[SC2B] Power Overwhelming - Page 11
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waterglen
United States103 Posts
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go1053
United States2 Posts
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Weak_Sauce
United States6 Posts
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jmc5799
United States6 Posts
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KaRnaGe[cF]
United States355 Posts
ie: dark swarm / consume / defiler micro / keeping defiler alive with zvt and with the t it is irridate defiler / keeping vessel alive / marine medic micro. And example for zvp is storming / storm dodging and flanks and templar sniping. These are definately some of the most adrenaline producing moments in BW. I think one of the reason storm was nerfed is because it is almost impossible to attack a protoss that has HT/storm as zerg because the backbone of the zerg army is so slow you cant storm dodge anymore and added to that storm is easily spammable. I guess what i am trying to get at is having overpowered spells in broodwar is a lot different than in sc2 because smartcasting makes an overpowered spell that much more retardedly powerful and its just easy. I personally feel that smartcasting is the reason spells are having to be dumbed down for SC2. I am not trying to get into a 'smartcasting" or SC2 vs. BW debate i am simply stating one of the reasons i think spells are getting nerfed. | ||
AncienTs
Japan227 Posts
On April 21 2010 12:23 KaRnaGe[cF] wrote: I think somehting that needs mentioned is that in broodwar these "overpowered" spells takes a lot of practice to master, not only for the one casting spells but for the player defending as well ie: dark swarm / consume / defiler micro / keeping defiler alive with zvt and with the t it is irridate defiler / keeping vessel alive / marine medic micro. And example for zvp is storming / storm dodging and flanks and templar sniping. These are definately some of the most adrenaline producing moments in BW. I think one of the reason storm was nerfed is because it is almost impossible to attack a protoss that has HT/storm as zerg because the backbone of the zerg army is so slow you cant storm dodge anymore and added to that storm is easily spammable. I guess what i am trying to get at is having overpowered spells in broodwar is a lot different than in sc2 because smartcasting makes an overpowered spell that much more retardedly powerful and its just easy. I personally feel that smartcasting is the reason spells are having to be dumbed down for SC2. I am not trying to get into a 'smartcasting" or SC2 vs. BW debate i am simply stating one of the reasons i think spells are getting nerfed. yeah the game controls in sc2 make the so-called overpowered abilities a lot easier to use, even in unseasoned hands | ||
DigitalD[562]
United States80 Posts
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Goko
United States8 Posts
On April 20 2010 23:23 Liquid`Drone wrote: I mentioned that something in SC2 was too good or overpowered, he stated that in BW everything was too good, and that is why the game was so great. | ||
Krytha
Canada140 Posts
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obesechicken13
United States10467 Posts
Watching the current nerf-trend, I am certain that an equivalent of dark swarm and burrowed lurker would not have had the slightest chance of making it out of the SC2 beta, and that this fear of the overpowered could eventually end up hurting the game. Poll: Does Starcraft 2 Need Something Like lurker swarm to be balanced &fun? No (12) Yes (9) Other, explained in post (0) 21 total votes Your vote: Does Starcraft 2 Need Something Like lurker swarm to be balanced &fun? | ||
Half
United States2554 Posts
The OP units in SC2 are frontloaded (Marauder, Roach, to some extent, immortal) Its fine, even desierable if a vulnerable, micro heavy, and lategame unit is overpowered in a certain way. By overpowered, you mean "Has the ability to dynamically alter the game". Issues arise when a lower level unit becomes OP. | ||
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NonY
8748 Posts
In response to a Sentry complaint: Basically you've just said, in an ideal situation, how super effective Sentries can be. But really effective moves ought to be in the game unless you want SC2 to be a snoozefest. Yeah, there will be, and ought to be, times when one unit enables something crazy good, even against a pro opponent. Great article! | ||
Angra
United States2652 Posts
On a side note, the thing that balanced out a lot of these "powerful" units/abilities like lurkers, reavers, dark swarm, mines, etc. was the fact that they had to be incredibly stationary to do massive work. It emphasized map control and holding key pieces of terrain even more because of this. | ||
KermitTheFro
United States25 Posts
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Fruit_Salad
United States8 Posts
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PhiliBiRD
United States2643 Posts
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GoDannY
Germany442 Posts
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Vei
United States2845 Posts
I feel like the OP plays protoss, however irrelevant, I like seeing if my instincts are correct. Also, I wouldn't say underground movement was a defining characteristic of roaches. It's in fact a very timing-inefficient, gimmicky upgrade for the most part. I used it to win a ton of games in the first weeks of beta, and I agree that it getting nerfed was fairly pointless because it's countered by any form of detection, but ... the defining characteristic(s) of the roach were it's imbalanced regen when burrowed, and it's debatably imbalanced 2 armor/ability to tank everything. As a zerg player, I'm inclined to support the burrow/armor nerfs but not the movespeed one -- I felt like that should have been buffed if anything. | ||
Glemdening
Bulgaria70 Posts
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flogakid
9 Posts
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