegreen}}. However, Zeratul using it as his last words in his HeroicSacrifice to save Artanis (and, in turn, the Daelaam and the universe) instead turns into something poignant and sincere; he was willing to lay his life down to save everyone, including the people that had mistreated and discriminated against him and his kind. Zeratul did just that, and as a result, proved that when the Protoss say this, ''they're being serious''.

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* ** "My life for Aiur" is such a common phrase through the saga that it comes across as {{Narm}}, especially sice it is a common target of {{Mondegreen}}. However, Zeratul using it as his last words in his HeroicSacrifice to save Artanis (and, in turn, the Daelaam and the universe) instead turns into something poignant and sincere; he was willing to lay his life down to save everyone, including the people that had mistreated and discriminated against him and his kind. Zeratul did just that, and as a result, proved that when the Protoss say this, ''they're being serious''.
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* "My life for Aiur" is such a common phrase through the saga that it comes across as {{Narm}}, especially sice it is a common target of {{Mondegreen}}. However, Zeratul using it as his last words in his HeroicSacrifice to save Artanis (and, in turn, the Daelaam and the universe) instead turns into something poignant and sincere; he was willing to lay his life down to save everyone, including the people that had mistreated and discriminated against him and his kind. Zeratul did just that, and as a result, proved that when the Protoss say this, ''they're being serious''.
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** "Amon's Fall" itself is no walk in the park. The goal is to destroy rotating crystals when they're above ground. Kerrigan's energy reserves don't regenerate nearly as fast as they did in ''Heart of the Swarm''. Amon will constantly summon void crystals that not only summon more troops, but ones that can ''damage yours very heavily'' as well. Don't count on your AI allies to help much; they don't pitch in enough troops at a time to make a dent against the crystals that get close to their bases. ''And'' the crystals will sometimes appear in an area where they can only be attacked by air units. Did you spend half your supply limit on Mutalisks? Didn't think so. As if fending off enemies and the [[DemonicSpiders defense crystals]] weren't bad enough, Amon quickly resorts to ''taking out chunks out of the ground belonging to your base and your allies' bases'', rendering the resources on those locations [[PermanentlyMissableContent gone]]. Finally, and unlike other missions involving spots that summon Shadows of the Void, they cannot be permanently destroyed - at best you can make the Void Chasms dormant for some minutes, so it does not actually get easier at any point.

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** "Amon's Fall" itself is no walk in the park. The goal is to destroy rotating crystals when they're above ground. Kerrigan's energy reserves don't regenerate nearly as fast seven Void Crystals as they did in ''Heart of spawn and move around the Swarm''. map at random. The major problem is that the computer flat cheats -- whenever your army moves out Amon will constantly summon void crystals that not only summon more troops, but ones that can ''damage yours very heavily'' as well. Don't count on your AI allies spawn constructs of Void energy to help much; they don't pitch attack them, which variably deal massive damage to a single target, deal splash damage in enough troops at a time to make large radius, or stun enemies for five seconds and rapidly heal constructs and Void Crystals nearby. These constructs will endlessly respawn, have a dent against the crystals that get close ridiculous range to their bases. ''And'' the crystals will sometimes appear attacks, and massive HP pools. Enemy units spawn from Void Chasms in an area where they can only be attacked by air units. Did you spend half your supply limit on Mutalisks? Didn't think so. As if fending off enemies endless stream and the [[DemonicSpiders defense crystals]] weren't bad enough, Amon quickly resorts to ''taking out chunks out of the ground belonging to your base and your allies' bases'', rendering the resources on those locations [[PermanentlyMissableContent gone]]. Finally, and unlike other missions involving spots that summon Shadows of the Void, they Void Chasms cannot be permanently destroyed - at best you can make the Void Chasms destroyed, just rendered dormant for some a few minutes, so it does not actually the map will almost always be flooded with enemies. The final complication is that at set points in the mission, Amon will ''destroy your resource fields'' one at a time. Who do you have helping you destroy the Void Crystals? Two AI allies who will send laughably small squadrons out to attack and get easier at any point.shredded in seconds. You'll have to do the hard work yourself, except that you're playing as Zerg, the race that mutates massive numbers of weak units; between the powerful attacks of constructs, infinite supply of enemies, and your dwindling resources, the Zerg are objectively the worst race to try fighting this sort of mission.
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** "Last Stand". It's basically "In Utter Darkness" from Wings of Liberty -- defend your base from the Zerg for a period of time -- but your tech tree is limited to Gateway units plus Immortals, your building area is smaller and has no fallback position, and the Zerg are smart enough to use Banelings, which can easily break down any wall-off you may attempt. The north-east section of the base is also going to be prone to continuous attacks form air units, including flying Hybrid, Guardians, and Overlord drops. Your only sources of anti-air power are your turrets, Stalkers, and the Nerzim Annihilator's Shadow Cannon, but the other shoe to drop is that the terrain in this part of the base is very unfriendly, making it difficult to set up an efficient turret line or move in large numbers of ground forces. Finally, if you want the bonus objective, you need to wait out the clock even longer than normal. The mission boils down to turtling behind well-placed lines of turrets and shield batteries and hoping they're enough.

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** "Last Stand". It's basically "In Utter Darkness" from Wings of Liberty -- defend your base from the Zerg for a period of time -- but your tech tree is limited to Gateway units plus Immortals, your building area is smaller and has no fallback position, and the Zerg are smart enough to use Banelings, which can easily break down any wall-off you may attempt. The north-east section of the base is also going to be prone to continuous attacks form air units, including flying Hybrid, Guardians, and Overlord drops. Your only sources of anti-air power are your turrets, Stalkers, and the Nerzim Annihilator's Shadow Cannon, but the other shoe to drop is that the terrain in this part of the base is very unfriendly, making it difficult to set up an efficient turret line or move in large numbers of ground forces. Finally, if you want the bonus objective, you need to wait out the clock even longer than normal. The mission boils down to turtling behind well-placed lines of turrets and shield batteries and hoping they're enough.enough -- and they won't be because again, Banelings, so you'll be rebuilding them constantly (assuming the enemy units let you).
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None


** Karax eventually became one due to fans [[{{Flanderization}} taking his repeated demands for solarite in the campaign as him having an addiction to the stuff]] and being willing to go to ''any'' lengths, and defeat anyone, just to get at more of it. Jokes have been made that, if they discovered even trace amounts of solarite in Amon's system, Karax would rip him apart with his bare hands to get at them. [[https://www.youtube.com/watch?v=BrhajN7jHEk Sometimes crosses into]] MemeticPsychopath territory in certain fan-made campaigns and campaign mods.

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** Karax eventually became one due to fans [[{{Flanderization}} taking his repeated demands for solarite in the campaign as him having an addiction to the stuff]] and being willing to go to ''any'' lengths, and defeat anyone, just to get at more of it. Jokes have been made that, if they discovered even trace amounts of solarite in Amon's system, Karax would rip him apart with his bare hands to get at them. [[https://www.youtube.com/watch?v=BrhajN7jHEk Sometimes crosses crossing into]] MemeticPsychopath territory in certain fan-made campaigns and campaign mods.
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** Karax eventually became one due to fans [[{{Flanderization}} taking his repeated demands for solarite in the campaign as him having an addiction to the stuff]] and being willing to go to ''any'' lengths, and defeat anyone, just to get at more of it. Jokes have been made that, if they discovered even trace amounts of solarite in Amon's system, Karax would rip him apart with his bare hands to get at them.

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** Karax eventually became one due to fans [[{{Flanderization}} taking his repeated demands for solarite in the campaign as him having an addiction to the stuff]] and being willing to go to ''any'' lengths, and defeat anyone, just to get at more of it. Jokes have been made that, if they discovered even trace amounts of solarite in Amon's system, Karax would rip him apart with his bare hands to get at them. [[https://www.youtube.com/watch?v=BrhajN7jHEk Sometimes crosses into]] MemeticPsychopath territory in certain fan-made campaigns and campaign mods.
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Moved to Triva is commented pending author's Word Of God.


* AuthorsSavingThrow: A ''lot'' of previous plot elements or oversights that fans didn't take kindly to from the first two parts of the trilogy were addressed.
** Tassadar's spirit that Zeratul spoke to in the prophecy missions in ''Wings of Liberty'' [[spoiler:is revealed to be a Xel'naga, Ouros that was using Tassadar's form, and the "vision" of the Overmind he passed on to Zeratul was Ouros showing Zeratul what he had to be shown to make him do what Ouros wanted him to do. In turn, this allows the AlternateCharacterInterpretation that the Overmind's retconned motivations were ''re''-retconned: it's entirely possible Tassadar/Ouros lied to Zeratul about the Overmind and manipulated what he sensed from its emotions on its death, in order to sell its cover story. Thus, fans who don't mind or liked the plot twist with the Overmind's true goals can accept Zeratul's findings at face value, while fans who disliked the reveal can claim it was Ouros' doing and the Overmind wasn't retconned at all.]]
*** In tandem with this, all the talk of "prophecy" in ''Wings of Liberty'' didn't go over well with many fans, seeing them as skewing the franchise hard to the "fantasy" part of the ScienceFantasy genre when otherwise ''Starcraft'' was more the former. The full scope of events concerning Amon and the Xel'naga establishes that those prophecies weren't really "these characters are seeing visions of the future", but were more "these characters possess information the viewer doesn't, and are intuiting how these unrevealed elements will influence things in the future". WordOfGod had previously implied this was the case, and the game makes it clear they were being sincere.
** One of Alarak's StopPokingMe quotes has him give a HandWave that the Tal'darim Executor from ''Wings of Liberty'' is named Nyon, and he was sent to harvest terrazine for them and went rogue when his exposure to it drove him insane. This not only gives the Executor a bit of a backstory, but also provides an explanation for why the Tal'darim in ''Wings'' are guarding the artifacts from Raynor when their boss Narud was the one who ordered Raynor to gather them: Nyon had gone insane and become a rogue element.
** Stukov [[spoiler:gets his moment of vengeance against Duran/Narud. The latter is also directly addressed as a Xel'naga, when previously it was unclear what he was.]]
** The Tal'darim are given a motivation for their deeds that makes them more than the cliched cutouts they were before, [[spoiler:and they end up pulling a HeelFaceTurn.]]
** Likewise, Amon is given more depth, including characterization and a motivation, that makes him more than a GenericDoomsdayVillain.
** Kerrigan's villainous traits are heavily de-emphasized to the point she's a definite AntiHero instead of the DesignatedHero she edged up on in ''Heart of the Swarm''. It's also made clear that she genuinely feels guilt for her past crimes, and wishes to atone for it.
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Possibly cheating!


** "Hostbusters" requires completing "The Host" on Hard difficulty or higher in less than 24 minutes. This is an achievement that will put both micro and macro skills to the test. Like many of the end-game missions and achievements, your best unit is the Void Ray, an expensive GlassCannon. To make the Void Ray's fragility an even worse problem, the Void Crystals are extremely durable, constantly deal damage to enemies around them, get a OneHitKill ability after the first two crystals are destroyed, enemy units from all three factions spawn non-stop from the rifts surrouning them... and one of these units is the Raven, which is incredibly trigger-happy with its Seeker Missiles that will destroy several Void Rays (or at least activate Guardian Shell on them) at once. And then there's the time limit itself, which pretty much requires you to be maintaining three or four Stargates constantly pumping out Void Rays (or even Carriers). Be prepared to save and reload VERY often.

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** "Hostbusters" requires completing "The Host" on Hard difficulty or higher in less than 24 minutes. This is an achievement that will put both micro and macro skills to the test. Like many of the end-game missions and achievements, your best unit is the Void Ray, an expensive GlassCannon. To make the Void Ray's fragility an even worse problem, the Void Crystals are extremely durable, constantly deal damage to enemies around them, get a OneHitKill ability after the first two crystals are destroyed, destroyed [[spoiler:(although Time Stop helps to mitigate this effect by freezing the crystal itself)]], enemy units from all three factions spawn non-stop from the rifts surrouning them... and one of these units is the Raven, which is incredibly trigger-happy with its Seeker Missiles that will destroy several Void Rays (or at least activate Guardian Shell on them) at once. And then there's the time limit itself, which pretty much requires you to be maintaining three or four Stargates constantly pumping out Void Rays (or even Carriers). Be prepared to save and reload VERY often.
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** When you control [[spoiler:Raynor and Kerrigan's forces in the Epilogue campaign]], you don't gain access to Terran technologies introduced after ''Wings of Liberty'' (no Widow Mines, Hellbats, Cyclones, or Liberators; new abilities for existing units are not available either), or Zerg technologies introduced after ''Heart of the Swarm'' (no Ravagers). This means players have no chance to try them out without going into multiplayer territory.

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** When you control [[spoiler:Raynor and Kerrigan's forces in the Epilogue campaign]], you don't gain access to Terran technologies introduced after ''Wings of Liberty'' (no Widow Mines, Hellbats, Cyclones, or Liberators; Hellbats can at least transform from Hellions, new abilities for existing units are not available either), or Zerg technologies introduced after ''Heart of the Swarm'' (no Ravagers). This means players have no chance to try them out without going into multiplayer territory.



** In the campaign, the Destroyer is easily considered the weakest assault ship option and one of the weakest units in general, being far inferior to the Void Ray. Their gimmick is that, instead of charging up to deal more damage like the Void Ray does, its beam instead splits to hit multiple targets. However, the split beams are so weak that anything with armor will only take 1 damage per second from them, whereas the Void Ray simply melts enemies in an instant once you get enough of them.

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** In the campaign, the Destroyer is easily considered the weakest assault ship option and one of the weakest units in general, being far inferior to the Void Ray. Their gimmick is that, instead of charging up to deal more damage like the Void Ray does, its beam instead splits to hit multiple targets. However, the split beams are so weak that anything with armor will only take 1 damage per second from them, whereas the Void Ray simply melts enemies in an instant once you get enough of them. With the amount of Hybrids the Protoss face in the campaign, that concentrated firepower becomes a necessity.
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None


** Nova's claim that Project Shadowblade creates psychotic killers ends up being VindicatedByHistory once Amon arrives on the scene. To be fair, all of Moebius Corps are brought under control of the Hybrids they have created but the Spectres' reliance on Terranize pretty much gives them Amon on speeddial. Sadly, the fate of notable characters like Gabriel Tosh was unconfirmed too, but presumably they lost their sanity from Amon considering their vulnerability to the Hybrids' psychic screams.

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** Nova's claim that Project Shadowblade creates psychotic killers ends up being VindicatedByHistory once Amon arrives on the scene. To be fair, all of Moebius Corps are brought under control of the Hybrids they have created but the Spectres' reliance on Terranize pretty much gives them Amon on speeddial. Sadly, the The fate of notable characters like Gabriel Tosh was unconfirmed too, but presumably they lost their sanity from Amon considering the Spectres within Raynor's Raiders, including Tosh, are ambiguous given their vulnerability to the Hybrids' psychic screams.thought patterns, but can still be hired during the mission "The Essence of Eternity".
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Per TRS, this is YMMV

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* SequelDifficultySpike: The campaign in ''Legacy of the Void'' is considerably more challenging than either ''Wings of Liberty'' or ''Heart of the Swarm''.
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** The ending of the epilogue, [[spoiler: more specifically Raynor and Kerrigan's fate]]. Some felt that [[spoiler: the ending was the worst TastesLikeDiabetes moment in Blizzard storytelling with Kerrigan taking human form[[note]]which Xel'naga are clearly able to do; look at Duran/Narud[[/note]], or that Raynor was allowed to ascend as a Xel'Naga to be with Kerrigan forever just to get them back together.]] Others felt that after spending most of his life as the CosmicPlaything of the ''Starcraft'' universe and losing so much, [[spoiler: Raynor deserved a happy ending for once to be with the woman he loves]]. Some also [[spoiler: feel the epilogue should have done more to focus on the fates of the Terran, Protoss and Zerg in a cinematic, instead of a "[[WhereAreTheyNowEpilogue Where are they now?]]" ModularEpilogue over focusing the cinematic in giving closure to Raynor and Kerrigan's relationship[[note]]There is a small silver lining on this, however: With the DLC missions 'Nova Covert Ops' taking place post ''Legacy of the Void'', it might serve as a playable epilogue so we may see things in more details there.[[/note]]]]. There is also the complaint that there was no epic final battle cinematic between [[spoiler: Amon and Kerrigan, instead Kerrigan kills Amon with a single energy blast, or a final boss against a superunit requiring all your units and Ascended Kerrigan to take down]].

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** The ending of the epilogue, [[spoiler: more specifically Raynor and Kerrigan's fate]]. Some felt that [[spoiler: the ending was the worst TastesLikeDiabetes SweetnessAversion moment in Blizzard storytelling with Kerrigan taking human form[[note]]which Xel'naga are clearly able to do; look at Duran/Narud[[/note]], or that Raynor was allowed to ascend as a Xel'Naga to be with Kerrigan forever just to get them back together.]] Others felt that after spending most of his life as the CosmicPlaything of the ''Starcraft'' universe and losing so much, [[spoiler: Raynor deserved a happy ending for once to be with the woman he loves]]. Some also [[spoiler: feel the epilogue should have done more to focus on the fates of the Terran, Protoss and Zerg in a cinematic, instead of a "[[WhereAreTheyNowEpilogue Where are they now?]]" ModularEpilogue over focusing the cinematic in giving closure to Raynor and Kerrigan's relationship[[note]]There is a small silver lining on this, however: With the DLC missions 'Nova Covert Ops' taking place post ''Legacy of the Void'', it might serve as a playable epilogue so we may see things in more details there.[[/note]]]]. There is also the complaint that there was no epic final battle cinematic between [[spoiler: Amon and Kerrigan, instead Kerrigan kills Amon with a single energy blast, or a final boss against a superunit requiring all your units and Ascended Kerrigan to take down]].

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