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On October 02 2015 01:57 ZAiNs wrote:Show nested quote +* Warp Prism: Now have 16 seconds Warp In like normal Pylons, once the Warp Prism have stayed in Phase Mode for 3 Seconds the Power generated from the Prism is changed to Warp Gate power and units have 2 seconds Warp In. BTW this also made me think it was a joke, because you would never use the 16s warp-in, you would just wait 3 seconds then spend 2 seconds warping in rather than 16. Show nested quote +* Anion Pulse Crystals upgrade added to the Fleet Beacon (Void Ray speed upgrade.) Anion Pulse Crystals is already in the game, it's Phoenix range. Flux Vanes was the Void Ray upgrade. The way it works is, you Warp In, then after the 3 seconds, it's 3/16 the way finished. Then it is changed to 2 seconds Warp In. So you actually get it a tad quicker, if you Warp In from the get go, though you SHOULD probably wait.
I'll change it to Flux Vanes, thx.
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You really don't like vipers, do you?  You want to nerf them really badly and it might be too much. Nerfing parasitic bomb seems ok to me, but if you really do that, other air units have to be nerfed as well then (mutas, liberators, carriers). And why do you want to remove abducts? Protoss have the perfect counter for it in feedback. Special shoutout to carriers btw. Any patch that does not involve a big nerf to carriers is an incomplete patch.
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Interesting changes! I approve very highly of all the tech structures you've added into the game. In fact, I'd hazard a guess that literally not one person will disagree with making scouting your opponents' tech paths easier.
From a Terran POV, there's still a lot left to be desired. You haven't done anything at all to vary TvP in terms of strategic variety, specifically I'm talking about Siege Tanks and mech play. Reapers remain a non-entity outside of the extreme early game. And I confess I don't understand why you're buffing Protoss lategame and nerfing Terran lategame, with Storm damage increased, EMP damage decreased, and a new form of AOE added in the Zealot bomb upgrade. Traditionally, Protoss has always had the edge in that area of the game, and from the few lategame TvPs I've seen of Polt, and what I've heard of Carriers dominating bio and mech both, I don't follow your reasoning.
Photon Overcharge has always been a problematic one click defense, and moving Adepts further up the tech tree forces Protoss to rely on PO even more than they do now, which doesn't leave a lot of room for tweaking the ability to something less shitty even if you wanted to (which maybe you don't? Hrmmm). I'd also love to see something done with DTs to make them a less one-dimensional "cross your fingers you win" unit.
I have random ideas on how units like Reapers and DTs could be made relevant, as I'm sure do most people, but it's your thread and I won't clutter it.
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Shouldn't this be a blog to prevent everyone from posting their own ideas? Everyone always thinks they personally have it figured out, and quite honestly it'd be tedious to sort through all the threads. Really only interested as a regular browser at what top players (actual pros) think.
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You really don't like vipers, do you?  You want to nerf them really badly and it might be too much. Nerfing parasitic bomb seems ok to me, but if you really do that, other air units have to be nerfed as well then (mutas, liberators, carriers). And why do you want to remove abducts? Protoss have the perfect counter for it in feedback. Special shoutout to carriers btw. Any patch that does not involve a big nerf to carriers is an incomplete patch. Mutas power comes later, Liberators come later, I might have to increase the build time of Carriers though if I'm to follow through with my overall philosophy.
You haven't done anything at all to vary TvP in terms of strategic variety, specifically I'm talking about Siege Tanks and mech play.
Photon Overcharge has always been a problematic one click defense, and moving Adepts further up the tech tree forces Protoss to rely on PO even more than they do now, which doesn't leave a lot of room for tweaking the ability to something less shitty even if you wanted to (which maybe you don't? Hrmmm). I'd also love to see something done with DTs to make them a less one-dimensional "cross your fingers you win" unit.
I have random ideas on how units like Reapers and DTs could be made relevant, as I'm sure do most people, but it's your thread and I won't clutter it. For TvP I think Siege Tanks will be a lot stronger with 50% more splash damage to the Protoss shields. In LotV it doesn't seem like Terran struggles that much in TvP late game aside from Carriers.
I think we're at the point where MSCore is a must, just like Warp Gate is. Which maybe is not the best thing, but it's not the worst either.
I'd love to hear your suggestion on the Reapers and DT's.
Shouldn't this be a blog to prevent everyone from posting their own ideas? Everyone always thinks they personally have it figured out, and quite honestly it'd be tedious to sort through all the threads. Really only interested as a regular browser at what top players (actual pros) think. I want people's ideas, at this point many of us have played the game for 5 years, I'm sure we've learned something from it  I mean just from the latest community update, they nerfed macro mechanics and more specifically longer mining time on Mule. Which goes to show the community is really not far off from the actual design team.
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This was a very fun read. I love this
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Biased patchnotes from a protoss player.....
* Inject is changed to 2 Larvae (You can now see how many stacks are currently on the building.)
biased and far away from reality...2 Larva ..... zerg wouldn´t even compete in macroing
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Only 1 mule per Orbital Command can be present on the map at any given time.
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And I'm glad you don't work for Blizzard
Zerg would be completely useless
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All interesting ideas though, but let's see what Blizzard's latest patch brings. Gotta remember that there are strategies that players have NOT yet identified with SC2:LotV yet. The game strategies are always evolving. While something may seem broken now, players often find ways to counter them. LotV isn't without its criticisms, but it's really fun to watch, and that's what brings SC2 more viewership!
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On October 02 2015 01:38 Lexender wrote: The terran changes where mostly nerfs :/ I guess you don't play terran much
There's a lot that could be done, like a raven redesign like more speed and better abilities (current LotV raven is shit btw), siege tank buffs, thor changes (this unit is as shit as ever) some cyclone changes too (I would really like if ground auto attack did more damage and lock on was only for air units), etc etc.
Much deserved at its current state, imo.
The Siege tank change idea was pretty cool tbh. That zealot idea sounds a little broken in the hands of a good micro player (its more like zealots turning into banelings upon death, and are much tankier, so they are much more devasting to a bio army or roach army)
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