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Active: 1200 users

Creative usage of Reaper's KD8 Charge

Forum Index > Legacy of the Void
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Pawjaw
Profile Joined May 2013
Sweden9 Posts
May 10 2015 20:00 GMT
#1
Reapers in Legacy of the Void

So a couple of day back I was going through all the new units and spells in Legacy of the Void, and found out that the Reapers got a new spell called KD8 Charge. In case you didn't know, after a short delay it deals 10 damage and knocks back units in close proximity to the charge. This sounded like an awesome spell to me, and I started testing what you could actually do with it. I found a whole bunch of cool ways how this spell could potentially be used in real matches, and that's how this video came about. The video quality is shit, the audio is way too low and I ramble on for too long, stutter and fail at grammar. But some of the things shown here are still pretty damn cool, right.

www.twitch.tv/Pawjaw
lostDrone
Profile Joined April 2015
12 Posts
May 10 2015 20:08 GMT
#2
Dude i cant hear a single word in your video. Not only that it is only in one channel. The left ear for me.
crbox
Profile Joined August 2010
Canada1180 Posts
Last Edited: 2015-05-10 20:26:12
May 10 2015 20:17 GMT
#3
On May 11 2015 05:08 lostDrone wrote:
Dude i cant hear a single word in your video. Not only that it is only in one channel. The left ear for me.


Just raise the volume I heard everything he said after pushing a button 3 times. Figure it the fuck out lol

Op: nice vid i'm definitely gonna try to do like hellion runbys against protoss or terran wall-ins.
JCoto
Profile Joined October 2014
Spain574 Posts
May 10 2015 20:27 GMT
#4
I think that that ability could help rewriting TvZ, and could replace the slow on marauders... then we could have a better time rebalancing zealots and roaches.
crbox
Profile Joined August 2010
Canada1180 Posts
May 10 2015 20:30 GMT
#5
On May 11 2015 05:27 JCoto wrote:
I think that that ability could help rewriting TvZ, and could replace the slow on marauders... then we could have a better time rebalancing zealots and roaches.


But reapers are fragile vs colossus beams or storm late game so it doesn't compare to a stimmed 3/3 marauder rofl
[PkF] Wire
Profile Joined March 2013
France24227 Posts
May 10 2015 20:30 GMT
#6
Can the ability lift massive units too ?
Pawjaw
Profile Joined May 2013
Sweden9 Posts
Last Edited: 2015-05-10 20:43:36
May 10 2015 20:41 GMT
#7
On May 11 2015 05:08 lostDrone wrote:
Dude i cant hear a single word in your video. Not only that it is only in one channel. The left ear for me.


I know the volume is shit, but I didn't know about the channels. I'll look into that if I ever make another video, thanks.

On May 11 2015 05:30 [PkF] Wire wrote:
Can the ability lift massive units too ?


No it cannot, and I just realized that I said in the video that it's possible to split thors using the KD8 Charge, which is not true.
www.twitch.tv/Pawjaw
Loccstana
Profile Blog Joined November 2012
United States833 Posts
May 10 2015 22:35 GMT
#8
The ability is neat, but given its short cast range and the uselessness of the reaper at any other aspect means that it wont be used in the late game.
[url]http://i.imgur.com/lw2yN.jpg[/url]
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2015-05-10 23:22:14
May 10 2015 23:12 GMT
#9
On May 11 2015 05:30 crbox wrote:
Show nested quote +
On May 11 2015 05:27 JCoto wrote:
I think that that ability could help rewriting TvZ, and could replace the slow on marauders... then we could have a better time rebalancing zealots and roaches.


But reapers are fragile vs colossus beams or storm late game so it doesn't compare to a stimmed 3/3 marauder rofl


Literal: "Could replace slow on Marauders"

I mean, the charge could be implemented on marauders, while reapers could be reworked (anyways, a Reaper rework has been needed for years). The problematic part I see is the damage.

This mechanic is fairly more interesting than the slow and I bet it could be interesting to balance.
Riquiz
Profile Joined June 2011
Netherlands402 Posts
May 11 2015 00:24 GMT
#10
Looks cool!

I think the the most hilarious use-age would be:

Making workers fly over the mineral patches and getting stuck in between buildings, mineral patches and the edges of the map.

The value bomb.
Caster man does casting on yt/RiquizCasts
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
May 11 2015 07:42 GMT
#11
On May 11 2015 05:08 lostDrone wrote:
Dude i cant hear a single word in your video. Not only that it is only in one channel. The left ear for me.


Omg I found you on Team Liquid as well, I am [Ever]Drone ! lol

On topic ...I really dislike these reaper mines as a Zerg player... >_<
AKA: TelecoM[WHITE] Protoss fighting
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 11 2015 08:01 GMT
#12
I could actually see this being made in TvZ vs vipers, honesty.Maybe just 2-3 and keep in back if the tanks getting blinding cound.
Archiatrus
Profile Joined June 2014
Germany64 Posts
May 11 2015 08:38 GMT
#13
An idea for lower league TvZ: three charges kill a larva. So if a new round of larva pops and the Zerg is busy defending against three reapers (which is annoying as f**), he maybe does not use the larva immediately. Three charges, *bam* and a whole round of units is denied. In higher leagues the zerg has maybe enough multitasking to keep his queen/drones alive, while having no idle larva for the charge time of the granade, But I think I (low dia) would have problems with this. Especially because I maybe would pull drones instinctively first.
Gnosis
Profile Joined December 2008
Scotland912 Posts
May 11 2015 09:22 GMT
#14
Interesting... So the reaper is now SC2's version of Ziggs?
"Reason is flawless, de jure, but reasoners are not, de facto." – Peter Kreeft
Destructicon
Profile Blog Joined September 2011
4713 Posts
May 11 2015 09:47 GMT
#15
On May 11 2015 05:30 crbox wrote:
Show nested quote +
On May 11 2015 05:27 JCoto wrote:
I think that that ability could help rewriting TvZ, and could replace the slow on marauders... then we could have a better time rebalancing zealots and roaches.


But reapers are fragile vs colossus beams or storm late game so it doesn't compare to a stimmed 3/3 marauder rofl


Not only that but it compounds the problem of micro overload terrans already have. Terrans have to split, stutter step, kite, focus fire so mixing in this ability seems impossible outside the early game. This is one design decision I don't agree on with Blizz, I don't feel like all units should have abilities, I'd rather they be responsive, microable and with a high skill ceiling.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
ThunderBum
Profile Joined November 2010
Australia192 Posts
May 11 2015 11:37 GMT
#16
On May 11 2015 18:47 Destructicon wrote:"Not only that but it compounds the problem of micro overload terrans already have."
...
"I'd rather they be responsive, microable and with a high skill ceiling."


I don't quite understand what you mean by saying it's too much micro and that you want the micro to be hard.
Hider
Profile Blog Joined May 2010
Denmark9405 Posts
May 11 2015 11:39 GMT
#17
On May 11 2015 18:47 Destructicon wrote:
Show nested quote +
On May 11 2015 05:30 crbox wrote:
On May 11 2015 05:27 JCoto wrote:
I think that that ability could help rewriting TvZ, and could replace the slow on marauders... then we could have a better time rebalancing zealots and roaches.


But reapers are fragile vs colossus beams or storm late game so it doesn't compare to a stimmed 3/3 marauder rofl


Not only that but it compounds the problem of micro overload terrans already have. Terrans have to split, stutter step, kite, focus fire so mixing in this ability seems impossible outside the early game. This is one design decision I don't agree on with Blizz, I don't feel like all units should have abilities, I'd rather they be responsive, microable and with a high skill ceiling.


I agree that units should be responsive (which the Reaper already is), but I also think well-designed abilites can have a great impact on the game. However, abilities should be easy to use and create a dynamic that rewards micro. E.g. somewhat like what Psi Storm does, however, most abilites in the game unfortunately adds to extra control groups and doesn't really reward countermicro. Therefore they feel more like random spamming, which isn't good imo.
Pawjaw
Profile Joined May 2013
Sweden9 Posts
May 11 2015 12:24 GMT
#18
I believe that this spell could contribute to give spectators a better watching experience, as it's obviously a really cool ability to watch being used. However I do think that despite how awesome it is, it might be too much. The reaper would still be fine without the spell anyway, when it comes to balance, it feels a bit too strong to let the reaper have access to this ability in the early game. But then again, if there for example would be a research required to use it, it would probably never be used, ever. Maybe give the KD8 Charge to some other unit like the ghost, and tweak it a little bit? I'm not really sure, but as it stands now, the game might be too cluttered with random spells, that 99,9 % of the players would never be able to use properly in a real game.
www.twitch.tv/Pawjaw
Hider
Profile Blog Joined May 2010
Denmark9405 Posts
May 11 2015 13:19 GMT
#19
I believe that this spell could contribute to give spectators a better watching experience, as it's obviously a really cool ability to watch being used.


Its more likely that it will be an abilty that is cool to watch at first since the visuals looks awesome, but very quickly it will become boring as its counterplay potential is pretty lackluster.
_indigo_
Profile Joined August 2010
Slovenia171 Posts
Last Edited: 2015-05-11 14:24:37
May 11 2015 14:23 GMT
#20
The problem with this ability is, it's not strong enough to be used in a later-game unit like ghost (ghost is actually rarely build even now and i'm pretty sure it won't be build for this bomb lol).

It can only be on a reaper and it can only be free because the excess gas is always better used with factory or techlab (reaper is 50 gas and right now if we count out the mass reaper play, its not made for damage).

It's not useless though, because i've already managed to escape vs speedlings, other reapers and hellions by throwing charges at my feet while running away. I like the ability even if only for this reason.
I have seen it all, and everything is just as senseless as chasing the wind.
CakeSauc3
Profile Joined February 2011
United States1437 Posts
May 11 2015 15:33 GMT
#21
Played the beta for a few days but got tired of it, will try it out again to see how this works out. Mass reaper builds incoming, some poor players are about to suffer
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 11 2015 15:44 GMT
#22
On May 11 2015 07:35 Loccstana wrote:
The ability is neat, but given its short cast range and the uselessness of the reaper at any other aspect means that it wont be used in the late game.

i think the ability itself is strong enough in late game fights as a crowd control for reapers to be used. imagine hitting even 1-2 bombs on a melee army approaching your army, like all chargezealots going from synced attack into a complete mess where half of them are flying around (losing charge probably) while other half is dying off and then the remainders go in desynced. if you compare it to a fungal its not very different in my opinion and i think it will be used in late game if it has the current stats.

all bombs exploding same time is probably connected with the fact that only 1 of the bombs deal damage, was hard to judge from this shitty ass quality though but im pretty sure reapers had well over half hp after tanking 3 bombs

nice vid regardless thx
Progamerpls no copy pasterino
Captain Peabody
Profile Blog Joined May 2009
United States3120 Posts
May 11 2015 16:45 GMT
#23
The goal with the Reaper specifically should be to get to a situation where Reapers continue to be used as they are now in the early game (that is, in small numbers, with good micro interactions, balanced), but are also now used in conjunction with other units at later stages of the game.

Just making the Reaper stronger doesn't really accomplish that; it's more likely to just make people mass tons of Reapers early game like early WoL--and we all know how fun that was. There needs to be a useful thing that Reapers do that's mainly useful together with the rest of your army. This looks like at least a good start.
Dies Irae venit. youtube.com/SnobbinsFilms
_indigo_
Profile Joined August 2010
Slovenia171 Posts
May 11 2015 17:03 GMT
#24
Some additional info: when the bomb goes off, units are invulnerable until they hit the ground. If you throw a large number of bombs at the same time, all units will be damaged and knocked back with the effect of one bomb (the first one in the series of thrown bombs). This means, to be super effective, you need to chain-throw bombs every 1,5 seconds or so, but not sure if its viable for this kind of stuff because units get spread obviously.
I have seen it all, and everything is just as senseless as chasing the wind.
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