"we don’t want to jump to conclusions and we don’t know if Zerg is underpowered against mech".
Is what?, what?, zerg expends 4x or 5x times the bank of terran at late game,and not even winning, but they are not sure if zerg is underpowered, unbelieveble.
i actually think the HOTS SH price change could end up making nexus snipe builds more viable considering it's very easy for zerg to bank minerals in the midgame and the lower gas/supply investment gives you a lot more room to transition into a strong ground army, kind of like the style where you go spire and only 6-8 mutas to kill probes with a hard hydra followup to defend counterattacks. except you can kill a nexus and the locusts actually add dps against the counter if cooldown comes off in time. not to mention not having to research flying locusts to hit a main or natural exposed by cliffs
They should make collosi interesting before buffing them. Back to A-move won't be fun.
Carrier needs a lot of changes. Personally I would redesign all air-centric armies, but carrier and BL/something are just broken and not fun. We need more ground AA units or weaker air units when engaged head on.
Ravager is interesting, but they should design mech properly first. The last cyclone patch is a miss.
SH-HotS change - couple of months late and still a wrong unit to change.
On August 22 2015 05:23 Tuczniak wrote: They should make collosi interesting before buffing them. Back to A-move won't be fun.
Carrier needs a lot of changes. Personally I would redesign all air-centric armies, but carrier and BL/something are just broken and not fun. We need more ground AA units or weaker air units when engaged head on.
Ravager is interesting, but they should design mech properly first. The last cyclone patch is a miss.
SH-HotS change - couple of months late and still a wrong unit to change.
i wonder if it would be feasible codewise to make thermal lance range come built-in but only trigger when target fired. that could be kind of interesting
If the immortal get an ability and its on autocast and you have no reason what so ever to turn it off, then why make it an ability instead of making it part of the units mechanic itself. That's the way it is in LoTV and I still like the unit. Lots of units that become autocast are never not autocasted. For instance, I've never seen it pointed out that a pro disabled medivac auto cast. Cause I'm lazy, I personally will never turn autocast of on the queen and it same would happen with the immortal. Autorepair in wol is the only thing I managed otherwise minerals would just evaporate at times lol.
Yeah no thank you, the problem of the photon overcharge is that it requires no execution, this changes NOTHING.
The problem is that it prevents both harass and timing attacks with no counterplay. As a terran player I couldn't care less about how difficult it is for the protoss player to execute something. I just want to be able to attack/harass the opponent in some type of way and Photon Overcharge often prevents that (though you can kinda circumvent it with overpowered harass options too an extent).
Well both. If you actually have to execute your defence with actual unit micro there is potential to outplay the enemy with superior micro. The photon overcharge doesn't allow this, a platinum photon overcharge defence looks pretty much the same as a gm photon overcharge defence, which is bad. The rest is just balance which can be adjusted.
Agree, though I do think having a defenders advantage is important as it allows protoss to tech/expand faster and thus opens up for more build order diversity. However, the way it accomplishes this is in a very unhealthy way. With the 2-second defensive warp in + Adepts in LOL, I think Photon Overcharge should be absolutely useless vs small armies and only be useful to beat/hold back a larger army going for a timing attack/all-in.
I think it's really bizarre to have both Colossus and Disruptors as options.
I once again suggest that the Colossus should be slower. That would differentiate its use from the Disruptor significantly if the Disruptor was the more scrappy, more mobile option.
On August 22 2015 05:21 FaiFai wrote: The only thing i have to add to that statement :
"we don’t want to jump to conclusions and we don’t know if Zerg is underpowered against mech".
Is what?, what?, zerg expends 4x or 5x times the bank of terran at late game,and not even winning, but they are not sure if zerg is underpowered, unbelieveble.
You are surprised that the people who let BL/Infestor reign supreme for 9 months is not sure that Mech is too strong against Zerg after a couple of months?? Give it another 7 months and they may come to a conclusion.
I was OK with the disruptor because it replaced a stupid unit (Colossus) but now they get both??
On August 22 2015 03:49 IeZaeL wrote: Just throwing out this idea, following the proposed Photon overcharge change : instead of giving the pylon an attack for a limited amount of time , make the energy field of that pylon regenerate shield at a much faster rate ( similar to the burrowed roach regen ) for a short amount of time. That would both synergize pretty well with every protoss unit and change in lotv, give a different kind of defense advantage, and make the shield battery lovers happy.
defender advantage which main use is probably gonna be for all ins. Giving an ability on a pylon will just promote more all ins.
Exactly. I don't get how they can learn so little from their previous mistakes. Overcharged pylons, whatever the effect is, won't be used in a respectful and defensive way, but in a "in your face" and "fuck you I love Protoss bullshit" way. Don't even consider such changes.
I liked that time when they said they wanted to make the game the best it could be, popularity coming second, then what they did was try as hard as possible to make SC2 into LOL so they can get more players. For the avoidance of doubt, this time is that time.
On August 22 2015 05:51 Haighstrom wrote: I liked that time when they said they wanted to make the game the best it could be, popularity coming second, then what they did was try as hard as possible to make SC2 into LOL so they can get more players. For the avoidance of doubt, this time is that time.
And still it won't be good lol For that reason we got Heroes. If I want to play something simil to LoL I play Heroes and that's all, but if I want to play SC2 I need to move to StarBow now or stick to HotS/WoL
On August 22 2015 05:31 BisuDagger wrote: If the immortal get an ability and its on autocast and you have no reason what so ever to turn it off, then why make it an ability instead of making it part of the units mechanic itself. That's the way it is in LoTV and I still like the unit. Lots of units that become autocast are never not autocasted. For instance, I've never seen it pointed out that a pro disabled medivac auto cast. Cause I'm lazy, I personally will never turn autocast of on the queen and it same would happen with the immortal. Autorepair in wol is the only thing I managed otherwise minerals would just evaporate at times lol.
I think it's more a case where there's no reason to ever turn the autocast ability on. It just opens you up to someone baiting out the time-limited shield with a marine/stalker/whatever shot and then retreating for literally 3 seconds until the ability wears off.
People are complaining too much without actually practicing on the new patch yet, do you have 100 games played yet in the new patch / removal of macro mechanics? Are you in GM or top GM? If not then stop complaining and keep practicing.
We agree with your feedback in that the new ability is quite difficult to use for a majority of players, and this ability might only impact the highest-level of players out there. Therefore, we’ve been trying out having the ability auto-cast by default. We’re noticing that this change is allowing Protoss to be able to focus on the more important parts of engagements, while Immortals continue to function at a high efficiency. At the same time, in order to use the ability for maximum efficiency, the highest-level players who have the extra micro to spare should turn this off. Thank you for this suggestion, and we will continue testing this change internally before making the call to have it go out to the beta.
Make it autocast off by default, but autocastable - or just add an option for either way. Having it automatically be one way on every immortal spawn so that you have to change mode every time you finish one on every single immortal will be bad/annoying
On August 22 2015 06:13 GGzerG wrote: People are complaining too much without actually practicing on the new patch yet, do you have 100 games played yet in the new patch / removal of macro mechanics? Are you in GM or top GM? If not then stop complaining and keep practicing.
We agree with your feedback in that the new ability is quite difficult to use for a majority of players, and this ability might only impact the highest-level of players out there. Therefore, we’ve been trying out having the ability auto-cast by default. We’re noticing that this change is allowing Protoss to be able to focus on the more important parts of engagements, while Immortals continue to function at a high efficiency. At the same time, in order to use the ability for maximum efficiency, the highest-level players who have the extra micro to spare should turn this off. Thank you for this suggestion, and we will continue testing this change internally before making the call to have it go out to the beta.
Make it autocast off by default, but autocastable - or just add an option for either way. Having it automatically be one way on every immortal spawn so that you have to change mode every time you finish one on every single immortal will be bad/annoying
On August 22 2015 06:13 GGzerG wrote: People are complaining too much without actually practicing on the new patch yet, do you have 100 games played yet in the new patch / removal of macro mechanics? Are you in GM or top GM? If not then stop complaining and keep practicing.
I think it would be cool if the autocast wouldn't be possible to turn off and the trigger condition was just the first time the immortal takes damage. Good opponents can try to trigger it pre-engagment and then focus something else until the barrier is gone. Good Protoss can pick it up, micro it back or snipe opponents that try to trigger it pre-engagment. Weak players simply don't have to deal with it, but the condition might not be the most optimal to begin with.
And adjust the cooldown to be a little more frequent in that scenario.
Gosh, it's like their internal testing runs on a completely different planet in regards to economy changes. It's so weird that someone so smart can be so blatantly incorrect in all his statements regarding the economy.
We agree with your feedback in that the new ability is quite difficult to use for a majority of players, and this ability might only impact the highest-level of players out there. Therefore, we’ve been trying out having the ability auto-cast by default. We’re noticing that this change is allowing Protoss to be able to focus on the more important parts of engagements, while Immortals continue to function at a high efficiency. At the same time, in order to use the ability for maximum efficiency, the highest-level players who have the extra micro to spare should turn this off. Thank you for this suggestion, and we will continue testing this change internally before making the call to have it go out to the beta.
Make it autocast off by default, but autocastable - or just add an option for either way. Having it automatically be one way on every immortal spawn so that you have to change mode every time you finish one on every single immortal will be bad/annoying
On August 22 2015 06:13 GGzerG wrote: People are complaining too much without actually practicing on the new patch yet, do you have 100 games played yet in the new patch / removal of macro mechanics? Are you in GM or top GM? If not then stop complaining and keep practicing.
I think it would be cool if the autocast wouldn't be possible to turn off and the trigger condition was just the first time the immortal takes damage. Good opponents can try to trigger it pre-engagment and then focus something else until the barrier is gone. Good Protoss can pick it up, micro it back or snipe opponents that try to trigger it pre-engagment. Weak players simply don't have to deal with it, but the condition might not be the most optimal to begin with.
And adjust the cooldown to be a little more frequent in that scenario.
That would also be cool, but it hurts when the "optimal" way to play is to constantly fight to turn off autocast
On August 22 2015 03:49 IeZaeL wrote: Just throwing out this idea, following the proposed Photon overcharge change : instead of giving the pylon an attack for a limited amount of time , make the energy field of that pylon regenerate shield at a much faster rate ( similar to the burrowed roach regen ) for a short amount of time. That would both synergize pretty well with every protoss unit and change in lotv, give a different kind of defense advantage, and make the shield battery lovers happy.
defender advantage which main use is probably gonna be for all ins. Giving an ability on a pylon will just promote more all ins.
Exactly. I don't get how they can learn so little from their previous mistakes. Overcharged pylons, whatever the effect is, won't be used in a respectful and defensive way, but in a "in your face" and "fuck you I love Protoss bullshit" way. Don't even consider such changes.
It would be quite easy to require a gateway/nexus powered pylon, wouldn't it? That would probably stop most abuse?