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Purify Is Going Backwards - Page 3

Forum Index > StarCraft 2 HotS
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Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
September 21 2012 04:36 GMT
#41
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.


This is actually quite smart o.O I would like to see this.
Crawdad
Profile Joined September 2012
614 Posts
September 21 2012 04:49 GMT
#42
This wouldn't be a problem if it were still attached to the Nexus...

But, if you're trying to defend, wouldn't it be more productive to Energize a Sentry?
Alryk
Profile Blog Joined November 2011
United States2718 Posts
September 21 2012 05:06 GMT
#43
I posted on battle.net... i didn't see anybody post it already.
Team Liquid, IM, ViOlet!
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
September 21 2012 05:16 GMT
#44
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.



Only through posts like yours and seeing the mothership core in action, do I realise that the original intention of a teleporting core from nexus to nexus would be a far better solution :/
or rather, it was a far better solution.

Just give the fucking shield battery - or a special canon perhaps which you build and it has energy - and you can cast the shield from the sentry using that canon (wider radius)
Habitus
Profile Joined May 2012
United Kingdom120 Posts
Last Edited: 2012-09-21 06:06:38
September 21 2012 06:04 GMT
#45
On September 21 2012 13:49 Crawdad wrote:
This wouldn't be a problem if it were still attached to the Nexus...

But, if you're trying to defend, wouldn't it be more productive to Energize a Sentry?


This is what you do for defense provided that you have atleast one Sentry and need to buy time, in fact as point out in Daily #502 where Protoss usually had 3 Sentries to get 4 FF for defending, 1 plus MC energizing gets you the same number. Purifier is more for defending drop play, thou the slow movement of MC means its not great at that.

Edit (meant 4 not 6 FF)
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2012-09-21 06:37:03
September 21 2012 06:36 GMT
#46
I think it would make more sense to have purify be an ability that you cast on a friendly building, similar to chronoboost, that effectively makes that building a cannon. In addition, the casting cost should be reduced to 25, make it a channeled spell so the mc has to remain stationary but micro can conserve the casting cost. I think range and damage would have to be scaled back though.

This way you limit msc's offensive capabilities to an offensive recall, not purifier.
Knowing is half the battle... the other half is lasers.
DeathPengu
Profile Joined January 2011
Taiwan137 Posts
September 21 2012 06:49 GMT
#47
On September 21 2012 09:06 kcdc wrote:
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.


Power field might not be the best solution. Since you can just make a proxy pylon. In fact Protoss always need a proxy pylon while pushing.
ishida66
Profile Joined May 2011
Japan74 Posts
September 21 2012 07:12 GMT
#48
On September 21 2012 15:49 DeathPengu wrote:
Show nested quote +
On September 21 2012 09:06 kcdc wrote:
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.


Power field might not be the best solution. Since you can just make a proxy pylon. In fact Protoss always need a proxy pylon while pushing.


With the reduced range that shouldnt be a problem (unless your opponent mess up which shouldnt be the case).

Also I'm in for making the mamas core fixed + nexus jumping, looks way more reasonable that that slower-than-overlord ball floating around.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
September 21 2012 07:14 GMT
#49
I think purify is perfectly fine in its current state. There has been some question as to its viability to actually defend, but I think, more and more, we're seeing it as a way to buy time rather than downright crush an early attack. In this way, it's not quite as good as, say, a void ray, but it works about the same in that a roach rush cannot continue even if the wall is down and there's only 1 sentry. It buys time for something like warp gate to finish, etc. In addition, we're seeing more of energize on sentries for more stalling time, making purify more of a "OH SHIT, I JUST NEED TO NOT DIE RIGHT NOW" ability. I think the idea of defending drops is also good. If you can position your MSC at your main while guarding your natural and 3rd, you'd have an easier time with drops, etc, in PvT.

As for offensive purposes...I've seen how ridiculous it is so far. There...might be ways to deal with this, but we'll have to see. I think it's too early to call MSC all-ins OP or unstoppable without more research. I feel like, aside from PvZ, the MSC is far too vulnerable to be allowed to float across the map.

All in all, I think it's a fair change so far. I like the idea of purify, I think the range will be a good benefit as well. I don't think it's a bad ability or idea, but it will definitely need some more tweaking.
StrategyAllyssa Grey <3<3
Sirion
Profile Joined August 2010
131 Posts
September 21 2012 07:26 GMT
#50
What I would like is reducing the MSC speed even further, but make Purify give a significant speed boost.

Offensively that is a nerf, since it takes much longer to float to the opponents base. But defensively that is a buff, since once you spend the energy and hit purify, you can defend more easily. If there is a run-by to the main while the MSC is in the natural you can get it there. You can chase retreating units a bit, picking of a few more units.
Plus, in PvP, perhaps this allows to move out, kill a proxy pylon, and then retreat to your natural, thereby delaying a push.
Aenur
Profile Joined April 2012
Germany66 Posts
Last Edited: 2012-09-21 07:47:14
September 21 2012 07:46 GMT
#51
Since they changed the mama core to a slow moving unit, just for the sake of having a moving unit (with doubtable "benefits") it is very hard to balance, because of its offensive potential. I don't see this concept will work out any time soon. Just go one step back and reattach it to the Nexus!
Stow.Wif
Profile Joined April 2011
France67 Posts
September 21 2012 08:27 GMT
#52
On September 21 2012 16:26 Sirion wrote:
What I would like is reducing the MSC speed even further, but make Purify give a significant speed boost.



I like this idea. This can even be combined with the toggle idea.
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
September 21 2012 08:33 GMT
#53
Mothership core might make early TvP rushes irrelevant, but that surely also means tanks could finally get that damage buff without breaking the 1-1-1? Mothership core should be immune to tank fire anyway, tis a flying unit right?
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
September 21 2012 08:57 GMT
#54
On September 21 2012 17:27 Stow.Wif wrote:
Show nested quote +
On September 21 2012 16:26 Sirion wrote:
What I would like is reducing the MSC speed even further, but make Purify give a significant speed boost.



I like this idea. This can even be combined with the toggle idea.


Reduce the speed too much more and the ability to position it will be nil. Might as well make it stationary on the Nexus if that's the case.
I'm not stupid, a marauder just shot my brain.
algorithm0r
Profile Joined May 2010
Canada486 Posts
September 21 2012 08:59 GMT
#55
This patch seems like a troll attempt. Great reasoning though and I like some of your suggestions!
Sleet
Profile Joined January 2011
United States139 Posts
September 21 2012 09:04 GMT
#56
I have an idea, let me know if it seems good or not. Did anyone watch the Trial of the Xel'Naga? Why not give the mothership core an ability like the Purifiers in that had? An area of effect damage spell, but based around the core (this also fits in more with the campaign "purify" that the protoss do) that does damage at a slowish rate but over a decent amount of area. Do any of you think that would fix it?
@SLeetscgames
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2012-09-21 09:40:08
September 21 2012 09:39 GMT
#57
On September 21 2012 10:08 aLt)nirvana wrote:
hi kcdc, I have done so.

Do note that Blizzard really does listen attentively in that forum, at least in the patch before this one. The carrier being brought back was them listening to incontrol + various pros and the oracle phase shield was actually a specific suggestion from grubby. It was really awesome to see Blizzard make the changes after listening to them and evaluating their suggestions.

(Just want to give the development team big props for that)

OMG. It would be better if they didn't. Carrier is back but not improved. And Phase Shield is a WC3-like ability. Why the hell would we want something like that in SC. Listening to Grubby is a bad idea. Better they watch the video Tyler posted.

As for this discussion, I can understand the reasoning behind this change. They don't want protoss to have unbeatable defense for early attacks. They don't want protoss to be able to ignore units and depend only on MC for defense. So they decided to give MC a defense ability that for 25s will decimate attackers. So if you are low on units you can buy yourself 25s to get more.
By itself this is good. But what was said that this works better in offense is the real problem that needs to be dealt with.

My suggestion would be to make MC unmoveable when using Purify. So you can attack enemy positions but they can easily go out and destroy it if you don't protect it well enough.
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
September 21 2012 09:45 GMT
#58
On September 21 2012 17:33 totalpigeon wrote:
Mothership core might make early TvP rushes irrelevant, but that surely also means tanks could finally get that damage buff without breaking the 1-1-1? Mothership core should be immune to tank fire anyway, tis a flying unit right?


You'd have to find a tank change that didn't totally screw up TvZ. Personally I haven't seen very many games with where the terran built ghosts so...
I'm not stupid, a marauder just shot my brain.
MoonCricket
Profile Joined September 2011
222 Posts
September 21 2012 09:56 GMT
#59
On September 21 2012 16:14 SC2John wrote:
I think purify is perfectly fine in its current state. There has been some question as to its viability to actually defend, but I think, more and more, we're seeing it as a way to buy time rather than downright crush an early attack. In this way, it's not quite as good as, say, a void ray, but it works about the same in that a roach rush cannot continue even if the wall is down and there's only 1 sentry. It buys time for something like warp gate to finish, etc. In addition, we're seeing more of energize on sentries for more stalling time, making purify more of a "OH SHIT, I JUST NEED TO NOT DIE RIGHT NOW" ability. I think the idea of defending drops is also good. If you can position your MSC at your main while guarding your natural and 3rd, you'd have an easier time with drops, etc, in PvT.

As for offensive purposes...I've seen how ridiculous it is so far. There...might be ways to deal with this, but we'll have to see. I think it's too early to call MSC all-ins OP or unstoppable without more research. I feel like, aside from PvZ, the MSC is far too vulnerable to be allowed to float across the map.

All in all, I think it's a fair change so far. I like the idea of purify, I think the range will be a good benefit as well. I don't think it's a bad ability or idea, but it will definitely need some more tweaking.


The problem is two fold, 1) Increasing the strength of Purifier turns it from a defensive to offensive weapon in PvZ where Zerg do not have the unit compositions to prevent the MSC from entering their base and either providing fire support or recalling an army into their Main Base, Force Field their ramp and have a Probe build a Pylon. 2) Purifier is actually less effective than Energize at defending your base at critical intervals because you can buy more time by Energizing a Sentry for Force Fields than you can by activating Purifier and forcing your opponent to wait out the duration.

Purifier as an ability is only good as an offensive ability or in direct army confrontations, and I think the unit is exploiting Zerg's inability to attack it directly. If they want to use Purifier to address core issues in the PvX metagame, I think they have to decrease the effectivness of the ability and increase the utility of it. For instance, if they reduced the cost of Purifier to 50 energy, it'd be a more reliable defensive ability vs. 6 to 10 Spawning Pools from Zerg, and if they added Detection to Purifier it'd be an answer to both Banshees and Dark Templar that'd free the Oracle design into having another, more useful spell than vision.

For example, just costing 50 energy to turn Purifier into a Photon Cannon for 10+ seconds, same damage, same attack speed, same range, same detection would let the MSC be a stronger defensive weapon, a weaker offensive weapon, a solution to Banshees and Dark Templar, and Protoss would have to choose between expending 100 energy for Energize on their Nexus or saving energy for Detection at critical intervals of the game. Furthermore, by reducing the energy cost and combat effectiveness of Purifier, specifically the range, Zerg could actually deal with MSC rushes by attacking the MSC directly with Queens and Spore Crawlers at range.

I also think the unit cost, build time and supply may need to be reconsidered, making it 150 minerals, 50 seconds and 3 supply puts it in line with Queens and Orbital Commands and reduces the "flight time" to Zerg bases to a more comfortable margin for being able to get an additional set of Queens or a Spore Crawler up. I don't think the "economic cost" of the unit is much of an argument, because the return on invesmtent when your MSC Energizes your Nexus is absurd, for lack of a better word.

I also think it'd be interesting if MSC Energize would increase the target's Shields to full as well, giving it the ability to interact with non energy based units in a meaningful way. In direct engagements it's too easy to choose Purifier as oppossed to Energize unless you're getting another couple of Psi Storms out of the deal, where saving a Colossus or Immortal could be a clutch decsion that results in even more DPS than the Purifier.

I mean, I like MSC in PvZ because it breaks the "you Forge fast expand, and I'll take 3 Hatcheries" monotony of the opening game with MSC pushes or Recall timing attacks, but as it is it's just not "working as intended" when Purifier essentially parks a flying Siege Tank outside of your natural expansion nor is it necessary for holding off 6 to 10 Pools from what I've seen (and now it's even worse at it with 100 energy Purifiers) and I believe making it a more available, less powerful ability that shores up Protoss' weakness to cloaked units (which Swarm Hosts add to) makes a lot more sense then what they have now. At the very least, Purifier needs a range reduction to at least 9 where it can't hide from Queens and Spore Crawlers behind other units and I think they should experiment with splash damage as opposed to direct damage if they want to increase the units DPS in order to give Queens a fighting chance to bring it down.

I agree the MSC is taking a design step backwards, but until then it's more 4 Gate, MSC rushes on the ladder
archonOOid
Profile Blog Joined March 2011
1983 Posts
September 21 2012 10:19 GMT
#60
Can't the MC cast the now forgotten nexus ability that shot an energized beam at enemy targets? But an even more elegant solution would be a new defense aoe ability that reduces the attack by ~70%.
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