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[SC2B] Filling the Void - Page 8

Forum Index > News
276 CommentsPost a Reply
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pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 23 2010 18:23 GMT
#141
good read, i'm on board with these changes.

I like the fungal growth one but maybe have the damage increased if this change was made.
Kill the Deathball
johngalt90
Profile Joined May 2010
United States357 Posts
July 23 2010 18:28 GMT
#142
On July 24 2010 02:22 Mr.Eternity wrote:
Show nested quote +
On July 24 2010 02:11 ZlaSHeR wrote:
Congrats on 20k, but I can't agree with almost all of your PvT ideas, since they vastly favor protoss. Those changes would not only screw up every section of the ladder but would just make engaging completely useless for terran. My mind can't comprehend how you think that it is fair that a charged voidray can kill 8 marines with ease. 400 minerals worth is destroyed by some 200/150 unit, that can be chronoboosted, flys, and cna just hit and run on mineral lines on almost every mpa, never losing any hp due to being faster than the marines.

Your ideas would make it so void rays have NO counter, and that using a cheap ass skill that already does so much against terran bio armies (terran has virtually no melee units, so guardian shield IS effective and doesn't need change). Playing TvP would be just as worthless as it was in the first 5 patches.


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
fuck the haters
Antpile
Profile Joined March 2009
United States213 Posts
July 23 2010 18:30 GMT
#143
I like the ideas behind fungal and emp. However, these abilities would need to be buffed somehow to compensate(aoe radius buff perhaps?) Putting a casting time without buffing would weaken these abilities significantly. Well, terran are more than ok so maybe that'd be fine, but zerg definitely do not need any changes to make then weaker.

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
Profile Joined February 2010
Australia161 Posts
July 23 2010 18:35 GMT
#144
An important thing about these "wow" moments (from a spectator perspective) is that they must have a significant impact on the game. It doesn't really matter how skillful something is if it doesn't have much impact on the outcome of the game.
notrangerjoe
Profile Joined May 2009
110 Posts
July 23 2010 18:41 GMT
#145
I was just talking about this same issue with my dad (who's played StarCraft almost every day since '99). He hasn't been all that interested in SC2 for this very reason.
AJMcSpiffy
Profile Blog Joined May 2010
United States1154 Posts
July 23 2010 18:44 GMT
#146
Awesome article, and congrats on 20k posts! I totally agree with your suggested baneling nerf/adjustment. They definitely should still do damage even when killed (as opposed to their normal suicide attack) but it should be lowered significantly.
If the quarter was in your right hand, that would've been micro
Ryuu314
Profile Joined October 2009
United States12679 Posts
July 23 2010 18:45 GMT
#147
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
Profile Joined May 2009
United States612 Posts
July 23 2010 18:47 GMT
#148
People severely under use burrowed banelings. They can destroy every marine in the terran army.

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.
Flash v Jaedong The finals that is ALWAYS meant to be
scojac
Profile Joined June 2010
United States99 Posts
Last Edited: 2010-07-23 18:52:41
July 23 2010 18:51 GMT
#149
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.
gosugarrett
Profile Joined April 2010
United States21 Posts
July 23 2010 19:00 GMT
#150
Fungal growth needs the animation added back in, cannot deny that.
I need to go to a school where gaming ports aren't blocked.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
July 23 2010 19:04 GMT
#151
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
Profile Blog Joined February 2010
Canada4267 Posts
July 23 2010 19:07 GMT
#152
Awesome article!! Gratz on 20,000th!
133 221 333 123 111
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
Last Edited: 2010-07-23 19:17:16
July 23 2010 19:15 GMT
#153
Interesting points but your ideas on Storm I think are a little off base, yes you COULD just stand there in the storm and maybe eat it. But theres no reason to just take it unless you're trapped in a corner. If you dodge the storms you can usually make their zealots take some damage from the storm while minimizing your own. Storm is powerful but I dont think it needs MORE changes as its already been weakened slightly giving it the ability to be more easily dodged would have to be coincided with some sort of other buff to the ability.

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
Profile Blog Joined November 2009
United States928 Posts
July 23 2010 19:22 GMT
#154
Another very well written article. Very good points you bring up. Congrats on 20k!
Nothing worth having comes easy.
iokke
Profile Blog Joined May 2010
United States1179 Posts
Last Edited: 2010-07-23 19:37:11
July 23 2010 19:31 GMT
#155
As much as i would hate to see it happen, i do think that Blizzard will patch fazing, though I do agree with your article and think it is good for the game, and is not easy to do.. I for example will not be able to do it without failing at everything else. But at the same time I can see how it may be a bit too strong on the high level of play. And I guess letting your macro slip is not a huge deal if you already won the game
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.
Crop circles are Chuck Norris' way of telling the world that sometimes corn needs to lie the f*** down. rerereredit.. I never get it right the 1st time
Chronopolis
Profile Joined April 2009
Canada1484 Posts
July 23 2010 19:32 GMT
#156
I thought blizzard removed fazing. Good to hear that they didn't. The Void ray vs marine feels like mutalisks vs marine in BW. They both kill each other ridiculously fast.
Smoochy
Profile Joined December 2009
4 Posts
July 23 2010 19:34 GMT
#157
I gotta say, I usually just lurk and observe the forums and articles, but this was so fantastically done I just had to say good job. Really, this was great.
Wealth is better than poverty, if only for financial reasons.
Meldrath
Profile Joined June 2010
United States620 Posts
July 23 2010 19:37 GMT
#158
Very well thought out post I enjoyed the insight into what makes games fun to watch. I hope this drives blizzard to implement the emp change would be nice to at least give the protoss a chance to dodge it.. as we can dodge storms.
slap me I must be dreaming another "imba" arugment! fffffffffuuuuuuuuuuuuu!!!!!
Cerecyte
Profile Joined July 2010
United States15 Posts
July 23 2010 19:38 GMT
#159
I agree with the general concept with everything youve said. However I disagree with the ways in which you execute this concept, other things need to be taken in to account.

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
Profile Blog Joined June 2009
Canada1235 Posts
July 23 2010 19:38 GMT
#160
Nice read, gratz on 20k Plexa!

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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