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On July 17 2015 11:43 mishimaBeef wrote: is it a straight nerf? isn't the burst damage of auto turret increased? yeah but the space control of a 3 min auto turret is eliminated, its now 10 seconds...seems like a straight nerf to me. the increased damage doesn't do much in the scenarios where autoturrets are best
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I will have to see the Disruptor change to really understand lol
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Any videos or thoughts about the turret tracking change from anyone who has played with it?
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I noticed an undocumented balance change: Removed Protoss race from the game.
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I love how they took my advice and went the other direction with it. I asked them to make the disruptor physically larger more food, and more cost they were like the fuck does this waygook know but, lets surprise him.
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I know this is a little off topic but in the beta the Season says it ends 11/10/15. That seems kind of random but I wonder if this could possibly have anything to do with the release date. That would be right around Blizzcon and the Beta will of been out for around what 7 months or so at that point?
It could be nothing but I found that interesting.
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Sweden33719 Posts
On July 17 2015 07:48 Hider wrote:Show nested quote +Damage increased to 16. Duration decreased to 10 seconds. Seeker missile cost increased to 125. Durable materials upgrade removed. New Upgrade: Explosive Shrapnel Shells. Increases damage of Seeker Missile and Auto Turret by 30%. Seems like an incredibly dull redesign of the Raven. The whole "force enemy to cast Seeker Missile --> Run away with army"-dynamic in TvT/TvZ is boring as crap, and the change to Seeker only further incentiviez this interaction. Instead, Seeker should always hit the single target (after a launch delay) and instead have much lower single-target damage (and perhaps larger radius) so it would be more about splitting than moving the entire army away. Placing an Auto-Turret is not fun in either way, and I guess this will make them more similar to Infested Terrans, but without the potential for placing ITs on top of enemy units (like Siege tanks). So essentially a more boring version of Infested Terrans. No need to talk more about PDD (aka worst designed ability in the game). @ DisruptorI think it was correct to reduce the risk/reward of the unit, but invulnerability post activation seems dumb as it removes counterplay. A general speed increase from 2.25 to 2.5 (with a 1.6 modifier when activated) would be enough along with the cost reduction. Yeah, really agree with what you said about the Seeker Missile... just making it even more hit or miss.
What makes PDD different from dark swarm oO?
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It's so underwhelming playing Protoss in this new expansion in all honesty.
Though the adept is a fun/gimmicky early game unit, its only purpose is as an early game scout and it can't serve to be added into the late game protoss army. The liberator on the other hand is incredibly risky unit and leaves you vulnerable for to an air tech-switch from your opponent.
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Terran Vehicle and ship armor upgrades have been combined. Please include a poll option for this so I can vote against it.
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Mini disruptor should have the build time decreased a bit IMO.
Also the autoturret should have the highest priority target, so Terran could cast it to draw the Lurker attack away from the bio.
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Protoss is so weak, but so fun. I'm just going to keep trying as many ways to get to carriers as I can,
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On July 17 2015 16:23 ZackAttack wrote: Protoss is so weak, but so fun. I'm just going to keep trying as many ways to get to carriers as I can, Yes lol, I love carriers
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On July 17 2015 16:09 Salteador Neo wrote: Also the autoturret should have the highest priority target, so Terran could cast it to draw the Lurker attack away from the bio.
This, sir, sounds like an excellent idea.
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On July 17 2015 14:43 Masada714 wrote: I know this is a little off topic but in the beta the Season says it ends 11/10/15. That seems kind of random but I wonder if this could possibly have anything to do with the release date. That would be right around Blizzcon and the Beta will of been out for around what 7 months or so at that point?
It could be nothing but I found that interesting.
Well, nonetheless LotV is the swan song of the SC series, so BLZ ought to make it great, which will certainly take a long time.
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they just have no idea what they really want the disruptor to be...
at this point, i feel the reaver would be so much better for both players.
i want to see them talk about dark archon, with maelstrom, and i want to see lockdown for the ghost. it might be wishful thinking, but i feel like those are two important spells that need to be in the game for the races to properly function. maelstrom the mutas? marines? lings? roaches?... lockdown the immortal? colossus? void ray? BC? tank? this stuff just makes too much sense...
more and more it seems that brood war is the answer. i'm sure you could make it different while including the main important mechanics in both maelstrom and lockdown.
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On July 17 2015 09:31 The_Red_Viper wrote:I really, really wanna know why lycan made that reddit post saying we will " !@#$%^&* our pants" by the end of the year. TBH i simply don't see blizzard doing anything really meaningfull GAMEPLAYWISE at this point. Obviously i would be happy to be wrong, but in the end it will be some skins probably 
Microtransactions most likely.
What makes PDD different from dark swarm oO?
I talked about this in another thread, but I listed five reasons, but the most important once is that Dark Swarm didn't scale. You placed one DS and your units were safe vs the majority of the enemy composition. The enemy could have a large army but it wouldn't be able to counter it.
This allowed a BW to split Defiler and Lurkers (typically) into multiple positions over the map and the enemy needed to "work" to break down the positions.
The only counter to PDD on the other hand is just having more stuff (critical mass/scaling problem). Raven needs something that makes it feel extremely useful in low numbers (1-3), while not particularly strong when massed.
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10 sec WTF? So it's a 100% spam during fight ability now with all strategical and tactical elements taken away. Might as well give it a normal attack that drains energy like the Oracle.
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The ability of Liberators to fire into other zones was the most cool feature of the unit. Perhaps they could have balanced around this - make a shot from a liberator into another liberator's zone be much weaker (it has travelled further, lost momentum).
The turret has been removed from the game - 50 energy for a 10 second pea shooter. Please remove and add an interesting ability to the Raven.
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Russian Federation1607 Posts
On July 17 2015 17:36 fenix404 wrote: at this point, i feel the reaver would be so much better for both players.
i want to see them talk about dark archon, with maelstrom, and i want to see lockdown for the ghost. it might be wishful thinking, but i feel like those are two important spells that need to be in the game for the races to properly function. maelstrom the mutas? marines? lings? roaches?... lockdown the immortal? colossus? void ray? BC? tank? this stuff just makes too much sense...
more and more it seems that brood war is the answer. i'm sure you could make it different while including the main important mechanics in both maelstrom and lockdown. Maelstrom into Forcefields, Psi Storm, Disruptor and Death Ball with high DPS? Don't think Maelstrom ever make it into SC2.
But agree with Lockdown. At least it could be tested instead of HotS Snipe.
About Reaver. I think they replaced him with Disruptor for more micro challenge. Reaver could make Protoss Death Ball even more scary with just A-click them with other units. With Disruptor you can't just a-click and you even can't cast it near your army because it has friedly fire.
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On July 17 2015 17:52 Sapphire.lux wrote: 10 sec WTF? So it's a 100% spam during fight ability now with all strategical and tactical elements taken away. Might as well give it a normal attack that drains energy like the Oracle.
Kind of agree with this. Maybe they could be like those turrets in SC:BW Campaign. Where they burrow underground till enemy forces approach, then they surface and start shooting, but could be adjusted so that once they've surfaced, they stay up and only last 10 seconds.
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