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LotV Balance Update Preview - May 11 - Page 8

Forum Index > Legacy of the Void
320 CommentsPost a Reply
Prev 1 6 7 8 9 10 17 Next All
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
May 12 2015 00:55 GMT
#141
Interesting changes. Glad to see the Mothership not being forgotten. I think there's potential there.

Even the BL is getting some love o.O. Dunno how I feel about that route though, 11 range is pretty nice but I think I'd rather they just make the morph off of the muta combined with a new direction for the corruptor.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
NKexquisite
Profile Joined January 2009
United States911 Posts
May 12 2015 01:03 GMT
#142
On May 12 2015 09:53 shin_toss wrote:
Show nested quote +
Crap! You're right!! If only Protoss had a flying unit that could drop units into other players bases as well!!


Oh yeah bec Distruptors can destroy bases.. riigght.


http://wiki.teamliquid.net/starcraft2/Warp_Prism
Whattttt Upppppppp Im Nesteaaaaaa!!
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
May 12 2015 01:06 GMT
#143
On May 12 2015 09:55 FrostedMiniWheats wrote:
Interesting changes. Glad to see the Mothership not being forgotten. I think there's potential there.

Even the BL is getting some love o.O. Dunno how I feel about that route though, 11 range is pretty nice but I think I'd rather they just make the morph off of the muta combined with a new direction for the corruptor.

I had this idea in my head of reworking the Corruptor to be anti light, and for corruption to be redesigned as a small splash spell that slowed down all bio units. This would serve as a genuinely reliable method of wresting away air control in ZvZ. Then you could reintroduce something thematically similar to the Devourer as a morph off of the Mutalisk that served as Zerg's anti armored and anti capital ship air-to-air attacker. But I like both the Ravager and the Lurker a lot, so I wouldn't want them to remove one of them in favor of this concept. Granted, the Devourer was a bit lame in BW, but it had an intriguing potential to its acid spores effect, and it looked soooo cool that I always wished it could've had more of a role in high-level gameplay.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
jasonbourne907
Profile Joined May 2015
17 Posts
May 12 2015 01:28 GMT
#144
recall change is crazy... are you kidding..?
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
May 12 2015 01:51 GMT
#145
On May 12 2015 07:33 EleanorRIgby wrote:
so negative, maybe wait to play with the new changes before being so overly critical.

Everytthing sucks, everything is shit, Blizzard doesn't care anymore. *fires up CS:GO*.

To be fair, most people are very constructive. Some are just burned, I think, and want to see "Guys we make BW now again!!" to be happy about Blizzard's approach.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
May 12 2015 01:53 GMT
#146
On May 12 2015 10:03 NKexquisite wrote:
Show nested quote +
On May 12 2015 09:53 shin_toss wrote:
Crap! You're right!! If only Protoss had a flying unit that could drop units into other players bases as well!!


Oh yeah bec Distruptors can destroy bases.. riigght.


http://wiki.teamliquid.net/starcraft2/Warp_Prism


Warp Ins are not even half as close effective as bio drops and mutaballs going back n forth (unlimited times you want) not just 4 times ^_^

AKMU / IU
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-05-12 01:55:36
May 12 2015 01:55 GMT
#147
On May 12 2015 10:53 shin_toss wrote:
Show nested quote +
On May 12 2015 10:03 NKexquisite wrote:
On May 12 2015 09:53 shin_toss wrote:
Crap! You're right!! If only Protoss had a flying unit that could drop units into other players bases as well!!


Oh yeah bec Distruptors can destroy bases.. riigght.


http://wiki.teamliquid.net/starcraft2/Warp_Prism


Warp Ins are not even half as close effective as bio drops and mutaballs going back n forth (unlimited times you want) not just 4 times ^_^



Wow calm down on those absolute statements. Way too many variables included to say it like that. You can certainly argue about effectiveness in certain situations, but not generalising like that.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
May 12 2015 02:06 GMT
#148
Most of the time yes its more effective. Esp in early/mid game and base trade scenarios.
AKMU / IU
halfaspider
Profile Joined August 2013
United States31 Posts
May 12 2015 02:20 GMT
#149
Would anybody miss them if Blizz just took removed mines, oracles, and SH?
whatup
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2015-05-12 02:26:55
May 12 2015 02:21 GMT
#150
Uhm... why aren't people talking as much about the Chargelot speed boost? That sounds pretty major to the mobility of the protoss army and its effectiveness (considering zealots are melee). And the ability to deal with harassment. And the ability to back away from a fight. And... well... everything.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
Last Edited: 2015-05-12 02:24:11
May 12 2015 02:23 GMT
#151
On May 12 2015 10:06 Pontius Pirate wrote:
Show nested quote +
On May 12 2015 09:55 FrostedMiniWheats wrote:
Interesting changes. Glad to see the Mothership not being forgotten. I think there's potential there.

Even the BL is getting some love o.O. Dunno how I feel about that route though, 11 range is pretty nice but I think I'd rather they just make the morph off of the muta combined with a new direction for the corruptor.

I had this idea in my head of reworking the Corruptor to be anti light, and for corruption to be redesigned as a small splash spell that slowed down all bio units. This would serve as a genuinely reliable method of wresting away air control in ZvZ. Then you could reintroduce something thematically similar to the Devourer as a morph off of the Mutalisk that served as Zerg's anti armored and anti capital ship air-to-air attacker. But I like both the Ravager and the Lurker a lot, so I wouldn't want them to remove one of them in favor of this concept. Granted, the Devourer was a bit lame in BW, but it had an intriguing potential to its acid spores effect, and it looked soooo cool that I always wished it could've had more of a role in high-level gameplay.


We're almost totally on the same page, I think they should turn it into a lair tech devourer as well as play up its role as an aerial tank. Mayyybe give it some sort of Hive tech air-to-ground ability (plaguuu?!), but I'd settle for just having them move and shoot with a devastating debuff effect. Additionally, this sounds bizarre, but I think burrow could work on them as well. It'd make them better at evading opponent air superiority and would allow them to ambush quicker air units like mutas provided there's no detection around.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Lobotomist
Profile Joined May 2010
United States1541 Posts
May 12 2015 02:29 GMT
#152
So...eco changes?

I'd have more of an opinion about specific unit changes if i had a beta key
Teching to hive too quickly isn't just a risk: it's an ultrarisk
HomeWorld
Profile Joined December 2011
Romania903 Posts
Last Edited: 2015-05-12 02:50:50
May 12 2015 02:34 GMT
#153
RIP mech.
Edit: hope they won't throw the game clock back in the prehistoric age.
Parcelleus
Profile Joined January 2011
Australia1662 Posts
May 12 2015 02:50 GMT
#154
Upgraded Zealot speed increased from 2.75 to 2.953

With the addition of the Adept, the Zealots role has been reduced in the later stages game. To adjust for this, we decided to make a mid/late game buff to Zealots that makes the Zealots be a more ideal choice in certain situations compared to the Adept. Alternatively, we could have toned down the effectiveness of the Adept, but overall we agree with the community opinion that Protoss isn’t as powerful as the other two races currently, so we felt this change was best.


Well by mid-late game Protoss usually has charge, so this change with their reasoning makes no sense. Charge is better for mid-late game than using this minor speed buff. Furthermore, this small speed buff makes no difference to someone who has good kiting.

Idea for you Blizz (free of charge this 1): Buff warpgate units and nerf warp-gate (both must happen together). I think you have heard from the community that we rather micro units (gateway units) , than rely on MSC or recall.
*burp*
BruMeister
Profile Joined February 2012
United States90 Posts
May 12 2015 02:56 GMT
#155
I am so excited about this Zealot speed buff. I have been clamouring for one for a long, long time.
ShambhalaWar
Profile Joined August 2013
United States930 Posts
May 12 2015 02:57 GMT
#156
On May 12 2015 11:29 Lobotomist wrote:
So...eco changes?

I'd have more of an opinion about specific unit changes if i had a beta key


Yea for real... Where's my beta key?

And, where's the eco change...

Also for the auto-tourney, I have to say I agree on the time limit... Cause lets be real, who has the time to sit around for hours waiting for one person's game to finish, just so they can continue an already long tourney. I suppose it depends on how long the brackets are, but it's pretty understandable.

Also strats would develop around time and experienced gained, which I think would diversify overall play.

Think chess vs speed chess. Both legit.

I am COMPLETELY AGAINST max game limit for regular melee games on ladder.
wUndertUnge
Profile Blog Joined September 2010
United States1125 Posts
Last Edited: 2015-05-12 03:04:55
May 12 2015 03:00 GMT
#157
Is there any unit in the Z arsenal that does damage vs. the Disruptor? If not, this doesn't help Zerg players

I'm curious to see how the MSC recall buff comes into play. It allows earlier aggression and harass right off the bat with an earlier escape plan. I was thinking having 3 MSCs at one's disposal over time might be OP - then couldn't think of a scenario where that might actually be helpful. Then again, I'm not a P player.
Clan: QQGC - wundertunge#1850
TL+ Member
Beelzebub1
Profile Joined May 2015
1004 Posts
Last Edited: 2015-05-12 03:06:02
May 12 2015 03:01 GMT
#158
Fairly disappointed with most of these changes, I'm not really understanding the timid approach that Kim and the team are working with, the early parts of the beta should be a time to make bold design changes that could never be made in the middle of a released product, I feel like the last 2 balance updates are more then standard balance patches and not beta design changes.

Specifically buffs to the mothership which with the cloaking is..well it's just a unit that totally promotes death balling so pretty lost on that one, I mean why would you ever spread out away from the Mothership? Why not a buff to Gateway instead? I mean the Zealot thing is nice but Gateway is still undesirable and charge should just be turned into Zealot legs to REALLY help Zealots close in and benefit from micro (i.e. actually be able to micro against mines) O__o

I guess on a more positive note I do appreciate the slow but meaningful Lurker nerf and the updates on the new Terran unit are cool, seems pretty interesting and I'm pretty psyched to see the unit model.

Just praying that the team is spending 10X as much effort on making Protoss the race it should have been and still can be and not making Terran even more well designed then they already are.

Also super surprised the good ol' Ultralisk escaped the nerf bat, I don't want to have to keep playing against mech, I accept it, the 8 armor just isn't working lol or rebuff Marauders idk I'm Zerg and they are a step away from indestructible, a bit comical to see how bad it was in HOTS and how insanely strong it is now xD

edit: spelling
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 12 2015 03:08 GMT
#159
Lurker change is stupid. The problem is the range, nothing else, unless you consider extreme alterations.
Beelzebub1
Profile Joined May 2015
1004 Posts
May 12 2015 03:13 GMT
#160
On May 12 2015 12:08 FabledIntegral wrote:
Lurker change is stupid. The problem is the range, nothing else, unless you consider extreme alterations.


Oh heey <3

edit: True, this might help though, I think more nerfs are on the table for the Lurker, not sure if they are going to mess with the range right away but I can definitely see a hp nerf.
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