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4 Posts
Hey everyone,
We were lucky enough to get a chance to sit down with TLO here at WCS Toronto. Of course, hot off the heels of his post about the Ultralisk I decided to have a chat about LotV.
Unfortunately there were some issues with the video so we've turned it into an audio podcast.
Listen to the interview with TLO here
Changes to the disruptor, the adept, and much more!
Let me know if you like it!
Transcript
+ Show Spoiler +ZeromuS: How are you doing today? TLO: I'm quite happy to make it through after a really bad start yesterday so it feels really good. ZeromuS: For sure, I remember talking to you yesterday and saying you were not feeling it, but i guess you came into today in the zone kinda thing? Walk my through that. TLO: Traditionally it happens a lot to me that i do badly on day 1 and do well on day 2, whenever i'm down in a group I feel more confident afterwards cause historically it happened to me a lot of times that I lost the first match and then came back. More often winning the first match is always a bad sign to me. ZeromuS: Ok great. So we're going to do some thing a bit different for this interview, and we're going to talk about your thoughts on Legacy Of the Void because I know you have a lot of thoughts on that. You released that article on the ultralisk( article here). So what's your favorite thing about Legacy Of the Void so far that you've seen or played? TLO: Well I like that it kicks off a little bit faster. I like the idea of making people expand a little more even though I don't like the execution of it as much. It still feels a little bit more dynamic than Heart of the Swarm but the problem I have with that is I'm not sure people know how to play the game yet because in early stages of Wings of Liberty and Heart of the Swarm it was also more dynamic because people make more mistakes so you can make more interesting plays and maybe as soon as people figure out Legacy of The Void the more dynamic plays might fade away a little bit more again. ZeromuS: Right, totally understood, so as far as units go what's your favorite new unit so far or changed unit? TLO: I do like the Ravager, though I think they over-nerfed it, I think it has a really cool zoning ability, I would like it though if people couldn't see where you're shooting the artillery so you could mind game a little bit more, obviously that would be much stronger, but i feel that is more of a balance issue than a design issue. To be honest I don't like the terran units, obviously nobody likes a tracking missile turret a whole lot, and the liberator I can't really place it either. I like the disrupter though, i like the disrupter and the adept, I feel like they can be tweaked a little bit more to be interesting, the Adept they buff the HP a lot but that's a boring change, in my opinion they should change the mobility more, I would like it if you could go to the Shade whenever you want to, like if you just had an active and jumped to the Shade, but instead they made it very beefy, then it's kind of generic. ZeromuS: So you want it to jump to the Shade for the same kind of mind games feel, is that what you're looking to see in Starcraft 2 with Legacy of the Void? TLO: Yeah I feel it would be a more interesting place, you know if you could like, ok i'm sending out the Shade but am i going there or am I not going there, the other player has to make a decisions, but right now there's not a lot of decisions to be made, the decision the other play needs to make is whether to chase the Shade or to hit the Adept, but it's not knowing what to do. ZeromuS: Right for sure, and you said that you like the Disrupter? Right now I know there's talks at Blizzard about making it less all or nothing as it is now, like yesterday they posted an article saying they wanted to keep it in its invulnerable mode after it goes off, but maybe lower its damage i think, something like that. TLO: i think that's a bad solution in my opinion, I don't like it, because with one ability you need to be careful with it because it also limits interaction once again, if the unit is just invulnerable afterwards, once again it's all about Protoss doing the right thing and not the other player preventing Protoss from doing it kinda like forcefields a lot of times, it's kinda like if Protoss is placing good forcefields there's very little you can do afterwards as the other player and that feels very similar to me like that, I would prefer if they just make it similar to the idea of the Ultralisk where they would just make the Distrupter just a bit cheaper and reduce its damage, cause then it's already less all or nothing because it's not just gonna just blowup your whole army with 1 hit, instead you would need several hits to deal a lot of damage. ZeromuS: Right and Protoss isn't relying on it to get a kill just to survive. It's a little bit more over time and you get more options and opportunities to interact with the unit and the other army and those kinds of things. So you said you wanted the Ultralisk to be smaller, move faster, be cheaper, can you see any other units that would benefit from a small change or small tweaks that are already in the game but have moved to Legacy of the Void without any changes for example, or ones that have changed that you don't like the changes for or prefer to see a different direction? TLO: While in general, I think being faster off creep and slower on creep might be a good thing for Zerg, because I feel like Zerg as long as you're fighting on creep you're so incredibly strong but as soon as you're off creep it becomes very difficult which can lead to very passive play, like the idea of the Zerg is I have army outside of the creep, and it gets hard for the enemy to push onto the creep, because a few units at home will be effective, but I think overall i'm kinda fine with how most of the other units are, except maybe the Zealot, I'd like it to be more like Broodwar, so i might sound like an elitist again, but I don't like Zealot Charge as much because I feel like it's a very hands off ability, as soon as the Zealot charges, there's nothing interesting the player can do anymore so i'd prefer it if they just removed charge and just make it a little bit faster, so you can do cool micro against speedlings. Back in the day you could just like you hid you run you hid you run, melee kiting, that was always very cool, i think i'd prefer that a little more. I think they'd need to make zealot speed cheaper something like 100/100, so you can actually play a zealot based composition with speed like that, that would be cool to see. ZeromuS: Very cool thoughts, great to hear your thoughts on this so thank you very much for that, and good luck in the rest of the tournament! TLO: Thank you!
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Bisutopia19225 Posts
Awesome. Can't wait to listen.
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Canada13389 Posts
On June 29 2015 00:31 a_flayer wrote: I need a transcript.
Will take a while to get a transcript, we are just trying to get the interview out fairly quickly for good turnaround In the next little while we can get one out.
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China6329 Posts
Upload it to soundcloud maybe?
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His really right about Ravager, this unit its not even used outside some ZvZ.
Its a really bad unit !
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Nice. You have a really nice voice for interviews but you could do with better transitions. Some of the time it felt like you weren't listening to the answer and just prepared the next question. You should do more of these, pro player insight is always nice.
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On June 29 2015 01:11 ZergLingShepherd1 wrote: His really right about Ravager, this unit its not even used outside some ZvZ.
Its a really bad unit !
It's actually a great unit, it's just poorly implemented.
First problem is it is overnerfed badly, I saw from the last patch that Blizzard is slowly trying to tone it up but still, it's bad for it's cost.
Second problem is that it exists to counter forcefields which should have just been removed along with the sentry and gateway units buffed, allowing David to continue to keep this bullshit mechanic that everybody hates in the game by adding a unit designed to counter it.
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Good listen; as a toss player I liked his thoughts on the zealot towards the end.
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On June 29 2015 02:17 Beelzebub1 wrote:Show nested quote +On June 29 2015 01:11 ZergLingShepherd1 wrote: His really right about Ravager, this unit its not even used outside some ZvZ.
Its a really bad unit ! It's actually a great unit, it's just poorly implemented. First problem is it is overnerfed badly, I saw from the last patch that Blizzard is slowly trying to tone it up but still, it's bad for it's cost. Second problem is that it exists to counter forcefields which should have just been removed along with the sentry and gateway units buffed, allowing David to continue to keep this bullshit mechanic that everybody hates in the game by adding a unit designed to counter it.
Yeah i made a thread about this poor unit  Its a good unit at zoning and sometimes against armored units but really to expensive, to big and 4 range LOL http://www.teamliquid.net/forum/legacy-of-the-void/488284-what-the-ravager-does-and-what-he-needs
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On June 29 2015 02:33 ZergLingShepherd1 wrote:Show nested quote +On June 29 2015 02:17 Beelzebub1 wrote:On June 29 2015 01:11 ZergLingShepherd1 wrote: His really right about Ravager, this unit its not even used outside some ZvZ.
Its a really bad unit ! It's actually a great unit, it's just poorly implemented. First problem is it is overnerfed badly, I saw from the last patch that Blizzard is slowly trying to tone it up but still, it's bad for it's cost. Second problem is that it exists to counter forcefields which should have just been removed along with the sentry and gateway units buffed, allowing David to continue to keep this bullshit mechanic that everybody hates in the game by adding a unit designed to counter it. Yeah i made a thread about this poor unit  Its a good unit at zoning and sometimes against armored units but really to expensive, to big and 4 range LOL http://www.teamliquid.net/forum/legacy-of-the-void/488284-what-the-ravager-does-and-what-he-needs
Yea, I can see how the team just didnt want this unit to come out of the gates super OP but 4 range on it's ability means you are never ever going to see it used against races with 5+ range units i.e. every race except Zerg.
That is probably the next buff I'm guessing, when they buffed the Roach range it transformed it from unviable to a staple unit.
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There will never be a vod like that. Seeker vods.
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On June 29 2015 02:41 Beelzebub1 wrote:Show nested quote +On June 29 2015 02:33 ZergLingShepherd1 wrote:On June 29 2015 02:17 Beelzebub1 wrote:On June 29 2015 01:11 ZergLingShepherd1 wrote: His really right about Ravager, this unit its not even used outside some ZvZ.
Its a really bad unit ! It's actually a great unit, it's just poorly implemented. First problem is it is overnerfed badly, I saw from the last patch that Blizzard is slowly trying to tone it up but still, it's bad for it's cost. Second problem is that it exists to counter forcefields which should have just been removed along with the sentry and gateway units buffed, allowing David to continue to keep this bullshit mechanic that everybody hates in the game by adding a unit designed to counter it. Yeah i made a thread about this poor unit  Its a good unit at zoning and sometimes against armored units but really to expensive, to big and 4 range LOL http://www.teamliquid.net/forum/legacy-of-the-void/488284-what-the-ravager-does-and-what-he-needs Yea, I can see how the team just didnt want this unit to come out of the gates super OP but 4 range on it's ability means you are never ever going to see it used against races with 5+ range units i.e. every race except Zerg. That is probably the next buff I'm guessing, when they buffed the Roach range it transformed it from unviable to a staple unit.
Yeah i think the same they will revert the range nerf at some point, maybe make it cost less gas.
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On June 29 2015 02:47 ZergLingShepherd1 wrote:Show nested quote +On June 29 2015 02:41 Beelzebub1 wrote:On June 29 2015 02:33 ZergLingShepherd1 wrote:On June 29 2015 02:17 Beelzebub1 wrote:On June 29 2015 01:11 ZergLingShepherd1 wrote: His really right about Ravager, this unit its not even used outside some ZvZ.
Its a really bad unit ! It's actually a great unit, it's just poorly implemented. First problem is it is overnerfed badly, I saw from the last patch that Blizzard is slowly trying to tone it up but still, it's bad for it's cost. Second problem is that it exists to counter forcefields which should have just been removed along with the sentry and gateway units buffed, allowing David to continue to keep this bullshit mechanic that everybody hates in the game by adding a unit designed to counter it. Yeah i made a thread about this poor unit  Its a good unit at zoning and sometimes against armored units but really to expensive, to big and 4 range LOL http://www.teamliquid.net/forum/legacy-of-the-void/488284-what-the-ravager-does-and-what-he-needs Yea, I can see how the team just didnt want this unit to come out of the gates super OP but 4 range on it's ability means you are never ever going to see it used against races with 5+ range units i.e. every race except Zerg. That is probably the next buff I'm guessing, when they buffed the Roach range it transformed it from unviable to a staple unit. Yeah i think the same they will revert the range nerf at some point, maybe make it cost less gas. Dear god I hope not. Emphasize what makes it a unique unit, or it will never find a good place in the game.
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On June 29 2015 03:03 Pontius Pirate wrote:Show nested quote +On June 29 2015 02:47 ZergLingShepherd1 wrote:On June 29 2015 02:41 Beelzebub1 wrote:On June 29 2015 02:33 ZergLingShepherd1 wrote:On June 29 2015 02:17 Beelzebub1 wrote:On June 29 2015 01:11 ZergLingShepherd1 wrote: His really right about Ravager, this unit its not even used outside some ZvZ.
Its a really bad unit ! It's actually a great unit, it's just poorly implemented. First problem is it is overnerfed badly, I saw from the last patch that Blizzard is slowly trying to tone it up but still, it's bad for it's cost. Second problem is that it exists to counter forcefields which should have just been removed along with the sentry and gateway units buffed, allowing David to continue to keep this bullshit mechanic that everybody hates in the game by adding a unit designed to counter it. Yeah i made a thread about this poor unit  Its a good unit at zoning and sometimes against armored units but really to expensive, to big and 4 range LOL http://www.teamliquid.net/forum/legacy-of-the-void/488284-what-the-ravager-does-and-what-he-needs Yea, I can see how the team just didnt want this unit to come out of the gates super OP but 4 range on it's ability means you are never ever going to see it used against races with 5+ range units i.e. every race except Zerg. That is probably the next buff I'm guessing, when they buffed the Roach range it transformed it from unviable to a staple unit. Yeah i think the same they will revert the range nerf at some point, maybe make it cost less gas. Dear god I hope not. Emphasize what makes it a unique unit, or it will never find a good place in the game.
Right now it has no good place, something needs to happen.
There is also another option of taking the attack and just make his ability very powerful like an artillery unit or mortar type, more AoE, bigger range for the ability and more HP, slower speed.
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Seeker
Where dat snitch at?37015 Posts
On June 29 2015 02:45 bosshdt wrote: There will never be a vod like that. Seeker vods. What are Seeker vods?
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Replace Charge with zealot legs. This would get sooo much community support...
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Hes so right about the zealot. Also agree with zerg units on & off creep, should be slower on creep and faster off creep.
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On June 29 2015 04:17 Geiko wrote: Replace Charge with zealot legs. This would get sooo much community support...
Zealots without charge = Useless Zealots vs Bio (Concussive shells).
I've said it many times, having the old spell of the Oracle or at least antislow with Guardian shield / similar spell could make PvT amazing.
In fact Zealots without Charge could be theoritically kited non-stop by Hellions, so better for Mech too.
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Charge replaced by Legs. Needs to happen! :\
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Canada16217 Posts
Transcript
+ Show Spoiler +ZeromuS: How are you doing today? TLO: I'm quite happy to make it through after a really bad start yesterday so it feels really good. ZeromuS: For sure, I remember talking to you yesterday and saying you were not feeling it, but i guess you came into today in the zone kinda thing? Walk my through that. TLO: Traditionally it happens a lot to me that i do badly on day 1 and do well on day 2, whenever i'm down in a group I feel more confident afterwards cause historically it happened to me a lot of times that I lost the first match and then came back. More often winning the first match is always a bad sign to me. ZeromuS: Ok great. So we're going to do some thing a bit different for this interview, and we're going to talk about your thoughts on Legacy Of the Void because I know you have a lot of thoughts on that. You released that article on the ultralisk( article here). So what's your favorite thing about Legacy Of the Void so far that you've seen or played? TLO: Well I like that it kicks off a little bit faster. I like the idea of making people expand a little more even though I don't like the execution of it as much. It still feels a little bit more dynamic than Heart of the Swarm but the problem I have with that is I'm not sure people know how to play the game yet because in early stages of Wings of Liberty and Heart of the Swarm it was also more dynamic because people make more mistakes so you can make more interesting plays and maybe as soon as people figure out Legacy of The Void the more dynamic plays might fade away a little bit more again. ZeromuS: Right, totally understood, so as far as units go what's your favorite new unit so far or changed unit? TLO: I do like the Ravager, though I think they over-nerfed it, I think it has a really cool zoning ability, I would like it though if people couldn't see where you're shooting the artillery so you could mind game a little bit more, obviously that would be much stronger, but i feel that is more of a balance issue than a design issue. To be honest I don't like the terran units, obviously nobody likes a tracking missile turret a whole lot, and the liberator I can't really place it either. I like the disrupter though, i like the disrupter and the adept, I feel like they can be tweaked a little bit more to be interesting, the Adept they buff the HP a lot but that's a boring change, in my opinion they should change the mobility more, I would like it if you could go to the Shade whenever you want to, like if you just had an active and jumped to the Shade, but instead they made it very beefy, then it's kind of generic. ZeromuS: So you want it to jump to the Shade for the same kind of mind games feel, is that what you're looking to see in Starcraft 2 with Legacy of the Void? TLO: Yeah I feel it would be a more interesting place, you know if you could like, ok i'm sending out the Shade but am i going there or am I not going there, the other player has to make a decisions, but right now there's not a lot of decisions to be made, the decision the other play needs to make is whether to chase the Shade or to hit the Adept, but it's not knowing what to do. ZeromuS: Right for sure, and you said that you like the Disrupter? Right now I know there's talks at Blizzard about making it less all or nothing as it is now, like yesterday they posted an article saying they wanted to keep it in its invulnerable mode after it goes off, but maybe lower its damage i think, something like that. TLO: i think that's a bad solution in my opinion, I don't like it, because with one ability you need to be careful with it because it also limits interaction once again, if the unit is just invulnerable afterwards, once again it's all about Protoss doing the right thing and not the other player preventing Protoss from doing it kinda like forcefields a lot of times, it's kinda like if Protoss is placing good forcefields there's very little you can do afterwards as the other player and that feels very similar to me like that, I would prefer if they just make it similar to the idea of the Ultralisk where they would just make the Distrupter just a bit cheaper and reduce its damage, cause then it's already less all or nothing because it's not just gonna just blowup your whole army with 1 hit, instead you would need several hits to deal a lot of damage. ZeromuS: Right and Protoss isn't relying on it to get a kill just to survive. It's a little bit more over time and you get more options and opportunities to interact with the unit and the other army and those kinds of things. So you said you wanted the Ultralisk to be smaller, move faster, be cheaper, can you see any other units that would benefit from a small change or small tweaks that are already in the game but have moved to Legacy of the Void without any changes for example, or ones that have changed that you don't like the changes for or prefer to see a different direction? TLO: While in general, I think being faster off creep and slower on creep might be a good thing for Zerg, because I feel like Zerg as long as you're fighting on creep you're so incredibly strong but as soon as you're off creep it becomes very difficult which can lead to very passive play, like the idea of the Zerg is I have army outside of the creep, and it gets hard for the enemy to push onto the creep, because a few units at home will be effective, but I think overall i'm kinda fine with how most of the other units are, except maybe the Zealot, I'd like it to be more like Broodwar, so i might sound like an elitist again, but I don't like Zealot Charge as much because I feel like it's a very hands off ability, as soon as the Zealot charges, there's nothing interesting the player can do anymore so i'd prefer it if they just removed charge and just make it a little bit faster, so you can do cool micro against speedlings. Back in the day you could just like you hid you run you hid you run, melee kiting, that was always very cool, i think i'd prefer that a little more. I think they'd need to make zealot speed cheaper something like 100/100, so you can actually play a zealot based composition with speed like that, that would be cool to see. ZeromuS: Very cool thoughts, great to hear your thoughts on this so thank you very much for that, and good luck in the rest of the tournament! TLO: Thank you!
Hopefully it's accurate enough
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Pretty much agree with TLO on everything.
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I really hope they change the Zealot like TLO suggested. Protoss needs more mobility in Legacy.
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On June 29 2015 05:36 StarscreamG1 wrote: Charge replaced by Legs. Needs to happen! :\
really agree- legspeed would make for a much more fun protoss comp (maybe need a hp buff or something, or dramatically faster speed to help vs bio, but still)
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On June 29 2015 07:27 aRyuujin wrote:Show nested quote +On June 29 2015 05:36 StarscreamG1 wrote: Charge replaced by Legs. Needs to happen! :\ really agree- legspeed would make for a much more fun protoss comp (maybe need a hp buff or something, or dramatically faster speed to help vs bio, but still)
I donno I went back and watched a BW vod to remind myself of how fast the zealots were with legs, and damn I think they'd run down stimmed bio, but would have to see it implemented in sc2 to truly compare, but either way I agree, if they could just be kited to no end then itd be pointless
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Katowice25012 Posts
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On June 29 2015 00:20 TeamLiquid ESPORTS wrote: Hey everyone,
We were lucky enough to get a chance to sit down with TLO...
Somehow this intro made me smile a little. Team Liquid interviewing Team Liquid .. well, that's sheer luck
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On June 29 2015 04:52 frozzz wrote: Hes so right about the zealot. Also agree with zerg units on & off creep, should be slower on creep and faster off creep.
That would incentivise NOT spreading creep, which would be a strange interaction. I think creep just shouldn't buff movementspeed at all but only Health Regen or something that helps with defending. Zerg ground units should then be just faster in general (except Zerglings maybe).
Zealots already get bonus movement speed when charge is researched, but yeah, I would like more movement speed and no charge. Would create more micro (But explain to them that REMOVING an ability can bring MORE micro...).
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On June 29 2015 09:27 TzTz wrote:Show nested quote +On June 29 2015 04:52 frozzz wrote: Hes so right about the zealot. Also agree with zerg units on & off creep, should be slower on creep and faster off creep. That would incentivise NOT spreading creep, which would be a strange interaction. I think creep just shouldn't buff movementspeed at all but only Health Regen or something that helps with defending. Zerg ground units should then be just faster in general (except Zerglings maybe). Zealots already get bonus movement speed when charge is researched, but yeah, I would like more movement speed and no charge. Would create more micro (But explain to them that REMOVING an ability can bring MORE micro...). you're misreading, what people are saying is that zerg units should be faster than they CURRENTLY ARE off creep and slower than they CURRENTLY ARE on creep, basically that the difference should be smaller and creep should be less pivotal
no one thinks units should move slower while on creep than they move while off creep, that would be insane lol
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TLO saying what I've been saying about the Zealot for years: remove charge. It's boring, it requires no micro in the hands of lower skilled players, and it prevents micro in the hands of higher skilled players. If Blizzard truly wants more interesting micro, they need to start looking at abilities like charge that don't promote micro, but actually hinder it.
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On June 29 2015 07:40 NyxNax wrote:Show nested quote +On June 29 2015 07:27 aRyuujin wrote:On June 29 2015 05:36 StarscreamG1 wrote: Charge replaced by Legs. Needs to happen! :\ really agree- legspeed would make for a much more fun protoss comp (maybe need a hp buff or something, or dramatically faster speed to help vs bio, but still) I donno I went back and watched a BW vod to remind myself of how fast the zealots were with legs, and !@#$%^&* I think they'd run down stimmed bio, but would have to see it implemented in sc2 to truly compare, but either way I agree, if they could just be kited to no end then itd be pointless
Well you can choose whatever movement speed you like. Personally I would prefer a movement speed around 3.4, which would mean that bio units could still kite vs Zealots, however, Zealots would still be able to deal damage.
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Czech Republic12129 Posts
On June 29 2015 16:52 Hider wrote:Show nested quote +On June 29 2015 07:40 NyxNax wrote:On June 29 2015 07:27 aRyuujin wrote:On June 29 2015 05:36 StarscreamG1 wrote: Charge replaced by Legs. Needs to happen! :\ really agree- legspeed would make for a much more fun protoss comp (maybe need a hp buff or something, or dramatically faster speed to help vs bio, but still) I donno I went back and watched a BW vod to remind myself of how fast the zealots were with legs, and !@#$%^&* I think they'd run down stimmed bio, but would have to see it implemented in sc2 to truly compare, but either way I agree, if they could just be kited to no end then itd be pointless Well you can choose whatever movement speed you like. Personally I would prefer a movement speed around 3.4, which would mean that bio units could still kite vs Zealots, however, Zealots would still be able to deal damage. Well, I remember a time, when massive units were slowed by marauders. If you went archon-chargelot against a player who really can micro his bio ball you just lost. Not a single unit could do the damage. Neither chargelots nor archons can reach bio. That's why Blizzard made the buff to chargelots, that their charge "hits" and that massive units are no longer slowed down.
I cannot imagine how big speed buff they need to have to be able to do some damage against bio ball.
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On June 29 2015 18:00 deacon.frost wrote:Show nested quote +On June 29 2015 16:52 Hider wrote:On June 29 2015 07:40 NyxNax wrote:On June 29 2015 07:27 aRyuujin wrote:On June 29 2015 05:36 StarscreamG1 wrote: Charge replaced by Legs. Needs to happen! :\ really agree- legspeed would make for a much more fun protoss comp (maybe need a hp buff or something, or dramatically faster speed to help vs bio, but still) I donno I went back and watched a BW vod to remind myself of how fast the zealots were with legs, and !@#$%^&* I think they'd run down stimmed bio, but would have to see it implemented in sc2 to truly compare, but either way I agree, if they could just be kited to no end then itd be pointless Well you can choose whatever movement speed you like. Personally I would prefer a movement speed around 3.4, which would mean that bio units could still kite vs Zealots, however, Zealots would still be able to deal damage. Well, I remember a time, when massive units were slowed by marauders. If you went archon-chargelot against a player who really can micro his bio ball you just lost. Not a single unit could do the damage. Neither chargelots nor archons can reach bio. That's why Blizzard made the buff to chargelots, that their charge "hits" and that massive units are no longer slowed down. I cannot imagine how big speed buff they need to have to be able to do some damage against bio ball.
Oh yeh, concussive also needs to be redesigned/removed. Awfully designed ability.
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Concussive shells eliminates the possibility of removing charge IMO. Zealots would need to be STUPID fast in order to catch a bio-ball and do any damage at all.
EDIT - yup, someone just said that. I agree.
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