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Active: 601 users

delete disruptor, increase storm radius

Forum Index > Closed
Post a Reply
angry_maia
Profile Joined August 2020
311 Posts
November 13 2024 14:03 GMT
#1
I think 1.5 --> 1.65 should be sufficient. The point here is that disruptors suck and are all/nothing type damage. They also don't seem crucial for any timing defenses (as a single disruptor can easily be countered) and rather just add tons of late game (annoying) strength to a protoss army that is strong against everyone except the very best where it becomes weak. It also just adds huge amounts of variance to protoss play.

I think a slight buff to storm is worth experimenting with! We've definitely seen fights where protoss blankets T or Z with storm but still loses due to the relatively low damage output of storm. For this reason, I don't think fights will be determined purely by how many storms are landed.

I think there might be early game concerns of storm drop being pretty strong, but tbh storm drop is so weak right now (warping in a few zealots seems to be far better) that I think buffing it won't be game breaking.

Overall, i'm not sure if this is a buff or not for protoss, but I do think it rewards higher skill play more.
ejozl
Profile Joined October 2010
Denmark3365 Posts
November 13 2024 14:09 GMT
#2
Give colossus +1 armour, the storm one more tick of dmg that's 10 dmg. And make the disruptor a unit that does 60+60 vs. armoured, with faster projectile, lower aoe and way lower cd. Mb it should sit still after the shot is completed rather than while the shot is out?
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
WombaT
Profile Blog Joined May 2010
Northern Ireland25054 Posts
November 13 2024 16:42 GMT
#3
Toss need multiple forms of splash, because hard counters exist to their other forms of splash.

Disruptors are very hit-or-miss units, absolutely, but they’re the Protoss form of splash that doesn’t have a hard counter.

It doesn’t really matter how good storm is, EMP may see you not being able to get many off.

Colossus aren’t even that good anymore anyway, and Vikings brutalise them. For early timing attacks Ravens are also basically a hard counter. Less so in the longer games

Without the Disruptor occupying its niche, if Terran can figure out how hard you’re going in the Templar or Collosus direction they will just kill you
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
A.Alm
Profile Joined September 2012
Sweden515 Posts
November 13 2024 18:21 GMT
#4
Or you could just go and play brood war?
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
November 13 2024 18:59 GMT
#5
Disruptors are very hit-or-miss units, absolutely, but they’re the Protoss form of splash that doesn’t have a hard counter.


Replace em with reavers
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
WombaT
Profile Blog Joined May 2010
Northern Ireland25054 Posts
November 13 2024 19:07 GMT
#6
On November 14 2024 03:59 Cyro wrote:
Show nested quote +
Disruptors are very hit-or-miss units, absolutely, but they’re the Protoss form of splash that doesn’t have a hard counter.


Replace em with reavers

I think Disruptors work better in SC2’s engine though. And I bloody love Reavers

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Waxangel
Profile Blog Joined September 2002
United States33345 Posts
November 13 2024 20:26 GMT
#7
use the existing patch discussion threads
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
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