Level 1:
-Swarm: All Zerg does 50% increased damage to heroes
-Hardened Carapace: Infested marines gain 30 armor and grants nearby allies 10 physical armor.
-Wreckers: Zerg Rush Zerglings deal 50% more damage against structures and take 50% less damage from minions and mercenaries.
Level 4:
-Infestator: Reduce the mana cost of Infest by 10.
Quest: Each time you kill an enemy with Infest, increase its damage by 2,5%. Heroes killed increases the bonus damage by 10%.
Reward: After increasing the damage by 50%, infest affects all enemies in an area.
-Psychic Reach: Increase the sight range of Cerebrate by 20%.
-Advanced Mutation: Zerg automatically regenerate health rapidly after not taking damage for 3 seconds.
-Metabolic Boost:
Quest: Kill 100 minions with Zerg Rush.
Reward: Activate to increase Zerg's move and attack speed by 30% for 4 seconds. 60 seconds cooldown.
Level 7:
-Psychic boost: If an enemy dies while under the effects of Infest, gain 15% more death experience and restore 60 mana.
-Antennae: Overlords sees 30% further, its cooldown is reduced by 10 seconds and it can see enemies hiding in bushes or vents.
-Survival Strain: Zerg heal for 20% of the damage dealt and they takes 20% less damage from monsters and structures.
Level 10:
-Chrysalis: Improve an ally hero. Improve range and Infest.
-Eternal Swarm: Summon a Zerg swarm. Control allied minions.
Level 13:
-Ventral Sacs: Overlords can be loaded with up to 6 Zerg units. While an Overlord carries these Zerg, their durations are paused. Press Overlord and use the "Unload" ability to release the Zerg at target location. If the Overlord dies, all units inside are killed aswell. Additionally, Overlords last for 20 seconds longer.
-Hunger: Reduce the cooldown of Zerg Rush by 2 seconds.
-Plauge: Infest slows enemies movement and attack speed by 20% for 4 seconds.
-Detector: Overlord reveals enemies in its sight radius for 4 seconds and has 20% additional health.
Level 16:
-Servants: While at least 2 Cerebrates are alive and on the enemy's side of the map, the cooldown of removing Cerebrates is reduced by 10 seconds and you regenerate mana 25% quicker.
-Communicators: While Zerg are controlled by a Cerebrate their attack and movement speed is increased by 10%. Zerg will now also follow your latest command given to them if they run out of Cerebrate's range.
-The Great Master: Increase the range of the core's attack by 40% and your mana regeneration by 15%.
Level 20:
-Part of the Swarm: Chrysalis effects lasts 6 seconds longer and its mana cost is reduced by 40 but grants no movement boost.
-Enduring: Eternal Swarm can now hold two charges and the Zerg last 10 seconds longer.
-Fury: Increase the health and damage of your team's minions by 10%.
-Unstable DNA: Channeling to remove Cerebrates is 100% quicker and refunds 30 mana. Cerebrates deal 245 (+4% per level) damage to enemies close to it when they die or are removed.
Overall, one of the best hero concepts I've seen on this site, and I hope you keep up the good work!
Additionally, if you're looking for talent builds from readers, I'd be happy to provide one I came up with after reading everything. That being Swarm, Metabolic Boost, Unstable DNA, Chrysalis, Plague (if they have an AA-heavy hero like Greymane) or Hunger (if they don't), Communicators, and Part of the Swarm.
This has so much potential for amazing plays, and I want nothing more than to see it or something based on it in-game, it's just amazing. Kudos to you.
While its hard to judge how strong he would be without seeing it ingame(chrys ult especially),I think he would be quite good overall. If abathur still sees use while other specialists dont, so will the overmind most likely.
The only issue i got is im unclear of what communicators does at level 16. Do they carry out the last command given to them, still, or are they permanently under your control/command at all times? If its the latter its WAY too strong as it is, as it completely gets rid of his biggest weakness.
I like the idea but I believe Overlords are supposed to see past terrain from the get go, considering they're airborne. This also works in Starcraft though you could change that so that the talent makes it also reveal within brush instead? (I believe you can't see what's in steam vents or dense flora in starcraft 2 even IF you're airborne until you enter said location.)
I really like the idea of lane minions becoming Zerg, but maybe it's better to change the 3 melee minions to Broodlings so as to not confuse your own spawned Zerglings with Lanelings if you take the 2nd Heroic? also shows more diversity :) and maybe the passive change can also change mercenaries on your side of the map to represent zerg (infested?) units. Like for example the top merc camp on Volskaya Foundry has 3 planes, but they could become Broodlords or Mutalisks, perhaps the big Bosses on Cursed Hollow can be a Torrasque or Brutalisk, or the Siege mercs from Blackheart Bay etc. can become Ravagers. just my 2 cents to add to the creation :D looks pretty solid so far.