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On July 17 2015 09:48 ETisME wrote: I actually think the raven will be pretty strong, the auto turret buff is pretty huge. I wonder how it would affect tvt In the few games I've gotten to use them, they're terrible. The raven might actually be worse than the swarm host now.
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Disruptors are actually awful now from what i have seen, wow
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United Kingdom20285 Posts
On July 17 2015 09:12 Cricketer12 wrote: Buffing liberator and giving disruptor invuln after det seems too much
Fixed issue allowing Liberators to fire into multiple AG zones.
The only content i've seen with liberators being very strong was with this bug being in place, where you can put 10 zones down and any liberator can fire into any zone.
With one liberator only being able to hit it's individually targetted area, that looks like a huge nerf overall to me. I may be out of touch because there are very rarely any legacy streams up these days, especially at odd hours where i can watch
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On July 17 2015 09:53 HeyImFinn wrote:Show nested quote +On July 17 2015 09:48 ETisME wrote: I actually think the raven will be pretty strong, the auto turret buff is pretty huge. I wonder how it would affect tvt In the few games I've gotten to use them, they're terrible. The raven might actually be worse than the swarm host now. Swarm Hosts are pretty strong right now with 200/100/3 and flying locusts without an upgrade.
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Instead of trying to salvage the Raven, just wipe the spells clean and rework. Especially with lurkers being in the game, an effective mobile detector and support unit is a niche that needs filling.
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cyclone change not implemented yet any news????
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The Raven looks pretty useless with those changes, meanwhile the Liberator is gonna be even stronger. With the Ravager changes I fear for Protoss, the Ling drop already limited build options and now Ravagers are back to make things worse.
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10 second autoturret? Is this a joke? This makes the autoturret useless lol
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What if the Disruptor did a percentage instead of straight damage? For example, it does 25% damage to all units in the radius, unless it is massive, then it does 10%.
Or something along those lines.
So, if it softens up a marine by 11.25 HP or so, that may not seem like a lot, but when it does that to all marines in an area and then gets out unscathed, I think it would be worth it.
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10 seconds is a fine amount of time to shred a mineral line
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Raven... oh Raven.. would a rework be beyond measure?
Does the new snipe replace the old snipe or is it in addition to? I really dont see it being all that useful. Damage interupt is going to mean that it cant be used defensively since every unit in the game either has insane range or insane speed. Or maybe its like seeker missile where as long as its cast before theyre out of range it still hits?
Ill reserve judgement.
Disruptor... still feels lazy. I like the idea of it gaining hardened shields or just an hp or shield refresh when it activates. Theyre designing it so it cant fail unless you can afford to take the hits and counter it. So.. the opposite of the idea behind the snipe removing counter play.
Their design philosophy changes on a unit by unit basis and its kind of aggravating. One moment its "this is a bad idea because player agency is removed" but you know when they want to crowbar in poor game design its totally okay to ignore what they said.
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Between split upgrades, parasitic bomb, new carriers and specially the new economy, mass ravens where nerfed big time already. Now they are borderline useless.
I really don't know why they decided to nerf ravens so much, I don't think I've seen anybody (not even Avilo) be succesful with them in LotV.
A redesign would been much better, specially since lurker make terran need mobile detection, but such a straight nerf its simply too much.
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Watching Top's stream, the Liberator bugfix is a _major_ nerf, more than enough to justify the other buffs.
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is it a straight nerf? isn't the burst damage of auto turret increased?
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On July 17 2015 11:08 BruMeister wrote: What if the Disruptor did a percentage instead of straight damage? For example, it does 25% damage to all units in the radius, unless it is massive, then it does 10%.
Or something along those lines. It does 10 damage to workers. Woooo.
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On July 17 2015 11:47 [UoN]Sentinel wrote:Show nested quote +On July 17 2015 11:08 BruMeister wrote: What if the Disruptor did a percentage instead of straight damage? For example, it does 25% damage to all units in the radius, unless it is massive, then it does 10%.
Or something along those lines. It does 10 damage to workers. Woooo.
Well, IMO a disruptor shouldn't be there to decimate worker lines. It should be assisting in battle. So, if it softens up a marine by 11.25 HP or so, that may not seem like a lot, but when it does that to all marines in an area and then gets out unscathed, I think it would be worth it.
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On July 17 2015 11:43 Athenau wrote: Watching Top's stream, the Liberator bugfix is a _major_ nerf, more than enough to justify the other buffs. The way it was before was actually really cool
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idk if its the patch or ranked play or if its cause i dont lag every 10 sec but LOTV and sc2 it self is alot of fun again idk if anyone feels the same but its sick again none stop action in a 20 min game (longest ive had all of beta ). feels intense maybe its just me but might actually start playing more again. ( i say this all the time never happen but this might be real this time LOLOLOL)
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United Kingdom20285 Posts
Well, IMO a disruptor shouldn't be there to decimate worker lines. It should be assisting in battle
Reaver was really the golden standard here that they're trying to match without directly porting over.
So, if it softens up a marine by 11.25 HP or so, that may not seem like a lot, but when it does that to all marines in an area and then gets out unscathed, I think it would be worth it.
And then he puts 10 medivacs over his marines and your super expensive, highest tier in the game robo units can't actually kill them. Disruptor as-is worked because it just oneshot them. Colossi could do waves of damage very suddenly leaving no time for medivac healing etc, and templars came with the potential to hit far harder than you're proposing (80 damage over a considerable area) while also having Feedback to shut down or even kill medivacs. You could also just warp in 8 of them on the spot if you had the gas, robo time is much more precious.
An anti-ground AOE unit that can't kill MMM is just not good enough to invest heavily in. We're still in the logic of gateway units being worse than the infantry options for the other 2 races -because- this high level tech stuff exists for protoss that can level the playing field
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