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Simple idea. How about changing the attack-control of this unit. What if it couldn't be moved around when purification nova is activated. Just think about it like a "placed spell" like Storm.
Example: -->Select Disruptor, V+click on battlefield = Disruptor activates purification nova, moves to the location you clicked and will blow up after the "purification timer" is over ! You will loose all control over this unit until it blew up. After the explosion the control functions will return to normal.
pros: - easy placements in battlefield (Behaves like any other "placed spell" when more than 1 disruptor is selected) - predictability, since the direction of the disruptor cant be changed - makes it easier to micro against.
cons: - easier placements > predictability, on low level?
I think on higher skill level the predictability of the disruptor would have a higher value than the fact that it can be placed easier. Since on lower skill level, the easier placements have more value than the predictability.
Some may say, "wow this would be way too easy to micro against" - well I think it would be just "way harder" to use this superstrong unit. Placing disruptors on choke points, escape routes or immobile units or even use them defensively will still do its effect - if well placed. And in combination with time bombs or forcefields you can even choose between those possibilities.
Ofcourse I think other stats may need an adjustment with that change.
Peace
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On July 08 2015 21:05 Crackpot wrote: Simple idea. How about changing the attack-control of this unit. What if it couldn't be moved around when purification nova is activated. Just think about it like a "placed spell" like Storm.
Example: -->Select Disruptor, V+click on battlefield = Disruptor activates purification nova, moves to the location you clicked and will blow up after the "purification timer" is over ! You will loose all control over this unit until it blew up. After the explosion the control functions will return to normal.
pros: - easy placements in battlefield (Behaves like any other "placed spell" when more than 1 disruptor is selected) - predictability, since the direction of the disruptor cant be changed - makes it easier to micro against.
cons: - easier placements > predictability, on low level?
I think on higher skill level the predictability of the disruptor would have a higher value than the fact that it can be placed easier. Since on lower skill level, the easier placements have more value than the predictability.
Some may say, "wow this would be way too easy to micro against" - well I think it would be just "way harder" to use this superstrong unit. Placing disruptors on choke points, escape routes or immobile units or even use them defensively will still do its effect - if well placed. And in combination with time bombs or forcefields you can even choose between those possibilities.
Ofcourse I think other stats may need an adjustment with that change.
Peace
Then you remove all the micro component of this unit from the Toss prespective, which is bad for both sides. With the removed ability to micro, then the Disruptor will only be a delayed insta-hit storm. Storm itslef is cheaper and more masseable. Disruptor effectively removed from the game (why risking 100/300 when I can just have 4 storms?)
Disruptor vs other armies is a nice micro war (micro disruptor towards more valuable hits or retreat upon activation).
Why is Disruptor needed to be a low skill unit with easy micro counter? It's already very visible, and expensive (high riks unit) and it also has friendly fire. Speed is also relatively limited, Disruptors are hardly abusable.
Big no no.
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You will never hit anything ever again with a disruptor at Diamond+
EDIT- and what does this change solve? Protoss is already weak as hell.
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On July 08 2015 22:48 DinoMight wrote: You will never hit anything ever again with a disruptor at Diamond+
EDIT- and what does this change solve? Protoss is already weak as hell.
exactly. why make an unreliable, overexpensive unit even more unreliable?^^
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I agree that it would be a big nerf. So why not have both?
When you want to activate pulse nova select an area, where the Disrupter moves to and stays untill it explodes. That makes it easier to give basic orders to a group of Disruptors. But unlike suggested bei the OP you still have controll to adjust its path by simple moving commands. That would save much apm for two or more Disruptors
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I dont like the idea, the Disruptor is actually one thing that Blizzard did somewhat well in my opinion. The Disruptor has huge micro and counter-micro potential. You have to control the Disruptor to follow the enemy, the enemy has to control his units to run away from your Disruptor. BOOM => counter-micro. Thats exactly what the game needs more of instead of stupid abilities with little to no room for counter-micro, or even worse, abilities that take counter-micro options away from enemies.
Result: Disruptor good. Changing it to take micro away: bad.
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On July 08 2015 22:48 DinoMight wrote: You will never hit anything ever again with a disruptor at Diamond+
EDIT- and what does this change solve? Protoss is already weak as hell.
Considering the beta is still leagueless no.
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Extreme nerf to a unit of the race that's struggling hard during all phases of the game. What was the inspiration for this?
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On July 09 2015 04:12 bMn30 wrote: Extreme nerf to a unit of the race that's struggling hard during all phases of the game. What was the inspiration for this?
I play lotv beta. And I felt that the Disruptor was kind of strong. It is super easy to use and does imense damage. Maybe I haven't seen anyone playing the right way against it (including myself) but imagine a protoss ball with few colossi and 2 disruptors. When I play protoss I think its way to easy to a+click with my main ball while moving my disruptors around.
Vs Zerg. Zerg has most problems with the disruptor. Off creep you cant run away from it with hydralisks - so you have to split. But if you find yourself in an engagement with the toss ball of death, you can't do any real damage when you have to split your army from a fast moving object. And leaving your hydralisks behind while running away with the rest is no option.
vs Terran. For terran bio its a bit easier since they can stim out. But if you are in a defensive position at your natural or any choke point, it is very hard to micro against.
In general I just dont like that you HAVE to RUN away until it blew up ( f.e. Banelings can be shot or lured into mines). And I dont like the skill gap between using the disruptor and playing against it as well. With my idea the positioning of multiple disruptors would be even easier than it is right now, but the predictability of where it goes makes it easier to micro against.
@RoomofMush
Well, with my idea, micro is still needed vs the disruptor (Warp prism). The main different will be in the skill you need for using the disruptor. You kind of need to predict where the enemy moves or what will be his next step. I think it will be nice to watch - for example - if you see an army of bio running up a ramp where the disruptor already coming towards them means the protoss player timed it perfectly. It can be compared with perfect moment of sieging siege tanks.
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what about giving the disruptor Cloak?
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