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why is psi storm weaker now? - Page 2

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zhul4nder
Profile Blog Joined July 2008
United States189 Posts
June 09 2010 06:28 GMT
#21
<---pro?
beat me. hard.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-06-09 06:32:31
June 09 2010 06:29 GMT
#22
On June 09 2010 15:19 -Archangel- wrote:
Another reason for weaker storm are less and more expensive Zerg units. This storm already kills hydras like crazy, but a stronger storm would be too much. Zerg no longer has T1.5 75/25 1 supply hydra that he can spam like crazy and leave to die in storm because there are already 20 more coming. With the state of Zerg units storm cannot get more powerful, especially since Zerg has no direct counter to it like it does for a Colossi. In SCBW it had spawn Broodling.

No one ever used spawn brooding to counter storm. It was possible, but rarely (if ever) used. The counter to storm in SC1 was micro and muta-micro. Not spawn broodling.

Storms don't kill hydras in 1 hit even if they just sit in it and that's a pretty big disadvantage for storm. Additionally, roaches are a very good counter to storm. If a Zerg just switches over to roaches or an even roach/hydra composition, storm tech becomes practically worthless simply because roaches have so much hp.

Additionally, storm is not like tanks in that tanks actually received multiple buffs in response to its resource nerfs. Not only was the AI improved, but the damage was jacked up by a LOT. Tanks now do a flat 50 damage to everything, whereas in SC1 zealots and other small units could withstand tank fire pretty well. Storm was buffed in terms of UI through smartcasting, but it was also nerfed in damage AND radius. The cost is still the same as SC1 and so the potential of smartcasting in blanketing the battlefield in storm is quite nullified as it takes more storms to cover the same area and do the same total damage, while the resource cost has not been changed at all (the cooldown time also hurts that but it's not as big an issue). In high level play with good macro, it is very unlikely that the Protoss player will have enough high templar to utilize the potential of smartcasting.

@ zhul4nder: That would be a good strategy (FF+storm) except for the fact that both sentries and HTs cost an insane amount of gas. In order to get enough sentries and HTs to pull off a force field block along with storm would require a prohibitively large amount of gas. Additionally, in that orb vod, he (orb) was very ahead in army size and could've won without the cute FF surround and storm.
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
June 09 2010 06:34 GMT
#23
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?

just vs protoss because they have chargelots and blikstalkers and immortals and every unit P makes are really good vs tanks.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
zhul4nder
Profile Blog Joined July 2008
United States189 Posts
June 09 2010 06:37 GMT
#24
uhhh RoieTRS...have you tried walking up to tanks with your stalkers? :DD
beat me. hard.
nujgnoy
Profile Joined December 2009
United States204 Posts
June 09 2010 06:40 GMT
#25
Zhul4nder, blink stalkers counter tanks really well. Tanks don't have any bonus damage against armored in siege mode. Of course, immortals are there too. Even though tanks have become very undesirable now, it was even worse before the splash fix.
squintz
Profile Blog Joined April 2010
Canada217 Posts
June 09 2010 06:42 GMT
#26
psi is weak because of lore and warpgates
Neon_Monkey
Profile Joined February 2008
United States270 Posts
June 09 2010 06:42 GMT
#27
Storm in SC1 also didn't have a cooldown, so you could often cast 2-3 storms with a single high templar as quickly as you could casting 1 storm from each with smartcasting. Meanwhile the enemy has infinite select making it far easier to dodge the less damaging storm.

However I think the ability to warp in and immediately cast storm anywhere you have power is incredibly useful, the only problem is surviving the huge investment needed to get that far into the tech tree without dieing or falling behind in expos. I think that problem would be taken care of if they just got rid of the Dark Shrine...

YoureFired
Profile Blog Joined October 2009
United States822 Posts
June 09 2010 06:44 GMT
#28
On June 09 2010 15:15 zhul4nder wrote:
I guess storm can still be used as a pushing measure against zerg. As you storm, they run back and you push forward. But one thing though...I have yet to see amazing play with storm and FF. trapping units and storming was the first thing i thought would start happening when sc2 was coming out. I haven't see that happen yet in pro videos :S

Two casters makes things a lot more hectic, especially when were so used to simply having to Fspam or Tspam
ted cruz is the zodiac killer
SLChem
Profile Joined April 2010
United States6 Posts
June 09 2010 06:49 GMT
#29
No one seems to point out that templars also have feedback now, which is so underestimated against powerful units like ravens, infestors, thors, banshees, medivacs, etc. There are definitely battles where using feedback was a better option than using storm. Storm would generally be saved for the lower tier units, but the combination definitely makes up for the weaker storms vs stronger storm+hallucinate in SCBW.
Phootaba
Profile Joined May 2010
Sweden28 Posts
June 09 2010 07:04 GMT
#30
The things about storm in sc2 that bugs me alot is the cast range.
6range for storm is a bit weak imo, like someone said, hydras can have 6 range :<

The second is that storm have a lot larger animation then the area of effect.
Storm have some 1.5 radious if I recall correctly. But the animation seems to have 2-2.5 radious. That just seems stupid to me. They could shrink the thor accordigly, why can't they shrink the storm?
zhul4nder
Profile Blog Joined July 2008
United States189 Posts
Last Edited: 2010-06-09 07:05:20
June 09 2010 07:04 GMT
#31
YoureFired, it's called using the tab key ;D. From what i've tested, gravaton beam, psi, force field i think is the order of the unit's spells
beat me. hard.
ZnAkE
Profile Joined February 2009
Denmark6 Posts
Last Edited: 2010-06-09 07:13:45
June 09 2010 07:11 GMT
#32
Does storms have the abillity to stack in SC2? Since you can spam them like crazy, it could help a bit.
We stand as one!
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-06-09 07:15:51
June 09 2010 07:12 GMT
#33
I remember when orb used to just mass HT/Sentry's then when he faced a toss player that had collosus he raged . I think orb was the only person who only used just sentry's and high templars (That's when he started to get known for his rage).

@Znake - no they don't stack

Personally I think the sentry play had a huge role in the change. As you can see in that video. Sentry's also had a roll in the mothership nerf that "removed" forcefields when in present. (Because of the whole Forcefield around the vortex then collosus rape the bunched up ball)
G4MR | I mod day9, djwheat and GLHF's stream
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
June 09 2010 07:13 GMT
#34
its simply because units bunch up together much easier than in BW. therefor the Psi Storm effects far more units.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 09 2010 07:13 GMT
#35
On June 09 2010 15:19 -Archangel- wrote:
Another reason for weaker storm are less and more expensive Zerg units. This storm already kills hydras like crazy, but a stronger storm would be too much. Zerg no longer has T1.5 75/25 1 supply hydra that he can spam like crazy and leave to die in storm because there are already 20 more coming. With the state of Zerg units storm cannot get more powerful, especially since Zerg has no direct counter to it like it does for a Colossi. In SCBW it had spawn Broodling.


Will I would say for SCBW it was more muta .
When I think of something else, something will go here
Boonbag
Profile Blog Joined March 2008
France3318 Posts
June 09 2010 07:24 GMT
#36
They need to make the templar range bigger and psi storm 100 dmg

Oh and make archons good again
SkyTheUnknown
Profile Blog Joined May 2007
Germany2065 Posts
June 09 2010 08:13 GMT
#37
it's weaker because it's too easy to be casted. stronger storms like in BW would be ridiculously overpowered with the unit clumping and smart casting in SC 2.
The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown - H.P. Lovecraft
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
June 09 2010 08:20 GMT
#38
On June 09 2010 16:11 ZnAkE wrote:
Does storms have the abillity to stack in SC2? Since you can spam them like crazy, it could help a bit.

Storm does not currently stack in SC2, I think it would be too good if it did and would probably receive a nerf if it were allowed to stack. Stacking is not the answer.
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-06-09 08:25:35
June 09 2010 08:25 GMT
#39
In my opinion, Psionic Storm in Brood War is OP. But it was accepted, because it was hard to get enough High Templar to use it often and could be out-microed against both because it was hard to cast and was possible to dodge.

I think that the changes to Psionic Storm in SC2 are short-sighted and just make the game worse.

Why should it have higher dps for lower total damage? All that does is make Psionic Storm a spell that is impossible to micro out from under. This discourages army control and micro entirely.

Similarly, Colossi were given faster attack speed but lower attack. This only makes them less useful with micro and encourages less control.

It's depressing, but most units are moving towards higher hitpoints, less damage in favor of higher damage per second, and very homogeneous movement and attack styles, which both kills off micro and tense situations that hinge on army control. Personally, I really REALLY despise these design choices.

Incidentally, that video of orb is more a testament to the power of Force Field rather than Psionic Storm.
REEBUH!!!
Boonbag
Profile Blog Joined March 2008
France3318 Posts
June 09 2010 08:29 GMT
#40
On June 09 2010 17:25 LunarC wrote:
In my opinion, Psionic Storm in Brood War is OP. But it was accepted, because it was hard to get enough High Templar to use it often and could be out-microed against both because it was hard to cast and was possible to dodge.

I think that the changes to Psionic Storm in SC2 are short-sighted and just make the game worse.

Why should it have higher dps for lower total damage? All that does is make Psionic Storm a spell that is impossible to micro out from under. This discourages army control and micro entirely.

Similarly, Colossi were given faster attack speed but lower attack. This only makes them less useful with micro and encourages less control.

It's depressing, but most units are moving towards higher hitpoints, less damage in favor of higher damage per second, and very homogeneous movement and attack styles, which both kills off micro and tense situations that hinge on army control. Personally, I really REALLY despise these design choices.

Incidentally, that video of orb is more a testament to the power of Force Field rather than Psionic Storm.


Well MMO spirit seems to live on in their game design.

WoW ftl
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