Purify Is Going Backwards - Page 2
Forum Index > StarCraft 2 HotS |
Jerubaal
United States7684 Posts
| ||
Buchan
Canada184 Posts
On September 21 2012 11:13 SuperYo1000 wrote: You can't seriously believe I was being serious........thats called force field we already have that :D | ||
SuperYo1000
United States880 Posts
On September 21 2012 11:15 Buchan wrote: You can't seriously believe I was being serious... you see that smile face after what I said? chill dude | ||
Buchan
Canada184 Posts
On September 21 2012 11:16 SuperYo1000 wrote: Alright so we've both successfully internet sarcasm trolled eachother. It's now even. you see that smile face after what I said? chill dude | ||
SuperYo1000
United States880 Posts
On September 21 2012 11:19 Buchan wrote: Alright so we've both successfully internet sarcasm trolled eachother. It's now even. lol, nice oh subject, a non attacking defense would be cool, maybe that original ability that mothership had that stopped all incoming missile attacks but on a smaller scale of course, or maybe a "slow" spell....slows everything down in spell area | ||
XenoX101
Australia729 Posts
On September 21 2012 11:14 Jerubaal wrote: Why don't they give it a 'Purifier mode' with a minimum energy cost that drains energy (like cloak) so that ducking in and forcing the Purifier click isn't as effective? This is brilliant, I think this is the best option so far. | ||
cozzE
Australia357 Posts
| ||
b0mBerMan
Japan271 Posts
| ||
![]()
ZeromuS
Canada13379 Posts
On September 21 2012 10:50 kcdc wrote: I said nerf its stats. It's right there in the post. I don't want it to be super-strong defensively--just strong enough to give the defender an edge in early PvP WG attacks. What matters is that it's reliably available defensively and not that great for attacks. 25 damage a shot, range 7 and lasts for 30 seconds. That would be perfect. One FF won't save you, but the core will buy time for another sentry, or a key defensive unit to finish up. Wont help vs proxy gates, wont help vs 4 gate as a free win but will help in going 1 gate tech, or 2 gate tech. On September 21 2012 11:26 XenoX101 wrote: This is brilliant, I think this is the best option so far. This idea is great as well. | ||
kcdc
United States2311 Posts
On September 21 2012 11:11 Buchan wrote: I just don't think Purify is ever going to work as intended. Because if you buff it too much it will shut down all aggressive strategies early game. It will always just be a buying time spell, people will just bait out purify and then wait or find other means of entry into the enemy base. It will always just be a time buying spell which does help Protoss early game but it's just not a fun to use or watch game mechanic. Which is why I think they should just scrap purify and start coming up with a new defensive ability. Give the mothership core the ability to create destructible rocks in a specific area. That way it could block off ramps and chokes giving Protoss more time to build an army behind. Then change the name of the Mothership Core to Dustin Browder and bam, fixed. Nah, just make it a cost-effective but slow unit like a queen. You can still do rushes, particularly ones that move around the mothership core with drops, reapers, blink, etc. Or you can bull-rush the front with MM, but P can defend that anyway. | ||
Maghetti
United States2429 Posts
On September 21 2012 09:29 aLt)nirvana wrote: 2. Movement speed within base The mofo core is incredibly slow. That is good. When its being "offensive". However, when used as a defense, good players know never to engage, they either wait out the purify charge or they "kite" by walking 1 square out of its range each time and avoid it completely. If its supposed to be a defensive unit at times, it needs to be able to defend more competently! Perhaps if its within a pylon radius it is "powered" by pylons and moves at a slightly faster speed, maybe that of the tempest? The concept would be similar to queens moving faster on creep and being able to provide that added defenders advantage. I don't see why we can't have this for protoss as well. It would also introduce a few more dynamics in the game like the importance of pylon placement or chaining pylons in a row. This way it becomes unit people pay more attention to that could move "quicker" between your three bases for defending rather that it just staying in one position during the whole assault with people not bothering to move it cause it will never get there in time. Its "off-pylon" speed is good and should remain the same as it is now. This is the key to fixing it IMO. Make it stronger,faster, and have longer range in the power field of a pylon, and make it weaker in these areas when outside the base. It becomes a powerful defensive unit while not being too power of an offensive unit. It also would still be capable of using it for offensive recalls without sitting around out ranging everything. | ||
Salient
United States876 Posts
On September 21 2012 09:06 kcdc wrote: Dayvie, Purify isn't working. It's good for attacking and bad at defense, which is the exact opposite of what it should be. I know you're gonna fix it. I've read your blogs, listened to your interviews, we've even played on ladder a few times in WoL. I know you've got this. But the last two balance changes have me a little nervous since they're going precisely backwards. Your goal is for purify to be strong for defense, but not too strong for offense. When the beta began, you found that purify was weak for for defense because the attacker could just duck out of range and wait for purify to expire. Meanwhile, it was actually pretty decent for offense because bases don't run away. So you started by buffing the range from 7 to 10, hoping that purify would be better for defense since it would get more shots off while the attacker pulled back. But this is supposed to be a PvP fix, and an extra shot or two on a retreating stalker isn't that big of a deal. Meanwhile, buffing the range made the core WAY better at attacking. At 10 range, it can pick off spines, queens and bunkers while mitigating return fire. And now you've buffed its burst damage while reducing the defensive availability of the effect (shorter duration, higher energy cost). I'm guessing that this too was to make purify kill more units before they retreat. But defensively, that extra retreat damage comes at the cost of making purify less available and allowing the attacker to return sooner. And it naturally makes the core even stronger for attacks where you can plan for that huge DPS to be there right when you need it. In Starcraft, the attacker chooses WHEN the battle happens. That means the attacker wants to be powerful in a short burst, while the defender wants to be equally ready at all times to prevent the attacker from forcing the fight at a moment of weakness. At 100 energy for purify, the mothership core has exactly zero defensive utility for the first 89 seconds after it spawns. That's a gigantic window where the defender would absolutely be better off if they hadn't built the core. And after that 25 second purify cast, there's another 153 second window where the core is again completely and utterly useless. Does 89 seconds of weakness, 25 seconds of face-smashing awesomeness, and 153 seconds of weakness sound like a good defense? No, it sounds awful--the attacker just fights during one of the huge windows of weakness. But it's AWESOME for an attack where you get to force the fight to happen during those 25 seconds. What you need to do to make purify good for defense is make it so that it's always available to the defender. In order to discourage offensive use, you need to make it not too powerful in short bursts which an attacker will always manipulate to line up with the engagement. Simply put, reduce or remove the energy requirement, and nerf the attack itself. And while you're at it, if you really don't want the mothership core to be used offensively, take the range back down to 7 and make purify only enabled when the mothership core is positioned within a power field. That way, its attack can be plenty powerful for defense, but super weak for offense since the attacker would have to slow push pylons into the enemy's base in order to make a mothership core rush deal any lasting damage. Please fix this. Don't keep buffing its ability to pick off a retreating unit at 10 range--that just makes it insanely strong for an attack. Defense needs to be reliable and available. Offense needs to be powerful in short bursts. This critical concept needs to be reflected in purify's design. PS: I'd appreciate it if someone with beta access could re-post this in the HOTS beta forums so that it has a snowball's chance in hell to actually be seen. Brilliant post by Kcdc, as always. | ||
ectonym
United States147 Posts
| ||
avilo
United States4100 Posts
| ||
Tel Maethor
United States11 Posts
Aside from LiquidNonY's idea for BW carrier micro, ectonym is close, they aren't too far out on this | ||
Sabu113
United States11035 Posts
On September 21 2012 11:29 cozzE wrote: I can't believe they've gone to such an extent to hide the BW-ness of their units. Like seriously, a biological battle hellion? What were they thinking? The exact same unit was made 12 years ago and it was called a firebat. Battle hellion drop harass got dramatically stronger in PvT. You'll need a decent stalker force to deal with these high hp units that are being healed at a faster rate than stalkers can dps. On top of that they do nice splash so they'll probably do atleast some damage in a drop (but at the same time probably be the most forgiving type of terran harass.) | ||
kcdc
United States2311 Posts
On September 21 2012 12:50 avilo wrote: The thing is with longer duration it makes greedy protoss FEs way too good. Which is probably why they're changing it to have a shorter duration. The goal is for it to make expanding more stable in PvP, and to do that, you have to buff Protoss frontal defense enough to make TvP rushes irrelevant. On the flip side, Terran rushes are almost irrelevant in WoL, and the mothership core is slow, so Terran drop and harass openings will still be strong. | ||
avilo
United States4100 Posts
On September 21 2012 13:07 kcdc wrote: The goal is for it to make expanding more stable in PvP, and to do that, you have to buff Protoss frontal defense enough to make TvP rushes irrelevant. On the flip side, Terran rushes are almost irrelevant in WoL, and the mothership core is slow, so Terran drop and harass openings will still be strong. They don't want something that lets you just expo for free in any match-up. Terran rushes being almost irrelevant would be exactly one of the points -_- | ||
Grumbels
Netherlands7028 Posts
| ||
kcdc
United States2311 Posts
On September 21 2012 13:13 avilo wrote: They don't want something that lets you just expo for free in any match-up. Terran rushes being almost irrelevant would be exactly one of the points -_- In WoL PvT, both sides can already expo for free. T can usually get away with CC first straight to cloaked banshees if they play it right. P can sit on 2 gates until they have templar tech. | ||
| ||