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Nope, unnecessary, forced onto the unit to give it *something*. Also it is another stupid activated ability, !@#$%^&* up Protoss all you want but please keep your hands of the still RTS-worthy races with this bullshit.
If the ability results in forcing the opponent to split/dodge, it adds more micro to the game which is good. Don't understand how you can be negative of this is an advantage. You can only have so much of the classical RTS-micro, (focus fire --> pull away, moving shot) before it gets repetitive. Having well-designed skillshots adds an extra element to the game.
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In my opinion, I liked that Cyclone could help against early Oracles.
I would rather just see that the Cyclone has a range upgrade at the tech lab on a factory, or a range upgrade that extends how the unit can lock on. Without the upgrade, units that run from the Cyclone lock on might be able to get away unless the Cyclone explicitly chases them. This could lead to more interesting micro situations (micro away the locked on unit, if Cyclone chases, the zealots/stalkers can fire at it, etc.).
Don't tamper with it's anti-air. Although I guess this helps against it's ability to clear ovie scouts.
I'd also LOVE to see an upgrade that reduces the amount of time it takes a hellion/helbat and viking to transform into one mode from another. It would be sick to see vikings be able to land quickly and get back up quickly in a harass mode.
Finally, is there any reason they aren't offsetting the reduced minerals on some patches with extra minerals on others? Why not make it 2100 / 900 alterations so it still adds up to 3,000 total?
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They need to make warp-ins be based off distance from the nexus. The further away from a nexus, the longer it takes.
So it helps with defence, but nerf the warp-in allin builds.
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At this point I think anything is more interesting than the current swarm host... Make Swarm Host spawn larvae, larvae can make any units except drones. Units cost the same money. (No more free units YAY!) You can use queen to inject swarm host every 60secs. (Up larvae count from the usual 2 larvae per swarm host)
Hive Upgrade, Flying Larvae. 200/200/100 You can now launch flying larvae over a great distance.
You just got flying Ultralisks. lol
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On April 28 2015 15:41 Highways wrote: They need to make warp-ins be based off distance from the nexus. The further away from a nexus, the longer it takes.
So it helps with defence, but nerf the warp-in allin builds.
They already mentioned they dislike the fact protoss can just warp in instant defense vs harass. This would not help accomplish that.
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I'd also LOVE to see an upgrade that reduces the amount of time it takes a hellion/helbat and viking to transform into one mode from another. It would be sick to see vikings be able to land quickly and get back up quickly in a harass mode.
I think Vikings could just get much faster transfomation for free (no upgrade needed).
For Hellion/hellbats, the damage of the latter vs light must be reduced. Otherwise there is no reward of Speedlings surrounding Hellions, and I actually prefer the role of Hellbats being better vs armored than light.
Imagine the following microinteraction:
--> You run up to an enemy armored unit with the Hellion --> Transform into Hellbat --> Kills the enemy armored unit if it isn't microed --> If the enemy is skilled, he micro's it back. --> Hellbats are re-transformed into Hellions and chases the enemy armored unit once again... etc.
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oh no zerg has a strong new unit that's also pretty fun to use, better make it useless. Maybe tone it down slowely like they seem to do with the cyclone? Anyway if they want to make it useless in direct combat they better give some huge buff to it's ability
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On April 28 2015 16:29 mCon.Hephaistas wrote: oh no zerg has a strong new unit that's also pretty fun to use, better make it useless. Maybe tone it down slowely like they seem to do with the cyclone? Anyway if they want to make it useless in direct combat they better give some huge buff to it's ability
Nope, better make it useless so people tests the new dumb Swarm Host instead...
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France9034 Posts
Gosh another activated ability...
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Biggest problem with ability on Reaper is actually that it forces another control group as you can't stim and use its ability at the same time. Thus, tbh I would just give both Ghost and Reaper stim and balance the gameplay around this. I hate the whole 1a2a3a4a-concept. Micro should mainly be about how you move your units around and not about forcing players to press the most amount of buttons BEFORE they can micro.
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On April 28 2015 10:45 -Kyo- wrote: Lol, who in the fuck balances this game? Some of the changes sound quite good, like the cyclone change, until the next line. The ravager changes sound great, honestly. I think it may do an adequate job of fixing the unit. The SH changes......? seriously man? lmao wtf Its not only about balance. Its about fun, unit design and game flow. WoL and HotS failed at everything very hard except balance for me (design: hardcounter, 2sec fights etc, fun; basically 90% of all units are pretty boring to play).
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Two changes I have issue with:
I think ravagers ability should have a much lower range. This would still make it very good vs FF but would require it be more vulnerable when pushing defensive positions. It would still be usable in combat but not as easily if ravagers are out of position.
As a mule dropping terran I mine out the far patches WAY too fast. I think the split should be top/bottom patches instead of near/far. (For those that don't know, dropping a mule on a close patch will cause it to mine one additional trip but expire before returning. This results in LOST minerals unless micro is used to manually stop the mining - or just dropping on far patches.)
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I am still waiting for Blizzard to remove Swarm Hosts - the worst unit in the history of Starcraft. Terrible design and no changes will fix it.
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On April 28 2015 17:47 Hider wrote: Biggest problem with ability on Reaper is actually that it forces another control group as you can't stim and use its ability at the same time. Thus, tbh I would just give both Ghost and Reaper stim and balance the gameplay around this. I hate the whole 1a2a3a4a-concept. Micro should mainly be about how you move your units around and not about forcing players to press the most amount of buttons BEFORE they can micro. I couldn't agree more! I'm all for having a few cool abilities that work into micro (blink, stim, burrow, cloak, boost, charge if it wasn't auto cast etc) but otherwise I do wish Blizzard took a long look at unit movement (NOT JUST SPEED) and positioning. I think the fact that they're actually addressing the damage point of a unit is AWESOME! (Seriously, the Adept patch note might be the most promising sign I've ever seen from Blizzard.)
However, I do think that in this particular case it's okay. I don't think this will result in the reaper being used past the early game anyway (it's role as a scout/harassment unit won't change - unless I really underestimate this ability, will have to test).
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Russian Federation421 Posts
On April 28 2015 17:47 Hider wrote: Biggest problem with ability on Reaper is actually that it forces another control group as you can't stim and use its ability at the same time. Thus, tbh I would just give both Ghost and Reaper stim and balance the gameplay around this. I hate the whole 1a2a3a4a-concept. Micro should mainly be about how you move your units around and not about forcing players to press the most amount of buttons BEFORE they can micro.
So basically you want super fast 1a bio deathball?
I'd hate to be SC designer. Everyone wants to change something in the game but everyone wants different things and in the best case scenario they playtested that supposed change for a couple of hours. I wonder how much people demanding DH actually watched Scarlett vs Parting showmatch to see possible problems with that economy.
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So basically you want super fast 1a bio deathball?
I prefer 1a over 1a2a3a ceteris paribus. Marine/Maurauder/Medivac functions great because its relatively easy to learn but has an insanely high skillcap. However, forcing the whole "1a2a3a"-concept is just annoying and has a limited skillcap.
I am sure that every terran player in the world also hates mixing in Ravens in TvT with their Marine/Tank as it takes priority over Siege/Stim. I fear that the same thing will happen to the Reaper (FYI: Easy fix, reduce subgroup priority of Raven please).
I think the fact that they're actually addressing the damage point of a unit is AWESOME! (Seriously, the Adept patch note might be the most promising sign I've ever seen from Blizzard.)
I don't agree that they are really adressing it though. They are merely putting it back to default of 0.167. IMO the default should be at the level of Marine/Maurauder (0-0.05). I don't see any unintended consequences of giving the Adept a DP 0.
However, I do think that in this particular case it's okay. I don't think this will result in the reaper being used past the early game anyway (it's role as a scout/harassment unit won't change - unless I really underestimate this ability, will have to test).
I would have thought the main reason the Reaper needed an ability was to give it utility besides the very early game.
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On April 28 2015 03:11 -NegativeZero- wrote: no change to worker pairing? blizz i am disappoint They don't have the technology to implement it. Maybe it will be possible in a few years.
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On April 28 2015 03:12 NovemberstOrm wrote:Show nested quote +On April 28 2015 03:11 Yonnua wrote: The grenade sounds interesting. If the damage isn't too high and the pushback effects friendly units, could it be used to help with quick marine splits? that would be interesting
Couldn't this be to strong against banes? (or will perhaps fill the exact same role as marauder slow?) But a more diverse bio-army would be nice =)
Should reapers have to "modes"? One regular (like the one they have now for worker harass) and a push-back mode with less dmg for army engagements?
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Sweden33719 Posts
On April 28 2015 16:08 Hider wrote:Show nested quote +I'd also LOVE to see an upgrade that reduces the amount of time it takes a hellion/helbat and viking to transform into one mode from another. It would be sick to see vikings be able to land quickly and get back up quickly in a harass mode.
I think Vikings could just get much faster transfomation for free (no upgrade needed). For Hellion/hellbats, the damage of the latter vs light must be reduced. Otherwise there is no reward of Speedlings surrounding Hellions, and I actually prefer the role of Hellbats being better vs armored than light. Imagine the following microinteraction: --> You run up to an enemy armored unit with the Hellion --> Transform into Hellbat --> Kills the enemy armored unit if it isn't microed --> If the enemy is skilled, he micro's back. --> Hellbats are re-transformed into Hellions and chases the enemy armored unit once again... etc.
All this sounds really nice to me. Vikings in general feel like a missed opportunity to me, it's like... its landed form is almost so bad that it's like giving your opponent minerals via direct transfer, and then it's gonna take forever to transform back...
Wish they would shorten its range, make it waaaaaay more maneuverable and maybe remove the armored tag when its landed. Could give it a fusion core upgrade that extends the range back up for later in the game.
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On April 28 2015 19:16 Superouman wrote:Show nested quote +On April 28 2015 03:11 -NegativeZero- wrote: no change to worker pairing? blizz i am disappoint They don't have the technology to implement it. Maybe it will be possible in a few years.
They don't have the tech? LMAO LOL
Of course they have. Is a very simple AI tweak. Changing how do workers manage automining orders.
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