Overkill is Anti-Deathball - Page 6
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imJealous
United States1382 Posts
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GinDo
3327 Posts
On September 30 2012 04:58 imJealous wrote: One of the big things I think blizzard would bring up if you talked with them about this is how different zerg is in SC2. With broodlords, infested terrans, and soon locusts zerg has a lot of free throw away units we can use to abuse tank friendly fire. On top of that, zerglings move faster now and even zealots have charge, allowing them to get into melee range easier and cause tanks to splash allied units ( and don't forget fungal growth and forcefield to stop you from kiting melee units or splitting to mitigate the splash ). Right now all these things aren't as bad vs tank compositions because of 'smart' fire, but with overkill they become a lot more powerful against tank play. The Tank needs some kind of readjustment. I just wonder what approach Blizzard is gonna take. 1) Buff Tanks(Highly doubt it) 2) Nerf Nerf Nerf the new units that counter Tanks(A possibility ![]() 3) Add a new unit role that eliminates the need to use a Tank(Seems like the direction Blizzard wants to go ![]() | ||
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