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This ability is relatively similar to its Sc1 counter part in terms of damage, but in terms of animation, it casts almost instantaneously; making it un-dodgable.
The damage is also dealt more instantaneously, as opposed to over a period of a few seconds.
The spell is just as strong as it was in Sc1 in regards to damage, only now it's far easier to use; in regards to timing, aiming, and casting multiple storms at once.
In Sc1, its difficulty to use, in a way, balanced out its terrible, terrible damage.
I feel the damage needs to be spread over a longer period of time, giving players the opportunity to micro away, and avoid at least some of the damage.
Having entire armies decimated in a matter of seconds takes away from the game play itself; why bother with micro, and what units to focus fire when you can spam psi storm all day? It's also discouraging, that unless you have a decent advantage in army size and can absorb a few storms, you're going to get steamrolled.
Edit:
This post is by no means a call for a NERF to storm. It just needs to be modified in how it works, to better balance it.
After sifting through the crap in this thread and finding some decent posts I personally feel:
-It should do slightly more damage, but over a longer period of time
I don't think its AoE size should increase by any means, because the spell is so easy to multi-cast (compared to how hard it was to use in Sc1); in Sc2 you can throw down multiple, perfectly aimed Storms in a matter of moments, relatively easily.
Anyone who says Storm is harder to use in in Sc2 than it was in Sc1 needs to stop trolling.
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Agreed. At the moment, particularly against Zerg, it just seems like there's no way to micro out of it effectively.
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psi storm does less damage than the original. it also has a smaller area of affect. there is plenty of time to micro away. your last point makes little sense as it's nearly the same, if not more so, the case in sc1
oh and it has less cast range.
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Yeah, lets nerf the protoss some moar!!
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PSI Storm is fine...you have to predict it's cast. what I do is when I see the templar running forward during a battle I micro my mutas back and then watch it's wasted cast. It doesn't always work, but sometimes it does.
If anything make the templar more distinguishable because I sometimes mistake them for zealots. (This is with everything at max settings which is where the game thought I should be at)
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i think storms much weaker (roaches lol!), not easier to use at all and early emp can deny it pretty well.
sc1 storm was just so much better -_-;
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i agree that storm should do damage over a period of time to allow microing away. It should also be buffed though, or else I'll just keep going collossi.
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protoss should loose storm and collossi they are too strong. nurf zealots some more while you are at it
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Storm should have more duration and damage overtime. Units under the storm for a long time will receive full damage that can kill them while units that have been moved away would still live.
On March 21 2010 18:18 Perseverance wrote: PSI Storm is fine...you have to predict it's cast. what I do is when I see the templar running forward during a battle I micro my mutas back and then watch it's wasted cast. It doesn't always work, but sometimes it does. This seems to be almost impossible if there's LAN latency.
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Agreed. Even when I EMP, just one templar being able to sneak off a storm completely wins him the battle.
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The problem is that small units clump far too much in SC2 so even though the AOE is smaller it often hits more units than it did in BW. The opposing player needs to learn to split his units better and fight the clumping that happens by having multiple hotkeys and just doing more efficient concaves.
It is not overpowered by any means and making it weaker would just result in protoss always going colossi instead.
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On March 21 2010 18:18 Perseverance wrote: PSI Storm is fine...you have to predict it's cast. what I do is when I see the templar running forward during a battle I micro my mutas back and then watch it's wasted cast. It doesn't always work, but sometimes it does.
If anything make the templar more distinguishable because I sometimes mistake them for zealots. (This is with everything at max settings which is where the game thought I should be at)
That certainly works when you have fast air units that can escape safely, and when there's only one or so templar. I'm not convinced psi storm needs a nerf but I certainly felt some serious "you gotta be kidding me" in a TvP the other day where my opponent just streamed in his high templaer after the fight started. Very well played by him, so I can't complain, but I EMP'ed my heart out and simply didn't have enough to get all the units and high templar. And if you just miss 2 high templar with a terran bio army you're absolute dead meat. I probably just needed more than 3 ghosts (although luckily my opponent didn't feedback), but that game convinced me soundly that storm is anything but weak.
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sc1 storm damage was 114(If I remember right) and sc2 storm damage is 80 :}.
Edit: sc1 storm does 8x14 = 112, my bad ;P.
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On March 21 2010 18:32 lolaloc wrote:Storm should have more duration and damage overtime. Units under the storm for a long time will receive full damage that can kill them while units that have been moved away would still live. Show nested quote +On March 21 2010 18:18 Perseverance wrote: PSI Storm is fine...you have to predict it's cast. what I do is when I see the templar running forward during a battle I micro my mutas back and then watch it's wasted cast. It doesn't always work, but sometimes it does. This seems to be almost impossible if there's LAN latency. lol? If there's LAN Latency, it gets way easier to do this :}.
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I could have sworn most people were complaining about psi storm delay a week ago.
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Nerfing psi storm would essentially mean Protoss has to open Robotics more than they already do, which is practically all the time. I prefer playing templar tech as Protoss but generally find Robotics to be more powerful. When playing against Protoss I generally have a more difficult time against Robo builds as well. In my opinion storm should be left as is, and Colossus should be nerfed a bit. Additionally changes should be made to Z to help P in PvZ and T to help T in TvP (even with EMP, I've had plenty of success feedbacking ghosts and my PvT win-rate seems really high while my PvZ is mostly abysmal).
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I'm in no way calling for a damage nerf. They can even buff the damage for all I care, I just feel it needs to have a longer duration of effect, at least giving some opportunity/purpose to dodge.
Right now It's more of an AoE nuke spell, that's spammable; it feels like a big "I.W.I.N" button...
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