Nydus Worm shouldnt stay like that
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Heyjoray
240 Posts
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XlorD
Germany16 Posts
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SC2Angora
53 Posts
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pure.Wasted
Canada4701 Posts
Ryung sees Overlord next to his base, Overlord plants Nydus. Ryung sees Nydus. Ryung moves 10 SCVs, 2-3 Hellions, 5-6 Marines next to Nydus. Ryung waits for 10 seconds while Nydus finishes building. Ryung focuses fire on Nydus. 5 Queens come out, each one transfusing the Nydus. There are now 5 Queens attacking Ryung's Marines/SCVs while he's still trying to bring down the full health Nydus. Roaches come out. GG. Maybe this is the most all-in build ever conceived by any Zerg and if Ryung had only scouted it and attacked into it, he would have won 100%, therefore it's balanced (I doubt all of these things)... but it looked broken as FUCK. | ||
Arcanous
17 Posts
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pure.Wasted
Canada4701 Posts
On October 16 2015 05:14 Arcanous wrote: it really just counter hellion openings though, hellions dont have enough burst to kill the worm fast enough. tanks and mm openers can blow it up before the queens can get out. Even a liberator opening can beat it because the libs destroy the queens so fast. right now it just looks really strong because a lot of terrans are still stuck in hots with their openers What if you open tanks and then there's no worm? Isn't that a huge economic setback? Seems kind of reminiscent of "build 3 bunkers against Blink Stalkers that might never attack and then you're already behind." | ||
VorGirL
72 Posts
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Arcanous
17 Posts
On October 16 2015 05:18 pure.Wasted wrote: What if you open tanks and then there's no worm? Isn't that a huge economic setback? Seems kind of reminiscent of "build 3 bunkers against Blink Stalkers that might never attack and then you're already behind." going tanks you can tank drop and do economical damage, unless they decided to go 2 base muta, but what it really comes down to is scouting and reacting properly, you can tell when a worm is going to go down by the lair and the roach timing and you should have plenty of time to get a tank maybe two if you had the tech lab already. If you went hellions youre going to have a hard time but i imagine in the future as more players figure out the worm its going to end up as a reactionary play from the zerg when they see hellions rather than right now where zergs just do it regardless | ||
TheWinks
United States572 Posts
On October 16 2015 05:14 Arcanous wrote: it really just counter hellion openings though, hellions dont have enough burst to kill the worm fast enough. tanks and mm openers can blow it up before the queens can get out. Even a liberator opening can beat it because the libs destroy the queens so fast. right now it just looks really strong because a lot of terrans are still stuck in hots with their openers But you have to look at the consequences of that. The hellion openings let the terran get scouting information, limit creep, limits zerg drone production, limit map control, and walls allow terran economies to keep pace with zerg ones. If you remove hellions from openers because of something that can completely bypass your walls the side effects ripple through the entire matchup for the worse I think. | ||
Martinni
Canada169 Posts
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SC2Angora
53 Posts
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Martinni
Canada169 Posts
On October 16 2015 05:36 SC2Angora wrote: You cant just delete the helion oppener because the zerg can do whatever he want after that and he will be far ahead, Nydus is so broken right now no doubt about that, that punishes Teran whatever he does, you can react to this start and finish ahead, Even if you scout perfectly and try to counter this start the zergg finish ahead... It's still valid, but it has weakness for sure. Now it punishable, not sure why that's a bad thing. It's like saying going muta without scouting to see if the protoss is going mass phoenix is bad. You might just have to throw in an extra scan to see the lair timing and the queen count. | ||
pure.Wasted
Canada4701 Posts
On October 16 2015 05:23 Arcanous wrote: going tanks you can tank drop and do economical damage So we're keeping an unpopular mechanic in the game because it can maybe be mitigated by an even more unpopular mechanic, which almost everyone wants to see removed ASAP? I'm not sure that this makes sense to me, over, say, removing Tank drops and removing invincible Nydus both. | ||
Arcanous
17 Posts
On October 16 2015 05:24 TheWinks wrote: But you have to look at the consequences of that. The hellion openings let the terran get scouting information, limit creep, limits zerg drone production, limit map control, and walls allow terran economies to keep pace with zerg ones. If you remove hellions from openers because of something that can completely bypass your walls the side effects ripple through the entire matchup for the worse I think. early bio pressure can do much the same thing especially with the larva nerf because every army unit made is worth more in larva (in this i mean that as zerg you have to think of larva as a resource) The worm change just means that if you want to put early econmic pressure on the zerg the same as before you are going to put yourself at risk. Basically you cant go 6 hellions, you can go 4, get your scouting information, if you see the worm you need your factory on a tech lab and need to get a bunker somewhere in your base. Just the same as how you need to scout the blink and get bunkers in the proper place. I think what makes it hard is terrans arent used the zergs being able to attack early in a meaningful way and that as time goes on and more players learn what to do against the worm we will eventually see the worms winrate and usage drop into a more reactionary play if a terran decieds to go heavy hellion in an attempt to dive mineral lines. I think its a good change because as a spectator its kind of dumb to see the same opening every time and it almost always does no damage but when the zerg amkes one mistake they lose their entire mineral line. now going for 6 hellions to attempt to di for drones is going to have a risk associated with it as it should. | ||
SC2Angora
53 Posts
On October 16 2015 05:40 Arcanous wrote: early bio pressure can do much the same thing especially with the larva nerf because every army unit made is worth more in larva (in this i mean that as zerg you have to think of larva as a resource) The worm change just means that if you want to put early econmic pressure on the zerg the same as before you are going to put yourself at risk. Basically you cant go 6 hellions, you can go 4, get your scouting information, if you see the worm you need your factory on a tech lab and need to get a bunker somewhere in your base. Just the same as how you need to scout the blink and get bunkers in the proper place. I think what makes it hard is terrans arent used the zergs being able to attack early in a meaningful way and that as time goes on and more players learn what to do against the worm we will eventually see the worms winrate and usage drop into a more reactionary play if a terran decieds to go heavy hellion in an attempt to dive mineral lines. I think its a good change because as a spectator its kind of dumb to see the same opening every time and it almost always does no damage but when the zerg amkes one mistake they lose their entire mineral line. now going for 6 hellions to attempt to di for drones is going to have a risk associated with it as it should. If you go early bio pressure the zerg go mass gling and you die, is that easily guy... The nydus all in is way too fast, even if you go only 4 helion the nydus is here, look at the Leifeing cup this morning with Ryung bvs Solar, is incredbly fast and the terran just dont have a way to counter that, even with whatever build you want, Game 2 ryung go for a fast siege tank blind, when the nydus come out the first tank just go out of the factory and is not enough to defend without losing too many worker... | ||
Arcanous
17 Posts
On October 16 2015 05:47 SC2Angora wrote: If you go early bio pressure the zerg go mass gling and you die, is that easily guy... The nydus all in is way too fast, even if you go only 4 helion the nydus is here, look at the Leifeing cup this morning with Ryung bvs Solar, is incredbly fast and the terran just dont have a way to counter that, even with whatever build you want, Game 2 ryung go for a fast siege tank blind, when the nydus come out the first tank just go out of the factory and is not enough to defend without losing too many worker... Well im just speaking from my experiences playing against the worm and using the worm. If I go 4 hellion and immediately swap the factory to a tech lab my rax built and start getting tanks I can have 2 tanks out it time, with two tanks seiged and a worker surround I instantly blow up the worm before the queens get out ( or if they do they dont have time to transfuse) When I'm Zerg the times I lose are when they have tanks. In my terran games I blindly counter the worm by switching the factory and getting tanks but worse comes to worse and they didn't go worm, I now have tanks for a powerful push just as zergs typically are getting mutas unless they went 2 base muta. Its hard in text to describe everything that you can see to understand whats going to happen but there are also a lot of tells that you can read to be able to know what needs to happen, and I'm also not describing my build but there are counters. I can almost guarantee in the next couple weeks we will probably see a build come out that terrans will start adopting to be able to counter the worm. As I go through my post again I realize that I dont really give enough info but unfortunately I dont have enough time to elaborate. I haven't seen the games you were talking about to see what could have been done differently but I imagine its just a case of builds needing to adapt | ||
[PkF] Wire
France24202 Posts
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time4school
9 Posts
The reason it is so effective is because every terran is hiding behind a wall and playing greedy not making units and getting a quick 3rd CC. If you have units the nydus gets one shot before a queen can even make it out and then zerg is stuck with a bunch of units which cant break your wall, and half the workers. | ||
Zetter
Germany629 Posts
On October 16 2015 05:08 pure.Wasted wrote: Ryung lost a couple of games to Nydus two nights ago. Here's what happened: Ryung sees Overlord next to his base, Overlord plants Nydus. Ryung sees Nydus. Ryung moves 10 SCVs, 2-3 Hellions, 5-6 Marines next to Nydus. Ryung waits for 10 seconds while Nydus finishes building. Ryung focuses fire on Nydus. 5 Queens come out, each one transfusing the Nydus. There are now 5 Queens attacking Ryung's Marines/SCVs while he's still trying to bring down the full health Nydus. Roaches come out. GG. Maybe this is the most all-in build ever conceived by any Zerg and if Ryung had only scouted it and attacked into it, he would have won 100%, therefore it's balanced (I doubt all of these things)... but it looked broken as FUCK. I have only encountered nydus once yet, but that one encounter seemed incredibly broken to me too. Immediately warped in 8 stalkers when I saw it go down and killed the overseer, but the stalkers had no chance to DPS down the nydus against the queens that were coming out. Army was halfway across the map, so by the time it had come back all my infrastructure was dead. I think the invincible nydus worm makes protoss even more reliant on deathball plays. | ||
MockHamill
Sweden1798 Posts
Everything else in the game may be too strong or too weak, but the nydus worm as it is now is just absurd. Give it more hit points of something, but do not make it invulnerable. | ||
TelecoM
United States10673 Posts
On October 16 2015 05:08 pure.Wasted wrote: it looked broken as FUCK. Let me stop you right there. I don't think it is broken my fine sir. | ||
haiyeah
70 Posts
Doom drops are fine, but they come later. These game ending one off strategies before the game even really begins will ruin the game as a spectator sport, and only make it fun for the attacker to play, as the defender is always at a disadvantage if they don't have ways to react that punish the player extremely well. People always say that not having things like this limits variety, makes the game more shallow. But i don't remember any persons favourite game of SC2 being one where the game ended due to DTs, or Nydus all ins, they're always the game that showcase endless battles in the middle of the map. Wish this would be enforced in the game more so. Having more ways to let the game go longer creates more of an opportunity for the better player to appear. Dying before you have even left your base feels wrong to me, not as a balance issue as much as a design one. Moving out onto the map should be encouraged, else what is the point in having a map? As a Terran player there are so many ways in every matchup I can die if I don't have intel before moving out, which means, no intel, no moving out. It wouldn't be so bad if it weren't such game ending harass. Protoss and Zerg both have a way to spew continuous units into Terrans main. Which means if you don't deal with it immediately, you've lost because the next round will obliterate you. And even if you dealt with it, better pray to the lords of kobol that you traded more favourably, or the next round of units will finish you off. I really think LotV has to nerf these kind of functions, make them work later in the game where defence is thinner, and make them non viable during 2 base phases of play. It is easy to see why people enjoy watching and playing SC2, I really don't believe it is because of ridiculous strategies/harassment types that have little downside to the user. | ||
Musicus
Germany23576 Posts
On October 16 2015 05:06 SC2Angora wrote: Its just a freewin bo right now that come way too fast, even a surround with vcs marine and helion dont kill hit because the Heal can heal the nydus, i think is quite op right now, the best should be to remove invulnerability but at least make the nydus impossible to transfuse... It might be a bit stupid right now. But that a surround with workers and a few helions can't kill it is exactly the point. That should not be able to kill it. Maybe a heavy armor and hp buff to the nydus would be better though. Could be tested at least. | ||
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Destructicon
4713 Posts
On October 17 2015 18:49 Musicus wrote: It might be a bit stupid right now. But that a surround with workers and a few helions can't kill it is exactly the point. That should not be able to kill it. Maybe a heavy armor and hp buff to the nydus would be better though. Could be tested at least. I hope you realize how stupid it sounds for a full surround of workers and hellions to not be able to kill it. It also isn't good game design, what if one these gets put into your main? GG you can't kill it if queens come out first (which they will). The problem with this idea is that Nydus now doesn't have any counter play, and things that have 0 counter play are just bad. | ||
Ktk
Korea (South)753 Posts
Seeing as how I don't have GM-tier economy and considering all this game-ending harass, I'm not opposed at all towards just sucking it up and just building sensor towers in the midgame~ It means I don't autolose to warp prisms, silly fast medivac plays which may or may not include sieged tanks, and now nyduses that I can SEE BUILDING but can't do much by then if I didn't already know ._. | ||
Pursuit_
United States1330 Posts
But really, the only way to deal with a nydus worm atm is to have a similar sized army to whatever all-in the zerg is doing waiting outside the nydus worm. Which can be really difficult if you open 3CC or tech heavy (i.e. hellion liberator) then get nydus wormed at 5:20. edit: Once managed to stop it by turning my fourth CC into a PF in my main though. That was a kinda rediculous game and I still ended up losing. | ||
StarscreamG1
Portugal1653 Posts
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pwninate
23 Posts
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Tuczniak
1561 Posts
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avilo
United States4100 Posts
On October 16 2015 05:08 pure.Wasted wrote: Ryung lost a couple of games to Nydus two nights ago. Here's what happened: Ryung sees Overlord next to his base, Overlord plants Nydus. Ryung sees Nydus. Ryung moves 10 SCVs, 2-3 Hellions, 5-6 Marines next to Nydus. Ryung waits for 10 seconds while Nydus finishes building. Ryung focuses fire on Nydus. 5 Queens come out, each one transfusing the Nydus. There are now 5 Queens attacking Ryung's Marines/SCVs while he's still trying to bring down the full health Nydus. Roaches come out. GG. Maybe this is the most all-in build ever conceived by any Zerg and if Ryung had only scouted it and attacked into it, he would have won 100%, therefore it's balanced (I doubt all of these things)... but it looked broken as FUCK. I've said this since the start of the beta - this invincbile nydus bullshit does not belong in SC2. It's utterly bad for the game that you can see something in the middle of your base and have absolutely zero counter play to it other than "i blindly opened triple medivac/triple tank every single game to stop 1/20 Zerg openers". This thing needs to be removed from the game asap. Put it back to HOTS. Nydus was always meant to be used as a tunnel network for mobility, not to have an invincible + uncounterable way to all-in your opponent. Do not get me wrong guys. I'm not some nydus hater, i actually love using them when i play Zerg. They deserve some cost decrease, maybe like 100/50 per nydus worm exit instead of 100/100. Same thing with nukes...they could use a cost decrease so they're able to be utilized more, this is the kind of stuff blizzard should be doing with beta that i do not understand why they are ignoring like 90% of the gameplay of the game that could be made more awesome without breaking the game. | ||
[PkF] Wire
France24202 Posts
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SC2Angora
53 Posts
http://lotv.spawningtool.com/3040/ The guy go for Fast B3 and a nydus pop out in my base when i litterally cannot counter even with my perfect timing reaction, and this guy wasnt even all in... This game just look so ridiculous, you cant even talk about tank banshee liberator or whatever you want that coming way too fast... | ||
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Destructicon
4713 Posts
On October 19 2015 03:43 Tuczniak wrote: I'm not convinced top terrans have properly tested every build to deal with nydus and failed. And making builds that are safe against each allin and pressure isn't bad. It's a standard build. Only when one strategy limits opponents builds too much, it becomes the problem. Because it results in lower variety of gameplay. I don't know if the nydus is broken, I only think nobody call tell for sure yet. But perhaps significantly longer build time could be interesting change. That's the wrong line of thinking. Ultimately there is no way to balance being greedy enough to stay even with a zerg and staying safe enough to not die from Nydus. That has the potential to pidgeon hole terran into a specific set of builds that they can't deviate from and then Zerg, empowered by the new freedom, can just abuse terrans with a multitude of other, mostly greedy builds. The very same thing happened to terran in the blink era, blink threatened to kill outright, terrans had to play defensive, protoss was free to do any opening they desired. So yes, I'd rather prevent all that by having the Nydus reverted to what it used to be rather then it stay in the stupid bullshit form it is now. | ||
FireCake
151 Posts
On October 19 2015 04:51 SC2Angora wrote: Can someone explain me how counter this ridiculous bo, seriously just look at this replay : http://lotv.spawningtool.com/3040/ The guy go for Fast B3 and a nydus pop out in my base when i litterally cannot counter even with my perfect timing reaction, and this guy wasnt even all in... This game just look so ridiculous, you cant even talk about tank banshee liberator or whatever you want that coming way too fast... You blindly go 3 CCs AND 1/1/1, obviously you can't defend this with 2 marine. You can also die against a baneling burst because of your greediness. The zerg is completely all in : he has no tech, less drones than you, same amount of bases. He has 0 possibilities of comeback. edit : didn't see the first scv scout. Why you go 3CCs and 1/1/1 when you see this ? | ||
SC2Angora
53 Posts
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FireCake
151 Posts
On October 19 2015 05:06 SC2Angora wrote: This guy go for a fast B3, how the hell can i know how many drone he will gonna make ? If i make a bo who cant take eco and mapcontrol he will just has to make mass drone and i basically behind and dead... You can make a reaper. This is not a fast B3 and you saw a fast gas. As I said he can also go for a 3 base baneling burst and you die. You need to slow your tech or B3 to be safe. | ||
SC2Angora
53 Posts
You see that come before the banshee or the tank, so the only way i see here its to cut the B3 to put 2 more rax, but against a zerg who dont make something like this im basically way behind and i have no way to contain the creep and have map control... | ||
TheWinks
United States572 Posts
On October 19 2015 04:59 FireCake wrote: edit : didn't see the first scv scout. Why you go 3CCs and 1/1/1 when you see this ? This is like asking why people went 3 CC in the broodlord/infestor era or why people open with hellions. 3 CC is the go to because that's how you keep pace with zerg in normal games. That's how the economics of it plays out. If you don't, you have to do a huge amount of damage to justify the loss of economy. You can't play a defensive 2 CC and come out ahead without the zerg making a huge mistake. You need hellions to keep the zerg honest, get scouting information, limit creep, etc. That's why they're the go to. You can't accomplish those things with bio. | ||
Moonsalt
267 Posts
On October 16 2015 05:08 pure.Wasted wrote: Ryung lost a couple of games to Nydus two nights ago. Here's what happened: Ryung sees Overlord next to his base, Overlord plants Nydus. Ryung sees Nydus. Ryung moves 10 SCVs, 2-3 Hellions, 5-6 Marines next to Nydus. Ryung waits for 10 seconds while Nydus finishes building. Ryung focuses fire on Nydus. 5 Queens come out, each one transfusing the Nydus. There are now 5 Queens attacking Ryung's Marines/SCVs while he's still trying to bring down the full health Nydus. Roaches come out. GG. Maybe this is the most all-in build ever conceived by any Zerg and if Ryung had only scouted it and attacked into it, he would have won 100%, therefore it's balanced (I doubt all of these things)... but it looked broken as FUCK. Here's how you defend: build 1 Liberator -> dead nydus. | ||
FireCake
151 Posts
On October 19 2015 05:15 SC2Angora wrote: Actually can build can i make to be safe against zerg and not behind in standart macro game ? You see that come before the banshee or the tank, so the only way i see here its to cut the B3 to put 2 more rax, but against a zerg who dont make something like this im basically way behind and i have no way to contain the creep and have map control... You are not behind, he didn't go for fast third and he made a fast gas. On October 19 2015 05:42 TheWinks wrote: This is like asking why people went 3 CC in the broodlord/infestor era or why people open with hellions. 3 CC is the go to because that's how you keep pace with zerg in normal games. That's how the economics of it plays out. If you don't, you have to do a huge amount of damage to justify the loss of economy. You can't play a defensive 2 CC and come out ahead without the zerg making a huge mistake. You need hellions to keep the zerg honest, get scouting information, limit creep, etc. That's why they're the go to. You can't accomplish those things with bio. We are playing LoTv, not HoTs. | ||
TheWinks
United States572 Posts
The economics behind this decision making hasn't changed. | ||
SC2Angora
53 Posts
On October 19 2015 06:08 Moonsalt wrote: Here's how you defend: build 1 Liberator -> dead nydus. Look the replay even with a 1/1/1 your libe is too late for the nydus and we even dont talk about the upgrade. | ||
shin_toss
Philippines2589 Posts
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Spyridon
United States997 Posts
On October 16 2015 07:01 [PkF] Wire wrote: The surprising thing is I don't think it was even mentioned once in community updates. And it's more retarded than anything DK ever conceived. Is it really that bad? Worse than PO? Worse than prisms? Worse than nitro medivacs? I'm mostly a Zerg player, but I have went against it while I was playing as Terran a few times, and did not think it was OP or anything. If I am wrong I would love to know what makes it so much more powerful? I do think that maybe Queens should not be able to heal it for a period of time after spawn, healing them may cause some issies with it being fair. But aside from that, it dies pretty fast. To be honest fairly often I've seen it killed before any units came out, or maybe one-two units coming out. Seems like the only thing it will punish is if you leave your base COMPLETELY undefended? On October 19 2015 00:38 StarscreamG1 wrote: When you have to play to blind counter ONE build, the game is broken. I don't see much of a future to LOTV, I'm really worried about the Kim's way :\ I'm not sure if you realize, but lately many Zerg players in LotV have had to go with blind spores due to limited information. I agree that things like this should not belong in the game at all, they should not be in for ANY of the races. But if Zerg has to worry about being defensive due to possibilities of limited information, that makes it fair if the other races should have to deal with the same thing, no? | ||
PinheadXXXXXX
United States897 Posts
On October 19 2015 10:43 Spyridon wrote: I'm not sure if you realize, but lately many Zerg players in LotV have had to go with blind spores due to limited information. I agree that things like this should not belong in the game at all, they should not be in for ANY of the races. But if Zerg has to worry about being defensive due to possibilities of limited information, that makes it fair if the other races should have to deal with the same thing, no? Making spores blindly is like a small blind adjustment; it doesn't define an entirely new build. Many terrans go blind turrets in TvT and TvP (which are an even greater investment) and no one is complaining about that as much as nydus. Against nydus, it's possible terrans will have to do more than just little adjustments in their build. Terrans may have to do something as radical as not building hellions entirely, which is more in line with being pigeonholed into a single build than simply having to make one adjustment across all builds. | ||
hiroshOne
Poland425 Posts
On October 16 2015 05:08 pure.Wasted wrote: Ryung lost a couple of games to Nydus two nights ago. Here's what happened: Ryung sees Overlord next to his base, Overlord plants Nydus. Ryung sees Nydus. Ryung moves 10 SCVs, 2-3 Hellions, 5-6 Marines next to Nydus. Ryung waits for 10 seconds while Nydus finishes building. Ryung focuses fire on Nydus. 5 Queens come out, each one transfusing the Nydus. There are now 5 Queens attacking Ryung's Marines/SCVs while he's still trying to bring down the full health Nydus. Roaches come out. GG. Maybe this is the most all-in build ever conceived by any Zerg and if Ryung had only scouted it and attacked into it, he would have won 100%, therefore it's balanced (I doubt all of these things)... but it looked broken as FUCK. I bet Ryung went greedy into 3 orbitals that's why he had 2 hellions and few marines while Zerg had Lair tech with nydus...It's like Terran punishing Zerg with 2 racks bunker rush while he goes 3 hatch before pool. I don't see nothing imbalanced in both cases. | ||
hiroshOne
Poland425 Posts
On October 16 2015 05:18 pure.Wasted wrote: What if you open tanks and then there's no worm? Isn't that a huge economic setback? Seems kind of reminiscent of "build 3 bunkers against Blink Stalkers that might never attack and then you're already behind." Zerg sets himself back in the same way forced to build safe ravagers because u always risk Liberator ruining your mineral line. | ||
ScienceRob
United States382 Posts
On October 19 2015 15:58 hiroshOne wrote: Zerg sets himself back in the same way forced to build safe ravagers because u always risk Liberator ruining your mineral line. Except you can easily scout and prepare for a liberator and are not required to have most of your forces back home to stop. | ||
TedCruz2016
Hong Kong271 Posts
On October 16 2015 05:08 pure.Wasted wrote: Ryung lost a couple of games to Nydus two nights ago. Here's what happened: Ryung sees Overlord next to his base, Overlord plants Nydus. Ryung sees Nydus. Ryung moves 10 SCVs, 2-3 Hellions, 5-6 Marines next to Nydus. Ryung waits for 10 seconds while Nydus finishes building. Ryung focuses fire on Nydus. 5 Queens come out, each one transfusing the Nydus. There are now 5 Queens attacking Ryung's Marines/SCVs while he's still trying to bring down the full health Nydus. Roaches come out. GG. Maybe this is the most all-in build ever conceived by any Zerg and if Ryung had only scouted it and attacked into it, he would have won 100%, therefore it's balanced (I doubt all of these things)... but it looked broken as FUCK. The problem is abuse of transfusion, not the nydus. | ||
FireCake
151 Posts
On October 19 2015 16:39 TedCruz2016 wrote: The problem is abuse of transfusion, not the nydus. The problem is that the terran players refuse to adapt to this new all in. Only one player provided a replay in which the terran played 3CCs 1/1/1 without reaper against nydus all in... | ||
TedCruz2016
Hong Kong271 Posts
On October 19 2015 18:06 FireCake wrote: The problem is that the terran players refuse to adapt to this new all in. Only one player provided a replay in which the terran played 3CCs 1/1/1 without reaper against nydus all in... Queen, as a defending unit, should not be allowed to enter in a nydus, period! | ||
hiroshOne
Poland425 Posts
That's like the most stupid idea i've seen by far in this topic. The way how player uses unit decides is it offensive or defensive. For example phoon cannon is defensive stat defence and it can be used to attack (cannon rush). And that's like the one of the many examples. Nydus allin is an allin. If it's scouted or one can prepare to defend it- Zerg is never gonna win. That's how allins work. Exept mass sentry/ blink stalker in ZvP in HOTS- dat u can scout and prepare and still die to it :-) And for the record- what's the point of placing nydus that cannot be transfused?- it still dies in a sec from few scv's attack- please... | ||
Deleted User 329278
123 Posts
On October 16 2015 04:50 Heyjoray wrote: Its too much of a hindsight counter: "Well, you should scouted there and there and you should have had this and that and you would have defended!" lol this is exactly how it felt watching zerg die in pro games against terran and protoss during hots. so many insta win bo and game ending harass. now terrans and protoss be like "whut, i have to watch the f'*** out or i'll die?" the answer is: yes. welcome. | ||
SC2Angora
53 Posts
I can understand than zerg player want have their freewin for the release but just be honest its so fucking retarted, you only see this on ladder and it make game absurd, I just watch the forgg stream 3 different player 3 ridiculous nydus all in who force Terran to blindly counter this ( Just like the adept warpprism ) and if the zerg go for another start youre basically dead because of your bad bo to counter this nonsense build... If the warpprism or doomdrop medivac was invincible to your queen mutas or whatever you want when they drop on the middle of your main you will be the first to cry and whine seriously just be honest... | ||
Big J
Austria16289 Posts
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pure.Wasted
Canada4701 Posts
Things like Nydus and Warp-In are dangerous because they allow an aggressor to pseudo-commit resources to very heavy pressure, without taking on all of the risks that usually accompany such commitment. The units don't have to travel across the map - this reduces the area and time over which they can be scouted, it makes it impossible to damage/kill/distract them while they're en route. Newly produced units can be easily thrown into the all-in, so situations where the aggressor would normally have an advantage (that they would still have to not fuck up over the course of a macro game) turn into an outright victory. Often, they can bypass defender's advantage altogether by coming in from an angle that the Tanks/Bunkers aren't defending. These are all INCREDIBLY dangerous things that should not be thrown into a competitive game lightly. Making Nydus invincible, and Warp Prisms so cheap AND difficult to kill (range pickup, speed)? Yeah, that's pretty blase. | ||
hiroshOne
Poland425 Posts
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todespolka
221 Posts
On October 16 2015 05:06 SC2Angora wrote: Its just a freewin bo right now that come way too fast, even a surround with vcs marine and helion dont kill hit because the Heal can heal the nydus, i think is quite op right now, the best should be to remove invulnerability but at least make the nydus impossible to transfuse... Dont overexaggerate! Something like this happens only if you miss the nydus. But in that case you are right. You cant kill it with a small army as in the past (like 3-4 marins or 10 workers, compare it to medivac drops) but you can hold it. Also consider that units get out one by one slowly. You wont really lose units if you have the critical number (which isnt your whole army!). If you compare it to medivac drops and how much you need to stop that you will start to understand that the nydus isnt unfair. | ||
A.Alm
Sweden522 Posts
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Daizer
69 Posts
It was said in the video, when beta starte. Its the same as a doom drop from medivacs or doom drop with prism on 7gates | ||
purakushi
United States3300 Posts
-when placed on creep, costs less and no global sound -when placed off creep, costs more and has global sound -balance is just numbers nydus canal play ftw | ||
TheWinks
United States572 Posts
On October 19 2015 18:06 FireCake wrote: The problem is that the terran players refuse to adapt to this new all in. This was the same argument made defending quick liberators denying mining. The economic consequences of being ready for those builds was/is too large. In fact Liberator is a good counter against nydus, so let's just remove the upgrade ![]() | ||
LDaVinci
France130 Posts
This complaint sounds to me like : hey I, as a terran, had something cool and now zergs can do it also. I don't know about high level though maybe this is broken. But ultimately this kind of balance complaint must come from pro level. Below it's just a lack of game sense, or in my case an complete absence. If you have problems with that, leave few units in your main, as low level zerg have to do when players are going heavy on drops | ||
Elentos
55550 Posts
On October 20 2015 00:15 Daizer wrote: David Kim explained the nydus buff, they want to be used for doom drops or to break heavy defended points. It was said in the video, when beta starte. Its the same as a doom drop from medivacs or doom drop with prism on 7gates With a doom drop there's a chance you lose the medivacs before they drop the units. What's the consequence of that? All the units die, 0 damage done. Where is that risk with the current nydus? | ||
Martinni
Canada169 Posts
On October 20 2015 00:28 Elentos wrote: With a doom drop there's a chance you lose the medivacs before they drop the units. What's the consequence of that? All the units die, 0 damage done. Where is that risk with the current nydus? What's the "consequence" to a warp prism 7 gate? You can't stop that either, you have to deal with it because they're already in your base by the time you see it. | ||
Jonsoload
Germany62 Posts
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Daizer
69 Posts
On October 20 2015 00:28 Elentos wrote: With a doom drop there's a chance you lose the medivacs before they drop the units. What's the consequence of that? All the units die, 0 damage done. Where is that risk with the current nydus? You know that is BS, with boost you always get the units, even if they have enough DPS Nydus can be killed as long as you have enough DPS to take it down | ||
TimeSpiral
United States1010 Posts
I think when LotV hits primetime, we're going to see a few very obviously broken builds. Perhaps the Nydus will be one. Any time there is invulnerability involved, I think the probability for abuse is just too high. I've seen what look like obvious solutions here: give the Nydus worm some armor, largely impeding the chances that workers can destroy a building Nydus worm. But destroying the Nydus worm should be possible. Doesn't this fix the issue? ... unless the design intent is that a Nydus worm will always finish. Which seems silly. | ||
Deleted User 329278
123 Posts
On October 20 2015 00:20 purakushi wrote: -remove invincibility -when placed on creep, costs less and no global sound -when placed off creep, costs more and has global sound -balance is just numbers nydus canal play ftw i really like this idea. sound like an alternative to invincibility. should be pushed! | ||
Cyanocyst
2222 Posts
On October 20 2015 00:20 purakushi wrote: -remove invincibility -when placed on creep, costs less and no global sound -when placed off creep, costs more and has global sound -balance is just numbers nydus canal play ftw This is closer to what i would gladly trade off for getting rid of the invulnerability of the nydus worms. They should focus more on the Nydus being a tool to help zerg's defensive mobility, not away only a way to all in. I would also say they should have significantly more hit points on creep. These changes would make it so that should zergs choose to invest in the network, and the worms at out lying bases they could more easily send units to deal with harass. While making the threat of offensive nydus more acceptable. | ||
Daizer
69 Posts
I forgot the community also has a part in why game design sucks | ||
SC2Angora
53 Posts
On October 20 2015 00:15 Daizer wrote: David Kim explained the nydus buff, they want to be used for doom drops or to break heavy defended points. It was said in the video, when beta starte. Its the same as a doom drop from medivacs or doom drop with prism on 7gates Doom drop or Prism with 7 gates dont come at 3 or 4 minute in the game, Its the fact that come so fast and can be transfuse the biggest problem. | ||
parkufarku
882 Posts
On October 20 2015 00:20 purakushi wrote: -remove invincibility -when placed on creep, costs less and no global sound -when placed off creep, costs more and has global sound -balance is just numbers nydus canal play ftw Yeah, that just makes sure no nydus goes undetected and is killed off instantly. That's like saying, HEY medivac drops are too un-fun so let's give Zerg alert when medivac flys over creep by giving them a global sound. It's your job to keep check on all parts of your base, no matter what race you play. | ||
parkufarku
882 Posts
On October 17 2015 03:55 time4school wrote: Zerg has had to adapt to protoss and terran since WoL and just because there is one build that causes terran to maybe not make hellions its op? The point of the game is to adapt and react to your opponent, just because there is now something zerg can do in the first 10 minutes that causes a terran to make a decision its op? The reason it is so effective is because every terran is hiding behind a wall and playing greedy not making units and getting a quick 3rd CC. If you have units the nydus gets one shot before a queen can even make it out and then zerg is stuck with a bunch of units which cant break your wall, and half the workers. It's the typical Terran mindset here, there's some build that managed to kill me, let's whine until it gets nerfed instead of figuring out a counter-build or learning how to play against it. Never underestimate the power of Terran whine. | ||
loft
United States344 Posts
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FeyFey
Germany10114 Posts
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Daizer
69 Posts
On October 20 2015 01:34 SC2Angora wrote: Doom drop or Prism with 7 gates dont come at 3 or 4 minute in the game, Its the fact that come so fast and can be transfuse the biggest problem. Neither does a Nydus, you need Lair, ton of gas. 3-4 min is a complete lie | ||
TimeSpiral
United States1010 Posts
On October 20 2015 01:51 FeyFey wrote: Its not so much a Nydus problem, but another problem with spamable instant heal that Queens provide. That one should be changed, to open up more options. The burst-healing of Transfuse does create some odd scenarios. Zerg units already auto-heal for free. I've often wondered what the design intent of Transfuse was. But that's not going anywhere, nor will it be tweaked, so I don't see that as a solution to the Nydus. I say solution because a solution is being searched for. It was made invulnerable as a solution for people to use it more. But invulnerability is bad. It was bad for the Disruptor, and it's bad for the Nydus. So now a new solution is needed, because invulnerable Nydus will never fly in Code S-level play. Remove invulnerability. Give Nydus natural armor (high armor while building, lower armor once popped. It is under ground, for crying out loud). Problem solved. | ||
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Destructicon
4713 Posts
On October 20 2015 01:36 parkufarku wrote: It's the typical Terran mindset here, there's some build that managed to kill me, let's whine until it gets nerfed instead of figuring out a counter-build or learning how to play against it. Never underestimate the power of Terran whine. And yours is the typical Zerg mindset that ultimately lead to BL/Infestor being OP for so long. No thoughts for the consequences, the bad design, the implications. | ||
Daizer
69 Posts
On October 20 2015 02:05 TimeSpiral wrote: The burst-healing of Transfuse does create some odd scenarios. Zerg units already auto-heal for free. I've often wondered what the design intent of Transfuse was. But that's not going anywhere, nor will it be tweaked, so I don't see that as a solution to the Nydus. I say solution because a solution is being searched for. It was made invulnerable as a solution for people to use it more. But invulnerability is bad. It was bad for the Disruptor, and it's bad for the Nydus. So now a new solution is needed, because invulnerable Nydus will never fly in Code S-level play. Remove invulnerability. Give Nydus natural armor (high armor while building, lower armor once popped. It is under ground, for crying out loud). Problem solved. Transfuse was put into the game because in BW Zerg regen was like the muta regen from sc2. It was for all units and buildings Its horrible that people dont understand how bad Zerg design is in sc2 with hydra at tier 2, lurker at tier 3 and roach that gets useless in late game. They butchered Zerg design!! Nydus should be cheap as hell with some armor and faster unload rate to make it viable But Blizz is lazy they just band aid. THEY ALWAYS BAND AID. Why do you think PB is powerfull because Zerg AA is very shit Its better to stop talking cuz there are to many ignorant people here. | ||
SC2Angora
53 Posts
On October 20 2015 01:52 Daizer wrote: Neither does a Nydus, you need Lair, ton of gas. 3-4 min is a complete lie http://lotv.spawningtool.com/3040/ Just look the bo seriously you this guy have the nydus to 3'51 its not a lie you just now prove than your dont play the game... You look pro player Terran stream its the same timing from their opponent, It's way different than a doom drop or 7 gate warpprism, and the two of us aren't invincible when they travel... | ||
CannonsNCarriers
United States638 Posts
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Martinni
Canada169 Posts
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parkufarku
882 Posts
On October 20 2015 02:49 CannonsNCarriers wrote: Making it so queens can't use the Nydus would fix it. Invincible isn't that bad, it is the heals for 800 hp afterward that are a joke. Yeah, this is probably the only problem. For example, if a Protoss brings warp prism to drop units, or Terran brings medivacs to drop units, no one complains that it comes undetected. But the fact that those transport units can be instantly healed by the units it unloads seems a little problematic. But some of these suggestions on this thread are cringe-worthy. Give a global alert when Nydus is spawned off creep? That's like saying Medivac drops should give global alert to the Zerg / Protoss player when its unloaded. | ||
parkufarku
882 Posts
On October 20 2015 01:42 loft wrote: Terran whine: "I should be able to play all styles at any given time" Hey, I can't play mech! It needs to be buffed! Tanks don't do enough damage! Protoss players: "But, we can't go pure skytoss anytime..." | ||
TimeSpiral
United States1010 Posts
On October 20 2015 03:48 parkufarku wrote: Yeah, this is probably the only problem. For example, if a Protoss brings warp prism to drop units, or Terran brings medivacs to drop units, no one complains that it comes undetected. But the fact that those transport units can be instantly healed by the units it unloads seems a little problematic. But some of these suggestions on this thread are cringe-worthy. Give a global alert when Nydus is spawned off creep? That's like saying Medivac drops should give global alert to the Zerg / Protoss player when its unloaded. The Nydus is a unique structure. It is not Zerg's drop ship. Zerg uses overlords as drop ships. So the comparison to Medivac and Warp Prism is a little off, imo. And I'm not understanding that second bit ... Nydus already gives a global audio warning if spawned off creep. Maybe I missed something ... | ||
FireCake
151 Posts
On October 20 2015 02:38 SC2Angora wrote: http://lotv.spawningtool.com/3040/ Just look the bo seriously you this guy have the nydus to 3'51 its not a lie you just now prove than your dont play the game... You were talking about something that come at 3 or 4 minute. The zerg player start the construction of the nydus at 3:51 but he won't be able to unload units before 4:37. This is a HUGE difference. In your example the terran player can get a liberator on time and defend easily this push. He doesn't even have to scout, he can blindly go 1/1/1 as usual... | ||
InfCereal
Canada1759 Posts
Nydus is a little more viable now, so you shouldn't discourage that. If the queen makes the nydus too powerful, nerf the queen. Transfuse is pretty fucking good, I'm sure it can be tweaked in a way that would improve every aspect of the game where it's involved. But it's blizzard, I expect they'll remove the nydus completely. | ||
RewardedFool
17 Posts
1. Remove invincibility and replace with 6 armour for the burrowing nydus worm, this'll make it a lot harder to kill before it's up, but still allows someone who scouts it to actually defend, it's pretty close as to whether you can out damage 2 queens transfusing as it is, this'll make it easier. 2. Make Nydus worms untransfusable but still invincible before they unburrow, this will totally remove all the problems for other races, but might make Worms too all-in again, could be compensated by armour. 3. Different prices for nydus worms on creep and off creep, make Nydus worms placed on creep cost 25/25 (or something else low) to give nydus worms a purpose, but keep nydus worms off creep at current cost but remove invincibility. (Unspoken option 4. Remove them completely) I like option 1 or 2 the best, something definitely needs to be done, some of the games in Leifeng Cups have been really silly. | ||
parkufarku
882 Posts
On October 20 2015 04:06 TimeSpiral wrote: The Nydus is a unique structure. It is not Zerg's drop ship. Zerg uses overlords as drop ships. So the comparison to Medivac and Warp Prism is a little off, imo. And I'm not understanding that second bit ... Nydus already gives a global audio warning if spawned off creep. Maybe I missed something ... Yeah but Zerg overload drops are less important and prominent, and only come later in the game, and the transport research is sometimes even seen as a cheesy niche strategy. Hence why Zerg needs Nydus to give an additional drop option earlier in the game. Either way, at the bottom line, Nydus IS a transport mechanism. If we want to look at Nydus, we also have to look at Warp Prism and Medivacs. | ||
CannonsNCarriers
United States638 Posts
On October 20 2015 04:13 InfCereal wrote: It's pretty clear this isn't a problem with the nydus worm, but a problem with transfuse. Nydus is a little more viable now, so you shouldn't discourage that. If the queen makes the nydus too powerful, nerf the queen. Transfuse is pretty fucking good, I'm sure it can be tweaked in a way that would improve every aspect of the game where it's involved. But it's blizzard, I expect they'll remove the nydus completely. My idea would be transfuse is a heal over time that costs less mana, additional casts add duration but don't stack the healing amount. | ||
FireCake
151 Posts
On October 20 2015 04:26 RewardedFool wrote: 1. Remove invincibility and replace with 6 armour for the burrowing nydus worm, this'll make it a lot harder to kill before it's up, but still allows someone who scouts it to actually defend, it's pretty close as to whether you can out damage 2 queens transfusing as it is, this'll make it easier. This will make the nydus useless in mid/late game, like it was in HoTs. In early game it will simply forces the terran player to make one high damage unit such as maraudeur/viking/banshee/tank to be safe against this opening. So the Nydus will be useless again On October 20 2015 04:26 RewardedFool wrote: 2. Make Nydus worms untransfusable but still invincible before they unburrow, this will totally remove all the problems for other races, but might make Worms too all-in again, could be compensated by armour. Great i can now make a nydus worms in my opponent base but it dies so fast that i can't unload more than 2 units... On October 20 2015 04:26 RewardedFool wrote: 3. Different prices for nydus worms on creep and off creep, make Nydus worms placed on creep cost 25/25 (or something else low) to give nydus worms a purpose, but keep nydus worms off creep at current cost but remove invincibility. This will probably make 3 base queen/ling/ravager too strong because you can simply use one overlord tu put creep and then put the nydus for almost nothing. You would be able to spam nydus worms everywhere in and near the opponent base which would lead to the opponent not being able to defend because he must be everywhere. | ||
parkufarku
882 Posts
On October 20 2015 04:37 CannonsNCarriers wrote: My idea would be transfuse is a heal over time that costs less mana, additional casts add duration but don't stack the healing amount. So you would effectively nerf Transfuse in general just to make sure they can't be abused for Nydus. Horrible idea | ||
TheWinks
United States572 Posts
On October 20 2015 04:11 FireCake wrote: You were talking about something that come at 3 or 4 minute. The zerg player start the construction of the nydus at 3:51 but he won't be able to unload units before 4:37. This is a HUGE difference. In your example the terran player can get a liberator on time and defend easily this push. He doesn't even have to scout, he can blindly go 1/1/1 as usual... You realize that liberators require an upgrade to shoot down now right? On October 20 2015 04:29 parkufarku wrote: Either way, at the bottom line, Nydus IS a transport mechanism. If we want to look at Nydus, we also have to look at Warp Prism and Medivacs. ZvP and ZvT are designed around walls for defense. This is so those races can maintain economic parity with the zerg player. You weaken walls significantly and you significantly weaken potential economy and that impacts the entire matchup for the worse because you've thrown out 5 years of design without compensating for it. This is why hatch tech drops were a bad idea and evo based drops are still probably a silly idea. | ||
TimeSpiral
United States1010 Posts
On October 20 2015 04:41 FireCake wrote: This will make the nydus useless in mid/late game, like it was in HoTs. In early game it will simply forces the terran player to make one high damage unit such as maraudeur/viking/banshee/tank to be safe against this opening. So the Nydus will be useless again Great i can now make a nydus worms in my opponent base but it dies so fast that i can't unload more than 2 units... This will probably make 3 base queen/ling/ravager too strong because you can simply use one overlord tu put creep and then put the nydus for almost nothing. You would be able to spam nydus worms everywhere in and near the opponent base which would lead to the opponent not being able to defend because he must be everywhere. Are you advocating for invulnerability? The Nydus has always been very niche in the pro meta. Seeing almost no use, but when it is used effectively, almost always does terrible, terrible damage. My position is that is should be defensible is scouted. | ||
FireCake
151 Posts
On October 20 2015 04:44 TheWinks wrote: You realize that liberators require an upgrade to shoot down now right? With a 2 base build the liberator upgrade finish at 4:40 which is soon enough to deal with the 2 base nydus all in. | ||
SC2Angora
53 Posts
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TheWinks
United States572 Posts
On October 20 2015 05:44 FireCake wrote: With a 2 base build the liberator upgrade finish at 4:40 which is soon enough to deal with the 2 base nydus all in. So your answer is a potentially blind fast liberator+upgrade. You really are making the exact same argument that people opposing the liberator nerf made. | ||
FireCake
151 Posts
On October 20 2015 04:50 TimeSpiral wrote: Are you advocating for invulnerability? The Nydus has always been very niche in the pro meta. Seeing almost no use, but when it is used effectively, almost always does terrible, terrible damage. My position is that is should be defensible is scouted. On October 20 2015 04:50 TimeSpiral wrote: Are you advocating for invulnerability? The Nydus has always been very niche in the pro meta. Seeing almost no use, but when it is used effectively, almost always does terrible, terrible damage. My position is that is should be defensible is scouted. I don't like invulnerability because it does not emphasize the game around the interaction between 2 players. There is one player doing something (here an invulnerable nydus) and the other that can either crush this build if he reacted well (several minutes ago) or simply die. It's the same in Hots with sentries/stalker where the zerg player can do nothing once the protoss has secured 3 bases, except waiting and praying for a mistake of their opponent... But the 2 base nydus all in LoTv is very easy to defend if the terran doesn't overgreed, i am still waiting for a replay that shows the "imbalance" of this strategy. What did we learn in this topic so far ? There is finally one build that can punish triple CC 1/1/1 build, Thanks God ! On October 20 2015 05:54 TheWinks wrote: So your answer is a potentially blind fast liberator+upgrade. You really are making the exact same argument that people opposing the liberator nerf made. This is one of the possible build. I mentionned the liberator build because this build is completely broken and at this time i see no point in doing something else in the beta. However, Tank drop build on 2 bases, CC triple rax CC build can also defend the 2 base nydus all in. edit : hellbat push works too because you can keep the hellions at base to defend, thus hellion build is still viable. | ||
BreakfastBurrito
United States893 Posts
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TheWinks
United States572 Posts
On October 20 2015 05:58 FireCake wrote: What did we learn in this topic so far ? There is finally one build that can punish triple CC 1/1/1 build, Thanks God ! Do you not realize why this has been standard for years? And why your advocacy for 2 CC builds is a bad idea? And why skipping hellions 100% of the time is not good for the game? These are not rhetorical questions. | ||
FireCake
151 Posts
On October 20 2015 06:04 TheWinks wrote: Do you not realize why this has been standard for years? And why your advocacy for 2 CC builds is a bad idea? These are not rhetorical questions. Games are a lot more fun with 1 or 2 base builds. The "standard" play means nothing in LoTv, too many things have changed. What you don't want to accept is that 1 or 2 base terran builds are viable because in the worst case they force the zerg to commit a lot of ressources in defense and thus slow zerg economy. edit : You can scout with reaper, and don't build hellion if you don't see third from your opponent. Or you can still make hellions but you need an armory to turn them into hellbats to defend the potential nydus all in. | ||
TheWinks
United States572 Posts
On October 20 2015 06:10 FireCake wrote: Games are a lot more fun with 1 or 2 base builds. The "standard" play means nothing in LoTv, too many things have changed. What you don't want to accept is that 1 or 2 base terran builds are viable because in the worst case they force the zerg to commit a lot of ressources in defense and thus slow zerg economy. The economy hasn't significantly changed. The 3 base mining cap is still the reality. The game is different, but not as significantly as you're making it to be. Can you balance around forcing 2 base terran like 2 base PvZ during blord/infestor? Sure. Is it good for the game? No. And the problem is they haven't done that anyway, so it's an existing problem and I'd rather they do something like remove invulnerability than lean towards an all in on 2 base or slowly die because you'll never catch back up in econ matchup. TvZ is widely considered the best matchup in StarCraft from a viewers perspective and the basic design of that matchup should carry forward in legacy. Invulnerable nydus disrupts it because if you have to account for it, it limits the economic potential of terran too much vs the zerg player because you have to account for the potential build regardless of the actual build of the zerg player. I also disagree that frequent, fast 1 or 2 base all ins are a lot more fun as a player and a viewer. Let's not transport back to early Wings. | ||
parkufarku
882 Posts
On October 20 2015 05:59 BreakfastBurrito wrote: saw some nydus shenanigans on forGG's stream the other day, looks pretty strong, but it also made for some really dynamic and fun games (he won by using his scvs and liberators really well) idk if we know enough to make a balance call at this point in time and i wouldn't want to nerf something that could potentially make for some cool games. Yup. Definintely better to wait a few patches to see how it'll play out. As you mentioned, a counter-play already exists. | ||
ElMeanYo
United States1032 Posts
Zerg messes up a nydus attack, all units die. Terran doesn't kill the nydus and instead moves through it to counter-attack the Zerg base ![]() | ||
alexu9696
3 Posts
Legit thread, should stay opened. | ||
FireCake
151 Posts
On October 20 2015 06:21 TheWinks wrote: I also disagree that frequent, fast 1 or 2 base all ins are a lot more fun as a player and a viewer. Let's not transport back to early Wings. 1 or 2 base build from terran players are not all ins !!! Terrans players transition into macro game during their harass. I think its a lot more fun to have aggressive build that leads to a macro game instead of the usual triple CC 60 scv double upgrade into bio stim forever. | ||
varsovie
Canada326 Posts
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Destructicon
4713 Posts
It goes like this. Nydus is immune like now, cost remains the same. Nydus canal can only hold a maximum of 16 supply. After the nydus worm unburrows there is a 30 second window of time where no more units can enter the canal BUT they can enter through the worm. During this 30 second window of time no more nydus worms can be made. After the 30 second window passes the canal "stabilizes" and the worm starts working like it does now and more works can be made again. The goal of this design is to allow the nydus to be able to deploy and do something with its units, however it also adds counterplay to the table. Since the nydus can't spew a infinite number of units out initially it must be protected during this stabilization time, this allows the Terran/Protoss to react and creates a actual real back and forth scenario between the victim trying to react and the zerg trying to protect his nydus. Oh and the move isn't completely all-in since units can reenter the work to escape, just no more units can enter the canal to reinforce for a while. Supply numbers and stabilization time can be tweaked, that isn't important, the design itself is important. Edit: Yes I am also of the opinion that the queen heal is a problem, however this thread is about the nydus, not the queen, so I limited my post to the nydus only. | ||
Big J
Austria16289 Posts
On October 20 2015 07:57 varsovie wrote: Problem isn't nydus, it's Queen's heal being instant. Give it save HP regen, but over 5-10 seconds non-stackable. of course the problem is the nydus. It allows you to get inside an enemy base without having to go there | ||
haiyeah
70 Posts
The nydus worm means Zerg can just bypass all of this way too early and it basically destroys the meta of the matchup. TvZ has always been one of the better and more stable matchups, so this is obviously terrible. I would like to ask any Zerg defending the current nydus, if they feel skillful when they win with a nydus all in? Winning is winning of course, and there are many ways to win with skill. But I'm hard pressed to believe that making the choice to nydus, and beating someone who made the wrong choice is skillful. Pressing a few buttons to make a portal of units spawn in situations where T vs Z units literally can't go toe for toe is really bad design. It means the ENTIRE game comes down to whether or not the Terran player reacts in the allotted time frame, and has built the correct units. There needs to be logic in the design and there is none. If the Nydus is supposed to function like doom drops then it has failed currently. A doom drop in any other situation allows for viable counter attacks and base trades, but when it comes this early, you really think countering is a choice? There is nothing to punish, if it fails you might be ahead, but the Zerg only loses the cost, and the Terran usually won't be able to capitalise too hard, because the Zerg will still have the units they wanted to send through. So either let the units in and have them do at least some damage, or deny the Nydus and still be unable to attack because they have an army, ludicrous. Blizzard, if you are so insistent on allowing races to have game ending strategies that revolve around one dimensional choices, then please reduce bunker cost and take away salvage. Salvage is silly, having to have 1 - 2 bunkers at the front, and ideally 1 - 2 in your main can equal the cost of a CC. And when you salvage them the minerals are much less significant because of being in later stages of the game. This change would not make bunker rushes more OP (just the econ behind them), but suddenly it wouldn't be so crippling to defend against all this bullshit like rounds of warp ins in your main, or nydus worms. What the hell is the point of the Terran race if everyone has a way of bypassing its defences? It baffles me. | ||
Cyro
United Kingdom20285 Posts
On October 20 2015 04:26 RewardedFool wrote: I have 3 suggestions to offer: 1. Remove invincibility and replace with 6 armour for the burrowing nydus worm, this'll make it a lot harder to kill before it's up, but still allows someone who scouts it to actually defend, it's pretty close as to whether you can out damage 2 queens transfusing as it is, this'll make it easier. 2. Make Nydus worms untransfusable but still invincible before they unburrow, this will totally remove all the problems for other races, but might make Worms too all-in again, could be compensated by armour. 3. Different prices for nydus worms on creep and off creep, make Nydus worms placed on creep cost 25/25 (or something else low) to give nydus worms a purpose, but keep nydus worms off creep at current cost but remove invincibility. (Unspoken option 4. Remove them completely) I like option 1 or 2 the best, something definitely needs to be done, some of the games in Leifeng Cups have been really silly. Your option #1 would make zealot, adapt, marine, zerglings, queens basically unable to damage a Nydus at all. What happened to all of the nydus worm designs that were working in-editor that had different types of worms with effects like high armor, ability to spread a line of creep somewhere, etc? | ||
avilo
United States4100 Posts
It would be like making ghosts invincible while nuking and claming it's fine lol. This build is broken to the point i play people that purposely try to troll me when i'm streaming abusing this build because they know even if you know it's coming it's incredibly difficult to stop. | ||
InfCereal
Canada1759 Posts
On October 20 2015 09:15 avilo wrote: It's impossible to defend something with no counter play being in SC2. Nothing in this game should be invincible even if you see it right in the center of your base as it's happening. It would be like making ghosts invincible while nuking and claming it's fine lol. This build is broken to the point i play people that purposely try to troll me when i'm streaming abusing this build because they know even if you know it's coming it's incredibly difficult to stop. It's not invincible. It's not there. There is no unit there. Try clicking on it. Check the map editor. There is no unit there, just a map effect. Blizzard's doing you a solid by telling you where the nydus is going to be. | ||
shin_toss
Philippines2589 Posts
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Big J
Austria16289 Posts
On October 20 2015 08:44 haiyeah wrote: Terran have the ability to wall in and use bunkers because without them the Zerg army can get to the weaker units early on and kill them. This is why Hellion play is so dominant in openings. Speedlings absolutely wreck marines on the map early so Terran have to use Hellions to move out on the map. Due to this Roach bane all ins became very good because roaches shred marines and hellions, and Terran won't have a healthy marauder count. So Terran have to rely on bunkers, scvs, and micro to survive. The nydus worm means Zerg can just bypass all of this way too early and it basically destroys the meta of the matchup. TvZ has always been one of the better and more stable matchups, so this is obviously terrible. I would like to ask any Zerg defending the current nydus, if they feel skillful when they win with a nydus all in? Winning is winning of course, and there are many ways to win with skill. But I'm hard pressed to believe that making the choice to nydus, and beating someone who made the wrong choice is skillful. Pressing a few buttons to make a portal of units spawn in situations where T vs Z units literally can't go toe for toe is really bad design. It means the ENTIRE game comes down to whether or not the Terran player reacts in the allotted time frame, and has built the correct units. There needs to be logic in the design and there is none. If the Nydus is supposed to function like doom drops then it has failed currently. A doom drop in any other situation allows for viable counter attacks and base trades, but when it comes this early, you really think countering is a choice? There is nothing to punish, if it fails you might be ahead, but the Zerg only loses the cost, and the Terran usually won't be able to capitalise too hard, because the Zerg will still have the units they wanted to send through. So either let the units in and have them do at least some damage, or deny the Nydus and still be unable to attack because they have an army, ludicrous. Blizzard, if you are so insistent on allowing races to have game ending strategies that revolve around one dimensional choices, then please reduce bunker cost and take away salvage. Salvage is silly, having to have 1 - 2 bunkers at the front, and ideally 1 - 2 in your main can equal the cost of a CC. And when you salvage them the minerals are much less significant because of being in later stages of the game. This change would not make bunker rushes more OP (just the econ behind them), but suddenly it wouldn't be so crippling to defend against all this bullshit like rounds of warp ins in your main, or nydus worms. What the hell is the point of the Terran race if everyone has a way of bypassing its defences? It baffles me. Not trying to defend the balance or design of the Nydus worm + Show Spoiler + I'm absolutely not a fan of it or similar tools; basically everything that allows bigger unit concentrations to enter bases without actually walking there And about the Terran (hellion) openings: Opening dynamics are significantly different in LotV. I wouldn't put too much money on hellion openings being the only, or even best playable opening for terran in LotV (at the current patch). Tanks are incredibly safe and naturally hold the zerg back through drops when you don't need them defensively. Any form of zergling play early has taken quite a blow through the larva nerf, which makes hellions much less required for defense. Zerg very often needs to make the one or other extra investment because of possible liberator rushes and possibly other builds. There's a ton of stuff changed through the 12worker start up and nothing is really set in stone at this point. Edit: my suggestion for it would still be that it works like a "drop pod launcher". The nydus network stays expensive, the nydus worms become rather cheap with a faster build time and not invincible. A network can only hold 8 units and when you build a nydus worm the worm comes out of the earth, spits out the units rather fast (maybe instant) and disappears in the ground again. A one-way-ticket to harassment for a small price, but a high investment cost and relatively low potential for "doom drop" abuse, since you would need quite some (expensive) nydus networks to pop out a lot of units at once. (parts of that idea might by stolen or developed upon ideas from Hider, to give the proper credit ![]() | ||
TheWinks
United States572 Posts
On October 20 2015 06:48 FireCake wrote: 1 or 2 base build from terran players are not all ins !!! Terrans players transition into macro game during their harass. "Harass" Harass isn't a major investment where if you don't do significant damage with your timing you're massively behind. This is especially true in Legacy because 4 patches in your main mine out. On October 20 2015 09:41 InfCereal wrote: It's not invincible. It's not there. There is no unit there. Try clicking on it. Check the map editor. There is no unit there, just a map effect. The unit is the building nydus, not the ground effect. | ||
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Whitewing
United States7483 Posts
I've lost track of the amount of games where I have a forward position on the map and am attempting to take map control, so he just nydus's in my base and unless I've got enough firepower right there to instantly one-shot the nydus as it finishes, I can't stop it at all. I either wind up base trading or in full retreat and just eating a ton of damage. It needs to be stoppable if you scout it. I would instead suggest nerfing its tankiness and getting rid of the invulnerable portion of it so it's easy to stop as a cheese tactic or an in your face tactic, but buffing the enter and exit speed of units so it's more useful as a repositioning and base defense tool. | ||
AkashSky
United States257 Posts
I do think it needs a nerf of some sort. Perhaps a bandaid fix where it is immune for only 5 seconds after placement. | ||
parkufarku
882 Posts
On October 20 2015 09:15 avilo wrote: It's impossible to defend something with no counter play being in SC2. Nothing in this game should be invincible even if you see it right in the center of your base as it's happening. It would be like making ghosts invincible while nuking and claming it's fine lol. This build is broken to the point i play people that purposely try to troll me when i'm streaming abusing this build because they know even if you know it's coming it's incredibly difficult to stop. I'm gonna take the bait and respond to avilo. Ghosts are doing immense targeted AoE damage, how are u comparing that? Nydus is just transporting units. A better analogy would be a healing medivac during drops using its own energy. Yes the healing part could be toned down a little, but that's about it. | ||
hiroshOne
Poland425 Posts
Someone here said sth about economy that it hasn't changed pace of the game really. I would not agree with that. New economy model most definitely changed a lot- especially TErrn BIO timings that are really hardcore right now to that point that Zerg with nerfed injects cannot compete with Terran production. Muta/Bling is not really viable nowadays as a counter to BIO not only because of Liberators (2 of them are countering big pack of mutas). With new overlord drops and new nydus Zerg player for the first time in history have tools to 1- early harras walling- greedy player and 2- punish him for greed later in the game. I know that it hurts Terran, as they just love to make few hellions for map control and constant thread, and spam scv's mules and orbitals behind that, but guys...I agree it's too soon for fundamental nerfs. Let's wait for more pros hitting LOTV fulltime. I bet it will change the point of our view on the game. Just be patient. | ||
Cyro
United Kingdom20285 Posts
There were new nydus designs i believe in the HOTS beta (but not actually available in MP) that did special stuff like threw out a bunch of creep quickly. There was more than one of them IIRC and they were quite cool, the nydus designs could always go that way. Cost and availability as well as stuff like unit load/unload rate can also be tweaked on the nydus itself. Making it invulnerable until it spawns is just weird and not really fair/fun. Muta/Bling is not really viable nowadays as a counter to BIO not only because of Liberators (2 of them are countering big pack of mutas) Liberator nerfs are incoming, though DK said it would likely be anti-ground siege range | ||
SC2Angora
53 Posts
On October 20 2015 06:48 FireCake wrote: 1 or 2 base build from terran players are not all ins !!! Terrans players transition into macro game during their harass. I think its a lot more fun to have aggressive build that leads to a macro game instead of the usual triple CC 60 scv double upgrade into bio stim forever. I think all the contrary playing on 1 or 2 bases its absolutely not fun for me ( And one more playing one base T on the beta is just impossible its even worse than Hots ) I want play long macro game with multitask on the two sides, even if you tell that can leads to a macro game after the aggresion you know that if the aggresion doesnt do enough dommage youre behind and the zerg can go out of control. It isnt interesting for me to try a hellbat timing push with some marine and autowin if the zerg have a preparation or autoloose if he has the right amount of units ready... I dont like it, wghen you think about all the exciting game of sc2 you will never remember something like that or the nydus in the way he is now... and the nydus is worse than that because youre forced to bypass the defender advantage and come directly invincibly in the main of Terran... | ||
FireCake
151 Posts
On October 20 2015 09:15 avilo wrote: It's impossible to defend something with no counter play being in SC2. Nothing in this game should be invincible even if you see it right in the center of your base as it's happening. It would be like making ghosts invincible while nuking and claming it's fine lol. This build is broken to the point i play people that purposely try to troll me when i'm streaming abusing this build because they know even if you know it's coming it's incredibly difficult to stop. Funny how your thoughts change faster than writing a post. 2 more posts and you will declare nydus all in useless. On October 20 2015 16:13 SC2Angora wrote: I want play long macro game with multitask on the two sides, even if you tell that can leads to a macro game after the aggresion you know that if the aggresion doesnt do enough dommage youre behind and the zerg can go out of control. This is the same for any races and probably any competitive games, if you make mistakes your opponent may takes the lead. I was talking about harass with liberator and i explained you how it's not possible not to do damage... Unless you are doing a big mistake. You can make 1 or 2 base liberator in every ZvT, no matter your opponent build, if you don't do silly mistakes, you can transition into a macro game. | ||
Arcanous
17 Posts
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haiyeah
70 Posts
On October 20 2015 10:29 Big J wrote: Not trying to defend the balance or design of the Nydus worm + Show Spoiler + I'm absolutely not a fan of it or similar tools; basically everything that allows bigger unit concentrations to enter bases without actually walking there And about the Terran (hellion) openings: Opening dynamics are significantly different in LotV. I wouldn't put too much money on hellion openings being the only, or even best playable opening for terran in LotV (at the current patch). Tanks are incredibly safe and naturally hold the zerg back through drops when you don't need them defensively. Any form of zergling play early has taken quite a blow through the larva nerf, which makes hellions much less required for defense. Zerg very often needs to make the one or other extra investment because of possible liberator rushes and possibly other builds. There's a ton of stuff changed through the 12worker start up and nothing is really set in stone at this point. Edit: my suggestion for it would still be that it works like a "drop pod launcher". The nydus network stays expensive, the nydus worms become rather cheap with a faster build time and not invincible. A network can only hold 8 units and when you build a nydus worm the worm comes out of the earth, spits out the units rather fast (maybe instant) and disappears in the ground again. A one-way-ticket to harassment for a small price, but a high investment cost and relatively low potential for "doom drop" abuse, since you would need quite some (expensive) nydus networks to pop out a lot of units at once. (parts of that idea might by stolen or developed upon ideas from Hider, to give the proper credit ![]() Yeah, I agree completely. By talking about SC2 and how it works I was attempting to illustrate my opinion of how Nydus really doesn't fit. I should of said this is why Hellion play *was* so dominant before explaining what I meant. I was a bit tired last night (wrote it before bed) and I probably didn't convey myself sufficiently. I really don't believe the Nydus is "one of those things" though. Years back when I was trying to break into masters there were several things that really helped in certain match ups, one of them was Hellion control. When opening 3CC builds in TvZ many losses (vs speedling baneling all ins) came down simply to not microing Hellions correctly at that point when you need to keep 2 alive, so 2 become 4 and so on. Good control rewarded me with holding my base and having a really good advantage economically, and I could possibly counter. Bad control meant I simply just lost. That is perfect to me and that is why I love the game, there are many examples of well tuned gameplay risk to reward factors. I simply don't think Nydus worm brings any of this to the table. Scouting means almost nothing as if it is this strong allowances have to be made in any build on the off chance it might happen, because you can't really play reactively other than positionally. But as everyone seems to be agreeing, Nydus is just far too efficient early. Again I agree with you on LotV openings being new and different, I was merely trying to point out that early on Terran units are weak and Terran generally have to rely on static defence (might have been better to just say you wouldn't play a TvZ and build no wall ins or bunkers because that would be suicide). The main issue is that if Zerg units can get into your main as early and easily as they can, and as you said without walking there, then there is something wrong. Terran are forced to build these things or they lose, and Zerg have a really good way to bypass this before T can really get into the game properly. Apparently Dkim said that they wanted nydus to function like doom drops, I believe there shouldn't be such a thing as a doom drop until the late game, but that is just my opinion. Your idea is very interesting, I think it could be pretty good. Personally I'd just like to see Nydus in the current form only delayed so it doesn't have as much of an impact on the early game. I'd rather see it used to make attacks on one of 3 to 4 bases in the late game. Which is what I think Blizzard were aiming for. When you have the economy to invest in lots of turrets, air units, and you have mobility on your side of the map, getting owned by a sneaky nydus attack seems much more justified. It allows for counter play, the damage done is way less significant than when trying to establish 2 bases, and it feels like it would be good design to me. I think that is what Blizzard wanted but it is just easy to abuse right now. I'll be pleased if they do something like unlock it at hive to be honest. But I don't know Zerg well enough to really comment on solutions. Either way, I'm not so worried now, the majority seem to realise how bad it is for the game so it should inevitably be changed. | ||
haiyeah
70 Posts
On October 20 2015 17:39 Arcanous wrote: Nydus worms are like doom drops that have one transport and gives you a big red x in your base that tells you where its going to come, its the same as if terran were doom dropping except you dont have to see the transports out on the map to know where its going to land and once its in your base you only have to snipe one medivac to stop the entire drop. Saying that the risk of a doom drop is that the transports are going to get sniped is kind of ridiculous because usually the only time they get sniped is once they are unloading into the base anyways. On top of that nydus worms are out of the way tech requiring its own building and can be scouted. Nydus worms are very all-in, zergs wont have a third and will be on minimum drone count to get it as fast as possible. On top of that there is a very small window in which it's possible that terrans wont have enough units to insta kill the worm. If a terran scouts the early lair and prepares for it that window basically disappears and the zerg's only way to win is if the terran is retarded. Give it time and learn the new build before calling it imbalanced But doom drops should exist when a stalemate on the map has been met surely? No way to attack into their army? Drop all of your shit in their main. The risks of executing a doom drop are generally just how prepared the opponent is to bring their army to clean up your army. We've all seen Terrans try to mass drop and be severely punished losing their entire army because the opponent predicted it, stopped it, and then countered to win. I've played on all the sides, winning with doom drops, losing with them, winning by defending them, and losing to them. In every situation there are always things I and my opponent could have done to not lose the game. Nydus functions like a doom drop in that it brings the entire army into your main. But it happens really early, you don't need multiple drop ships to house all of your units, you need one Nydus and an overlord to teleport. Basically a doom drop happens under the assumption, and this is important, that you CANNOT fight the enemies army (else you would kill them right?). So load up all your stuff and drop in the main to try and get a lead to kill them in a little bit. It is why Terran have enjoyed mass dropping Protoss, the race with a very difficulty army to attack into, for so long. Having the games earliest doom drop, when the Terran isn't posing a game ending threat just seems a bit too much. It doesn't seem to follow any kind of logic. Remember a Terran doom drop cannot happen anywhere near as early because it requires multiple medivacs. At some point Nydus still gains a massive advantage over generic doom dropping through the fact that cost for cost, Zerg only have the tech investment. So ultimately in maxed out situations, Zerg don't lose supply to transport units (I know medivacs heal and bring other benefits but not really my point). That should be good enough for the Nydus I think, in theory it is strong at any later stage of the game if used right (it always was, I've seen many games end to a sudden nydus burst of ultralisk in main bases). Why should it be so strong so early too? | ||
Tresher
Germany404 Posts
On October 20 2015 15:32 hiroshOne wrote: @Avilo I watch your stream sometimes and your whine about nydus is not valid in any way as you almost always play greedy as hell. You play one style, and refuse to adapt to new circumstances. I remember WOL as all Zerg players were aiming to BL/Infestor- after it was nerfed they were forced to adapt. Same shit happened with SH being removed from the game. And they did. I just can't understand why Terrans are so stubborn. U all play like almost same shit since 2010. Aren't u bored? Someone here said sth about economy that it hasn't changed pace of the game really. I would not agree with that. New economy model most definitely changed a lot- especially TErrn BIO timings that are really hardcore right now to that point that Zerg with nerfed injects cannot compete with Terran production. Muta/Bling is not really viable nowadays as a counter to BIO not only because of Liberators (2 of them are countering big pack of mutas). With new overlord drops and new nydus Zerg player for the first time in history have tools to 1- early harras walling- greedy player and 2- punish him for greed later in the game. I know that it hurts Terran, as they just love to make few hellions for map control and constant thread, and spam scv's mules and orbitals behind that, but guys...I agree it's too soon for fundamental nerfs. Let's wait for more pros hitting LOTV fulltime. I bet it will change the point of our view on the game. Just be patient. First bolded part: It´s not our fault that they don´t give us any other option. 5 years of Bio speak more than 1000 words. Second bolded part: Uhm No. | ||
mantequilla
Turkey779 Posts
During the first animation which nydus comes out from the ground and makes that monster noise, it can be attacked but it can't unload units. Make the animation longer or reduce nydus' hp so if there are units readily waiting for it, it can be killed without unloading any units. Like in the opening cinematic of hots, nydus comes out the ground, waves its head a bit, screams, and then it settles, only after settling it can unload units, but during animation it can be killed. Insta pop and insta unload is problem. | ||
MstrJinbo
United States1251 Posts
On October 20 2015 15:32 hiroshOne wrote: @Avilo I watch your stream sometimes and your whine about nydus is not valid in any way as you almost always play greedy as hell. You play one style, and refuse to adapt to new circumstances. I remember WOL as all Zerg players were aiming to BL/Infestor- after it was nerfed they were forced to adapt. Same shit happened with SH being removed from the game. And they did. I just can't understand why Terrans are so stubborn. U all play like almost same shit since 2010. Aren't u bored? Someone here said sth about economy that it hasn't changed pace of the game really. I would not agree with that. New economy model most definitely changed a lot- especially TErrn BIO timings that are really hardcore right now to that point that Zerg with nerfed injects cannot compete with Terran production. Muta/Bling is not really viable nowadays as a counter to BIO not only because of Liberators (2 of them are countering big pack of mutas). With new overlord drops and new nydus Zerg player for the first time in history have tools to 1- early harras walling- greedy player and 2- punish him for greed later in the game. I know that it hurts Terran, as they just love to make few hellions for map control and constant thread, and spam scv's mules and orbitals behind that, but guys...I agree it's too soon for fundamental nerfs. Let's wait for more pros hitting LOTV fulltime. I bet it will change the point of our view on the game. Just be patient. Can't believe I'm defending Avilo but whatever. if a guy stubbornly keeps going mech when others don't and still manages to rank higher than people who copy all the top Korean builds. You can say a lot of things about that person but you can't really say they aren't able to adapt. I know the ladder is not GSL, but a lot of us are not making GM this year either. As for the rest Nydus and drops don't count as harass. The level of investment is too high. The replay provided earlier is (unrefined, sure) as all in as they come. It's probably won't even end up the best zerg allin. Having all ins that punish greedy players isn't really new either. Zergs cheese and allin a lot. To a certain degree, It's that wide gap between passive power droning and sudden massive floods of early units that give people trouble playing agains zerg. | ||
ejozl
Denmark3385 Posts
If you watch this link, you can see sorta what they else they want from the Nydus other than the cheese. If that fantasy is to come to life, a mere 3 armor bonus wouldn't be enough. Even invincible Nydus is not enough, they would probably have to severely cheapen the cost of the Nydus Network building, or allow it to stack up charges, so that one Nydus Network can make multiple heads at the same time. | ||
Cyro
United Kingdom20285 Posts
On October 20 2015 22:06 ejozl wrote: youtu.be If you watch this link, you can see sorta what they else they want from the Nydus other than the cheese. If that fantasy is to come to life, a mere 3 armor bonus wouldn't be enough. Even invincible Nydus is not enough, they would probably have to severely cheapen the cost of the Nydus Network building, or allow it to stack up charges, so that one Nydus Network can make multiple heads at the same time. Just make it a hive upgrade that revamps nydus worm, makes them do a bunch of crazy shit and invulnerable before spawning | ||
nanaoei
3358 Posts
you guys really need to watch bly play or try to get to GM yourselves through play you believe in. bly is the sort of player who since the start of WoL has been that 2 base zerg. whether it's defending or attacking, the third base comes quite some time afterwards. this has not really changed in his LotV gameplay, it's simply his style and it's fun to see it play out. it's also fun to play against and understand. I'm not sure where you're getting the idea that it's impossible to stop. you require vision of the interior of the base in question. vs T, it's usually with the same overlord that did the initial 8 speedling drop w/ lair. imagine how long it takes to get a single slow overlord across the map into position to do this, even if it is to have it part way to transform into a much quicker overseer. it's telling, isn't it? to see a 2 base zerg with a faster lair. it's telling to see that a player wants to get an overseer in. it is a big gas investment and requires you to abuse space that the terran is supposed to be in charge of. if you're unable deflect the attack or stop it from continuing you will lose enough economy to fall far behind. if you are able to deflect it or force the units back inside, the zerg is far behind in general tech and upgrades of any sort. this is just the framework for how this strategy goes now. it'll get explored more as you'll see... idk more than 500 sc2 games played concurrently? it's not a lot guys. lol. unless your goal is winning a beta tournament or the upcoming Dreamhack, training intently for a beta is silly. just be a patch zerg against people who think otherwise, if you wanna prove a point. upload the replays and assess actual play instead of theorycrafting something that is still volatile and subject to heavy change. do you believe both sides put in similar effort to create the situation that they did? despite the result, at worst it's just cheese that's currently hard to deal with. chances are for players who are more devoted to this game (patch race pickers included), this will not affect them in the long run... and this includes players like avilo who are against it. | ||
Eiltonn
Germany307 Posts
On October 20 2015 23:53 nanaoei wrote: it's also fun to play against and understand. Oh okay, I used to think it sucks to die to that nydus which u cannot kill even if u see it from the first second. Now i know better, thanks for clearing that up On October 20 2015 23:53 nanaoei wrote: I'm not sure where you're getting the idea that it's impossible to stop. you require vision of the interior of the base in question. vs T So you are stating it is not impossible to stop and your first argument is that Z needs Vision of the Terran base at around 3:45-4:00? I think sending a single overlord across the map at the beginning of the game is kinda doable. | ||
haiyeah
70 Posts
On October 20 2015 23:53 nanaoei wrote: I think it's simply a more set-and-forget strategy than it was before. you'll typically get 3-4 queens for a roach ravager speedling timing with no ground army upgrades. you guys really need to watch bly play or try to get to GM yourselves through play you believe in. bly is the sort of player who since the start of WoL has been that 2 base zerg. whether it's defending or attacking, the third base comes quite some time afterwards. this has not really changed in his LotV gameplay, it's simply his style and it's fun to see it play out. it's also fun to play against and understand. I'm not sure where you're getting the idea that it's impossible to stop. you require vision of the interior of the base in question. vs T, it's usually with the same overlord that did the initial 8 speedling drop w/ lair. imagine how long it takes to get a single slow overlord across the map into position to do this, even if it is to have it part way to transform into a much quicker overseer. it's telling, isn't it? to see a 2 base zerg with a faster lair. it's telling to see that a player wants to get an overseer in. it is a big gas investment and requires you to abuse space that the terran is supposed to be in charge of. if you're unable deflect the attack or stop it from continuing you will lose enough economy to fall far behind. if you are able to deflect it or force the units back inside, the zerg is far behind in general tech and upgrades of any sort. this is just the framework for how this strategy goes now. it'll get explored more as you'll see... idk more than 500 sc2 games played concurrently? it's not a lot guys. lol. unless your goal is winning a beta tournament or the upcoming Dreamhack, training intently for a beta is silly. just be a patch zerg against people who think otherwise, if you wanna prove a point. upload the replays and assess actual play instead of theorycrafting something that is still volatile and subject to heavy change. do you believe both sides put in similar effort to create the situation that they did? despite the result, at worst it's just cheese that's currently hard to deal with. chances are for players who are more devoted to this game (patch race pickers included), this will not affect them in the long run... and this includes players like avilo who are against it. It doesn't matter if it is all in or puts the Zerg player behind when it fails. It is the likelihood of it working early that is wrong. And even then, if Terran units have to stay at home to defend, nothings really stopping the Zerg from getting a third and droning. There is a reason races can't attack into opponents when they turtling and not trying to take extra bases. Because it kills creativity within the game and becomes a linear game of who can defend the Nydus play. Much like when we all got to play, who can defend the hellbat drop the best. You're missing the point I think. | ||
nanaoei
3358 Posts
On October 21 2015 00:45 Eiltonn wrote: Oh okay, I used to think it sucks to die to that nydus which u cannot kill even if u see it from the first second. Now i know better, thanks for clearing that up So you are stating it is not impossible to stop and your first argument is that Z needs Vision of the Terran base at around 3:45-4:00? I think sending a single overlord across the map at the beginning of the game is kinda doable. I think the strength of the strategy is misrepresented. you can go ahead and quote me, or crucify me all you want for saying those things when it's zvz finals for the first 3 lotv tournaments and someone gets his way through an entire bracket on the back of abusing this hugely overpowered mechanic. it doesn't even have to be a premier tournament with actual pros. I'm not here to presume to know the most efficient way to deal with it or anything along those lines. I've just played against it with the knowledge of how the strats can work and find it's interesting to play against. with the knowledge about the overlord it's not totally out of this world to devise a strat to counteract that first slow-OV. sometimes it's totally not worth it, yeah of course I can agree with that sentiment. sometimes you feel you set up the counter-play perfectly but it gets off anyway due to map or some other factors you don't have all that much control over. the fact is, if you would be able to snuff out the overlord (which I have been able to do, and have seen many others do in the same positions) you're denying both the 2cm drop strategy and delaying the nydus strategy in one go. there are still ways to miscontrol even as Z, getting your army in in all its entirety and keeping the nydus alive for further. you can still lose that army, and the nydus. it requires attentative control, believe me, lol. my point is to say that even if it's difficult now and in the near future, it will account for less play in games than you imagine. it's a gimmick followed by more solid and more consistent play and it is subject to many changes if it is indeed too strong for professional play. if you feel it will make more games unbearable to watch rather than to make them interesting through more nydus worms being used, I beg your pardon for saying so, but I believe you (hypoethetically, anyone) should give it more time or more play so that it at least runs its course. off topic: if years ago you'd tell me that vultures could get an upgrade to spawn 2 mines for free that require detection and would box me in as protoss before any meaningful move-out, I'd be incredibly surprised. even the deep-6 strategy or FD-expand from terran seemed very strong and was incredibly hard to deal with. I remember when spawning pools were 150 minerals and it seemed impossible to defend a zergling rush. the situations I described with terran openings vs P are execution dependent once both players understand the correct openings, however, those openings are the same each time until the meta shifts to different and more focused builds. what happened with the pool timings is I think similar to what some people are describing with this nydus mechanic, except that there's such a wealth of information and common knowledge that something like that shouldn't be allowed past testing. DKim is transparent with what his team hopes to accomplish, for whatever that's worth. on the other side of the coin, I don't think people, or even the dev team understands what time the nydus play comes into effect and is too strong for what it is.. if that's the case at all. regardless of my opinion, it hasn't had sweeping play in any of my matches or in the lotv I've seen covered/casted--just an anecdote. | ||
TheWinks
United States572 Posts
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Eiltonn
Germany307 Posts
On October 21 2015 05:23 TheWinks wrote: Denying overlord vision is not a viable counter to quick nydus because it is wholly map dependent. Didnt even bother to argue when his point was to create a BO to counter the overlord lol. The point isn´t even countering the nydus, the point is this invincible concept doesn´t fit in competitive games. | ||
InfCereal
Canada1759 Posts
On October 21 2015 06:35 Eiltonn wrote: Didnt even bother to argue when his point was to create a BO to counter the overlord lol. The point isn´t even countering the nydus, the point is this invincible concept doesn´t fit in competitive games. Neither do hero units, the mothership core still exists. | ||
haiyeah
70 Posts
On October 21 2015 08:12 InfCereal wrote: Neither do hero units, the mothership core still exists. I love the fact Protoss are given a very important unit that's incredibly easy to kill in the hands of lesser players. I don't like queens injecting a Nydus that I stand right next to with more than enough army to kill it. Only to be countered by units I literally cannot fight back against without losing way more shit than I deserve to. Just take out Queen transfuse on Nydus, or allow it and delay it. Two really simple solutions that make it still viable, but make it less ridiculous. | ||
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Whitewing
United States7483 Posts
On October 21 2015 08:12 InfCereal wrote: Neither do hero units, the mothership core still exists. Of course they can, they fit in just fine in WC3. Speaking in absolutes and sweeping generalizations gets you nowhere. | ||
Spyridon
United States997 Posts
On October 21 2015 06:35 Eiltonn wrote: Didnt even bother to argue when his point was to create a BO to counter the overlord lol. The point isn´t even countering the nydus, the point is this invincible concept doesn´t fit in competitive games. So an ability whos exit point can not be damaged until it erupts does not fit in a competitive game, but dropships who can miraculously spawn units, and drop ships that have nitro boost to where you can't even catch them if microed properly DO belong in the game? Whether we like it or not, these type of abilities are what the game is balanced around. Now I do completely think Nydus should not be able to be healed by Queens. That would fix all balance issues imo. But the nydus itself? It's pretty easy to take out unless you don't scout it at all during setup time, which is basicalyl the same as a warp prism, except not a flying unit with even less health and an alert before it exists. | ||
TheWinks
United States572 Posts
On October 21 2015 12:58 Spyridon wrote: So an ability whos exit point can not be damaged until it erupts does not fit in a competitive game, but dropships who can miraculously spawn units, and drop ships that have nitro boost to where you can't even catch them if microed properly DO belong in the game? Whether we like it or not, these type of abilities are what the game is balanced around.. Well, the point of arguments in this thread is that they haven't balanced around nydus and that's a problem. They can make sweeping changes to a lot of things and balance around it or they can just remove invulnerability. We've got three weeks and they're not interested in the former. On October 21 2015 12:58 Spyridon wrote:Now I do completely think Nydus should not be able to be healed by Queens. That would fix all balance issues imo. But the nydus itself? It's pretty easy to take out unless you don't scout it at all during setup time, which is basicalyl the same as a warp prism, except not a flying unit with even less health and an alert before it exists. Even without the heal they still hit too early and cause all sorts of negative consequences for at least TvZ. And they're not the same as a warp prism. Warp prisms can carry 8 food and is limited by gateway warp in. Nydus can transport the entire army. | ||
Spyridon
United States997 Posts
On October 21 2015 13:05 TheWinks wrote: Well, the point of arguments in this thread is that they haven't balanced around nydus and that's a problem. They can make sweeping changes to a lot of things and balance around it or they can just remove invulnerability. We've got three weeks and they're not interested in the former. Likewise my point is simple. Aside from Queens being able to spam heal on Nydus (which should be fixed), if Prisms and Medivacs are balanced, then Nydus is balanced too. | ||
TheWinks
United States572 Posts
On October 21 2015 13:07 Spyridon wrote: Likewise my point is simple. Aside from Queens being able to spam heal on Nydus (which should be fixed), if Prisms and Medivacs are balanced, then Nydus is balanced too. The medivacs required to transport a big army take a long time to build. Prisms can only warp in units based on available gateways. The problem with the nydus right now is the extreme reduction of counterplay despite seeing it because it's invulnerable, the timing that it hits at, and the fact you can transport the entire army through it. You can let it hit at the same timing and let it transport the entire army through it, but the player it's being used against should be allowed to react to it and stop it. And if they're not, well, you need to shove that timing back and/or nerf it in some other way. | ||
FabledIntegral
United States9232 Posts
I used to always do mass nydus strategy vs mech in WoL and HoTS and had extreme success at the high master / low GM level. I haven't gotten it to work a single time in LoTV, trying multiple times, everytime the Terran just picks up their tanks and drops them while putting a million liberator targets. DTs have always made it suck vs Protoss though ![]() | ||
Spyridon
United States997 Posts
On October 21 2015 13:10 TheWinks wrote: The medivacs required to transport a big army take a long time to build. Prisms can only warp in units based on available gateways. The problem with the nydus right now is the extreme reduction of counterplay despite seeing it because it's invulnerable, the timing that it hits at, and the fact you can transport the entire army through it. You can let it hit at the same timing and let it transport the entire army through it, but the player it's being used against should be allowed to react to it and stop it. And if they're not, well, you need to shove that timing back and/or nerf it in some other way. If you can not heal them (as I have suggested), what would be stopping you from reacting to it? | ||
avilo
United States4100 Posts
On October 20 2015 17:16 FireCake wrote: Funny how your thoughts change faster than writing a post. 2 more posts and you will declare nydus all in useless. This is the same for any races and probably any competitive games, if you make mistakes your opponent may takes the lead. I was talking about harass with liberator and i explained you how it's not possible not to do damage... Unless you are doing a big mistake. You can make 1 or 2 base liberator in every ZvT, no matter your opponent build, if you don't do silly mistakes, you can transition into a macro game. Sorry but you have no clue what you are talking about. Having an untargettable building in an RTS game like this that can then be instantly transfused is not anything anyone can defend being in SC2. I'm sure you and other people are enjoying getting freewins with a bullshit mechanic equivalent to an unstoppable airstrike in command and conquer games, but this is Starcraft2, a game meant to be determined by skill and speed - not bullshit game mechanics. Btw you also have no clue about liberators either. There are a ton of Zerg builds that completely negate liberator openers quite easily. How do i know such things? Maybe try playing Terran for once so you aren't so biased. Liberators are OP tbh, but so are broodlord+viper, and carrier/tempests. Air units in this game are all pretty much bullshit right now tho that's a discussion for another topic. | ||
parkufarku
882 Posts
And Avilo also admitting (for ONCE in history of TL) that Liberators are OP. Also unbelievable. Stunned twice from one post.... | ||
Athenau
569 Posts
Avilo accusing other posters of being biased, this is rich. Unbelieveable. What's really unbelievable is that this is coming from you. | ||
parkufarku
882 Posts
On October 22 2015 01:22 Athenau wrote: What's really unbelievable is that this is coming from you. Same goes for you. But me on the other hand, at least I play the race I advocate against. | ||
Athenau
569 Posts
Same goes for you. But me on the other hand, at least I play the race I advocate against. Do you even read your posts, or do you just roll your face across the keyboard and call it a day? User was warned for this post | ||
Garemie
United States248 Posts
I don't really want to make a correlation or say it needs to be changed, but it feels like a similar thing to me. | ||
mrjimp
Sweden14 Posts
You cant say its harder to take out an overlord than to take out a medivac or a warp prism. | ||
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Liquid`Snute
Norway839 Posts
http://www.twitch.tv/basetradetv/v/20808178?t=1h49m34s LOL | ||
Cyro
United Kingdom20285 Posts
On October 22 2015 07:22 Liquid`Snute wrote: I recommend watching this short clip ... http://www.twitch.tv/basetradetv/v/20808178?t=1h49m34s LOL Yeah anyone playing the beta a significant amount at a high level has seen this | ||
PinoKotsBeer
Netherlands1385 Posts
On October 22 2015 07:22 Liquid`Snute wrote: I recommend watching this short clip ... http://www.twitch.tv/basetradetv/v/20808178?t=1h49m34s LOL Lol, that makes me cry | ||
Cyro
United Kingdom20285 Posts
I don't neccesarily disagree with that, but the way it happens in particular and some other racial dynamics makes it feel pretty bad | ||
danl9rm
United States3111 Posts
I don't know. I don't have enough experience with it either way. | ||
m4ini
4215 Posts
On October 22 2015 07:22 Liquid`Snute wrote: I recommend watching this short clip ... http://www.twitch.tv/basetradetv/v/20808178?t=1h49m34s LOL So zergs honestly argue that this is on the same level as medivac drops and warpprisms? .. ok. To be on the same level, you'd need flying mules behind the medivacs, healing them faster than you can kill them. While they're invincible on their way into your base. This might be the dumbest mechanic i've ever seen. Maybe the threat of it will keep terrans from opening so greedily? I mean, don't just build 4 hellions and expect to hold it off I guess. It's a surround by 15 scvs, 5 hellions and a banshee. And that's with warning that it's coming. | ||
EonuS
Slovenia186 Posts
like other posters said, I don't see how this is any different from warp prism warpin other than the queen heal, terrans just can't go fast 3 CC with 1 unit anymore while zerg has to play super safe to even deal with all the bs that terran has (if you want to go fast 3 base you might aswell tap out at start of game because you're just gonna lose too much mining time from liberators) | ||
B-royal
Belgium1330 Posts
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Cyro
United Kingdom20285 Posts
On October 22 2015 12:17 EonuS wrote: high level zergs are forced to do gimmicks like nydus against terran because of early liberators like other posters said, I don't see how this is any different from warp prism warpin other than the queen heal, terrans just can't go fast 3 CC with 1 unit anymore while zerg has to play super safe to even deal with all the bs that terran has (if you want to go fast 3 base you might aswell tap out at start of game because you're just gonna lose too much mining time from liberators) Liberator nerf is incoming, maybe even today | ||
nanaoei
3358 Posts
On October 21 2015 06:35 Eiltonn wrote: Didnt even bother to argue when his point was to create a BO to counter the overlord lol. The point isn´t even countering the nydus, the point is this invincible concept doesn´t fit in competitive games. I understand what you [two] are saying, but i'll misconstrue a little to make a contrary point. actually, that's entirely what happened sometimes in professional BW, and it'd doubly be more important in a pro LotV game if the nydus stayed really similar to how it is now. I'm saying that there were BO's devised just to deal with a scouting OV, or strategies relied on never being seen by a very specific scout at two three very specific timings. and contrary to that, it was still entirely possible to miss it and get scouted entirely; this sort of situation isn't what dictated the entire pace of the game. you guys are arguing that something like the nydus and the way it is does this, and that point certainly has merit. but is it so far fetched that terrans now need to brush aside old habits and open completely differently with a plan to deal with the new pace of the game and the new options that zerg have? you can complain about the nydus and the way it is now, but i'll play against it. if it were to stay (which i doubt), nydus play will fall out of favor because people will have found a way to deal with it and come out ahead. this is how a strategy becomes part of the greater library of strategies and becomes a pocket strat, while current strategies and trends just change--happens often enough. there could be indirect nerfs that affect more than just one aspect about zerg's options that makes the nydus a less likely choice in higher level games. take warpgate rushes for example; the focus was already shifting away from them as people got better dealing with it, but it was discouraged even more when pylons could no longer warp-in to highground (from lowground) with the vision required to do so. whether we have a firm control over it or not as a community, changing everything that seems strong (when it becomes apparent) is more of a knee-jerk reaction in order to fix something that people don't like, or something that doesn't fit. obviously. some of the people who really vehemently dislike something and want it changed immediately are the same people who complain that something they actually like is getting instantly changed after a good showing at grouping of tournaments. which is why I make the point that it's also possible to just let it play out. zergs may never be able to play around with the ideas with this new nydus in different settings (tournaments or otherwise) before it's reworked on the spot. even if it's just mathematically way too strong now, i'll play against it. it's not like I'm a pro that needs every bit of efficiency to gain an edge over an opponent who is just as strong if not better than I am. people make mistakes on both sides, and i'll acknowledge that I need more than just a regular opening of hellions and an scv surround to deal with this strong of a nydus attack. | ||
Spyridon
United States997 Posts
On October 22 2015 11:44 m4ini wrote: So zergs honestly argue that this is on the same level as medivac drops and warpprisms? .. ok. To be on the same level, you'd need flying mules behind the medivacs, healing them faster than you can kill them. While they're invincible on their way into your base. This might be the dumbest mechanic i've ever seen. It's a surround by 15 scvs, 5 hellions and a banshee. And that's with warning that it's coming. I have not seen any Zergs disagree with the sentiments that Queens should not be able to heal Nydus (or at least heal more than 1 time w/o a cooldown). The problem IMO is not nydus itself, nor the invuln time, only that it can be healed immediately as it becomes visible. That is the only thing stopping counter-play. If Queens could not spam heal, that would have been a far different scenario. | ||
TheWinks
United States572 Posts
On October 22 2015 13:56 Spyridon wrote: I have not seen any Zergs disagree with the sentiments that Queens should not be able to heal Nydus (or at least heal more than 1 time w/o a cooldown). This sentiment is generally a red flag that a given nerf is not enough. | ||
Spyridon
United States997 Posts
On October 22 2015 14:03 TheWinks wrote: This sentiment is generally a red flag that a given nerf is not enough. How is it not enough? That video that was shown as evidence of a problem... the Nydus would have EASILY been destroyed before all of the queens even came out if it was not healed. Nydus are still very low health, don't be fooled by how strong heal spam is. Nydus worms only have 200 health. That is barely higher than the health of 2 hellions... An army the size of the one in the video would have killed the nydus in 1-2 seconds without the heals. Are you seriously claiming that would not be enough of a nerf? | ||
hiroshOne
Poland425 Posts
On October 21 2015 22:38 avilo wrote: Sorry but you have no clue what you are talking about. Having an untargettable building in an RTS game like this that can then be instantly transfused is not anything anyone can defend being in SC2. I'm sure you and other people are enjoying getting freewins with a bullshit mechanic equivalent to an unstoppable airstrike in command and conquer games, but this is Starcraft2, a game meant to be determined by skill and speed - not bullshit game mechanics. Btw you also have no clue about liberators either. There are a ton of Zerg builds that completely negate liberator openers quite easily. How do i know such things? Maybe try playing Terran for once so you aren't so biased. Liberators are OP tbh, but so are broodlord+viper, and carrier/tempests. Air units in this game are all pretty much bullshit right now tho that's a discussion for another topic. @Avilo just check the timing when Liberators come out and when Tempest/Carrier or Broodlord/Viper hits. How u can even compare those? | ||
Deleted User 329278
123 Posts
On October 22 2015 12:47 B-royal wrote: 5 queens and 12 roaches vs 5 hellions, 1 banshee, 1 marine. Sounds like you'll just have to save a scan or two to see the zerg's tech path and choose a different opening. +1 he had all the time in the world to scout the roach warren, the lair and the main nydus. this bo takes a few minutes to come. yes, when you don't scout all this and keep playing greedy, even a full worker surround and whatnot won't save you. just like zergs die if they don't scout the 7 gates, the robo, the armory, the dark shrine, the starport/techlab and all those nice terran/protoss gimmicks. it's amaizing: the way that the terran plays in the clip just shows how broken tvz has been until now - terrans are used to not having to scout too much during early game. and if they get recked they even dare to start whining. maybe stop whining and start scouting? | ||
Eiltonn
Germany307 Posts
I actually wrote something to argue about it but now that i think about it people who are still claiming this is in any way okay/balanced/legit are not convinced by logic i think. | ||
Deleted User 329278
123 Posts
On October 22 2015 20:49 Eiltonn wrote: I have a hard time understanding how anyone can still be defending this retarded strategy. maybe read again and try harder? tho it's not that hard really: terran + protoss can't just do their thing but also need to scout what the zerg is doing - maybe more often than back in hots when it was all about the question "will the zerg survive the attack (that he cannot prevent or counter)?". a lair can't be hidden somewhere on the map when zerg is still on 2 bases. so just scout his hatches ffs (just choose one of the 100 scouting Options in your arsenal). if a lair is morphing you can already narrow down the further options of the zerg. yes you'll have to know a few things about the zergs tech tree and be ready to adjust your build (scandal!) and scout if the zerg builds a nydus network in his main. the zerg can't hide it somewhere on the map since he wants the units spawning from his hatches to enter the nydus network as quickly as possible. now stop whining and take some time to figure out a bo (or several) that can quickly provide an answer in case you scout a nydus network in the zergs main and is also viable against the other tech paths the zerg can choose from his lair. when terran got buffed and when sh got removed in hots, zergs were told to stop whining and "take some time to figure out a way" against all the stupid bo wins from terran and protoss. now you can do the same. | ||
Eiltonn
Germany307 Posts
On October 22 2015 21:51 inken wrote: a lair can't be hidden somewhere on the map when zerg is still on 2 bases. so just scout his hatches ffs (just choose one of the 100 scouting Options in your arsenal). if a lair is morphing you can already narrow down the further options of the zerg. Your bias prevents you from actually arguing in a way that could ever convince someone other than yourself. I mean in what world do terran/protoss not need to scout? Did you watch how Life won last years Blizzcon with roach bane busts? Scouting is kinda useful for these races too. now stop whining and take some time to figure out a bo (or several) that can quickly provide an answer in case you scout a nydus network in the zergs main and is also viable against the other tech paths the zerg can choose from his lair. I can once again mention the Video Snute posted dude. Ryung scouts the nydus network while its building, but with how things currently work scouting the nydus network while its building wont help you at all. He may scout it but he still gets a build order loss. With the units he has out he simply lost the game, DESPITE scouting the nydus in the zergs base and DESPITE pulling pretty much everything he has to counter the nydus in his base. It is an build order loss. So if the terran doesnt prepare every game for the potential nydus he will just auto loss if the nydus comes. when terran got buffed and when sh got removed in hots, zergs were told to stop whining and "take some time to figure out a way" against all the stupid bo wins from terran and protoss. now you can do the same. What kind of argumentation is that? You complain about how stupid things were for zerg (im not even sure what terran buffs you specifically mean and especially what build order losses zerg suffered?) and now thats its the other way around its alright? | ||
ZackAttack
United States884 Posts
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haiyeah
70 Posts
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PinoKotsBeer
Netherlands1385 Posts
On October 23 2015 00:48 haiyeah wrote: This doesn't need much more discussion really. It is fairly obvious it is going to receive tweaks. Anybody who plays to a semi decent level realises this. It is too much like hellbat drops, a big economical commitment, but it works so well even when scouted it will still do damage. True, but its a shame there are already qualifiers for big prize money tournament. LOTV will be fine in the end. the question is how long will it take blizzard. | ||
Deleted User 329278
123 Posts
but given that the next 100 or so pro games really prove that there's not enough answers for the nydus in its current state, why not REMOVE INVULNERABILITY AND REMOVE THE STUPID SPAWNING SOUND? i mean zergs don't get a warning sound when medivacs/prisms/pylons unload units in their main unscouted... | ||
Deleted User 329278
123 Posts
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Destructicon
4713 Posts
Another example is Widow Mines and Oracles. Both can do terrible terrible damage, to the point they require special consideration. For Oracle, if terran wants to play safe, he needs to have a BO tailored to always have a response against Oracles in mind, if he doesn't he gambles and can potentially lose on the spot. The same is true for Protoss, they need to always have WM drops in mind and must tailor their builds accordingly and this has lead to the near extinction of Templar openings? Is it fair? To a certain extent it is, both races have units that can do game ending damage to each other. Is it fun to watch? Definetly not. Is it fun to play? Hell no! We should be striving to give suggestions such that we remove the most frustrating elements in the game, not accepting them as a way to balance out the races. | ||
RoomOfMush
1296 Posts
On October 23 2015 20:44 Destructicon wrote: You people need to stop using the "But race X has the Y which is OP so its ok for my race to have Z be OP" argument. Its ultimately terrible design and leads to a poor experience across the board. Its similar to how people argued ZvP was balanced in the BL/infestor era because of the 50% win rate while ignoring that the MU was very binary, if Protoss all-in succeeded they won, if it failed then Zerg won. No one liked those kinds of games, not to spectate or play or commentate on. Another example is Widow Mines and Oracles. Both can do terrible terrible damage, to the point they require special consideration. For Oracle, if terran wants to play safe, he needs to have a BO tailored to always have a response against Oracles in mind, if he doesn't he gambles and can potentially lose on the spot. The same is true for Protoss, they need to always have WM drops in mind and must tailor their builds accordingly and this has lead to the near extinction of Templar openings? Is it fair? To a certain extent it is, both races have units that can do game ending damage to each other. Is it fun to watch? Definetly not. Is it fun to play? Hell no! We should be striving to give suggestions such that we remove the most frustrating elements in the game, not accepting them as a way to balance out the races. Although I share the same opinion I dont think that this is what Blizzard is looking for. To me it seems like Blizzard actually LIKES these kinds of interactions and tries to actively encourage them. The units they introduce are all about dealing damage quickly while the enemy isnt prepared. Lubricators behind mineral lines, widow mines, hellbat / sieged tank drops, banelings, oracles, warp prisms with fast warp in, nydus, etc. Its all about hitting your opponent hard by surprise. | ||
PinoKotsBeer
Netherlands1385 Posts
On October 23 2015 20:59 RoomOfMush wrote: Lubricators behind mineral lines, ..... Thats a funny typo! :D | ||
nanaoei
3358 Posts
On October 23 2015 20:44 Destructicon wrote: You people need to stop using the "But race X has the Y which is OP so its ok for my race to have Z be OP" argument. Its ultimately terrible design and leads to a poor experience across the board. Its similar to how people argued ZvP was balanced in the BL/infestor era because of the 50% win rate while ignoring that the MU was very binary, if Protoss all-in succeeded they won, if it failed then Zerg won. No one liked those kinds of games, not to spectate or play or commentate on. Another example is Widow Mines and Oracles. Both can do terrible terrible damage, to the point they require special consideration. For Oracle, if terran wants to play safe, he needs to have a BO tailored to always have a response against Oracles in mind, if he doesn't he gambles and can potentially lose on the spot. The same is true for Protoss, they need to always have WM drops in mind and must tailor their builds accordingly and this has lead to the near extinction of Templar openings? Is it fair? To a certain extent it is, both races have units that can do game ending damage to each other. Is it fun to watch? Definetly not. Is it fun to play? Hell no! We should be striving to give suggestions such that we remove the most frustrating elements in the game, not accepting them as a way to balance out the races. to reiterate, that's realistically stripping the complexity of the units for the cost and tech they require. players are still going to use what creates the most frustrating situation to assert an easy-to-obtain advantage. there are still going to be creative all-ins that eventually become bland and re-used ad-infinitum. as a result, the responses to said builds or all-ins are going to be a mix-up of a few efficient openings (exactly as it is now). the problems won't be as pronounced and it will probably be more fun in general, maybe. what then becomes the focal point of the game from a spectating standpoint? it just shifts and it's no simple task to balance and try to cater to a newer generation of RTS gamers at the very same time. removing what's frustrating now is a platform to sprout what's frustrating later--albeit less pronounced. eventually you get to the point where the only use for a unit is to start making them as the timer ticks down to you losing to strong units, or perhaps only in casual games. that is design for a game with, different metrics for what is good play and what is not, different ways of handling how ingame economy works, less-explored backbone for what meta-strats look like and play out, different unit interactions and game-speed altogether. I think what your idea is is suggesting to change the game from base up even if you're only tweaking things little by little to begin with. that is, if you want every unit to have some sort of place in the game as it does now. that's hefty change for every single person involved when the game has seen and created storylines with its current design mantra while going on 5 years+. | ||
Audio
United States60 Posts
People crying about not being able to stop nydus worm with 4 hellions and SCVs. Come on terrans you're better than this. IMHO the nydus worm needs more health. | ||
404AlphaSquad
839 Posts
On October 22 2015 21:51 inken wrote: maybe read again and try harder? tho it's not that hard really: terran + protoss can't just do their thing but also need to scout what the zerg is doing - maybe more often than back in hots when it was all about the question "will the zerg survive the attack (that he cannot prevent or counter)?". a lair can't be hidden somewhere on the map when zerg is still on 2 bases. so just scout his hatches ffs (just choose one of the 100 scouting Options in your arsenal). if a lair is morphing you can already narrow down the further options of the zerg. yes you'll have to know a few things about the zergs tech tree and be ready to adjust your build (scandal!) and scout if the zerg builds a nydus network in his main. the zerg can't hide it somewhere on the map since he wants the units spawning from his hatches to enter the nydus network as quickly as possible. now stop whining and take some time to figure out a bo (or several) that can quickly provide an answer in case you scout a nydus network in the zergs main and is also viable against the other tech paths the zerg can choose from his lair. when terran got buffed and when sh got removed in hots, zergs were told to stop whining and "take some time to figure out a way" against all the stupid bo wins from terran and protoss. now you can do the same. This post literally makes me want to scratch my eyes out! | ||
Spyridon
United States997 Posts
On October 26 2015 00:52 Audio wrote: Nydus play looks fine to me, i mean that attack barely worked and he transfused the nydus like 4 times. Would have been a more convincing win if he just walked across the map with 12 more roaches instead of spending 300 gas on a nydus. The terran wasn't even walled off in his nat. The nydus didn't even win that game, it was like 6 roaches and a few queens that won that game. Really people focused on the nydus, but it was the roaches that won the game. People crying about not being able to stop nydus worm with 4 hellions and SCVs. Come on terrans you're better than this. IMHO the nydus worm needs more health. Well, it was the roaches + the queens (healing) that won it. As I have said many times, a nerf to Queens being able to heal Nydus would be fair imo (and I am a Zerg player). Either 1 heal on a Nydus then a time-out before it can be healed again, or remove the ability to heal it all together. Would be fair and prevent nydus all-in's. Funny how the people hating on Nydus ignore that and want it removed completely =p | ||
AbouSV
Germany1278 Posts
On October 26 2015 02:05 404AlphaSquad wrote: This post literally makes me want to scratch my eyes out! Care to explain why? | ||
Epitoi
20 Posts
this push @ 4:30 is ruining the TvZ match up | ||
FabledIntegral
United States9232 Posts
On October 26 2015 05:58 Spyridon wrote: Well, it was the roaches + the queens (healing) that won it. As I have said many times, a nerf to healing on queens would be fair imo (and I am a Zerg player). Funny how the people hating on Nydus ignore that and want it removed completely =p Removing healing on queens would be an insane nerf to Zerg early game, who relies on it in all three matchups quite heavily. Even if they don't need to use it in some games, the fact that it exists itself is a deterrent. Mostly to Reapers, Hellions, Banshees and Protoss all-ins, although as well in ZvZ gasless openings using queens as a wall. | ||
Umpteen
United Kingdom1570 Posts
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Spyridon
United States997 Posts
On October 27 2015 23:55 FabledIntegral wrote: Removing healing on queens would be an insane nerf to Zerg early game, who relies on it in all three matchups quite heavily. Even if they don't need to use it in some games, the fact that it exists itself is a deterrent. Mostly to Reapers, Hellions, Banshees and Protoss all-ins, although as well in ZvZ gasless openings using queens as a wall. I don't mean remove healing on queens. I just mean remove Nydus from being able to be healed. Or limit how fast u can spam heals on to Nydus to have a time out of at least a few seconds. Edited my earlier post to reflect this, so it makes a lil more sense. | ||
[PkF] Wire
France24202 Posts
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Cuce
Turkey1127 Posts
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The_Red_Viper
19533 Posts
If we wanna promote zerg aggression we should work on the overlord drop mechanic, not on the nydus worm. | ||
ETisME
12395 Posts
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Kira_V
6 Posts
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Beelzebub1
1004 Posts
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