As for the rest of you folks. Thanks for the feedback. We do read every post! Balance Patch 2 is going up on the test realm sometime this week. And we have some media in the works to show off the cool factor of our mod.
OneGoal: A better SC2 [Project Hub] - Page 41
Forum Index > SC2 Maps & Custom Games |
ItWhoSpeaks
United States362 Posts
As for the rest of you folks. Thanks for the feedback. We do read every post! Balance Patch 2 is going up on the test realm sometime this week. And we have some media in the works to show off the cool factor of our mod. | ||
Spaceboy
United Kingdom220 Posts
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da_head
Canada3350 Posts
=D | ||
ItWhoSpeaks
United States362 Posts
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ItWhoSpeaks
United States362 Posts
Balance Patch 2 Protoss High Templar -Psionic Strom damage increased to 100 from 80. -Psionic Storm DPS decreased to 16.66 from 20. -Psionic Storm duration increased to 6 seconds from 4. Phoenix -Increased range from 4 to 5. -Increased Graviton Beam range from 4 to 5. Sentry -Time Warp Range increased to 8 from 6. Terran Bunker -Build time decreased by 5 seconds. -Build time increased by 5 seconds. Ghost -EMP Reworked Name EMP Field Cost: 75 Energy AoE: 2.75 Duration: 6 Seconds Effect: All units within are have shields reduced by 100 and cannot use energy-based abilities. Leaving the area ends this effect. Raven -PDD now blocks Broodlings. Widow Mine -Drilling Claws removed -New Upgrade: Arane Manufacturing 150/150 /100. Effect: Reduces rearm time to 25 seconds from 40 seconds. Zerg Corruptor -Health Reduced to 200 from 250. -Base armor reduced to 1 from 2. -Bonus damage to armor removed. -Eggs have a 90 second life span. -Eggs no longer cost supply. Mutalisk -Health regeneration reduced to .5 from 1. | ||
ItWhoSpeaks
United States362 Posts
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da_head
Canada3350 Posts
Also, interesting idea with emp. Should create an interesting dynamic between ht and ghost now. Works thematically as well (emp knocks out shit). | ||
starimk
106 Posts
Bunker -Build time decreased by 5 seconds. -Build time increased by 5 seconds. So... Which is it? :D Ghost -EMP Reworked Name EMP Field Cost: 75 Energy AoE: 2.75 Duration: 6 Seconds Effect: All units within are have shields reduced by 100 and cannot use energy-based abilities. Leaving the area ends this effect. So, will Protoss units that leave the field regain lost shields? | ||
Traceback
United States469 Posts
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ItWhoSpeaks
United States362 Posts
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Spaceboy
United Kingdom220 Posts
Bit sad about the muta nerf but I'm guessing it was too strong being able to retain your flock so well given the muta is now core to all of zerg's air? I feel like they might have to do this in standard HotS too as muta play is so good against protoss it seems that phoenix is the only real viable counter.. which kinda limits protoss to one style of play, if you want to be generally safe you go air every game. That said I guess stalkers in Onegoal must be a lot better against mutas so I don't know how it plays out.. could even be necessary for ZvT given that mines don't hit air I don't know. Haha, all my rambling is just theorycrafting anyway but the one thing I'm sure of is that the bunker change was the most needed and impactful part of this patch! | ||
ItWhoSpeaks
United States362 Posts
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Spaceboy
United Kingdom220 Posts
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Saigon2246
Hungary23 Posts
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da_head
Canada3350 Posts
On March 03 2013 02:18 Saigon2246 wrote: Don't you think units with very long cooldown time, but big damage boost like widow mine and swarm host are just generally bad design and should be just removed from the game? They seem very gimmicky and luck based to me instead of skill based, which should be the goal, right? They both promote positional play and territory control, something sc2 sorely lacks. Could they be better implemented? For sure. | ||
PlumperNickle
2 Posts
EDIT: I corrected some of my deplorable grammar. | ||
Saigon2246
Hungary23 Posts
On March 03 2013 02:26 da_head wrote: They both promote positional play and territory control, something sc2 sorely lacks. Could they be better implemented? For sure. Well, ok, but they are so much inferior to Spider Mine and Lurker, I just don't see how this can be helped. | ||
ItWhoSpeaks
United States362 Posts
On March 03 2013 02:18 Saigon2246 wrote: Don't you think units with very long cooldown time, but big damage boost like widow mine and swarm host are just generally bad design and should be just removed from the game? They seem very gimmicky and luck based to me instead of skill based, which should be the goal, right? It is an interesting question. Frontloading damage is risky due to to a potential lack of counterplay. The way that Widow Mines are currently limited vs protoss is pretty frustrating. I invest everything into this Oracle, then lose it to a single widowmine that I can't even see particularly well. That said, by lowering the damage and supply (as well as applicable targets) you can still get strong area control, which lead to more back and forth games because you are increasing the number of gradients of success and failure. The long cooldown can be a good thing or a bad thing depending on the rest of the context. Longer cooldowns let the other player do potentially interesting things between "danger zones." This allows for the building of suspense which is GREAT for an esport. Imagine how much would be lost if Reaver Scarabs were instant instead of traveling to their target. Similar principle. The widow mine is VERY close to being an iconic esport unit in my opinion. It just needs a bit more counterplay. | ||
ItWhoSpeaks
United States362 Posts
On March 03 2013 03:27 PlumperNickle wrote: What I was trying to say (some what indirectly) was that I don't think the slow-immunity is a good mechanic since it limits the opponent's counter play options (slowing attacks) and limits the compositions available for this enemy. I mean it seems to be a more arbitrary counter rather than an addition to dynamics. I am worried that after balance is done, DTs would merely be hard counters to heavy infestor or marauder compositions. The speed is of course a much easier way to add degrees of success and longevity to the unit, my concern is that with other "speed" or "shifty" units (Stalkers, Helions, Pheonixes, etc) it doesn't give the unit its own flavorful niche. I would be quite interested in what all you've tried. Have you attempted something like a self-"Stasis" for DT's? Giving it a long cool down and making it unable to damage, be damaged, move, be moved, or be detected while in "stasis"; gives them a way to avoid damage temporarily, a way to trick/escape confrontations, and a way for skilled players to set up engagements with armies with detection in their favor. The ability having a time limit and a cool down gives it more counter play options to the opponent (they can leave units where the DT vanish to pick it off, focus fire before the ability activates, or bait it out to make the player waste it) and allowing for slowing units to still be feasible against them. The stasis being cancelled by the player at any point and then going in to cool down allows them to express their ability to properly time and manage encounters. It matches the upgrades cloaking the Dark Shrine effect. A higher beginning speed for DTs and a similar ability to this "self-stasis" may be a good alternative. I didn't want to give a problem without at least to trying to suggest a constructive solution. EDIT: I corrected some of my deplorable grammar. No need to appologize! Ideas are what they are. Good ideas are often cobbled together from a bunch of incomplete or bad ideas. It's part of every design process. ![]() The thing is this, if there is detection, DT's lose cost for cost vs almost every unit in the game. Therefore, their strength lies in their ability to avoid direct confrontation, much like the mutalisk. Speed and CC immunity allows DT's to "get away" far more than it allows them to engage. As for flavor/theme, you are dead on the money. The Ultralisk gets to be immune to things as well, and many units have simple speed upgrades. The thing is we want to keep the number of activated abilities down to keep things simple and streamlined. Too many spells on non-casters and the game starts playing like a moba. We tried many cool and nifty mechanics with the DT and they all felt "off." The speed upgrade is simple and potent, allowing DTs to roam the map and slip away when detected (provided their Executor has fast reflexes) This accomplishes the goal without increasing the burden of knowledge. As for stasis, that treads on the toes of the Mothership's Isolation Pulse ability, which does that effect in a way more involved and interesting manner. | ||
Saigon2246
Hungary23 Posts
I guess that would make the protosses' job harder as they could't just a-move with their entire army on one hotkey as they siege up their Colossi separately. (Or this is just wishful thinking from me as I hate when they just A-move me with their Colossi when I play as zerg or terran...) | ||
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