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On August 21 2015 04:20 IntoTheheart wrote:Show nested quote +On August 21 2015 04:18 cSc.Dav1oN wrote:On August 21 2015 04:11 IntoTheheart wrote:On August 21 2015 03:48 [UoN]Sentinel wrote:On August 21 2015 03:32 Topin wrote: is the new Distruptor a Reaver 2.0 or a 0.2 .... i dont know what to think 2.0. Advantages: - Scarab is free - Disruptor is faster - Can be picked up from 6 range instead of having to be under the shuttle - Manually controllable scarab - No duds Disadvantages: - Takes much longer to reload - Scarab needs to be controlled (can't focus all your micro on the warp prism + disruptor) 0.2 if that's the case. If every scarab doesn't feel like a massive gamble, what's the point? :/ 0.2/10 flavour fail.  kinda agree, it feels like they innovated a wheel, just give us our Reaver! A Reaver that is fundamentally more powerful and lower-risk, and therefore not a Reaver.  I feel like this'll be extremely difficult to use properly so maybe it won't be too strong, but it still feels like it's just a Reaver++, and not a Disruptor at this point. Obviously I'm only ONLY ONLY talking about flavour, since I'm not in the LotV.  I definitely think they need to reconcile the fact that you can drop a reaver, pop the spell, and then put it back in the retreating prism for very little damage unless you've got tanks or something camping each base.
That said, it feels a lot more like storm than a reaver in my opinion. Placement of multiple novas becomes an issue since you don't want to overkill the meat of the army, you want damage to be done across the board. And there's definitely more room for counterplay since you have the strategic thinking like with the adept - do I try to mitigate my losses against the scarab, or do I try and shoot the disruptor before it escapes (in ground engages, not drops) to cancel the scarab off?
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I'd rather just see a Zealot speed upgrade than charge, and this +30 damage on impact seems very silly. The reasoning is because Adepts are overused Zealots need to be buffed? right..
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United Kingdom10443 Posts
and changes to zerg...........................................................
what is the point of changing a mechanic if you aren't going to add anything else or change units
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Zealots just need to be buffed in general. I'd take some WG nerfs, but right now it feels like my only choice in early game is to open adept.
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David Kim mentioned at Gamescom that the Disruptor was supposed to be stunned while the projectile was out, but looks like that isn't the notes this time.
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So, if I miss 2 seconds playing against Protoss, all my workers will be massacred by dozens of zealots summoned immediately, dealing 30 damage in no time. So balanced. Really.
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On August 21 2015 04:29 eviltomahawk wrote: David Kim mentioned at Gamescom that the Disruptor was supposed to be stunned while the projectile was out, but looks like that isn't the notes this time. They might've highlighted the most important parts of the patch for this post, and left some things unsaid. Is it live yet? :o
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I just had a dream of.... of thounsands of Planetarys....
You dont need that many orbitals now do you? So why not expand and when you are afraid of an attack morph the expo to a planetary. And there is no need to build a oribital rite after barracks rite?
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Great patch can't wait :D
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On August 21 2015 04:32 Lappen.464 wrote: I just had a dream of.... of thounsands of Planetarys....
You dont need that many orbitals now do you? So why not expand and when you are afraid of an attack morph the expo to a planetary. And there is no need to build a oribital rite after barracks rite? Haven't tried this out yet, but I want to see how successful I can do with a natural planetary instead of a bunker since I won't need the money for MULEs.
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Such a gigantic patch. Enormous changes, really.
Knee-jerk thoughts, while looking forward to testing. I could be wrong about everything:
(1) This feels like a big ol' Terran nerf. This is pretty obvious, right? Wow ...
No MULE clearly nerfs SCVs, bunkers, and the bio play in general. Protoss will get timing changes on everything, eventually. Terran will get nothing, maybe even more nerfs.
The Medivac upgrade should auto-unlock at Armory, or at least be researchable there. The cyclone change is *shrug*. Not sure what to make of it. Obviously a big nerf.
(2) Zerg. Have no idea what to think. Feels like a buff, but several of you have made passionate arguments that autocasting the most powerful Zerg-spell is not a buff 
(3) Protoss - ever the squeaky wheel. Instead of nerfing the lolAdept they buff the mehLot? Charge was already extremely good, now it seems absurdly good. Should Terran even bother building marines in TvP?
No chrono is clearly a huge nerf, but everything else will get buffed. So you'll be fine. You're going to see a lot of forward gateways with that forward pylon!
Thankfully they changed the disruptor from: invulnerable -> high burst damage -> invulnerable -> to: killable thing that shoots controllable AOE damage.
Hard to say. Gut says this patch buffs Zerg a little too much.
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On August 21 2015 04:35 [UoN]Sentinel wrote:Show nested quote +On August 21 2015 04:32 Lappen.464 wrote: I just had a dream of.... of thounsands of Planetarys....
You dont need that many orbitals now do you? So why not expand and when you are afraid of an attack morph the expo to a planetary. And there is no need to build a oribital rite after barracks rite? Haven't tried this out yet, but I want to see how successful I can do with a natural planetary instead of a bunker since I won't need the money for MULEs.
too expensive, 150 gas in the early game is huge. I'd just not build orbital until I've saturated 2 mineral lines and make a pf 3rd.
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On August 21 2015 04:40 sAsImre wrote:Show nested quote +On August 21 2015 04:35 [UoN]Sentinel wrote:On August 21 2015 04:32 Lappen.464 wrote: I just had a dream of.... of thounsands of Planetarys....
You dont need that many orbitals now do you? So why not expand and when you are afraid of an attack morph the expo to a planetary. And there is no need to build a oribital rite after barracks rite? Haven't tried this out yet, but I want to see how successful I can do with a natural planetary instead of a bunker since I won't need the money for MULEs. too expensive, 150 gas in the early game is huge. I'd just not build orbital until I've saturated 2 mineral lines and make a pf 3rd. I think orbitals will be worth it cause you have the money regardless AND 'free scans' are pretty good
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On August 21 2015 04:40 sAsImre wrote:Show nested quote +On August 21 2015 04:35 [UoN]Sentinel wrote:On August 21 2015 04:32 Lappen.464 wrote: I just had a dream of.... of thounsands of Planetarys....
You dont need that many orbitals now do you? So why not expand and when you are afraid of an attack morph the expo to a planetary. And there is no need to build a oribital rite after barracks rite? Haven't tried this out yet, but I want to see how successful I can do with a natural planetary instead of a bunker since I won't need the money for MULEs. too expensive, 150 gas in the early game is huge. I'd just not build orbital until I've saturated 2 mineral lines and make a pf 3rd.
Yeah I was talking to a friend and told me the same. But you don't need to invest those 150 Min early at least, and you can anyway build the Planetary over the standard CC on the Natural if you see an All In or hard timing push you need to hold.
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On August 21 2015 04:45 The_Red_Viper wrote:Show nested quote +On August 21 2015 04:40 sAsImre wrote:On August 21 2015 04:35 [UoN]Sentinel wrote:On August 21 2015 04:32 Lappen.464 wrote: I just had a dream of.... of thounsands of Planetarys....
You dont need that many orbitals now do you? So why not expand and when you are afraid of an attack morph the expo to a planetary. And there is no need to build a oribital rite after barracks rite? Haven't tried this out yet, but I want to see how successful I can do with a natural planetary instead of a bunker since I won't need the money for MULEs. too expensive, 150 gas in the early game is huge. I'd just not build orbital until I've saturated 2 mineral lines and make a pf 3rd. I think orbitals will be worth it cause you have the money regardless AND 'free scans' are pretty good
yeah but just build scv before. Like in bw tbh there is a clear example of how scans vs more scv works in a similar game.
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I'm really surprised they didn't reduce MsC build time to match the usual chrono protoss were doing ! The removal of chronoboost smell huge proxy reapers and proxy baracks against protoss ,we'll see ....
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SoCal8910 Posts
On August 21 2015 04:28 KelsierSC wrote: and changes to zerg...........................................................
what is the point of changing a mechanic if you aren't going to add anything else or change units
i'd imagine they felt that with the economy in lotv, less larva at the beginning of the game is probably fair because the other races cannot chrono out probes or mule.
btw is the patch live?
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Spawn Larva is reduced to 2 per injection, and set to autocast by default M.U.L.E. is removed Chrono Boost is removed
What the hell? These practically defined the economic mechanics for all 3 races (and some micro for Zerg!).
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On August 21 2015 04:38 TimeSpiral wrote: (1) This feels like a big ol' Terran nerf. This is pretty obvious, right? Wow ...
It almost certainly is. There's been some speculation that Terran won't hang in the late game because they can't sacrifice their SCVs and keep their economy afloat with MULES. Their early game might be hit since they aren't getting an injection of minerals at predictable times.
In any case, this is exactly what Blizz was talking about in the notes. They understand that adjustment will almost certainly be necessary.
The cyclone change is *shrug*. Not sure what to make of it. Obviously a big nerf.
Not necessarily a nerf. It now functions as an anti-air for early and mid. What remains to be seen is just what Blizz means by "decreased damage" and an upgrade that "increases damage" as those are relative terms that could make or break the unit.
(2) Zerg. Have no idea what to think. Feels like a buff, but several of you have made passionate arguments that autocasting the most powerful Zerg-spell is not a buff 
You must have missed the part about Spawn Larva's effectiveness being cut in half. This is absolutely a buff to weaker players who aren't hitting injections, but this is absolutely a nerf to pro players who are hitting injections at aaaaaalmost 100%, and somewhere in the middle is the person who's game won't be affected by this even kind of because their injections were just good enough to break even on this change. Whether zerg needs those two extra eggs or not remains to be seen, but there is a good reason people are calling this a nerf.
Hard to say. Gut says this patch buffs Zerg a little too much.
I doubt this very much unless you're sitting pretty in Bronze. My gut tells me most Zerg (and Zerg opponents) below Gold at a minimum will feel stronger or won't notice the change at all. Start talking to the Plat+ folk though. I imagine they are going to feel the sting some.
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On August 21 2015 04:52 DarkPlasmaBall wrote:Show nested quote +Spawn Larva is reduced to 2 per injection, and set to autocast by default M.U.L.E. is removed Chrono Boost is removed What the hell? These practically defined the economic mechanics for all 3 races (and some micro for Zerg!). Yeah, this has been under debate for a while, there's at least three threads on the first page of the LotV forum speaking out for and against this change.
I'm still all for it.
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