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LotV Beta Balance Update -- July 16 - Page 4

Forum Index > Legacy of the Void
99 CommentsPost a Reply
Prev 1 2 3 4 5 Next All
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-07-17 10:00:09
July 17 2015 09:53 GMT
#61
I thought the disruptor was a nicely designed unit at first and I kinda fear what they're doing to it :'(
I don't want a Protoss moving widow mine.

I still think it could have been balanced to be this high-risk, high-reward micro-based unit with good potential for reversals.

At this point I'd rather have the reaver (as little as I like "Bring back BW" arguments). The problem with the reaver is that it's hard to capture its awesomeness regarding the certain...randomness it brought. It would probably be alright for scarabs to be some kind of skill shot, a slow projectile of some kind, whose trajectory you can interrupt by placing a unit in front of it, or something.
The huge problem with the reaver is that in SC2 it would pretty much be forced to be used with a warp prism, a lot of Blizzard's core units are really fast now. I don't like forcing 2 units to be used in conjunction, it's better if they can work well together as a bonus, not a requirement.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
July 17 2015 09:59 GMT
#62
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.


Gonna quote myself here: "The autoturret should have the highest priority target, so Terran could cast it to draw the Lurker attack away from the bio."

An autoturret is so different from an attack, specially if the turret has decent HP. Drawing fire away from AOE attacks is not strategical?

Harrassment is also way different against static defence. With the oracle you lose the unit. With the raven you only lose the turret.

People need to think a bit about stuff before posting.
Revolutionist fan
Dekalinder
Profile Joined December 2012
Italy166 Posts
July 17 2015 10:29 GMT
#63
I think the real solution for this game is to give everyone splash damage crapton of splash effects so we may be seeing a metashift from deathpushes to map control with small squads and an increase in effectveness of elitè unit.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 17 2015 10:40 GMT
#64
On July 17 2015 18:59 Salteador Neo wrote:
Show nested quote +
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.


Gonna quote myself here: "The autoturret should have the highest priority target, so Terran could cast it to draw the Lurker attack away from the bio."

An autoturret is so different from an attack, specially if the turret has decent HP. Drawing fire away from AOE attacks is not strategical?

Harrassment is also way different against static defence. With the oracle you lose the unit. With the raven you only lose the turret.

People need to think a bit about stuff before posting.


Thinking about stuff before posting doesn't change the fact that Autoturrets are not highest priority targets right now, and are so one-dimensional in what they can accomplish that they might as well be the Oracle's disco laser.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
DJZest
Profile Joined March 2015
Germany16 Posts
July 17 2015 10:56 GMT
#65
It's the same ol' crap over and over again. While many moan and whine and complain about new patches, David Kim and high level players are actually making the game better step by step.

None of you are making any difference to the game, idiots.
House. Music. #TeamFarina
Charoisaur
Profile Joined August 2014
Germany15914 Posts
July 17 2015 10:59 GMT
#66
On July 17 2015 18:59 Salteador Neo wrote:
Show nested quote +
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.


Gonna quote myself here: "The autoturret should have the highest priority target, so Terran could cast it to draw the Lurker attack away from the bio."

An autoturret is so different from an attack, specially if the turret has decent HP. Drawing fire away from AOE attacks is not strategical?

Harrassment is also way different against static defence. With the oracle you lose the unit. With the raven you only lose the turret.

People need to think a bit about stuff before posting.


Now the only situation where you want to cast autoturrets is shortly before a fight.
Before you could strategically place them to protect bases or to protect your army from flanks but after this patch it's predetermined when you want to cast them because it's only useful shortly before a fight.
that means all decisionmaking got taking away from casting auto turrets and so all strategical and tactical elements are taken away.
Many of the coolest moments in sc2 happen due to worker harassment
[PkF] Wire
Profile Joined March 2013
France24192 Posts
July 17 2015 11:33 GMT
#67
A patch that leaves me sceptical at best. When are they really going to work on Protoss ?
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2015-07-17 11:53:34
July 17 2015 11:51 GMT
#68
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.


On July 17 2015 19:59 Charoisaur wrote:
Now the only situation where you want to cast autoturrets is shortly before a fight.
Before you could strategically place them to protect bases or to protect your army from flanks but after this patch it's predetermined when you want to cast them because it's only useful shortly before a fight.
that means all decisionmaking got taking away from casting auto turrets and so all strategical and tactical elements are taken away.



Was the auto-turret ever really used for strategic zoning anyway? It was used primarily for harassment and harassment defense. Not much of a strategic element to them. I have never seen a pro player place down auto-turrets to protect his flanks or strategically placed to protect bases.
RaFox17
Profile Joined May 2013
Finland4581 Posts
July 17 2015 12:01 GMT
#69
On July 17 2015 20:51 cheekymonkey wrote:
Show nested quote +
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.


Show nested quote +
On July 17 2015 19:59 Charoisaur wrote:
Now the only situation where you want to cast autoturrets is shortly before a fight.
Before you could strategically place them to protect bases or to protect your army from flanks but after this patch it's predetermined when you want to cast them because it's only useful shortly before a fight.
that means all decisionmaking got taking away from casting auto turrets and so all strategical and tactical elements are taken away.



Was the auto-turret ever really used for strategic zoning anyway? It was used primarily for harassment and harassment defense. Not much of a strategic element to them. I have never seen a pro player place down auto-turrets to protect his flanks or strategically placed to protect bases.

Happy used it with mech often. He spammed a line of turrets in front of his army and slowly advanced that way. I feel like the Raven should just be redesigned ground up to be more mobile and especially get rid of PDD!
digmouse
Profile Blog Joined November 2010
China6328 Posts
Last Edited: 2015-07-17 12:04:54
July 17 2015 12:02 GMT
#70
On July 17 2015 20:51 cheekymonkey wrote:
Show nested quote +
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.


Show nested quote +
On July 17 2015 19:59 Charoisaur wrote:
Now the only situation where you want to cast autoturrets is shortly before a fight.
Before you could strategically place them to protect bases or to protect your army from flanks but after this patch it's predetermined when you want to cast them because it's only useful shortly before a fight.
that means all decisionmaking got taking away from casting auto turrets and so all strategical and tactical elements are taken away.



Was the auto-turret ever really used for strategic zoning anyway? It was used primarily for harassment and harassment defense. Not much of a strategic element to them. I have never seen a pro player place down auto-turrets to protect his flanks or strategically placed to protect bases.

With the new 20DPS (26 with upgrade) turret it might become a viable zoning option. Granted it is just 10 seconds but remember auto turrets are very tough at 150HP 1 armor for a free unit, and it can be further enhanced by +1 range and building armor. For 50 energy it might be worth it.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 17 2015 12:05 GMT
#71
Raven turret change reminds me a lot of the Swarmhost change. 11 turrets can take down a nexus in 10 seconds now, less with the upgrade.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Big J
Profile Joined March 2011
Austria16289 Posts
July 17 2015 12:07 GMT
#72
On July 17 2015 21:01 RaFox17 wrote:
Show nested quote +
On July 17 2015 20:51 cheekymonkey wrote:
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.


On July 17 2015 19:59 Charoisaur wrote:
Now the only situation where you want to cast autoturrets is shortly before a fight.
Before you could strategically place them to protect bases or to protect your army from flanks but after this patch it's predetermined when you want to cast them because it's only useful shortly before a fight.
that means all decisionmaking got taking away from casting auto turrets and so all strategical and tactical elements are taken away.



Was the auto-turret ever really used for strategic zoning anyway? It was used primarily for harassment and harassment defense. Not much of a strategic element to them. I have never seen a pro player place down auto-turrets to protect his flanks or strategically placed to protect bases.

Happy used it with mech often. He spammed a line of turrets in front of his army and slowly advanced that way. I feel like the Raven should just be redesigned ground up to be more mobile and especially get rid of PDD!

I wonder if PDD would be better if it had some anti-scaling mechanic but was cheaper so that it was more useful out of the bag of a single raven, yet you couldn't mass PDD block all shots during big combats.
e.g PDD shoots other PDD shots but costs only 75energy and the raven cost is reduced to 150gas or so.
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-07-17 12:45:36
July 17 2015 12:14 GMT
#73
And it looks like Ghosts new snipe has unlimited range... you dont even need to have vision after you marked the target.

More gimmick that forces you to hit the ghosts, you cant just retreat or micro.
"The Fractured but Whole"
[PkF] Wire
Profile Joined March 2013
France24192 Posts
July 17 2015 12:16 GMT
#74
10 sec is definitely too short, I hope they make it a bit more next patch
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2015-07-17 14:17:32
July 17 2015 14:16 GMT
#75
If anything I think Autoturret may be too similar to Infested Terran now. I guess it wouldn't be that terrible if they had some similar spells, but I don't know.

Maybe they could make it a flamethrower so it's AOE?
Stuvv360
Profile Joined March 2015
United States5 Posts
July 17 2015 15:19 GMT
#76
The Raven's nerf seems a bit extreme. I like the damage being increased but it needs to last for at least 30 seconds. I do like the Explosive Shrapnel upgrade.
Instead of making the Disruptor completely invulnerable for 3 seconds after using its ability just let it keep the speed bonus for 3 seconds after. This will make it easier for them to escape but still give the defender a chance to kill it or at least damage it.
Redfish
Profile Joined April 2010
United States142 Posts
July 17 2015 20:56 GMT
#77
Nothing in this patch to address the awful situation Protoss are in against Lurkers, unfortunately.
[PkF] Wire
Profile Joined March 2013
France24192 Posts
July 17 2015 21:02 GMT
#78
On July 18 2015 05:56 Redfish wrote:
Nothing in this patch to address the awful situation Protoss are in against Lurkers, unfortunately.

Yeah this is something I hope gets addressed at least in a community update. Disruptors don't seem to be enough.
Lexender
Profile Joined September 2013
Mexico2627 Posts
Last Edited: 2015-07-17 21:17:36
July 17 2015 21:16 GMT
#79
On July 17 2015 20:51 cheekymonkey wrote:
Show nested quote +
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.


Show nested quote +
On July 17 2015 19:59 Charoisaur wrote:
Now the only situation where you want to cast autoturrets is shortly before a fight.
Before you could strategically place them to protect bases or to protect your army from flanks but after this patch it's predetermined when you want to cast them because it's only useful shortly before a fight.
that means all decisionmaking got taking away from casting auto turrets and so all strategical and tactical elements are taken away.



Was the auto-turret ever really used for strategic zoning anyway? It was used primarily for harassment and harassment defense. Not much of a strategic element to them. I have never seen a pro player place down auto-turrets to protect his flanks or strategically placed to protect bases.


AT are buildings and they can make tight walls, I've seen them used to zone out ultras in TvZ and to block chokes and ramps.

On July 17 2015 23:16 DoubleReed wrote:
If anything I think Autoturret may be too similar to Infested Terran now. I guess it wouldn't be that terrible if they had some similar spells, but I don't know.

Maybe they could make it a flamethrower so it's AOE?


IT can be casted at 9 range and aren't buildings so you can use them in clever ways to bait friendly fire, something you can't do with AT
NKexquisite
Profile Joined January 2009
United States911 Posts
July 17 2015 22:10 GMT
#80
Lol @ 10 second auto-turret... Now you can't even harass buildings with them...
Whattttt Upppppppp Im Nesteaaaaaa!!
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