So in BW, you can use stasis field for both offensive and defensive, not so in sc2 since the oracle takes forever to deploy it. So it's only use is for defense, which is not very fun since all your opponent needs is detection or just run a unit by. Not to mention you need to hope your opponent will go to where you put the stasis ward.
My suggestion which is a buff and a nerf is:
-Time to deploy it decreased to 1 second (or 2 seconds) not sure which one is better. -Does not effect workers (this is to make sure oracle rush won't be OP).
This will help Protoss out against mech, bio and Zerg. You can actually use it during battles now but it is not point and click so you have to control the oracle well.
I think blizzard should test out the passive cloaking field on the oracle again. But maybe it is only activated when you have a fleet beacon.
Terran bio is still way too strong. I was playing against terran today and it felt like I was playing hots, not lotv, drops are still really frustrating to play against and stim bio is far too strong still
I think nerf the bonus attack speed and movement speed of stim slightly.
For zerg, nerf the bonus movement speed they get on creep. They can reinforce too easily.
Terran bio is still way too strong. I was playing against terran today and it felt like I was playing hots, not lotv, drops are still really frustrating to play against and stim bio is far too strong still
Terran bio is still way too strong. I was playing against terran today and it felt like I was playing hots, not lotv, drops are still really frustrating to play against and stim bio is far too strong still
Terran bio is still way too strong. I was playing against terran today and it felt like I was playing hots, not lotv, drops are still really frustrating to play against and stim bio is far too strong still
stasis ward strikes me as something that it will take a long time for top protoss to figure out completely. look at blinding cloud, zergs only started really making heavy use of it in 2015 because swarm hosts were nerfed and colossi are less common, and the more it comes into the meta the better zergs get at using it. buffing it early seems like a bad move that will end up in a bunker build time seesaw
On July 15 2015 15:58 FabledIntegral wrote: Honestly I think it's really strong as is...
This pretty much. It's quite strong for what it is defensively. We are not talking about some superlategame Arbiter T3 research here, but the sidekick spell of a unit that can singlehandedly win the game in 5seconds even without it. Just imagine a Protoss that does a proxy oracle into Oracle/VR/Gateway timing and has the ability to disable parts of your army during the rush.
On July 15 2015 15:58 FabledIntegral wrote: Honestly I think it's really strong as is...
This pretty much. It's quite strong for what it is defensively. We are not talking about some superlategame Arbiter T3 research here, but the sidekick spell of a unit that can singlehandedly win the game in 5seconds even without it. Just imagine a Protoss that does a proxy oracle into Oracle/VR/Gateway timing and has the ability to disable parts of your army during the rush.
Yes, its already on a unit that would be strong without even having this spell, if we really wanna see it used more maybe give it an upgrade on fleet beacon but i think it is fine as it is.
I think its fine as it is considering all of the other things the oracle can do. You want a unit at stargate that can do the intense worker killing early harass of oracle, with its movement speed, ability to detect, and now you want the ability to shut down armies mid fight? Nah, I think its fine as a defensive ability. Don't compare it to BW arbitar, the units are too different
protoss may have needed stasis ward to stand chance in long game in bw but protoss has strongest lategame in sc2. I dont see why it should be buffed even more
When someone says that they feel something is too strong, especially on a kick-ass unit like the Oracle, they need to provide replays. All too often something is too strong because of weaknesses in your play and until people get a chance to analyse how you were approaching the game and using the stasis wards, then it is just a balance whine.
On July 16 2015 01:37 DeadByDawn wrote: When someone says that they feel something is too strong, especially on a kick-ass unit like the Oracle, they need to provide replays. All too often something is too strong because of weaknesses in your play and until people get a chance to analyse how you were approaching the game and using the stasis wards, then it is just a balance whine.
I didn't say they are too strong, I said they are going to be useless.
Bareleon, from my perspective, tryign to design 'Stasis Ward' for actual in-the-moment battle seems rather stupid due to a few factors.
You have a really squishy but gas expensive unit, who you have to move nearby the enemy and channel for a few seconds (or even 1 second), to create a trap. And the range of this set up is not that far. But worst off, it could easily turn the entire fight around just like how the MOTHERSHIP used to with vortex. Are you planning to also heaily nerf Stasis Ward as well if you want it to be useable in the middle of the fight without actual preperation?
I can see why you want it for battles, but even in it's current set, even when it was first annouced, and based on how it was designed, I'm going to say, Blizzard intended the spell for board control. Allowing you to control parts of the map and slow/block into your favor. Making it useful for battle without baiting was proably never their actual intention, hence the 4 second channel time. I can see ways making it more useful without really going into your direction, if you think it is useless.
On July 16 2015 01:37 DeadByDawn wrote: When someone says that they feel something is too strong, especially on a kick-ass unit like the Oracle, they need to provide replays. All too often something is too strong because of weaknesses in your play and until people get a chance to analyse how you were approaching the game and using the stasis wards, then it is just a balance whine.
I didn't say they are too strong, I said they are going to be useless.
Sorry, typed in a hurry. You said that bio is too strong and make a point about buffing stasis ward. This on a unit that has won probably more games single handedly than any other unit, and has the most versatility outside of stimmed marines.
Yeah probably going to end up quitting lotv lol. Terran bio is just too strong still. Not fun to play against. I am so sick of bio, sick of it since 2010.
I only played 2 games lost both because of bio. So done for the day lol.
On July 18 2015 03:52 Bareleon wrote: Yeah probably going to end up quitting lotv lol. Terran bio is just too strong still. Not fun to play against. I am so sick of bio, sick of it since 2010.
I only played 2 games lost both because of bio. So done for the day lol.
What rank are you? Lotv beta is populated with mostly masters players, so if you are below that level you will struggle because the lower league players haven't got access yet (will pick up since preorder gives beta) Bio is very beatable with protoss in Lotv, just search around watch some of the LOTUS replays and see how higher level players beat it.
On July 18 2015 03:52 Bareleon wrote: Yeah probably going to end up quitting lotv lol. Terran bio is just too strong still. Not fun to play against. I am so sick of bio, sick of it since 2010.
I only played 2 games lost both because of bio. So done for the day lol.
What rank are you? Lotv beta is populated with mostly masters players, so if you are below that level you will struggle because the lower league players haven't got access yet (will pick up since preorder gives beta) Bio is very beatable with protoss in Lotv, just search around watch some of the LOTUS replays and see how higher level players beat it.
I am gold league.
Not much I can do when he had siege tanks out side my natural so I can't move out.
It shouldn't affect larvae as well, 30 seconds no production for zerg is pretty hard.Also larvae are always clumped up and can't run away (( "Think of the children !"
On July 20 2015 08:38 Kharnage wrote: I wouldn't mind a late game upgrade to make warping in a statis ward faster, like drilling claws for widow mines.
CRAZY idea. stasis ward isn't being used much yet that's all. i've seen a game on DeMuslims stream when he played zerg (his zerg is actually quite good). the protoss used it when attacking DeMuslim's 3rd and it seemed pretty damn strong.
remember: IF it hits a chunk of the opponents army, this chunk is GONE. it's like cut off by perfect forcefields and no tunneling claws or medivac pick available. it means the opponent has to fall back or he loses the fight since half of his army is paralyzed. and there's the problem that when stasis ward ends you still have to somehow save the chunk that got paralyzed, so you can't just run away, you have to somehow keep lurking around.
however when you're attacked, there's not even a place to fall back to. you simply can't defend with your whole army. so in most cases you die. because of one single spell. welcome to protoss. but yeah sure let's buff it.
It has no duration... If you want you can actually make Raven/Swarm Host similar games with Stasis Wards. The way I've been using it, it seems super strong.
That's what protoss needs, huge forcefields that they can cast in battle that not only blocks units from attacking, but moving as well, sick idea 10/10.
/Sarcasm off.
Stasis Ward is fine as it is, lotv is much harder than hots, it's not used now but I expect it to be used every game in the future when good players switch to lotv and show others how it's done.
The oracle is already a very strong unit without the stasis ward. If we have to make any change on the oracle, we should bring back the turrets without e-bays first. It's really annoying how they force some openers since Hots.
To me, that's really the problem with the oracle : why on Earth would we buff such an unit when it is forcing ebay+turrets//mines//6marines in every single game, while being able to kill few scvs building structures here and there no matter what. The unit is already doing an awesome job in early game, and it forces you to play safe even if the protoss chose not to build one.
It provides vision on invisible units, and it also provides vision of the whole enemy army while being uncatchable when well used. I mean, it's 150/150 guys, does it really need another efficient and reliable spell ?
If we are to buff this spell, first give other races reliable options to deal with it without commiting too much. It shouldn't be such an efficient unit during every stages of the game.
EDIT : And YES, liberators and stuff also need to get worked on, but that doesn't mean we shouldn't take care of oracles.