I like the fungal growth one but maybe have the damage increased if this change was made.
[SC2B] Filling the Void - Page 8
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pzea469
United States1520 Posts
I like the fungal growth one but maybe have the damage increased if this change was made. | ||
johngalt90
United States357 Posts
On July 24 2010 02:22 Mr.Eternity wrote: I wonder if there is a terran AA unit that flies faster, deals more damage, has more range, is cheaper, can go into ground mode for quicker harass than a void ray, and requires roughly the same tech... ooh ohh ooh... pick me pick me... i know the answer... ITS A BATTLECRUISER!!! im so smart | ||
Antpile
United States213 Posts
To make guardian shield more of a wow spell it needs to be as hard to perform as it would be to try and focus those fleeing guardians in the middle of a toss mass. I don't know how they could do that, but simply jamming the guardian shield hotkey 6 times isn't difficult in the slightest. but i would welcome changes like these because i totally agreeon the whole wow factor thing. | ||
pheus
Australia161 Posts
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notrangerjoe
110 Posts
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AJMcSpiffy
United States1154 Posts
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Ryuu314
United States12679 Posts
On July 24 2010 02:07 ExcessEnemy wrote: Don't agree with most of this, just the Baneling part, and the constant "wow" usage nearly made me gag. Storms are really effective, Guardian Shield is really effective, the game is set up to last for years, and most of the suggestions would simply unbalance the game. I don't understand why you wouldn't run out of a storm, either. All of your units cannot possibly be in the center of the storm, so all you need to do is walk a few steps, and you're out after taking minor damage. Imagine how stupid it would be to see pro gamers just leaving all of their units in storms to die. "I gots no incentive, amirite guys!?" Play a PvZ where you try to storm a Zerg using hydra/roach. Often, they'll just sit their roaches in the storm and not even bother to dodge it. In fact, if they have burrow and the increased hp regen researched, they'll just burrow the affected roaches and they'll be at full hp a few seconds after the storm is over. Even storms on hydras are slightly underwhelming. A hydra can sit through a whole storm and still survive (albeit with only 1 hp). The problem with storm is that the max damage is set at 80, which is not enough to kill many units at all. Additionally, the only units that a full storm can kill would often die anyways even if the player tried to dodge the storm (i.e. zerglings and stimmed marines die within 1.5-2.5 seconds). As a result, it is often much more beneficial to just tank out the storm and allow your units to continue firing. Due to the terrible, terrible damage syndrome that is SC2, units now deal a ton more damage in a shorter period of time. As such, by tanking the storms and letting your units just continue attacking, you will often be able to deal damage to your opponent and perhaps turn the tide of the battle, rather than retreating and giving your opponent a few seconds worth of free shots on your army. So yes, "I gots no incentive" to dodge storms in most cases. | ||
rockon1215
United States612 Posts
I think Blizzard got it right. If they die before they get in range of the army, they deal no damage, or the splash radius only hits a small portion of the army, dealing less damage. | ||
scojac
United States99 Posts
but the void ray trick is complete bullshit. if spamming a+click to maybe quadruple your damage is considered skill, sc2 has a low skill ceiling indeed. spreading out marines is a ridiculous suggestion, you waste time NOT shooting the void ray that you desperately need. if you don't get there immediately, the ray will charge and then it's over. vikings seem to be the only solution, if fazing persists in its current state. either that or stim, perhaps. | ||
gosugarrett
United States21 Posts
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Shiladie
Canada1631 Posts
On July 24 2010 03:51 scojac wrote: i think i must be in the minority here.... but the void ray trick is complete bullshit. if spamming a+click to maybe quadruple your damage is considered skill, sc2 has a low skill ceiling indeed. spreading out marines is a ridiculous suggestion, you waste time NOT shooting the void ray that you desperately need. if you don't get there immediately, the ray will charge and then it's over. vikings seem to be the only solution, if fazing persists in its current state. either that or stim, perhaps. You really don't know what you're talking about... Doing this sort of micro takes away from other micro/macro, and does in fact take skill to pull off. The best thing to liken this to is muta micro, which in essence isn't too much more complicated then this. It's a sacrifice of APM to get more punch from your units, which i think this game needs more of. For the fungal growth cast time, i disagree completely, my essence it is a fast reaction spell who's purpose isn't doing damage, but to lock the units in place. The wow factor isn't that it hits, but that it hits at the right timing/placement so that the units it hits can't engage/run/whatever they were trying to do. | ||
GenesisX
Canada4267 Posts
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Raelcun
United States3747 Posts
Watching high level play most players will try to back out of storm even with roaches or marauders unless the battle hinges on them getting off the maximum number of shots. But even then standing in the storm will mean you die faster anyway, the decision to dodge storm should be a risk/reward equation which I think it kind of is right now. | ||
Ursadon-n-Pals
United States928 Posts
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iokke
United States1179 Posts
![]() To reiterate though, I do not want it removed, and agree with op... but I think Bliz will "fix" this. (if it is indeed to strong maybe reduce the effectiveness a bit instead of "fixing the bug" all together? edit/p.s. for those who say its not difficult to continue macroing, remember this is Toss, a stargate tech implies only WGs are out atm, so macroing probably requires having to shift away from the battle. | ||
Chronopolis
Canada1484 Posts
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Smoochy
4 Posts
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Meldrath
United States620 Posts
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Cerecyte
United States15 Posts
Besides for Banelings, reduced dmg when they die is how it should be. Helps the micro required significantly. Firstly Fungal Growth, isnt nearly the beast you think think it is. FG only does 36 dmg over like 6 seconds (given your frozen so 36 dmg is unavoidable) However making it so that its difficult to get off FG, would make Fg not even worth it. Fg just Softens an army, and allows zerg to take even greater advantage of their mobility. Also You oddly Contradict, You want to make FG harder to get off, but make Storm something to fear. With enough High Temps Storm is just demolishing, and taking dmg from Storm is currently already quite unfavorable. Btw a Full effect Storm for Zerg kills both Zerglings and Hydras, completely detrimental to get caught in one of thoes for zerg. However i do feel about a 1.25-1.5 second casting delay would be good, but for all AoE spells. Make people have to predict where the army will be. Even that short of a dealy can be the difference between a good Strom and a Poor storm. | ||
bjornkavist
Canada1235 Posts
I hope they add some more versatile units like to void ray into the expansions. I would like to see some form of bomber for protoss, similar to a flying reaver or something. So protoss can get some dedicated air to ground. | ||
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