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Community Feedback Update - August 21 - Page 18

Forum Index > Legacy of the Void
419 CommentsPost a Reply
Prev 1 16 17 18 19 20 21 Next All
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2015-08-24 19:54:02
August 24 2015 19:47 GMT
#341
On August 24 2015 21:45 Cyro wrote:
The main question to ask there: Do you want people who build only cyclones (without marines or a rushed turret or two) to be able to defend very effectively against stuff like proxy oracle?

The reason they were redesigned in the first place was that they were unreasonably good at defending whatever you threw at them without bias

Yes, it should. The oracle was initially really fast, but it was buffed to be even faster so players with good control could keep it from dying. It should be a micro intensive unit instead of the fly in and do massive damage and fly out unit that it usually is. Against terran this should mean things mostly like sniiping scvs building things or in transit and only tapping a mineral line when units are out of position trying to intercept it or something. This is especially true in the post-macro mechanic removal economy where worker losses hurt a lot. The cyclone is an ideal solution because of its cost and the tech.

Terran should also be allowed to have openings in TvP that aren't reactored marine expands as well. It's been like that for over two years.
pr0n3d91
Profile Joined September 2009
18 Posts
August 24 2015 19:53 GMT
#342
Thanks Blizz hope for more updates soon!
lol
starslayer
Profile Joined August 2011
United States696 Posts
August 24 2015 20:13 GMT
#343
this game is getting dumber and dumber each patch think i'm finally done with it. lol such a waste of the past 4 and a half years facepalm.
i came here to kickass and chew bubblegum and i'm all out of bubble gum
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
August 24 2015 20:27 GMT
#344
On August 25 2015 04:47 TheWinks wrote:
Show nested quote +
On August 24 2015 21:45 Cyro wrote:
The main question to ask there: Do you want people who build only cyclones (without marines or a rushed turret or two) to be able to defend very effectively against stuff like proxy oracle?

The reason they were redesigned in the first place was that they were unreasonably good at defending whatever you threw at them without bias

Yes, it should. The oracle was initially really fast, but it was buffed to be even faster so players with good control could keep it from dying. It should be a micro intensive unit instead of the fly in and do massive damage and fly out unit that it usually is. Against terran this should mean things mostly like sniiping scvs building things or in transit and only tapping a mineral line when units are out of position trying to intercept it or something. This is especially true in the post-macro mechanic removal economy where worker losses hurt a lot. The cyclone is an ideal solution because of its cost and the tech.

Terran should also be allowed to have openings in TvP that aren't reactored marine expands as well. It's been like that for over two years.


so you think that for the same cost and supply as an oracle, cyclones should just straight up kill an oracle with no support whatsoever?

how is that even remotely fair? the oracle doesn't stand a snowball's chance in hell at killing the cyclone and widow mines 1 shot them. cyclones are also great vs adepts which a protoss wants to make vs marines anyway. so what is this unit suppose to be bad at, exactly?
LiquidDota Staff@BluemoonGG_
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2015-08-24 20:37:46
August 24 2015 20:33 GMT
#345
On August 25 2015 05:27 BluemoonSC wrote:
Show nested quote +
On August 25 2015 04:47 TheWinks wrote:
On August 24 2015 21:45 Cyro wrote:
The main question to ask there: Do you want people who build only cyclones (without marines or a rushed turret or two) to be able to defend very effectively against stuff like proxy oracle?

The reason they were redesigned in the first place was that they were unreasonably good at defending whatever you threw at them without bias

Yes, it should. The oracle was initially really fast, but it was buffed to be even faster so players with good control could keep it from dying. It should be a micro intensive unit instead of the fly in and do massive damage and fly out unit that it usually is. Against terran this should mean things mostly like sniiping scvs building things or in transit and only tapping a mineral line when units are out of position trying to intercept it or something. This is especially true in the post-macro mechanic removal economy where worker losses hurt a lot. The cyclone is an ideal solution because of its cost and the tech.

Terran should also be allowed to have openings in TvP that aren't reactored marine expands as well. It's been like that for over two years.


so you think that for the same cost and supply as an oracle, cyclones should just straight up kill an oracle with no support whatsoever?

how is that even remotely fair? the oracle doesn't stand a snowball's chance in hell at killing the cyclone and widow mines 1 shot them. cyclones are also great vs adepts which a protoss wants to make vs marines anyway. so what is this unit suppose to be bad at, exactly?

Should a 150/150 main line army unit be able to kill a harass unit? Yes, nothing wrong with that. This is like asking if a stalker should be able to kill a reaper. The harass unit has a speed advantage and is dedicated to killing workers, not engaging straight up.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-08-25 08:22:23
August 25 2015 08:18 GMT
#346
It's probably too fast to be a main line army unit that can stand and kill anything without big weaknesses

Terran should also be allowed to have openings in TvP that aren't reactored marine expands as well. It's been like that for over two years.


RIP FFE vs zerg
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
Last Edited: 2015-08-25 12:10:50
August 25 2015 11:38 GMT
#347
Prior to the new patch I had my worries with the new Disruptor, and after playing with it a bit, I heavily dislike it.

The unit falls into the same trap as Swarm Hosts, Tempests and other long-range units: It fires of a free "unit/projectile" that you can attempt to avoid but the unit initself cannot be killed if you have the weaker army value.

With the old Disruptor you had to get close to the enemey to deal damage, which meant that there was a huge risk involved with it. All they had to do was t o remove the post invul thing and replace it with a speed boost while reducing cost and the unit would be fine.
crown77
Profile Joined February 2011
United States157 Posts
August 25 2015 11:59 GMT
#348
On August 25 2015 04:47 TheWinks wrote:
Show nested quote +
On August 24 2015 21:45 Cyro wrote:
The main question to ask there: Do you want people who build only cyclones (without marines or a rushed turret or two) to be able to defend very effectively against stuff like proxy oracle?

The reason they were redesigned in the first place was that they were unreasonably good at defending whatever you threw at them without bias

Yes, it should. The oracle was initially really fast, but it was buffed to be even faster so players with good control could keep it from dying. It should be a micro intensive unit instead of the fly in and do massive damage and fly out unit that it usually is. Against terran this should mean things mostly like sniiping scvs building things or in transit and only tapping a mineral line when units are out of position trying to intercept it or something. This is especially true in the post-macro mechanic removal economy where worker losses hurt a lot. The cyclone is an ideal solution because of its cost and the tech.

Terran should also be allowed to have openings in TvP that aren't reactored marine expands as well. It's been like that for over two years.



Agreed
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
August 25 2015 12:04 GMT
#349
On August 25 2015 04:47 TheWinks wrote:
Show nested quote +
On August 24 2015 21:45 Cyro wrote:
The main question to ask there: Do you want people who build only cyclones (without marines or a rushed turret or two) to be able to defend very effectively against stuff like proxy oracle?

The reason they were redesigned in the first place was that they were unreasonably good at defending whatever you threw at them without bias

Yes, it should. The oracle was initially really fast, but it was buffed to be even faster so players with good control could keep it from dying. It should be a micro intensive unit instead of the fly in and do massive damage and fly out unit that it usually is. Against terran this should mean things mostly like sniiping scvs building things or in transit and only tapping a mineral line when units are out of position trying to intercept it or something. This is especially true in the post-macro mechanic removal economy where worker losses hurt a lot. The cyclone is an ideal solution because of its cost and the tech.

Terran should also be allowed to have openings in TvP that aren't reactored marine expands as well. It's been like that for over two years.

Oracle was buffed partially because of the harassment, but the second part of the patch was meant in the way "so the unit is usable later in the game, not for evaporating SCVs in the early game". Without the speed you cannot consistently tag the Terran army with vikings. I personally think that the speed buff was horrible and it could be accomplished by using a different approach... but Oracle wasn't only about mineral harassment.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
ffadicted
Profile Joined January 2011
United States3545 Posts
August 25 2015 12:16 GMT
#350
I agree the cyclone should be better anti-air, especially early game. Remove the damn lock-on from ground PLS and give it to anti-air with a descent damage output but not OP, and maybe decrease its gas cost and build time
SooYoung-Noona!
Big J
Profile Joined March 2011
Austria16289 Posts
August 25 2015 12:18 GMT
#351
On August 25 2015 20:38 Hider wrote:
Prior to the new patch I had my worries with the new Disruptor, and after playing with it a bit, I heavily dislike it.

The unit falls into the same trap as Swarm Hosts, Tempests and other long-range units: It fires of a free "unit/projectile" that you can attempt to avoid but the unit initself cannot be killed if you have the weaker army value.

The old Diruptor had an absolute fine design in that it had to get close to the enemey to deal damage, which meant that there was a huge risk involved with it. All they had to do was t o remove the post invul thing and replace it with a speed boost while reducing cost and the unit would be fine.


I think the old one wasn't good to be honest. I don't think there would be any good way to make the old disruptor work without some invulnerability or get-away mechanic. A speed boost alone wouldn't be that great, unless it was some sick value like a speedzergling on creep or possibly even more - at which point I think it wouldn't be all too different from just blinking it away or moving away invulnerable.
Also I think the invulnerability when moving in was also not very good.

The way the new one works is that you can attack it at all times, so in general you could attack it, while its ball is chasing other parts of your armies. That's a good thing imo. The damage and range feel too much though. Disruptors still have the inherent dynamic that - due to their inconsistent attack rate (and clunky to use attack, since you need to manually control the activation) paired with their insane damage/splash radius and big range - you either get the big hits and win, or you miss them and you lose horribly.
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
Last Edited: 2015-08-25 19:11:13
August 25 2015 12:32 GMT
#352
A speed boost alone wouldn't be that great, unless it was some sick value like a speedzergling on creep or possibly even more - at which point I think it wouldn't be all too different from just blinking it away or moving away invulnerable.


Well you have your Warp Prism to pick it up too. Speed boost would just be there so a Warp Prism + disruptor wouldn't be 100% mandatory.

The few times I played with it and against it, I always enjoyed it.

The way the new one works is that you can attack it at all times, so in general you could attack it, while its ball is chasing other parts of your armies.


If the enemy protoss player has a larger army value than you, then it can force an engagement, which I do not find to be a healthy dynamic. Becasue the only way you can kill the Disruptor is if you attack the protoss army (that includes the Disruptor). Otherwise the Disruptor ball will just slowly poke away at your army.

The problem is that this makes it much more of a deathball unit as it needs protection. The old Disruptor was anti-deathball as it functioned very wel by itself.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
Last Edited: 2015-08-25 12:43:52
August 25 2015 12:42 GMT
#353
On August 25 2015 21:16 ffadicted wrote:
I agree the cyclone should be better anti-air, especially early game. Remove the damn lock-on from ground PLS and give it to anti-air with a descent damage output but not OP, and maybe decrease its gas cost and build time


you'll be missing the ground attack vs ultras, be careful what you wish for.

On August 25 2015 21:18 Big J wrote:
Show nested quote +
On August 25 2015 20:38 Hider wrote:
Prior to the new patch I had my worries with the new Disruptor, and after playing with it a bit, I heavily dislike it.

The unit falls into the same trap as Swarm Hosts, Tempests and other long-range units: It fires of a free "unit/projectile" that you can attempt to avoid but the unit initself cannot be killed if you have the weaker army value.

The old Diruptor had an absolute fine design in that it had to get close to the enemey to deal damage, which meant that there was a huge risk involved with it. All they had to do was t o remove the post invul thing and replace it with a speed boost while reducing cost and the unit would be fine.


I think the old one wasn't good to be honest. I don't think there would be any good way to make the old disruptor work without some invulnerability or get-away mechanic. A speed boost alone wouldn't be that great, unless it was some sick value like a speedzergling on creep or possibly even more - at which point I think it wouldn't be all too different from just blinking it away or moving away invulnerable.
Also I think the invulnerability when moving in was also not very good.

The way the new one works is that you can attack it at all times, so in general you could attack it, while its ball is chasing other parts of your armies. That's a good thing imo. The damage and range feel too much though. Disruptors still have the inherent dynamic that - due to their inconsistent attack rate (and clunky to use attack, since you need to manually control the activation) paired with their insane damage/splash radius and big range - you either get the big hits and win, or you miss them and you lose horribly.


can you pick it up in a warp prism while it's attack is out? or will that cancel the attack?

On August 25 2015 20:38 Hider wrote:
Prior to the new patch I had my worries with the new Disruptor, and after playing with it a bit, I heavily dislike it.

The unit falls into the same trap as Swarm Hosts, Tempests and other long-range units: It fires of a free "unit/projectile" that you can attempt to avoid but the unit initself cannot be killed if you have the weaker army value.

With the old Disruptor you had to get close to the enemey to deal damage, which meant that there was a huge risk involved with it. All they had to do was t o remove the post invul thing and replace it with a speed boost while reducing cost and the unit would be fine.


sort of. with a lesser army value it also has less to hit and you have less to split, so in that way it scales.
LiquidDota Staff@BluemoonGG_
Big J
Profile Joined March 2011
Austria16289 Posts
August 25 2015 12:47 GMT
#354
On August 25 2015 21:32 Hider wrote:
Show nested quote +
A speed boost alone wouldn't be that great, unless it was some sick value like a speedzergling on creep or possibly even more - at which point I think it wouldn't be all too different from just blinking it away or moving away invulnerable.


Well you have your Warp Prism to pick it up too. Speed boost would just be there so a Warp Prism + disruptor wouldn't be 100% mandatory.

The few times I played with it and against it, I always enjoyed it.
Show nested quote +

The way the new one works is that you can attack it at all times, so in general you could attack it, while its ball is chasing other parts of your armies.


If the enemy protoss player has a larger army value than you, then it can force an engagement, which I do find to be a healthy dynamic. Becasue the only way you can kill the Disruptor is if you attack the protoss army (that includes the Disruptor). Otherwise the Disruptor ball will just slowly poke away at your army.

The problem is that this makes it much more of a deathball unit as it needs protection. The old Disruptor was anti-deathball as it functioned very wel by itself.


The old disruptor worked well out on the map with a warp prism. I think this is still the case. But you have a point that the unit has become much more rewarding when used for sieging with deathball protection, since it doesn't have to move forward anymore. But I think that was kind of necessary, at least judging from my previous ZvPs where disruptors often didn't help the protoss army too much if you payed attention to them during the battle. So Protoss didn't really have a solid splash option for engagements.

ffadicted
Profile Joined January 2011
United States3545 Posts
August 25 2015 12:57 GMT
#355
On August 25 2015 21:42 BluemoonSC wrote:
Show nested quote +
On August 25 2015 21:16 ffadicted wrote:
I agree the cyclone should be better anti-air, especially early game. Remove the damn lock-on from ground PLS and give it to anti-air with a descent damage output but not OP, and maybe decrease its gas cost and build time


you'll be missing the ground attack vs ultras, be careful what you wish for.,


With MULE gone, I think it's time to reinstate the marauder
SooYoung-Noona!
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
August 25 2015 13:04 GMT
#356
On August 25 2015 21:57 ffadicted wrote:
Show nested quote +
On August 25 2015 21:42 BluemoonSC wrote:
On August 25 2015 21:16 ffadicted wrote:
I agree the cyclone should be better anti-air, especially early game. Remove the damn lock-on from ground PLS and give it to anti-air with a descent damage output but not OP, and maybe decrease its gas cost and build time


you'll be missing the ground attack vs ultras, be careful what you wish for.,


With MULE gone, I think it's time to reinstate the marauder


idk, the marauder has always been way too strong. im sorta glad that the dmg was split up.
LiquidDota Staff@BluemoonGG_
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2015-08-25 14:09:04
August 25 2015 13:43 GMT
#357
On August 25 2015 22:04 BluemoonSC wrote:
Show nested quote +
On August 25 2015 21:57 ffadicted wrote:
On August 25 2015 21:42 BluemoonSC wrote:
On August 25 2015 21:16 ffadicted wrote:
I agree the cyclone should be better anti-air, especially early game. Remove the damn lock-on from ground PLS and give it to anti-air with a descent damage output but not OP, and maybe decrease its gas cost and build time


you'll be missing the ground attack vs ultras, be careful what you wish for.,


With MULE gone, I think it's time to reinstate the marauder


idk, the marauder has always been way too strong. im sorta glad that the dmg was split up.


Period. The Marauder has always been crazy good. Problem is that it simply achieved what the rest of bio units couldn't.

Bio shouldn't be MM. Reapers should be a valid option, Ghost is just kept as a caster, and there should be another bio unit of a higher tier. The HERC was fun as a troll unit, but the concept of a high level unit should be there.
Blacklizard
Profile Joined May 2007
United States1194 Posts
August 25 2015 14:44 GMT
#358
On August 24 2015 01:02 mishimaBeef wrote:
I was surprised to see Taeja streaming Legacy of the Void today. Unfortunately for me I was only able to catch his last game. I tell you, it was INTENSE! I am eagerly awaiting more pro players showcasing Legacy of the Void.


Taeja is going to be fine with LotV. His control is sick... love watching that guy play.
[PkF] Wire
Profile Joined March 2013
France24238 Posts
August 25 2015 16:06 GMT
#359
I really hope splitting warp-in power and building energy power gets tested at some point.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-08-25 16:14:10
August 25 2015 16:14 GMT
#360
On August 26 2015 01:06 [PkF] Wire wrote:
I really hope splitting warp-in power and building energy power gets tested at some point.


That's pretty much what's being tested at the moment; Warp in takes about 4-5x longer than in HOTS unless a warp gate, nexus or warp prism is in the power field.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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