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On September 12 2011 19:16 Claudia_Kitty wrote: I dont understand why they buffed observer 100 to 75 gas , now overseer 100 to 50 gas why doesnt they buff raven the mobile detection from terran cost 200 gas yeah i know it has abilities that by the way are horrible in timmings, you can give the EB upgrades and the starports upgrades to the raven and even then when raven spawns cant use seeker misile, also is verry slow and big so it can be targeted verry easily... plz plz dont tell me that you can just scan that messes up the economy of the terran i dont need to explain that , the slower race making workers mathematics etc.... i would like a raven with no abilities but cheaper and faster i hope this make sense to smart and analitic people .... have a good day Terrans have the most ways to detect of any of the races. Blizzard is trying to make it more fair for the other races. Scans (mobile) Ghosts (mobile) buffed Ravens (mobile) buffed Turrets (stationary)
Zerg has 3. Overseer (mobile) buffed Infestor (mobile) buffed/nerfed Spore crawler (can be re-positioned) buffed
Protoss has 2. Observer (mobile) buffed Cannon (stationary)
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On September 12 2011 21:20 FooDSoldOne wrote: The Neutral Parasite Change is not good because it will destroy ZvP and ZvT Midgame. Zerg would die against any Colossus or Thor Push Hope it doesnt make it through the PTR
Lol what?
I never upgrade NP mid-game and no one does it vs me in those matchups. This won't change much as most of the people here have whined about.
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On September 13 2011 01:32 Eppa! wrote: If you have a problem with Sky terran as Zerg, you must really hate Carrier, Mothership, Archon, Templar, Colussus ball.
Haha no... I play Terran and the above play happened to me way too many times. I've given that up. Too risky IMO, I play 3 reaper, fast expand into mass 3/3 marine drops supported by 6 r-rax vs. Z nowadays.
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On September 13 2011 01:55 Fig wrote:Show nested quote +On September 12 2011 19:16 Claudia_Kitty wrote: I dont understand why they buffed observer 100 to 75 gas , now overseer 100 to 50 gas why doesnt they buff raven the mobile detection from terran cost 200 gas yeah i know it has abilities that by the way are horrible in timmings, you can give the EB upgrades and the starports upgrades to the raven and even then when raven spawns cant use seeker misile, also is verry slow and big so it can be targeted verry easily... plz plz dont tell me that you can just scan that messes up the economy of the terran i dont need to explain that , the slower race making workers mathematics etc.... i would like a raven with no abilities but cheaper and faster i hope this make sense to smart and analitic people .... have a good day Terrans have the most ways to detect of any of the races. Blizzard is trying to make it more fair for the other races. Scans (mobile) Ghosts (mobile) buffed Ravens (mobile) buffed Turrets (stationary) Zerg has 3. Overseer (mobile) buffed Infestor (mobile) buffed/nerfed Spore crawler (can be re-positioned) buffed Protoss has 2. Observer (mobile) buffed Cannon (stationary)
Lol. Mid game T has the worst detection. Im pretty sure you wont argue that? Observers just kick ass. Invisible detection ftw and overseers are semi-free from 1.4
The main reason T need detection is for DTs. Turrets at 3rd+ non PF bases are kinda useless. Cannon >>>> Turret as they can, you know, shoot DTs.
This isnt a balance whine at all. Scans rock but are expensive. However saying T has unfair detection is flat out silly. And ravens lol. They are so bad apart from for timing pushes. They cost soooo much and take a year to build.
Pretty much T obviously has the worst mobile detection. And its the only one not getting buffed. However with the infester mega nerf, i have no issues 
O yea ghosts detection. have fun with that. Its rare that it works effectively and efficiently. Its better to target your own units with hellions and kill DTs with splash lol
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On September 13 2011 01:56 Amber[LighT] wrote:Show nested quote +On September 12 2011 21:20 FooDSoldOne wrote: The Neutral Parasite Change is not good because it will destroy ZvP and ZvT Midgame. Zerg would die against any Colossus or Thor Push Hope it doesnt make it through the PTR Lol what? I never upgrade NP mid-game and no one does it vs me in those matchups. This won't change much as most of the people here have whined about.
From a T perspective its actually huge. No NP on thors makes mech so crazy strong. How are you ever going to engage as i plait the map and get 5 bases up?
As long as i have 1 or 2 reactor SP in reserve and can scout hive tech, im fine.
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On September 12 2011 21:03 Hattori_Hanzo wrote:Show nested quote +On September 12 2011 18:11 Belial88 wrote:This is exactly why NP is being nerfed, where are the stalwarts of the Protoss? Or the dreaded Battlecruiser armadas?
The FEAR of being NP is what keeps late game comps in the T2 bracket. Metagame wise this affects the game's popularity. Why? Because the layman sees nothing new after 20 min with the same units in ZvX they'll stop watching ZvX because it's boring the same set of units dying over and over.
Ingame wise, it is stupid to think that that they NOT develop techniques or technology to protect their massive investments from being mind controlled. No it isn't, wtf? Infestors are horrible in ZvT, the reason you don't see BC's is the same reason you didn't see them before the infestor buff, the same reason you didn't see them in BW ZvT - Zerg anti-capital is too strong, and siege tanks are PvZ metagame. Since you're so dense let me spell it out for you. Sky Terran style: Viking/banshee/raven/BC/ghosts (late game 4vs5 base) With just ling/infestors which would have been out 12min into the game, chain-FG the ball to death, NP the BCs and Vikings, let lings clean up the ghosts. Some infestors get sniped/EMP'd and some lings die to banshees & ghosts but are quickly remade. Raven launches some auto-turrets. Mech: Thor/hellion/ghost/marauder See above. Replace Thors for BCs, no lings lost as on hold command. Move in to clean ball up after FGs clear hellions
Wow, you don't need to be an asshole. If you disagree, just say so. How would you like it if I said "since your such a fucking idiot"....
Sky Terran isn't really viable against Zerg, and it has nothing to do with infestors. Just like how sky terran wasn't viable against Zerg in BW. And people hold off mech with mass muta or mass roach, not with opening infestor. Infestor is useful in endgame against mech, but you could have also just gone BL. Not many Zerg find mech a problem, only those who don't respond correctly
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I find it sad that the ones giving "dealwithit tips" are Terran players. What's with all the Q.Q having to make any other comp that does not include mass (>6) Infestors?
Zerg doesn't go mass infestor against Terran. None of the top Zergs open infestor against Terran, and any Terran who knows what to do, owns infestors (see any ZvT with MVPViolet).
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our shortrage bionic armies
Ah Zergs...armys of rage^^. Nice typo OP, made me smile.
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On September 12 2011 17:06 sleepingdog wrote:Show nested quote +On September 12 2011 12:20 PenguinWithNuke wrote: That's probably not the reason why you lose. If you let a zerg do anything like get 20 infestors, it's not the infestors that are killing you. Think about it. They're really expensive units in terms of gas, and die really quickly. You have to research NP. If you allow a zerg to get 20 infestors... well, you have bigger problems than the infestors. Zergs were designed to be a race that can get a macro-advantage unless the opponent plays a heavy, heavy pressure-style. The thing is, protoss never really had a build that was able to both apply pressure and not be completely all-in. The reason for that was/is that you can't afford to lose your sentries in midgame. If you attack with your sentries, you either win with them, or you lose them which more or less equals losing the game too. This is why the protoss 3 base turtle style came up. Zerg always had absurd supply-leads, but they failed to capitalize. Mainly because the grotesque QQ of IdrA and others proved to be an obstacle that apparently prevented many zergs from trying out new stuff. I've seen quite a lot of korean games where heavy nydus play and sudden muta-switches were used vs the bunker-deathball-style. Now with the infestor-buff, zergs are competitive (read: have the advantage) in BOTH of the aforementioned aspects. They still have the macro-advantage: if you go 3 gate expo, zerg drones up on 2 base faster than you. if you go FFE, zerg gets a quick third. I've never, ever seen a game where a competent zerg that a) doesn't get all-in-ed b) ends up with fewer drones than toss in midgame. We toss-players accept that as part of the design-choice of Blizz as to how this match-up will play out. Nevertheless, with strong infestors, our deathball is now ALSO weaker than the zerg-deathball! You say "letting zerg get xyz..." - remember, this is EXACTLY how protoss-players talked to zerg. "If you let protoss get xyz..." - what's the difference? The difference is, that previously zergs were able to literally take the whole map while the toss was restrained/contained on 3 bases. How on earth am I supposed to "not let zerg get xyz..." when zerg has an inherent macro-advantage already by design? Overall, either of two things must happen to re-balance PvZ, which had a worse win-% for toss than PvT in last GSL: a) "Give toss a strong midgame that is not all-in and that can put real pressure on droning zergs." Very unlikely, I have no idea how this could ever work with the given sets of units. You can't buff void rays, phoenixes, DTs, or w/e, so until HotS, where I expect some major design-changes, we are stuck with the current overall PvZ metagame. b) "Give toss the stronger maxed-out deathball:" and this is what we see now. If you put toss at the macro-disadvantage throughout midgame, they really "have" to have the stronger 200/200 ball. Even with the very minor infestor-change I somewhat doubt that it will pan out that way, since infestor/broodlord an remaxing on only roach while toss tries to get the counter to infestor/broodlord will still be incredibly strong. Nevertheless the P-deathball-buff/Z-deathball-nerf is required by the current way PvZ puts restraints on the set of possible protoss strategies.
Thanks for clarifying. It seems to me that P needs a harassment unit that can go around and kill stuff, to decrease the amount of infestors that zerg can get.
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On September 13 2011 04:37 PenguinWithNuke wrote:Show nested quote +On September 12 2011 17:06 sleepingdog wrote:On September 12 2011 12:20 PenguinWithNuke wrote: That's probably not the reason why you lose. If you let a zerg do anything like get 20 infestors, it's not the infestors that are killing you. Think about it. They're really expensive units in terms of gas, and die really quickly. You have to research NP. If you allow a zerg to get 20 infestors... well, you have bigger problems than the infestors. Zergs were designed to be a race that can get a macro-advantage unless the opponent plays a heavy, heavy pressure-style. The thing is, protoss never really had a build that was able to both apply pressure and not be completely all-in. The reason for that was/is that you can't afford to lose your sentries in midgame. If you attack with your sentries, you either win with them, or you lose them which more or less equals losing the game too. This is why the protoss 3 base turtle style came up. Zerg always had absurd supply-leads, but they failed to capitalize. Mainly because the grotesque QQ of IdrA and others proved to be an obstacle that apparently prevented many zergs from trying out new stuff. I've seen quite a lot of korean games where heavy nydus play and sudden muta-switches were used vs the bunker-deathball-style. Now with the infestor-buff, zergs are competitive (read: have the advantage) in BOTH of the aforementioned aspects. They still have the macro-advantage: if you go 3 gate expo, zerg drones up on 2 base faster than you. if you go FFE, zerg gets a quick third. I've never, ever seen a game where a competent zerg that a) doesn't get all-in-ed b) ends up with fewer drones than toss in midgame. We toss-players accept that as part of the design-choice of Blizz as to how this match-up will play out. Nevertheless, with strong infestors, our deathball is now ALSO weaker than the zerg-deathball! You say "letting zerg get xyz..." - remember, this is EXACTLY how protoss-players talked to zerg. "If you let protoss get xyz..." - what's the difference? The difference is, that previously zergs were able to literally take the whole map while the toss was restrained/contained on 3 bases. How on earth am I supposed to "not let zerg get xyz..." when zerg has an inherent macro-advantage already by design? Overall, either of two things must happen to re-balance PvZ, which had a worse win-% for toss than PvT in last GSL: a) "Give toss a strong midgame that is not all-in and that can put real pressure on droning zergs." Very unlikely, I have no idea how this could ever work with the given sets of units. You can't buff void rays, phoenixes, DTs, or w/e, so until HotS, where I expect some major design-changes, we are stuck with the current overall PvZ metagame. b) "Give toss the stronger maxed-out deathball:" and this is what we see now. If you put toss at the macro-disadvantage throughout midgame, they really "have" to have the stronger 200/200 ball. Even with the very minor infestor-change I somewhat doubt that it will pan out that way, since infestor/broodlord an remaxing on only roach while toss tries to get the counter to infestor/broodlord will still be incredibly strong. Nevertheless the P-deathball-buff/Z-deathball-nerf is required by the current way PvZ puts restraints on the set of possible protoss strategies. Thanks for clarifying. It seems to me that P needs a harassment unit that can go around and kill stuff, to decrease the amount of infestors that zerg can get.
If only P had some sort of unit that could cloak and kill things with horrifying efficiency, but could also warp in via gateways and go anywhere! Man. I certainly hope they add such an unit.
I'll just leave this here.
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The neural change will make some thor hellion timings viable again, used to be that neural shut down pretty much any thor based army comp, so any thor timings had to be super sharp and you couldn't retreat even if you'd forced an over-reaction from zerg, as once neural finishes you're dead.
This change will help TvZ a good bit I think, and ZvP will be just as whiny for both sides as it was before, well spread ling bling with a few fungals will still be viable, but not OP, and it will allow/force micro to play a role.
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On September 13 2011 04:45 kawaiiryuko wrote:
If only P had some sort of unit that could cloak and kill things with horrifying efficiency, but could also warp in via gateways and go anywhere! Man. I certainly hope they add such an unit.
You're asking too much. They could have a fast flying unit that could lift up units to kill them or that could threaten overlords.
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On September 13 2011 03:23 Squigly wrote:Show nested quote +On September 13 2011 01:55 Fig wrote:On September 12 2011 19:16 Claudia_Kitty wrote: I dont understand why they buffed observer 100 to 75 gas , now overseer 100 to 50 gas why doesnt they buff raven the mobile detection from terran cost 200 gas yeah i know it has abilities that by the way are horrible in timmings, you can give the EB upgrades and the starports upgrades to the raven and even then when raven spawns cant use seeker misile, also is verry slow and big so it can be targeted verry easily... plz plz dont tell me that you can just scan that messes up the economy of the terran i dont need to explain that , the slower race making workers mathematics etc.... i would like a raven with no abilities but cheaper and faster i hope this make sense to smart and analitic people .... have a good day Terrans have the most ways to detect of any of the races. Blizzard is trying to make it more fair for the other races. Scans (mobile) Ghosts (mobile) buffed Ravens (mobile) buffed Turrets (stationary) Zerg has 3. Overseer (mobile) buffed Infestor (mobile) buffed/nerfed Spore crawler (can be re-positioned) buffed Protoss has 2. Observer (mobile) buffed Cannon (stationary) Lol. Mid game T has the worst detection. Im pretty sure you wont argue that? Observers just kick ass. Invisible detection ftw and overseers are semi-free from 1.4 The main reason T need detection is for DTs. Turrets at 3rd+ non PF bases are kinda useless. Cannon >>>> Turret as they can, you know, shoot DTs. This isnt a balance whine at all. Scans rock but are expensive. However saying T has unfair detection is flat out silly. And ravens lol. They are so bad apart from for timing pushes. They cost soooo much and take a year to build. Pretty much T obviously has the worst mobile detection. And its the only one not getting buffed. However with the infester mega nerf, i have no issues  O yea ghosts detection. have fun with that. Its rare that it works effectively and efficiently. Its better to target your own units with hellions and kill DTs with splash lol
unkillable anywhere detection...ya SOOOOOO un mobile lol
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On September 13 2011 03:23 Squigly wrote:Show nested quote +On September 13 2011 01:55 Fig wrote:On September 12 2011 19:16 Claudia_Kitty wrote: I dont understand why they buffed observer 100 to 75 gas , now overseer 100 to 50 gas why doesnt they buff raven the mobile detection from terran cost 200 gas yeah i know it has abilities that by the way are horrible in timmings, you can give the EB upgrades and the starports upgrades to the raven and even then when raven spawns cant use seeker misile, also is verry slow and big so it can be targeted verry easily... plz plz dont tell me that you can just scan that messes up the economy of the terran i dont need to explain that , the slower race making workers mathematics etc.... i would like a raven with no abilities but cheaper and faster i hope this make sense to smart and analitic people .... have a good day Terrans have the most ways to detect of any of the races. Blizzard is trying to make it more fair for the other races. Scans (mobile) Ghosts (mobile) buffed Ravens (mobile) buffed Turrets (stationary) Zerg has 3. Overseer (mobile) buffed Infestor (mobile) buffed/nerfed Spore crawler (can be re-positioned) buffed Protoss has 2. Observer (mobile) buffed Cannon (stationary) Lol. Mid game T has the worst detection. Im pretty sure you wont argue that? Observers just kick ass. Invisible detection ftw and overseers are semi-free from 1.4 The main reason T need detection is for DTs. Turrets at 3rd+ non PF bases are kinda useless. Cannon >>>> Turret as they can, you know, shoot DTs. This isnt a balance whine at all. Scans rock but are expensive. However saying T has unfair detection is flat out silly. And ravens lol. They are so bad apart from for timing pushes. They cost soooo much and take a year to build. Pretty much T obviously has the worst mobile detection. And its the only one not getting buffed. However with the infester mega nerf, i have no issues  O yea ghosts detection. have fun with that. Its rare that it works effectively and efficiently. Its better to target your own units with hellions and kill DTs with splash lol
Mid game T's detection is actually pretty strong, it pretty much is unkillable with PDDs, has a good harass spell with auto-turrets, and has a AoE spell with Hunter missiles (although slow, will pretty much scare off any mass of air units). Compared to Zerg's and Protoss', the Zerg's only having changeling and contaminate, which just got a nerf.
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^ You know sacarsm aside, DTs and Phoenix are way too expensive. If Protoss gets DTs or Phoenix even on 2 base, if they end up doing zero damage with them, then it's pretty much impossible for them to win.
Protoss kind of needs a reaper or hellion, a unit to harass with that isn't game breakingly expensive and a total coinflip. Zerg has zerglings at least to harass with.
Why do people keep saying the NP change will affect TvZ? No one deals with mass thor with infestors, they get raped by siege tanks (there's also that 0/3 Mech guide about being 'np proof').
Someone posted that comment that Blizzard (in a service rep's response) did this because of NP being too good on thors, but no good Zerg used NP on thors to win, only as a supplement in end game after they already had BLs.
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On September 13 2011 03:40 Belial88 wrote:Zerg doesn't go mass infestor against Terran. None of the top Zergs open infestor against Terran, and any Terran who knows what to do, owns infestors (see any ZvT with MVPViolet).
Mass Infestor? Of course not, but plenty of people open Infestor
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On September 12 2011 21:03 Hattori_Hanzo wrote:Show nested quote +On September 12 2011 18:11 Belial88 wrote:This is exactly why NP is being nerfed, where are the stalwarts of the Protoss? Or the dreaded Battlecruiser armadas?
The FEAR of being NP is what keeps late game comps in the T2 bracket. Metagame wise this affects the game's popularity. Why? Because the layman sees nothing new after 20 min with the same units in ZvX they'll stop watching ZvX because it's boring the same set of units dying over and over.
Ingame wise, it is stupid to think that that they NOT develop techniques or technology to protect their massive investments from being mind controlled. No it isn't, wtf? Infestors are horrible in ZvT, the reason you don't see BC's is the same reason you didn't see them before the infestor buff, the same reason you didn't see them in BW ZvT - Zerg anti-capital is too strong, and siege tanks are PvZ metagame. Since you're so dense let me spell it out for you. Sky Terran style: Viking/banshee/raven/BC/ghosts (late game 4vs5 base) With just ling/infestors which would have been out 12min into the game, chain-FG the ball to death, NP the BCs and Vikings, let lings clean up the ghosts. Some infestors get sniped/EMP'd and some lings die to banshees & ghosts but are quickly remade. Raven launches some auto-turrets. Mech: Thor/hellion/ghost/marauder See above. Replace Thors for BCs, no lings lost as on hold command. Move in to clean ball up after FGs clear hellions
Let's see a replay of any of that ridiculous bullshit happening. Seriously If you're just going to say things in such a prick tone you should probably atleast do it well.
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On September 13 2011 03:23 Squigly wrote:Show nested quote +On September 13 2011 01:55 Fig wrote:On September 12 2011 19:16 Claudia_Kitty wrote: I dont understand why they buffed observer 100 to 75 Gas , now overseer 100 to 50 Gas why doesnt they buff Raven the mobile detection from terran cost 200 Gas Yeah i know it has abilities that by the Way are horrible in timmings, you can give the EB upgrades and the starports upgrades to the Raven and even then when Raven spawns cant use seeker misile, also iS verry slow and big so it can be targeted verry easily... plz plz dont tell me that you can just scan that messes up the economy of the terran i dont need to explain that , the slower race making workers mathematics etc.... i would like a Raven with no abilities but cheaper and faster i hope this make Sense to Smart and analitic people .... have a good day Terrans have the most ways to detect of any of the races. Blizzard iS trying to make it more fair for the other races. Scans (mobile) Ghosts (mobile) buffed Ravens (mobile) buffed Turrets (stationary) Zerg has 3. Overseer (mobile) buffed Infestor (mobile) buffed/nerfed Spore crawler (can be re-positioned) buffed Protoss has 2. Observer (mobile) buffed Cannon (stationary) Lol. Mid game T has the worst detection. IM pretty sure you wont argue that? Observers just kick asS. Invisible detection ftw and overseers are semi-free from 1.4 The main ReasoN T need detection iS for DTs. Turrets at 3rd+ non PF bases are kinda useless. Cannon >>>> Turret as they can, you know, shoot DTs. This isnt a balance whine at all. Scans Rock but are expensive. However saying T has unfair detection iS flat out silly. And ravens lol. They are so Bad apart from for timing pushes. They cost soooo much and take a year to build. Pretty much T obviously has the worst mobile detection. And its the Only ONE not getting buffed. However with the infester MeGa nerf, i have no issues  O yea ghosts detection. have fun with that. Its rare that it works effectively and efficiently. Its better to Target your own units with hellions and Kill DTs with splash lol
"Cloaked" does not eQual "invisible." I've killed more observers by looking at them and scanning - or emp- than I have with ravens or turrets.
That SaiD, I ♥ ravens. Maybe it's just because I like them so much more than the science vessels of BW, but I think that it's tragic how often a Raven sits unused in the middle of the Terran army.
Scans also aren't that expensive. They only coast a MULE. As much as people hate the idea of Terran being able to call a MULE and instantly have infinite resources... wait, that's not how it works at all...
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On September 13 2011 05:25 hugman wrote:Show nested quote +On September 13 2011 03:40 Belial88 wrote:Zerg doesn't go mass infestor against Terran. None of the top Zergs open infestor against Terran, and any Terran who knows what to do, owns infestors (see any ZvT with MVPViolet). Mass Infestor? Of course not, but plenty of people open Infestor
Not in ZvT.... if you open infestors in ZvT, Terran will destroy you by dropping your main and third and you won't have mutas to deal with it, and their siege tank/marine timing push will completely own you while you have no way of dealing with their siege tanks.
If Zerg goes infestors ZvT, Terran just grabs a free third and macros up more tanks, or gets ghosts, and drops for the win. You see Destiny win by beating bad Terrans who don't expand or get caught unsieged.
It's just a horrible opening in ZvT. We see in the GSL that Violet and other Zergs who open infestors ZvT get owned by 'mediocre' Terrans, and Rainbow constantly trashes Destiny on ladder, showing how ridiculous infestor openings are by opening 2 base Battlecruiser and throwing PF's all over the map while dropping Destiny so he can't move out of his base to deal with his expo's all over the map.
Let's see a replay of any of that ridiculous bullshit happening. Seriously If you're just going to say things in such a prick tone you should probably atleast do it well.
Don't mind Hanzo, I'm pretty sure he's either trolling or doesn't know what he's talking about.
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Personally, I feel the game was in a pretty good state, even as someone who supposedly plays the "weak race." However, some mechanics are simply not fun in the game, such as NP, Fungal, EMP, and Forcefields. Call me biased, but I feel that each of these either completely removes skill in micro from a fight, or makes it null and void. The Neural Parasite and Fungal changes were needed on Zerg, I'm sorry, but the ability to completely remove someone's T3 units from an engagement with your T2 units was a little too strong, not fun to play against, and dare I say it... unbalanced. However, Zerg did get a bit of a shaft with this patch with those changes, as buffs to other units would be nice to compliment heavy nerfs to their strongest, and as many would claim, only 'good' unit. The Thor/Hellion timing and a 3 base Colossus deathball will be a little too strong against Zerg players now, in my opinion, however I'll wait to see the results before calling anything.
The Protoss changes largely benefit in PvP, where 4gate or heavy blink stalkers was the norm and often the matchup was either a coinflip of your build order, or whoever got a proxy pylon closer or warpgates out faster. The matchup wasn't fun to play in, and hopefully the Immortal buff and Vision nerfs will help fix this. The Warp Prism is also an interesting change, perhaps even a bit too much. Certain players have been successful with the unit already, and perhaps some more exploration into builds with it should have been done before deciding it needed buffs. Personally, my problem with the Warp Prism isn't the unit itself, but a lack of drop viable units to carry in it, and many Protoss players will agree with this. The change will encourage it's play more, however, and new branches of playstyle are always a good thing for the game.
To me, the biggest change on the Terran side is the Hellion nerf. Even Terran players should agree that this was necessary, as far as I have heard, BFH even dominated TvT on higher ladders for a while. Hopefully the change will force the upgrade to be an upgrade that is optional, rather than one that is almost required to use the unit due to it's low cost to effectiveness ratio. I'm actually pretty excited to see some +1 hellion timings come out of this change, and the counters to those builds, as that will further evolve ZvT in a direction I don't think any of us can predict, similar to the way the 5 rax reaper build did a few months ago.
my personal verdict on this patch: Zerg got the shaft, units got nerfed that really did need it, but other units did not get buffed in return. Creativity was generated by Zerg players, and Blizzard smacked it down, once again trying to force them into a "Build up, trade armies, and build back up faster than your opponent" playstyle rather than attempting to be cost effective. Maybe we'll see some crazy builds such as a +1/1 Roach OV drop or something, it'd be cool to see. Protoss got changes that will hopefully make the PvP matchup less volatile, and a longer game in general. Terran got a much needed nerf to BFH, that will hopefully encourage some other timings with upgrades rather than just rushing BFH then being free to do whatever because those Hellions didn't cost gas that they can now tech with.
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why were people complaining about ravens? All i saw was a HSM buff. You are given what you are given per race. If you don't like it, you can just play some old school RTS game when everything was practically the mirror the the other. Every race has strengths and weaknesses, so you have to play to your strengths and cover your weaknesses.
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