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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.
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I agree with this, i think purify is heading in the wrong direction.
This is what i posted in the private HoTS beta forums before the latest two patches about my ideas on the mothership core.
I feel the mothership core can be tweaked into something more integral to our race and end up becoming kinda like what the queen is to zerg. It should be the first thing every protoss player wants to make when gets his cyber up.
1. Hotkey priority selection
The mofo core spell is kinda a one off thing. You use either purify once or energize once and then you're done with it for the next 5 minutes. Often times when selecting units in your base during a defense, the mofo core is usually parked at the entrance and gets caught in the selection and ends up delaying forcefields or makes the user have to TAB through his other spell casters to get to it.
Also, say I wanna do an attack but want to have the mofo core in my hotkey selection so i can recall my army should things go bad. I don't want it in another hotkey, nor do I want to have to press TAB first before i cast FFs every single time when selecting my main army group.
Basically I feel it should be moved to the last in terms of priority in spell casting units because of the relative infrequent usage of the spells.
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.
3. Mothership morphing speed
This is a tricky one. I do not like that you cannot chorno the build time and as a result the loss of it is much more severe compared to WoL. If you mofo ship dies, gl for the next 5 mins. And at the same time starting with full energy makes it almost OP so perhaps a better balance between the energy and morphing time could be reached.
Maybe during the transition into the mofo ship, a tripod extends itself out of its !@# and plants itself to the ground, effectively making it a building during the transition. There is also proper animation so it looks more realistic with it slowly increasing in size during the morph, and will give opponents an idea when the mofo ship is about to pop out based on the animation. Right now its like whoa where did that come from! Surprise! It was in my pocket all along! And this also means since its a building during that period it gets added armor and that way it can be chronoed too, making logical sense.
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Don't bother reasoning with logic. We've got a battle hellion who's biological now.
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nirvana, if you have access to the private forums, can you make sure the design team knows that short powerful bursts are good for offense but bad for defense? This seems so obvious, but they're going in the exact opposite direction. It's mind-boggling that they'd buff damage and attack range while reducing its defensive availability.
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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)
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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)
Is no one telling them to buff Siege Tanks
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I don't know if I agree 100% with this, I mean, it all depends on the type of attack you are under, sometimes a stronger defense that lasts less time is better than a really long but weak one.
I still need to see more MC attacks to know if it is really viable or if it just that the opponents still are not prepared for it and so it may look better than it really is.
I do agree that MC should be changed until attacking with it becomes nonviable/really bad.
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I'd like to see what happens if it can only cast purify when within a pylons range.
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they should just go back with it being immobile, make the movement speed 0, and give to it an ability that has a cooldown or requires low energy, that allows the MC to teleport to any protoss building (maybe exclude pylons since it could be used for cheese).
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God forbid you can ever do a rush strategy against protoss. The mothership core is a unit that you almost get for free. Protoss has some issues with defending in pvp, but what is with people that think the expansion is supposed to stop all aggressive play?
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Meh. If it can hold early pressure and also be sued offensively I don't mind that.
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On September 21 2012 10:32 Grumbels wrote: God forbid you can ever do a rush strategy against protoss. The mothership core is a unit that you almost get for free. Protoss has some issues with defending in pvp, but what is with people that think the expansion is supposed to stop all aggressive play?
Didn't realize 150/150 and worker build time was free. Didn't realize that my momma core ALWAYS had 100 energy to be defensive with. Oh wait, it doesn't. Quit being an idiot. This thing is trash and will not change pvp. I'll attack, be delayed 25 seconds just like if you dropped ff's with sentries. Except now there's no ff's. And it doesn't even attack at all once it's done. So i'll rape your base afterwards. Blizzard is doing terrible things with hots and it's going to trash very quickly.
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Wait, I thought the purify could only be placed on Nexuses? So then how can it ever be used offensive unless you build a nexus in your enemy's base? Or, if you can place it anywhere, why not just change it to only be able to put in on Nexuses? Problem fixed?
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On September 21 2012 10:36 Infernal_dream wrote:Show nested quote +On September 21 2012 10:32 Grumbels wrote: God forbid you can ever do a rush strategy against protoss. The mothership core is a unit that you almost get for free. Protoss has some issues with defending in pvp, but what is with people that think the expansion is supposed to stop all aggressive play? Didn't realize 150/150 and worker build time was free. Didn't realize that my momma core ALWAYS had 100 energy to be defensive with. Oh wait, it doesn't. Quit being an idiot. This thing is trash and will not change pvp. I'll attack, be delayed 25 seconds just like if you dropped ff's with sentries. Except now there's no ff's. And it doesn't even attack at all once it's done. So i'll rape your base afterwards. Blizzard is doing terrible things with hots and it's going to trash very quickly.
not that Im argueing for or against you but isnt it 100/100?
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On September 21 2012 10:35 DeCoup wrote: Meh. If it can hold early pressure and also be sued offensively I don't mind that.
It's not about whether the current stat numbers are where they should be, it's about Blizzard understanding the implications of the stats. They said they wanted it to be a defensive unit, and then they changed some stat values to make it worse on defense and better on offense. Whether or not you want it to be good on offense, that means someone's not doing their job correctly and beta testers should tell them about it.
Edit: to the above few posters. It's 100/100, 30 second build time (a bit less than 2 probes), and is a flying unit with 0.47 move speed, it is no longer attached to the nexus.
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On September 21 2012 10:36 Infernal_dream wrote:Show nested quote +On September 21 2012 10:32 Grumbels wrote: God forbid you can ever do a rush strategy against protoss. The mothership core is a unit that you almost get for free. Protoss has some issues with defending in pvp, but what is with people that think the expansion is supposed to stop all aggressive play? Didn't realize 150/150 and worker build time was free. Didn't realize that my momma core ALWAYS had 100 energy to be defensive with. Oh wait, it doesn't. Quit being an idiot. This thing is trash and will not change pvp. I'll attack, be delayed 25 seconds just like if you dropped ff's with sentries. Except now there's no ff's. And it doesn't even attack at all once it's done. So i'll rape your base afterwards. Blizzard is doing terrible things with hots and it's going to trash very quickly. It's sad. I don't even know why I bother with online forums sometimes, what with all the stupidity. (it must be boredom)
The mothership core costs 50/50 and has a quite low build time. You will have purify by the time most rush strategies hit, outside of really early ones. Protoss has forcefields, that will have your opponent have to commit to any aggressive moves. So even if purify only lasts 20 seconds, it's enough to stop most attacks. And even if you attack and then successfully run away to draw out purify, you will still get some kills with it and either way it's an improvement to your base defense.
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On September 21 2012 10:32 Grumbels wrote: God forbid you can ever do a rush strategy against protoss. The mothership core is a unit that you almost get for free. Protoss has some issues with defending in pvp, but what is with people that think the expansion is supposed to stop all aggressive play?
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.
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Great post, definitely correct. Blizzard, fix this plz.
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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.
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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.
.....thats called force field we already have that :D
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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?
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On September 21 2012 11:13 SuperYo1000 wrote:Show nested quote +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. .....thats called force field we already have that :D You can't seriously believe I was being serious...
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On September 21 2012 11:15 Buchan wrote:Show nested quote +On September 21 2012 11:13 SuperYo1000 wrote: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. .....thats called force field we already have that :D You can't seriously believe I was being serious...
you see that smile face after what I said? chill dude
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On September 21 2012 11:16 SuperYo1000 wrote:Show nested quote +On September 21 2012 11:15 Buchan wrote:On September 21 2012 11:13 SuperYo1000 wrote: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. .....thats called force field we already have that :D You can't seriously believe I was being serious... you see that smile face after what I said? chill dude Alright so we've both successfully internet sarcasm trolled eachother. It's now even.
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On September 21 2012 11:19 Buchan wrote:Show nested quote +On September 21 2012 11:16 SuperYo1000 wrote:On September 21 2012 11:15 Buchan wrote:On September 21 2012 11:13 SuperYo1000 wrote: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. .....thats called force field we already have that :D You can't seriously believe I was being serious... you see that smile face after what I said? chill dude 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
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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.
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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.
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I agree. from a strategical perspective, it makes sense for offensive spells or strategies to be strong and short burst to take advantage of timing and tactical play. defensive spells on the other hand should be low energy requirement and a bit weaker to encourage defense play.
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Canada13389 Posts
On September 21 2012 10:50 kcdc wrote:Show nested quote +On September 21 2012 10:32 Grumbels wrote: God forbid you can ever do a rush strategy against protoss. The mothership core is a unit that you almost get for free. Protoss has some issues with defending in pvp, but what is with people that think the expansion is supposed to stop all aggressive play? 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:Show nested quote +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.
This idea is great as well.
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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.
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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.
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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.
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here's hoping for another patch within a week. i think OPs idea is good, and better stated here than i've heard elsewhere. dayvie, dustin, are you out there? HOTS is almost good, zerg is fine. t might be fine. fix the momma core and i think we're ready for release :p
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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.
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Would be awesome to see a draining energy while active. Brilliant.
Aside from LiquidNonY's idea for BW carrier micro, ectonym is close, they aren't too far out on this
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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.)
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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.
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On September 21 2012 13:07 kcdc wrote:Show nested quote +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.
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 -_-
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Expanding needs to only be slightly stronger in pvp. Even now, you can sometimes get away with reasonably fast expansions, but it's just not safe enough at the highest levels. A little security goes a long way and will be effective enough in shifting the metagame. Or of course we could give protoss a super cannon on the nexus that will prevent any aggression ever. (i.e. what some people want)
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On September 21 2012 13:13 avilo wrote:Show nested quote +On September 21 2012 13:07 kcdc wrote: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. 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.
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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.
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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?
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I posted on battle.net... i didn't see anybody post it already.
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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)
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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)
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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.
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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.
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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.
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United States4883 Posts
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.
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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.
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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!
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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.
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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?
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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.
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This patch seems like a troll attempt. Great reasoning though and I like some of your suggestions!
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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?
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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.
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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...
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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
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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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They could increase the movement speed when in Purify, that would aid in defense, or re-add the scroll of townportal. They could also make it dependent on a nexus nearby to use its skills, to prevent the siege of your natural by this unit on some maps. I would love it if it would be using Nexus energy for its skills.
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On September 21 2012 12:40 ectonym wrote: here's hoping for another patch within a week. i think OPs idea is good, and better stated here than i've heard elsewhere. dayvie, dustin, are you out there? HOTS is almost good, zerg is fine. t might be fine. fix the momma core and i think we're ready for release :p
are you high? The game is terrible and boring right now. They need to get their act together or a lot of people will not be buying the game.
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On September 21 2012 19:22 FeyFey wrote: They could increase the movement speed when in Purify I would like to see that.
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I agree with this, i think purify is heading in the wrong direction.
This is what i posted in the private HoTS beta forums before the latest two patches about my ideas on the mothership core.
I feel the mothership core can be tweaked into something more integral to our race and end up becoming kinda like what the queen is to zerg. It should be the first thing every protoss player wants to make when gets his cyber up.
1. Hotkey priority selection
The mofo core spell is kinda a one off thing. You use either purify once or energize once and then you're done with it for the next 5 minutes. Often times when selecting units in your base during a defense, the mofo core is usually parked at the entrance and gets caught in the selection and ends up delaying forcefields or makes the user have to TAB through his other spell casters to get to it.
Also, say I wanna do an attack but want to have the mofo core in my hotkey selection so i can recall my army should things go bad. I don't want it in another hotkey, nor do I want to have to press TAB first before i cast FFs every single time when selecting my main army group.
Basically I feel it should be moved to the last in terms of priority in spell casting units because of the relative infrequent usage of the spells.
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.
3. Mothership morphing speed
This is a tricky one. I do not like that you cannot chorno the build time and as a result the loss of it is much more severe compared to WoL. If you mofo ship dies, gl for the next 5 mins. And at the same time starting with full energy makes it almost OP so perhaps a better balance between the energy and morphing time could be reached.
Maybe during the transition into the mofo ship, a tripod extends itself out of its !@# and plants itself to the ground, effectively making it a building during the transition. There is also proper animation so it looks more realistic with it slowly increasing in size during the morph, and will give opponents an idea when the mofo ship is about to pop out based on the animation. Right now its like whoa where did that come from! Surprise! It was in my pocket all along! And this also means since its a building during that period it gets added armor and that way it can be chronoed too, making logical sense.
You do realize mofo = mother fucker? maybe you shouldn't call it the mother fucker core and then your advice would be heard?
Just my 2 cents.
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I'd like to see what happens if it can only cast purify when within a pylons range.
I think this idea is brilliant.
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On September 21 2012 23:30 stard1n wrote:Show nested quote + I'd like to see what happens if it can only cast purify when within a pylons range.
I think this idea is brilliant.
I don't understand this, are you implying Protoss' go aggressive without placing pylons down almost next to the enemy base? Because proxy pylons would make the M Core exactly the same.
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On September 21 2012 23:39 LOLItsRyann wrote:Show nested quote +On September 21 2012 23:30 stard1n wrote: I'd like to see what happens if it can only cast purify when within a pylons range.
I think this idea is brilliant. I don't understand this, are you implying Protoss' go aggressive without placing pylons down almost next to the enemy base? Because proxy pylons would make the M Core exactly the same. Yeah, the community says on one hand: "Blizzard don't tell us how to play the game!" and at the same time it's "make sure we can't use the MsC aggressively!". Which then leads to all sorts of complicated ideas to limit it.
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On September 22 2012 00:28 Grumbels wrote:Show nested quote +On September 21 2012 23:39 LOLItsRyann wrote:On September 21 2012 23:30 stard1n wrote: I'd like to see what happens if it can only cast purify when within a pylons range.
I think this idea is brilliant. I don't understand this, are you implying Protoss' go aggressive without placing pylons down almost next to the enemy base? Because proxy pylons would make the M Core exactly the same. Yeah, the community says on one hand: "Blizzard don't tell us how to play the game!" and at the same time it's "make sure we can't use the MsC aggressively!". Which then leads to all sorts of complicated ideas to limit it.
We like to keep the developers on their toes.
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What if the msc's purify was basically the shredder's ability? AoE damage field but disabled when friendlies enter the field, has to be deployed to work (i.e., msc stationary to "channel")
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On September 21 2012 23:39 LOLItsRyann wrote:Show nested quote +On September 21 2012 23:30 stard1n wrote: I'd like to see what happens if it can only cast purify when within a pylons range.
I think this idea is brilliant. I don't understand this, are you implying Protoss' go aggressive without placing pylons down almost next to the enemy base? Because proxy pylons would make the M Core exactly the same.
That's not true. Pylons provide a power field at 6 range, and if the MsC has 7 range, you can only use the MsC to attack targets within 13 range of a pylon. The defender can keep pulling his forces out of range as you slowly crawl your pylon field forward. This buys him time while forcing you to spend minerals on extra pylons. Also, pylons don't provide power uphill in HoTS, so if the defender can keep pylons off of his high-ground, the MsC will be kept at bay.
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Purify worked great when the Mothership Core was attached to a Nexus.
I really don't understand why they felt they NEEDED to allow it to move. It made a lot more sense from a design standpoint as a structure than a unit.
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On September 22 2012 00:28 Grumbels wrote:Show nested quote +On September 21 2012 23:39 LOLItsRyann wrote:On September 21 2012 23:30 stard1n wrote: I'd like to see what happens if it can only cast purify when within a pylons range.
I think this idea is brilliant. I don't understand this, are you implying Protoss' go aggressive without placing pylons down almost next to the enemy base? Because proxy pylons would make the M Core exactly the same. Yeah, the community says on one hand: "Blizzard don't tell us how to play the game!" and at the same time it's "make sure we can't use the MsC aggressively!". Which then leads to all sorts of complicated ideas to limit it.
I want to be able to expand in PvP, but I don't want to be able to auto-win PvZ and PvT with an 8:30 4-gate when my MsC makes it across the map with its 10 range and bajillion DPS. Is that such an unreasonable request?
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On September 21 2012 23:30 stard1n wrote:Show nested quote + I'd like to see what happens if it can only cast purify when within a pylons range.
I think this idea is brilliant.
I think I agree.
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Another way to fix purify is to have it be cast onto a friendly structure after which the structure gains the ability to attack. The duration of the spell can be very long but it's damage potential is capped because it requires energy to function and it has only a limited amount of energy which is expended whenever the structure attacks (basically like the PDD but doing damage instead of soaking it up).
This combines long duration with high burst damage when required.
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On September 21 2012 23:00 wcr.4fun wrote:Show nested quote +On September 21 2012 12:40 ectonym wrote: here's hoping for another patch within a week. i think OPs idea is good, and better stated here than i've heard elsewhere. dayvie, dustin, are you out there? HOTS is almost good, zerg is fine. t might be fine. fix the momma core and i think we're ready for release :p are you high? The game is terrible and boring right now. They need to get their act together or a lot of people will not be buying the game. The game is decent, and definitely in better spot that WoL is right now. It still changes every week, and we still didn't see any normal strategies from the pros since they won't make strategies when the game is changing so much.
And with the last 2 patch, I've seen about ~5 Terran players that constantly whines how they won't spend 40 or 60$ on expansion because they will play the same Terran they played in WoL(because they already perfectly understand what will be with the metagame 1 year from today). Even if Beta is about to finish, we would see balance changes in the later patches of HOTS, and Beta just started, it will be out for next 4+ months, they are trying a tons of things, like I said, it will get changed a lot, if they don't like it(nor the community and pros), they will change it, the same way they removed the Warhound, buffed Mines and Battle Hellions and brought back the Carriers. And I've seen a lot more players satisfied with the current Hots than those that aren't.
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On September 22 2012 02:23 Ramiz1989 wrote:Show nested quote +On September 21 2012 23:00 wcr.4fun wrote:On September 21 2012 12:40 ectonym wrote: here's hoping for another patch within a week. i think OPs idea is good, and better stated here than i've heard elsewhere. dayvie, dustin, are you out there? HOTS is almost good, zerg is fine. t might be fine. fix the momma core and i think we're ready for release :p are you high? The game is terrible and boring right now. They need to get their act together or a lot of people will not be buying the game. The game is decent, and definitely in better spot that WoL is right now. It still changes every week, and we still didn't see any normal strategies from the pros since they won't make strategies when the game is changing so much. And with the last 2 patch, I've seen about ~5 Terran players that constantly whines how they won't spend 40 or 60$ on expansion because they will play the same Terran they played in WoL(because they already perfectly understand what will be with the metagame 1 year from today). Even if Beta is about to finish, we would see balance changes in the later patches of HOTS, and Beta just started, it will be out for next 4+ months, they are trying a tons of things, like I said, it will get changed a lot, if they don't like it(nor the community and pros), they will change it, the same way they removed the Warhound, buffed Mines and Battle Hellions and brought back the Carriers. And I've seen a lot more players satisfied with the current Hots than those that aren't.
I'm not saying I have lost all confidence but saying the game is ready to be released is a joke (especially with the recent change of battle hellion to biological). That's why I quoted the guy, I'm under the impression myself blizzard has a 'long' beta planned and I'm glad for that. I'm hoping to get a shot at it myself, but no luck so far. I'm sure it'll be more fun to play than to watch and zerg got a great addition the viper. Now onto hoping thtat the nydus aren't solely for single player and that they'll consider changing some fundamental things of the game. If it ends up being infestor broodlord, collussus ever game again, I won't be buying it.
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On September 22 2012 02:23 Ramiz1989 wrote:Show nested quote +On September 21 2012 23:00 wcr.4fun wrote:On September 21 2012 12:40 ectonym wrote: here's hoping for another patch within a week. i think OPs idea is good, and better stated here than i've heard elsewhere. dayvie, dustin, are you out there? HOTS is almost good, zerg is fine. t might be fine. fix the momma core and i think we're ready for release :p are you high? The game is terrible and boring right now. They need to get their act together or a lot of people will not be buying the game. The game is decent, and definitely in better spot that WoL is right now. It still changes every week, and we still didn't see any normal strategies from the pros since they won't make strategies when the game is changing so much. And with the last 2 patch, I've seen about ~5 Terran players that constantly whines how they won't spend 40 or 60$ on expansion because they will play the same Terran they played in WoL(because they already perfectly understand what will be with the metagame 1 year from today). Even if Beta is about to finish, we would see balance changes in the later patches of HOTS, and Beta just started, it will be out for next 4+ months, they are trying a tons of things, like I said, it will get changed a lot, if they don't like it(nor the community and pros), they will change it, the same way they removed the Warhound, buffed Mines and Battle Hellions and brought back the Carriers. And I've seen a lot more players satisfied with the current Hots than those that aren't.
I agree that HoTS is getting into a better spot. Zerg play is much improved with lots more build options. Protoss play is improved with recall offering offensive flexibility and the tempest and oracle providing new options to combat infestor+broodlord. What Terran really needs is a new late-game option that feels fun, strong, difficult to play, and not impossible to beat. WoL Terran struggles just as much against infestor-broodlord as WoL Protoss does. The difference is that Terran can get a response out more easily (vikings vs carriers and mothership), but the response is inadequate because vikings get rocked so hard by fungal. Carriers and mothership are super-hard to get, but at least once Protoss has them, they're going to hold their own as long as Protoss controls and positions well. If the game goes late enough, there's really nothing Terran can do.
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Reduce damage and make pause/resume possible. During pause no energy regeneration.
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The MSC could be responsible for big metagame shifts. Maybe super greedy expands won't be able to be so greedy, and that may be fine. If that happens, it could make up for Protoss's poor early game scouting, which is reliant on a ton of inferrances.
Personally I really love the Mothership Core. It gives Protoss everything it needed early game. Right now, the MSC definitely helps in defense. It also gives options for poking/recall. It gives the ability to see and/or hit incoming 10 minute bio drops at one more location. And it gives options for harassment. I think of it as a really slow flying reaper... pretty decent at killing a handful of marines, lings, or workers but without support it goes down fast.
Sure, it is worrying that 4 gates would be stronger against Terran. But honestly, 4 gates were pretty God awful against Terran in the past. 2 repaired bunkers were just about enough? Maybe now it will require 4 bunkers because 2 will go down. Still very defendable if Terran doesn't play super greedy.
A late 4 gate against Zerg seems pretty weak to me. I'd be more worried about the 2 base 8 gate timing + MSC. Except that swarmhosts counter practically any number of gateway units, so it doesn't appear to be a problem there either.
Really, I think the mothership core is doing fine. The lastest buff hasn't been tested a ton, but it's probably close to being fine. I think the good far outweighs the bad. More options early game make for more interesting games. Offensively and defensively.
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On September 22 2012 00:59 Vindicare605 wrote: Purify worked great when the Mothership Core was attached to a Nexus.
I really don't understand why they felt they NEEDED to allow it to move. It made a lot more sense from a design standpoint as a structure than a unit.
Why the hell did they change it ? It's now ugly, easily abusable and not as strategic. I loved the coice yhou had in your using your energy to hop on to another nexus or use one of the spells, as well as the possibility it gave to hold bases from the fourth onward. It had so much potential as an immobile unit.
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On September 22 2012 04:31 Blacklizard wrote: The MSC could be responsible for big metagame shifts. Maybe super greedy expands won't be able to be so greedy, and that may be fine. If that happens, it could make up for Protoss's poor early game scouting, which is reliant on a ton of inferrances.
Personally I really love the Mothership Core. It gives Protoss everything it needed early game. Right now, the MSC definitely helps in defense. It also gives options for poking/recall. It gives the ability to see and/or hit incoming 10 minute bio drops at one more location. And it gives options for harassment. I think of it as a really slow flying reaper... pretty decent at killing a handful of marines, lings, or workers but without support it goes down fast.
Sure, it is worrying that 4 gates would be stronger against Terran. But honestly, 4 gates were pretty God awful against Terran in the past. 2 repaired bunkers were just about enough? Maybe now it will require 4 bunkers because 2 will go down. Still very defendable if Terran doesn't play super greedy.
A late 4 gate against Zerg seems pretty weak to me. I'd be more worried about the 2 base 8 gate timing + MSC. Except that swarmhosts counter practically any number of gateway units, so it doesn't appear to be a problem there either.
Really, I think the mothership core is doing fine. The lastest buff hasn't been tested a ton, but it's probably close to being fine. I think the good far outweighs the bad. More options early game make for more interesting games. Offensively and defensively.
It occurrs to me that what the MSC purify really helps are 2-base 7-gates since these already line up at the time that a MSC would get across the map. And 7-gate all-ins are already quite strong against both Terran and Zerg. Throw in a 50/50 unit that deals ~40 DPS and can't be hit by roaches or lings, and you've got a pretty scary all-in.
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I really dont like the idea of the purify cannon, feels weird to me to balace out. Seems like the noob-supply-block button for terrans. The MSC can be used effectively in agression, even in PvP its pretty hard to expand if the opponent push with that, and actually its pretty easy to bring to the opponent base, because can defend his ass by itself. In PvZ can only save the first expansion, but nothing about the third expansion, wich is very hard to take in some maps (hey 2 base allin PvZ metagame, nice to meet you) the actual style of the mappool is heavily oriented by this protoss flaw, but when the unit number increase the purify will do nothing interesting, so later the games goes on, less usefull will be to protect expansion with correct positional play. Also, the cannon is always needed for burrow so u cant skip forge at all. In TvP, nothing very cool to defend about early siege push.
I will like a lot much a cloacking field consuming the MSC energy with the AoE of a nexus. Will not add anything at the aggression, if the opponent has detection. Will be usefull for expand at every minute of the game, and will add so much interest in the position of the MSC. Its a 0.5vel unit, the position is soo important.. but when i use it, i simply let it fly around with any creative or projected move..
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All these ideas playing with the purifier ability in pylon power seem like the best solution. If pylon power doesn't go up cliffs, (you can't warp in on HGround with pylon on LGround can you?) then the pylon power solution works well. However if they elect to allow pylon power the full range up high-ground I suggest that the mothership core should have to "attach" to a pylon, similar to the way it used to attach to a nexus in order to use purifier. Then I would suggest a energy per second usage for purifier. This would make offensive play, if done successfully, very hard to execute (and hopefully worthy of the win, but it would be rare). On defence, establishing a pylon at your natural, close to your nexus would be all that is required to hold that particular region with your MoCore.
I also suggest that in order to make it more useful for offence and less useful for defence, make the MoCore move faster when told to move to a nexus, and slower base movement speed. There could be a small blue beam from the top of the nexus to the MoCore that helps it move faster, but also allows an opposing player to scout the fact that a mothership core is moving faster toward a nexus. As in, I've got a limited time to do damage with these blink stalkers as the MoCore is coming.
Could result in weird proxy nexus MoCore rushes (could be hilarious or ridiculous). This ability could have a minimum activation pull range. IE MoCore must move within natural-to-main distance before blue beam activates and helps MoCore movement speed.
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High burst but a slow attack speed is bad for defence. Conversely, high burst but a slow attack speed is good for offence. If it is going to be a tool for protoss designed to help with earlyish defence, it needs to be a fast, low damage weapon for it to be efficient and worth using. At the moment, I saw a game on day9's daily that it's better used to energize sentries to use force fields to stop them coming in than using the energy to kill the enemy units.
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Ok so why not just scrap purify and make it a permanent cannon. Obviously they would need to make it worse but it could just be a permanent cannon. Then it still has the capability to energize sentries to increase the time you can buy w/ FFs. Also in the current state isn't possible to ff behind the units and then kill them w/ MC purify. Protoss would just wait until there opponent really commits and then can trap half their army and slaught with mothership core
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I like it. I would imagine most don't, though, as they still choose to all-in in p vs p every game because they have no understanding of why this was implemented and/or never tried anything but that in WoL. I like that you can roam around with it, but it would be nice if you could still teleport it to w/e nexus you choose. They could make it even slower, if that's possible, if need be. If you go to defend your third with it, there's a good chance you're going to end up defending nothing with it. It should have more utility past the early game. I could use a mothership for recall.
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They could just make the msc be able to transform into a cannon, like say you turn it to a cannon as long as u want but it can't move or use spells till you transform it back, give transform a big cooldown or cost energy.
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On September 22 2012 05:11 kcdc wrote: It occurrs to me that what the MSC purify really helps are 2-base 7-gates since these already line up at the time that a MSC would get across the map. And 7-gate all-ins are already quite strong against both Terran and Zerg. Throw in a 50/50 unit that deals ~40 DPS and can't be hit by roaches or lings, and you've got a pretty scary all-in.
What I'm really looking forward to is trying it with my old stargate expand build, where I built a VR really fast and expand behind it. But it died with the VR nerfs, as they no longer could handle queens and zergs were more used to building queens to deal with banshee harass.
But i have been watching videos at how much the msc owns queens and I bet that the MSC (and maybe a phoenix or two) could totally keep the queens busy long enough for the VR to focus down a hatch.
Frankly I don't think MSC is needed. Let phoenix transform into cannon in power radius, that'll give protoss the stargate harass opener it needs. (or bring back overcharge but let it hit the ground ^^ so phoenix disable after a bit, but you can rotate your phoenix so if he's putting on pressure, you don't have energy to harass, or vice versa)
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What if, to promote defensiveness with the MSCore, they gave it a buff whenever it's sitting in a pylons energy radius. It could be something like attack speed, just not range, so that way it couldn't be offensively abused.
Or perhaps only allow purify to be used within the power of a pylon.
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On September 21 2012 13:13 avilo wrote:Show nested quote +On September 21 2012 13:07 kcdc wrote: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. 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 -_-
I don't see how zerg doesn't get a free expo in every match up. This point goes for other races in certain match ups as well. So it's just another poor excuse by blizzard imo...
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On September 24 2012 06:57 wcr.4fun wrote:Show nested quote +On September 21 2012 13:13 avilo wrote:On September 21 2012 13:07 kcdc wrote: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. 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 -_- I don't see how zerg doesn't get a free expo in every match up. This point goes for other races in certain match ups as well. So it's just another poor excuse by blizzard imo...
Yeah, they've expressly stated that they believe the MsC is too easy to retreat from and wait out. They buffed the range to address this problem, and they presumably buffed the DPS for the same reason. The balance changes on purify were to buff the MsC's defense, not to nerf it. They'll eventually get purify where they want it defensively, and Avilo will be sad that TvP rushes will suck even harder than they do in WoL. But Protoss players will rejoice that PvP won't suck quite as badly.
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On September 24 2012 07:44 kcdc wrote: Yeah, they've expressly stated that they believe the MsC is too easy to retreat from and wait out. They buffed the range to address this problem, and they presumably buffed the DPS for the same reason. The balance changes on purify were to buff the MsC's defense, not to nerf it. They'll eventually get purify where they want it defensively, and Avilo will be sad that TvP rushes will suck even harder than they do in WoL. But Protoss players will rejoice that PvP won't suck quite as badly.
Are you talking about the current meta or the end goal? Because right now, Purify SUUUCKS at defense, and is good at offense. If you want to defend, you're better off Energizing a Sentry.
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The end goal is to have it good at defense and bad at offense. Assuming they're competent, they'll eventually get it there. Actually, I've even told them how to do it, so they don't even need to be competent--they just need to be literate.
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On September 24 2012 07:54 kcdc wrote: The end goal is to have it good at defense and bad at offense. Assuming they're competent, they'll eventually get it there. Actually, I've even told them how to do it, so they don't even need to be competent--they just need to be literate.
I wonder how they'd react if this was on the battle net forums; literally this made me laugh pretty hard haha.
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I don't see how it is so strong for offense. If you just float your core to the enemy and he doesn't bother to scout for it or check it, then yeah, it can be quite strong. The question is if you deserve to win using this strategy. It's like demanding cannon rushes are impossible to win with, even when they're unscouted. It's difficult to really test the potency of purify when people don't have builds yet that account for it.
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On September 22 2012 05:11 kcdc wrote:Show nested quote +On September 22 2012 04:31 Blacklizard wrote: The MSC could be responsible for big metagame shifts. Maybe super greedy expands won't be able to be so greedy, and that may be fine. If that happens, it could make up for Protoss's poor early game scouting, which is reliant on a ton of inferrances.
Personally I really love the Mothership Core. It gives Protoss everything it needed early game. Right now, the MSC definitely helps in defense. It also gives options for poking/recall. It gives the ability to see and/or hit incoming 10 minute bio drops at one more location. And it gives options for harassment. I think of it as a really slow flying reaper... pretty decent at killing a handful of marines, lings, or workers but without support it goes down fast.
Sure, it is worrying that 4 gates would be stronger against Terran. But honestly, 4 gates were pretty God awful against Terran in the past. 2 repaired bunkers were just about enough? Maybe now it will require 4 bunkers because 2 will go down. Still very defendable if Terran doesn't play super greedy.
A late 4 gate against Zerg seems pretty weak to me. I'd be more worried about the 2 base 8 gate timing + MSC. Except that swarmhosts counter practically any number of gateway units, so it doesn't appear to be a problem there either.
Really, I think the mothership core is doing fine. The lastest buff hasn't been tested a ton, but it's probably close to being fine. I think the good far outweighs the bad. More options early game make for more interesting games. Offensively and defensively. It occurrs to me that what the MSC purify really helps are 2-base 7-gates since these already line up at the time that a MSC would get across the map. And 7-gate all-ins are already quite strong against both Terran and Zerg. Throw in a 50/50 unit that deals ~40 DPS and can't be hit by roaches or lings, and you've got a pretty scary all-in.
Vs Z, at first I thought the same thing but now swarmhosts stop all that stuff cold I am pretty sure. Vs T, yeah it's a worry of mine, too. But, those kind of all-ins work best against fast 3rd CC... so maybe that will go out of style. But if T sees it coming, I'm am pretty confident they can defend it. Widow mines with auto-cast turned off in the path of the mothership core would also be a guaranteed kill on the mothership core I would think (and now you can build two or three from a naked factory, no problem, they are nearly guaranteed to pay for theirself). The MSC unit is so slow it absolutely has to fly in a straight line or close to it. On close air maps... yeah probably a problem if the Terran gets even a little greedy. But personally I always think balance against greedy play works out fine as long as you can stop 1 or 2 base all-ins if you are prepared.
EDIT: Vs T, flying in a straight line matters because you can place widow mines where you want them or scout at the right moment with scan or buildings or a reaper where the mothership should be (will need to know per map). And with widow mines being so good at prevent Protoss moving out without observer, the 7 gate super fast all-ins can't work if Terrans start making a few widow mines regarless of their long term tech choices just to force observers.
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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. Well said, you hit all the right notes. I have nothing to add, other than I hope that Blizzard's balance team also understands this and changes the current functionality of Purify.
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wait what? you don't have a beta key? this man needs one asap.
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Black lizard, you're right that the new units might make 2 base all ins weaker. Still, if Z takes a quick third, they narrowly defend a 7 gate all in with hatch tech units in WoL. It's hard to imagine swarm hosts coming out in time and in large enough numbers to defend the timing at 8:30. Maybe Z will open lower income with faster tech to defend P's 2 base timings, but if the MsC is strong enough offensively to force Z into tech openings, that strikes me as a problem on its own. Why not just make it less useful for those attacks?
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make purify only activate on nexus and has like 12 - 15 range, not a lot of DPS but costs maybe 75 energy. It could be like a pseudo tempest early on, it chips any attacking opponents to death but isn't cause for concern although it can tip the battle in toss favor as defenders only, not attackers.
either that or the mothership core could have some kind of existence field, where it only appears on the map inside pylon energy fields. so if toss can't get a pylon in or near your base, then it can't actually attack. Mothership is invisible and cannot issue commands other than move, unless it's in a friendly pylon power field in which case it can use it's abilities. sound fair?
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On September 24 2012 09:42 kcdc wrote: Black lizard, you're right that the new units might make 2 base all ins weaker. Still, if Z takes a quick third, they narrowly defend a 7 gate all in with hatch tech units in WoL. It's hard to imagine swarm hosts coming out in time and in large enough numbers to defend the timing at 8:30. Maybe Z will open lower income with faster tech to defend P's 2 base timings, but if the MsC is strong enough offensively to force Z into tech openings, that strikes me as a problem on its own. Why not just make it less useful for those attacks?
Well, I kind of see the MSC as the new reaver (reminds me of BW PvT). It forces tech from the opponent, it can defend or attack very cost effeciently, but it's really slow and vulnerable in certain situations. I think it will work itself out, but yeah it could definitely have the result of less gasless expanding from Z and T and max droning from Z. From my point of view, that is probably a good thing in theory. More mixed armies because tech is forcing tech, instead of quick max roach pushes and 2 base gateway only Protoss all-ins.
I think you hit the nail on the head about Z. The way I'm playing Z right now is just like that- I rush to swarmhosts and force Protoss to seriously go out of his way to deal with them. Then I get droned up on 3 bases or get enough drones to support mutas on 3 bases and put on a lot of pressure that way. Without being very efficient I've taken down a lot of Protoss with just a lot of micro and poor larva injects (I almost never played Z till a couple of months ago). I have a feeling the pros could make this sort of build really deadly. And it's versatile because you can keep constant pressure or just sit back and drone madly.
I'm not sure if widow mines could be used the same way, but I'm experimenting with them now. They definitely have potential, but they don't feel as powerful as swarmhosts to me yet.
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Hm, I would have agreed with the Op a week ago but recently I've seen that the reduced duration on the core does make it less effective at being offensive, the short duration means the mothership core needs to get in to the most perfect spot before engaging in order to do any damage. But when you are defending you don't have to position your core at all, so you can make full use of the core the moment your opponent decides to engage. In theory I agree with the Op, but in practice Purify seems to be much worse offensively now than it was before, and only marginally worse defensively.
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I say make it a flying battery shield.
3 Spells 1) recharge energy 2) recharge shield 3) recall
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In theory, yeah. In practice, the core has been used as far less offensive than before since the patch, owing in part to the fact that you can simply run away from it and wait it out, even if it is in your base, it is better for it to blast your pylons than your army.
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On September 25 2012 01:11 Thrasymachus725 wrote: In theory, yeah. In practice, the core has been used as far less offensive than before since the patch, owing in part to the fact that you can simply run away from it and wait it out, even if it is in your base, it is better for it to blast your pylons than your army.
I'm still not in the beta, but it's hard to imagine that Protoss players wouldn't use the option of 50 seconds of an offensive super-cannon for 2-base timings against Z and T. Even if the attacks aren't overpowered, you still have an issue where purify is better for offense than it is for defense. If it sucks for offense, that just means it will suck more for defense. However the stats are tuned, there unit cannot meet its design goals so long as it's better at offense than at defense.
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i think that the mothership core needs a rework, they are kinda satisfied but i m not
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On September 25 2012 01:50 kcdc wrote:Show nested quote +On September 25 2012 01:11 Thrasymachus725 wrote: In theory, yeah. In practice, the core has been used as far less offensive than before since the patch, owing in part to the fact that you can simply run away from it and wait it out, even if it is in your base, it is better for it to blast your pylons than your army. I'm still not in the beta, but it's hard to imagine that Protoss players wouldn't use the option of 50 seconds of an offensive super-cannon for 2-base timings against Z and T. Even if the attacks aren't overpowered, you still have an issue where purify is better for offense than it is for defense. If it sucks for offense, that just means it will suck more for defense. However the stats are tuned, there unit cannot meet its design goals so long as it's better at offense than at defense.
I'm not in the beta either, but I have a hard time imagining that you can "sneak" a mothership core which doesn't start production until after a core is done across the map to a Terran's base. Kinda requires a Terran player not to be looking for it (or not building marines), doesn't it? Protoss doesn't have many early units at all to support it along its path. Think moving Siege Tanks only worse (because if you trigger the MC's attack before it reaches the base, it gets there and... waits...).
For Z, they always have 3 queens anyway, and 3 Queens can kill a MC in about 10 seconds - unless they trigger the attack, which the queens can micro away from, and overlords to grant vision of the approaching MC.
I'm perfectly willing to concede that super-mode for 25 seconds for 100 energy is not what is needed, but I have a hard time believing that the Mothership Core will see offensive usage for very long once players know how to combat it. For me, if they meant it to be a defensive unit, they've done an awful job. I'll use it as a macro/offensive support unit by using recalls and energize - but you're definitely right when you say that Purify is awful.
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Aren't all these problems fixed by making the core static, like it used to be?
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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.
Wrong. With one sentry, the core gives 4 FF by using energize. That means that if you IMMIDIATLY use a FF after a sentry spawns and then energize, you will have at least 5 FF's ... At least... You will probably have 6 FF's by the time a attack comes... With only one sentry.. Two sentry's and you will have around 8!!! FFs when the attack hit... I dare say thats pretty fricking good as a defensive ability...
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Any opinions on the following suggestion?
Purify becomes a toggle on/off. Short transformation animation (like a siege tank) Range should be 6-8. While transformed, it doesn't generate energy and is immobile..
For defense, the attackers can't just wait it out.
For offense, transformation time and reduced range (from 10) makes it easier to kill with fast response from marines/queens/stalkers.
Upon toggling it off, short animation again and then it starts generating energy as normal.
Make the cost for activating purify be the loss of any energy that would have been generated. Difference between good/bad players is starting it soon enough that it doesn't get sniped and keeping it active for as long as possible to generate energy.
~Edit this also leaves more energy for 'energize' and 'recall', hopefully leading to more usage of them. Also might lead to more aggressive builds against protoss so that they keep it in purifier mode limiting energy growth.
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On September 25 2012 03:57 Treehead wrote:Show nested quote +On September 25 2012 01:50 kcdc wrote:On September 25 2012 01:11 Thrasymachus725 wrote: In theory, yeah. In practice, the core has been used as far less offensive than before since the patch, owing in part to the fact that you can simply run away from it and wait it out, even if it is in your base, it is better for it to blast your pylons than your army. I'm still not in the beta, but it's hard to imagine that Protoss players wouldn't use the option of 50 seconds of an offensive super-cannon for 2-base timings against Z and T. Even if the attacks aren't overpowered, you still have an issue where purify is better for offense than it is for defense. If it sucks for offense, that just means it will suck more for defense. However the stats are tuned, there unit cannot meet its design goals so long as it's better at offense than at defense. I'm not in the beta either, but I have a hard time imagining that you can "sneak" a mothership core which doesn't start production until after a core is done across the map to a Terran's base. Kinda requires a Terran player not to be looking for it (or not building marines), doesn't it? Protoss doesn't have many early units at all to support it along its path. Think moving Siege Tanks only worse (because if you trigger the MC's attack before it reaches the base, it gets there and... waits...). For Z, they always have 3 queens anyway, and 3 Queens can kill a MC in about 10 seconds - unless they trigger the attack, which the queens can micro away from, and overlords to grant vision of the approaching MC. I'm perfectly willing to concede that super-mode for 25 seconds for 100 energy is not what is needed, but I have a hard time believing that the Mothership Core will see offensive usage for very long once players know how to combat it. For me, if they meant it to be a defensive unit, they've done an awful job. I'll use it as a macro/offensive support unit by using recalls and energize - but you're definitely right when you say that Purify is awful.
It really depends how the metagame settles, but if you threw the current MsC into WoL, you'd definitely be able to get it safely across the map against standard T and Z WoL builds.
Against a gasless FE, building 3 stalkers allows you to easily keep Terran in his base until 7 minutes or so when he finishes concussive shells. And if you're going for a big warpgate timing, you auto-win if you catch Terran out on the map right before your timing. Maybe Terran's opening will change, but as is, you should be able to get the MsC to his bunkers no problem.
Against Zerg's gasless 3 base opening, Z has nothing that moves off creep and shoots up until 10 minutes. Z should be able to scout it coming and they can build extra queens to kill it, but they also have to worry about your main army. 7 gates and will be a stronger due to MsC support. I've also heard complaints about the MsC making phoenix harass stronger since it can kill queens quickly and pick off spores from 10 range. 50/50 to take out Z's AA at their third sounds like a great trade for P.
PS: Anyone want to bump the thread on the Bnet forums? I'm hoping we'll get some smart MsC changes this week.
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i would love to see Purify and MSC be redesigned to be closer to the alpha version and posibly allow more than 1 to be build at a time and rename to something else making it a unique unit on it's own.
MSC should have 2 modes and cost 2 food
Mobile mode: Movement speed: 1.88 No attack Mass Recall 75 energy Wormhole 50 energy (warp to target nexus) Energize ?? energy (refill shields and energy of unit) Dock (dock with nexus, takes 4 seconds)
Dock mode: Movement speed: 0 Purifier Beams: 10(+1 air upgrade)x4 dmg with 1,4 cooldown for 28,5 dps to a single target at range 9 Unknown abilitys (find something good) Refit Core (Builds the Mothership by refitting the unit as the core of the mothership) Undock (undock from nexus, takes 4 seconds)
The idea would be that in it's mobile form it's a "unit" that works as a support caster for mainly travel purposes with mass recall and wormhole But also it's able to dock with the nexus to become a defensive combat unit that you cant just "wait out" the "Purify" ability when used defensivly.
The mothership itself should retain the attack from the core (it's slightly stronger than the mothership's current attack)
Just my 2 cents... i realy liked the alpha idea of an "docked" core on the nexus as early defence and i was quite sad when they wanted it to "feel like a unit" and gave it movement speed, thus having to nerf the poor thing into the ground.
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How about an AOE slow when the MSC hits a unit? Makes the attacker's job harder because attacking is such a commitment, while not buffing the MSC's current offensive strength.
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What's so wrong about being able to draw out the purify spell? If you make it a toggled ability to counteract waiting it out, you'll have to nerf the spell a whole bunch so that it's only a mildly powerful attack.
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In this thread Browder said the following on the MsC:
Noted. Thank you guys for the thread. We are seeing a lot of aggresion with the unit which was not the intent with the current balance. I feel like we should have anticipated this problem.=)
We'll look at it.
It kind of pisses me off that a herp derp "Mothership core is too strong cuz it's hard to win with 1/1/1 now!" thread got a response while my thread which had actual analysis got ignored. He's also right that they should have anticipated this problem.
It annoys me that my thread got ignored, but at least they're now aware that it's a problem. We'll see what they do about it. The fact that this offensive use issue caught them by surprise makes me skeptical that they understand how the game works. Can someone with beta access please bump my explanation? It can be found here:
http://us.battle.net/sc2/en/forum/topic/6606432986
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On September 25 2012 11:03 kcdc wrote:In this thread Browder said the following on the MsC: Show nested quote +Noted. Thank you guys for the thread. We are seeing a lot of aggresion with the unit which was not the intent with the current balance. I feel like we should have anticipated this problem.=)
We'll look at it. It kind of pisses me off that a herp derp "Mothership core is too strong cuz it's hard to win with 1/1/1 now!" thread got a response while my thread which had actual analysis got ignored. He's also right that they should have anticipated this problem. It annoys me that my thread got ignored, but at least they're now aware that it's a problem. We'll see what they do about it. The fact that this offensive use issue caught them by surprise makes me skeptical that they understand how the game works. Can someone with beta access please bump my explanation? It can be found here: http://us.battle.net/sc2/en/forum/topic/6606432986
That thread seems really silly. But then, I'm sure there's some marketing/PR reason they respond to threads like that instead of threads that... um.... make sense.
On September 25 2012 05:23 kcdc wrote:
Against a gasless FE, building 3 stalkers allows you to easily keep Terran in his base until 7 minutes or so when he finishes concussive shells. And if you're going for a big warpgate timing, you auto-win if you catch Terran out on the map right before your timing. Maybe Terran's opening will change, but as is, you should be able to get the MsC to his bunkers no problem.
Against Zerg's gasless 3 base opening, Z has nothing that moves off creep and shoots up until 10 minutes. Z should be able to scout it coming and they can build extra queens to kill it, but they also have to worry about your main army. 7 gates and will be a stronger due to MsC support. I've also heard complaints about the MsC making phoenix harass stronger since it can kill queens quickly and pick off spores from 10 range. 50/50 to take out Z's AA at their third sounds like a great trade for P.
Yeah, it's possible that this is what's going to happen. However, if it detracts from a potentially deadly 2-base allin, I wouldn't be surprised if Terrans either went Concussive first or figured out some early marine tactics to push out and mess with you. The main reason they don't push out before concussive right now is because they don't have to. If you could make tanks that could siege up in front of their nat, I'd imagine they'd find a way to push out anyway. Maybe the fact that it could make T more conservative makes it a "good offensive unit", but to me it just means its new.
PvZ you may be right, since 2-base allins are pretty strong already. But we also don't know how well spines and swarm hosts will be at deflecting 2-base pressure.
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On September 25 2012 04:16 ZealotSensei wrote:Show nested quote +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. Wrong. With one sentry, the core gives 4 FF by using energize. That means that if you IMMIDIATLY use a FF after a sentry spawns and then energize, you will have at least 5 FF's ... At least... You will probably have 6 FF's by the time a attack comes... With only one sentry.. Two sentry's and you will have around 8!!! FFs when the attack hit... I dare say thats pretty fricking good as a defensive ability...
Um, wouldn't it still take the 89 seconds to get 100 energy for energize?
I know at that point it might be arguable that energize is better than purify, but the point is that it takes those 89 seconds after it spawns to use *any* ability since they all cost 100 energy.
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Purify should work like ghost cloak. Initial energy cost, and then last as long as you have energy for. Adjust attack power as required. That would greatly enhance it's defensive utility, and going back to 7 range and a damage reduction of some sort would negate a lot of it's too strong offensive capabilities.
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On September 25 2012 11:03 kcdc wrote: It kind of pisses me off that a herp derp "Mothership core is too strong cuz it's hard to win with 1/1/1 now!" thread got a response while my thread which had actual analysis got ignored.
It got ignored because it's on the third page, LOL.
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The easiest fix is restrict movement between powered buildings. A 0-25 mp cost teleport spell.
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I was playing PvZ the other day, rallied mothership core to enemy base, killed 3 queens 5 drones at 5 minutes. Pretty overpowered in offense.
In my opinion I think Purify should do splash damage or very fast attack speed with bonus vs light. This way, the mothership core will be the best defense in the early game against the basic units like zealot/marine/zergling. Right now in PvZ if he runs with tons of zerglings, the mothership core shooting its kinda slow attack and overkilling lings with 45 damage just isn't effective and the zerglings still do damage. With the changes I proposed, purify will no longer be effective against queens, buildings or higher tech units making it more an early game defense spell and nullifying the offensive part of it.
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United States7483 Posts
Give it ridiculous range (like pre-nerf tempest) but leash it to the nexus again. Problem solved, unless someone wants to proxy nexus just to have a mothership core as an attacking unit.
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I stand totally behind the OP in this regard. Purify is going into the wrong direction with the newest changes since the main purpose of the unit should be to provide protoss with some kind of solid early game defence/help and not making it a gimmicky fast rush attack unit. While it's not totally wrong to make it also useable in the offence it needs to be designed in a way then that makes it way more powerful in defence.
On September 25 2012 18:37 Adonminus wrote: I was playing PvZ the other day, rallied mothership core to enemy base, killed 3 queens 5 drones at 5 minutes. Pretty overpowered in offense.
In my opinion I think Purify should do splash damage or very fast attack speed with bonus vs light. This way, the mothership core will be the best defense in the early game against the basic units like zealot/marine/zergling. Right now in PvZ if he runs with tons of zerglings, the mothership core shooting its kinda slow attack and overkilling lings with 45 damage just isn't effective and the zerglings still do damage. With the changes I proposed, purify will no longer be effective against queens, buildings or higher tech units making it more an early game defense spell and nullifying the offensive part of it.
Very good points, I only want to add one point here that you might have overlooked: If it does some kind of splash + bonus vs light, wouldn't this also enable to rape workers quickly in offence early on? (similar to hellion harass) This obviously would also depend on its range, because if the range is low enough (like 7) combined with the super slow ass movement speed your opponent could see it way in advance to prevent all the workers getting raped. If it has a higher range (like 10) I think this might cause another issue here.
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On September 25 2012 18:37 Adonminus wrote: I was playing PvZ the other day, rallied mothership core to enemy base, killed 3 queens 5 drones at 5 minutes. Pretty overpowered in offense.
In my opinion I think Purify should do splash damage or very fast attack speed with bonus vs light. This way, the mothership core will be the best defense in the early game against the basic units like zealot/marine/zergling. Right now in PvZ if he runs with tons of zerglings, the mothership core shooting its kinda slow attack and overkilling lings with 45 damage just isn't effective and the zerglings still do damage. With the changes I proposed, purify will no longer be effective against queens, buildings or higher tech units making it more an early game defense spell and nullifying the offensive part of it.
If your mothership core arrived at 5 minutes, that means that either you managed to build it ridiculously early, you're playing on a ridiculous map, or that your opponent didn't scout you and went blind three-bases while you rushed him.
It takes at least 20 seconds to get 100 minerals for your initial pylon, and a further 30 to get 150 minerals (i.e. realistically, you probably won't start a gate before 1 minute). From there, it's a further 1:50 until your core is up (no earlier than 2:50). If you're playing on Steppes of War, it takes about 40 seconds for a probe to reach the Nat from your main Nexus. A probe is nearly exactly 6 times slower than a probe - meaning it'll take you 4 minutes (that's right - FOUR MINUTES) to get from your Nexus to your opponent's nat.
All things told, it is impossible to get a Mothership Core to your opponent's natural - even on Steppes of War - earlier than 7 minutes unless you do something really crazy. You claim you got it there in five. Either there's something I'm missing, you proxied a Nexus (lol), or your story seems unlikely. Either way, there's definitely a ton of missing information in this story you've posted of getting a MC to your opponent's base at 5 minutes.
Edit: If you watch the Day9 daily about Mothership Core tricks, he mentions that his Mothership Core arrives at zerg's base at around 8 or 9 minutes to support a 4-gate. What's he doing differently that makes him 3 or 4 minutes behind you?
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On September 21 2012 10:26 rpgalon wrote: they should just go back with it being immobile, make the movement speed 0, and give to it an ability that has a cooldown or requires low energy, that allows the MC to teleport to any protoss building (maybe exclude pylons since it could be used for cheese).
This, this right here sounds like an awsome solution
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If the idea is to make it less effective for an attacker simply pull back and wait out your defensive purify, I would suggest one of these two options:
1) as already mentioned, somehow link it's purify ability to being in pylon range thus making it effective as a defence but limited as an offense. I've read people saying that "protoss build a proxy pylon anyways so this wouldn't change anything." If you've ever played protoss or even watched a protoss match, you'll know that opposing players actively seek out proxy pylons and destroy them even when they're hidden in creative places. Yes, the protoss usually manages to get a pylon up SOMEWHERE, but it's rarely going to be in a strategic position to use a purify. Proxy pylons are usually hidden in a nook somewhere close enough to reinforce, but rarely close enough to actually warp straight into a base....other than a 4 gate of course, but from my understanding, a Mothership Core "rush" isn't comparable to a 4 gate.
2) Another angle could be to change purify from a time based ability to "charge" based ability, or perhaps a combination of the two. For example, purify lasts for 75 seconds or 15 shots, whichever comes first. That makes it tough for the attacker to juke the defender into using purify only to retreat for 25 seconds and return. You could even combine both ideas to ensure it's not used offensively.
Cheers,
Ramone
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If the purify ability made it so the core could not move, would that solve some of the issues? Then the core could do everything it currently does, but is locked in once it goes into turret mode. Even if it was used for agression, the opponent could just back away.
If not, I like the idea that it needs to be in a power field, rather than lowering the damage. Currently, the core does a really good job of countering early game agression and all ins in PvP. If it did less damage, I feel it would lose to much punch in that match up.
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they should tether it to the nexus again and make it work similar to the artifact in the campaign at a shorter range and lower damage (should not be able to hit tanks/range colo/brood lords) if they're worried about people running away from it
would look awesome and is virtually unavoidable outside of some clutch blink
you also only get one shot, so you need to make it count
you might wipe out one army only for an even bigger one to show up
you could make it kill your own units too, giving the enemy time to react when they see you pull your probes
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On September 26 2012 02:36 Plansix wrote: If the purify ability made it so the core could not move, would that solve some of the issues? Then the core could do everything it currently does, but is locked in once it goes into turret mode. Even if it was used for agression, the opponent could just back away. This would make it worse at defending too, since the opponent could choose to attack somewhere else while the core is stationary (or just wait for Purify to end as currently). You could buff the range to compensate, but then the core would become a siege weapon (doesn't matter if its stationary if it's attacking defensive structures).
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On September 26 2012 02:43 archon256 wrote:Show nested quote +On September 26 2012 02:36 Plansix wrote: If the purify ability made it so the core could not move, would that solve some of the issues? Then the core could do everything it currently does, but is locked in once it goes into turret mode. Even if it was used for agression, the opponent could just back away. This would make it worse at defending too, since the opponent could choose to attack somewhere else while the core is stationary (or just wait for Purify to end as currently). You could buff the range to compensate, but then the core would become a siege weapon (doesn't matter if its stationary if it's attacking defensive structures).
I think it being worse for defending is fine, since protoss it is only clutch in the super early game. Abilities like blink and drops are not a factor at that point. After that, it is just a bonus for dealing with pushes, but not the key to victory. And 10 range is more than enough to get things done.
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Core will be changed, that's for sure. I can just spend 50/50 every now and then and just rally it to my opponents base to purify worker line or kill some units. I think it's worth it.
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Yep, spend 50/50, scoot core over to airspace near natural (think Cloud Kingdom), 1-shot workers from 10 range. What does Terran do about that with their only available AA having 5 range? Do they just stop mining until the core runs out of energy?
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On September 21 2012 09:30 wcr.4fun wrote: Don't bother reasoning with logic. We've got a battle hellion who's biological now.
Yeah thats like the most retarded thing imaginable
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On September 26 2012 03:08 EnE wrote:Show nested quote +On September 21 2012 09:30 wcr.4fun wrote: Don't bother reasoning with logic. We've got a battle hellion who's biological now. Yeah thats like the most retarded thing imaginable
SCV can repair BCs and vikings without flying, but zealots cannot figure out how to hit them. Infestors can mind control colossi, even though they are robots. Also, BCs, because there is only one man driving that entire ship.
Also, a thor can be air lifted in suitcase form and is larger than the thing lifting it.
Logic does not apply to SC2. It is a game, pure and simple.
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On September 26 2012 03:02 kcdc wrote: Yep, spend 50/50, scoot core over to airspace near natural (think Cloud Kingdom), 1-shot workers from 10 range. What does Terran do about that with their only available AA having 5 range? Do they just stop mining until the core runs out of energy?
This is a remarkably relevant point. Whereas Queens can wander away if they start getting shot, Terran's only long range anti-air is the Turret - and well, you can just kill the Turret from range 9 because it can't move away like the queen can. You wouldn't have to worry about this until 9-10 minutes in, but that's not long enough for current terran builds to have a starport up and have Vikings built. Either the mapmaking should take this into account, or MC will be able to do crazy damage early on when naturals have open space around them. This is also true in PvP if your opponent's MC is low on energy.
I mean I guess in PvP you're taking a risk that your opponent is not going phoenixes...
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Mapmakers could prevent it by having workers 7+ range from air space (MsC has to come within 3 range of land to hit SCVs and it's not fast enough to dance away from marines).
But the real answer is that the final MsC won't have 10 range and it won't 1-shot workers.
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I bumped your thread kcdc. As a zerg player, I want the MsC refined further.
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On September 25 2012 23:23 Treehead wrote:Show nested quote +On September 25 2012 18:37 Adonminus wrote: I was playing PvZ the other day, rallied mothership core to enemy base, killed 3 queens 5 drones at 5 minutes. Pretty overpowered in offense.
In my opinion I think Purify should do splash damage or very fast attack speed with bonus vs light. This way, the mothership core will be the best defense in the early game against the basic units like zealot/marine/zergling. Right now in PvZ if he runs with tons of zerglings, the mothership core shooting its kinda slow attack and overkilling lings with 45 damage just isn't effective and the zerglings still do damage. With the changes I proposed, purify will no longer be effective against queens, buildings or higher tech units making it more an early game defense spell and nullifying the offensive part of it. If your mothership core arrived at 5 minutes, that means that either you managed to build it ridiculously early, you're playing on a ridiculous map, or that your opponent didn't scout you and went blind three-bases while you rushed him. It takes at least 20 seconds to get 100 minerals for your initial pylon, and a further 30 to get 150 minerals (i.e. realistically, you probably won't start a gate before 1 minute). From there, it's a further 1:50 until your core is up (no earlier than 2:50). If you're playing on Steppes of War, it takes about 40 seconds for a probe to reach the Nat from your main Nexus. A probe is nearly exactly 6 times slower than a probe - meaning it'll take you 4 minutes (that's right - FOUR MINUTES) to get from your Nexus to your opponent's nat. All things told, it is impossible to get a Mothership Core to your opponent's natural - even on Steppes of War - earlier than 7 minutes unless you do something really crazy. You claim you got it there in five. Either there's something I'm missing, you proxied a Nexus (lol), or your story seems unlikely. Either way, there's definitely a ton of missing information in this story you've posted of getting a MC to your opponent's base at 5 minutes. Edit: If you watch the Day9 daily about Mothership Core tricks, he mentions that his Mothership Core arrives at zerg's base at around 8 or 9 minutes to support a 4-gate. What's he doing differently that makes him 3 or 4 minutes behind you? I was playing on close air on that 4 player ice map. Fractured Glacier. Spawned in 11 oclock and he was 2 oclock, it's a very short distance.
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On September 26 2012 05:05 Adonminus wrote:Show nested quote +On September 25 2012 23:23 Treehead wrote:On September 25 2012 18:37 Adonminus wrote: I was playing PvZ the other day, rallied mothership core to enemy base, killed 3 queens 5 drones at 5 minutes. Pretty overpowered in offense.
In my opinion I think Purify should do splash damage or very fast attack speed with bonus vs light. This way, the mothership core will be the best defense in the early game against the basic units like zealot/marine/zergling. Right now in PvZ if he runs with tons of zerglings, the mothership core shooting its kinda slow attack and overkilling lings with 45 damage just isn't effective and the zerglings still do damage. With the changes I proposed, purify will no longer be effective against queens, buildings or higher tech units making it more an early game defense spell and nullifying the offensive part of it. If your mothership core arrived at 5 minutes, that means that either you managed to build it ridiculously early, you're playing on a ridiculous map, or that your opponent didn't scout you and went blind three-bases while you rushed him. It takes at least 20 seconds to get 100 minerals for your initial pylon, and a further 30 to get 150 minerals (i.e. realistically, you probably won't start a gate before 1 minute). From there, it's a further 1:50 until your core is up (no earlier than 2:50). If you're playing on Steppes of War, it takes about 40 seconds for a probe to reach the Nat from your main Nexus. A probe is nearly exactly 6 times slower than a probe - meaning it'll take you 4 minutes (that's right - FOUR MINUTES) to get from your Nexus to your opponent's nat. All things told, it is impossible to get a Mothership Core to your opponent's natural - even on Steppes of War - earlier than 7 minutes unless you do something really crazy. You claim you got it there in five. Either there's something I'm missing, you proxied a Nexus (lol), or your story seems unlikely. Either way, there's definitely a ton of missing information in this story you've posted of getting a MC to your opponent's base at 5 minutes. Edit: If you watch the Day9 daily about Mothership Core tricks, he mentions that his Mothership Core arrives at zerg's base at around 8 or 9 minutes to support a 4-gate. What's he doing differently that makes him 3 or 4 minutes behind you? I was playing on close air on that 4 player ice map. Fractured Glacier. Spawned in 11 oclock and he was 2 oclock, it's a very short distance.
Leave it to Blizzard to make a map where your Nexus is closer to your opponent's natural than it is to yours. I can't think of any way that that could possibly be used abusively (MC aside). I really think your example is a mapmaking issue - not a MC design issue. Good to see we'll be back to having abysmal maps to play on again.
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I would rather see Purify use energy over time like a Ghost or Banshee used to cloak. Then you could simultaneously make it weaker.
The result would be a unit that is very strong for defense, but much weaker for offense.
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On September 26 2012 05:49 meadbert wrote: I would rather see Purify use energy over time like a Ghost or Banshee used to cloak. Then you could simultaneously make it weaker.
The result would be a unit that is very strong for defense, but much weaker for offense. Makes lots of sense, gonna be great for additional defense. Though will need to have range and damage weakened then since it won't be wasting energy when units run away.
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Noted. Thanks for the thread. We are looking at this ability.
Woo-hoo! Well, we've done our part to help. Let's see what they come up with.
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On September 26 2012 06:31 kcdc wrote:Woo-hoo! Well, we've done our part to help. Let's see what they come up with.
I take all credit for bumping.
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On September 26 2012 06:33 IPA wrote:Show nested quote +On September 26 2012 06:31 kcdc wrote:Noted. Thanks for the thread. We are looking at this ability. Woo-hoo! Well, we've done our part to help. Let's see what they come up with. I take all credit for bumping. 
Consider this tiny victory all yours.
I really hope the implement the idea where purify is permanently enabled when the MsC is in a power field. It just sounds cool to have the MsC charged up by pylon power, causing it to swirl with blue energy and gain a powerful attack. Then it steps away from the power and goes back to lame unfinished death star mode.
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To be honest, I don't see any possible changes to the Mothership core that won't be controversial.
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What if it were balanced around not gaining energy while it was moving? Could lower the energy cost of purify if need be.
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Or just have each individual shot cost energy, or let us build more than one MsC, or ditch the MsC completely and have some cool alternative.
For instance I've been thinking about bringing the 'soul hunter' back, not as a unit but as a permanent spell you can cast on any unit from the nexus, for like, 100 energy. Imagine sending out a probe and having it be as strong as 4, so it can actually do some real harass against a terran, or if the zerg really did have to build a couple zerglings to expand because the probe doesn't need to build a pylon. And if it gets a couple kills it might even level up and kill that first marine! (and it'd be balanced too, because losing 4 chronoboosts is a big deal)
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Solution: Bring back the old Mothership Core (that sat on top of a Nexus of your choice) and add an ability called "Mobile Core", which takes away the Purifier function, but still allows you to Mass Recall or whatever into an opponent's base if you can sneak it in.
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I've played several pvp's where I open stargate and end up losing to blink or blink obs all ins. Either the core gets sniped because it's so fragile or they just blink away from your purify and come right back.
It needs about twice as much health and purify that has an autocast toggle where it drains x energy per shot. As far as pvp goes, your still better off energizing a sentry and even then it's back to "If I miss one force field I'm dead as fuck" pvp.
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As far as the pylon radius thing, I think if you did the above and then nerfed range and damage it wouldn't be as valuable an offensive unit. I'd be worried that pylons would just get sniped and then you'd have to wait for it's slow ass to creep back into pylon power before it was useful again.
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The mother ship core should be a structure. Allowing it to teleport to any building expect pylons may resolve this issue
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Just wrote a blog on how what I believe is the best way to change purify.
http://www.teamliquid.net/blogs/viewblog.php?topic_id=372113
On September 28 2012 14:09 Treehead wrote: The Mothership Core is, was and will be undoubtedly my favorite new addition to the protoss arsenal. It was created to be a potent unit for economy, for early-game defense, and for use in recalling slow pushes once they are overextended. Currently, it is doing 2 of 3 jobs pretty adequately. The main problems are surrounding it’s attack, which I would like to talk a little about, and then propose a solution to these problems.
Problem: The Mothership Core is currently being used offensively. This is not what was intended for the unit.
The current version of the Mothership Core can be very useful for attacking early. The main challenge of doing so is getting it across the board into an attacking position safely, but this is sometimes a moot point because there tends to be so much space along the sides of the map.
Its range 10 allows it to avoid difficulty with every early Terran Anti-Air when positioned over open space. They can snipe Turrets before the turret can fight back, and 1-shot 0 armor marines from range 10. This means that when positioned over opened space near an expansion, the MC can effectively stop mining until Vikings. Once Vikings are available, they do quite well in taking it down, though it takes several Vikings to take down a MC without losing anything (and once you’ve lose something, the MC has traded effectively).
Against Zerg, as Day9 has pointed out in one of his dailies, the early game use of the MC along with a 4-gate seems very difficult to stop – at a time when the only response zerg has to the MC is Queens (which it outranges and generally trades quite well against). Spore crawlers get the same treatment as turrets – they get killed out of range to be effective as anti-air.
In PvP, the ability to use a MC effectively does a couple things. First, it makes the ramp much less of an advantage (since you can’t deny vision with a flying unit around). This can be a big issue playing against blink builds (whose only issue in engaging is vision) which were previously spending 225/175 on one observer to provide a much more fragile form of vision (40 health vs. the 250 of the MC). This provides blink/obs builds the ability to ignore the obs and get 175/125 more to spend on units (detection aside, this makes blink pushes without detection much harder to stop, and executing blink rushes against DTs semi-autoloss… because PvP needed to be more about build order wins, right?). And then, of course, I’m sure there will be a 4-gate recall build on that winter map with the incredibly close air distances (maybe that map won’t make it, or something – pure speculation).
As you can see offensive MC usage, if you can get away with it poses problems in all matchups. Maybe given sufficiently astute play by your opponent you can’t, but that remains to be seen.
How did this happen? Pre-beta, the MC was a unit attached to a building. It didn’t move and therefore you couldn’t attack with it unless you proxied a Nexus (which is a bit much). So why is it being used so much and so offensively now? It’s mobility has changed, so that it can participate in fights in which it didn’t used to be able to participate.
Problem: The Mothership Core has issues with defending. Because its attack is available for only a short window of time – and the cost of using it is a recall or an energize (both of which are ridiculously better in terms of having more units with which to defend later).
One energize on a Nexus is generally 90 seconds of build time over the next three minutes. That’s a little more than 5 probes, (or about 150-200 resources per minute – not to mention about 225-300 resources if you’re able to harvest at the 30-40 rate as probes emerge). If you get your MC around 4 minutes, your first 100 energy will come at about 5:30. You don’t get 100 energy again until 8:30. By 10 minutes, if you used your first Energize on probes, you’re both mining optimally (somehow, haven’t tweak build order stuff yet, but just in theory) and you’re both still making probes, you’re a solid 450-600 resources ahead. That’s a lot of money – It’s a full Colossus or almost two Immortals.
Ok, we’ve established that Energize is good. Recall is good, too (at least worth the cost of the units you save with it, isn’t it?).
Hey, wait a minute, wasn’t I talking about Purify? Here’s the point I’m coming to about Purify. If you need Energy for Purify, you’re not getting one of these other effects – and for what? If you’re not way behind in army size, your opponent will turn tail and run once Purify hits the field – and during that time you get a few marines, maybe a couple marauders, a stalker or two (perhaps none if they have blink), perhaps more than one roach. See how bad that is at defense? Because you can’t force your enemy to stay (with a lot of FFs – and no Medivacs or burrow - or bad positioning on your opponent’s part) once he’s begun attacking. You get nice bursts of dps – but you can’t keep them around for it, so it just goes unused. And if it is high enough that you can cream an army hard enough to make using the ability worth it, what happens when you get it to the front lines and it can be used offensively? (Hint: scroll up a little bit.)
The point is that energy for an attacking mode is great for offense – but not that good for defense, especially if its duration is low.
My solution There is undoubtedly more than one, but here’s what I’ve decided I like best. The reason it’s become so good offensively is because it’s mobile. The reason it’s so poor at defense is because its attack is so temporary. So what happens if we make the attack passive, and make the movement the part that’s tied to energy use. This has several effects.
1. We can provide the MC with bursts of mobility during defense. Short bursts of attack may be horrible for defending, but short bursts of mobility are great for it. Why else does everyone and their mother get blink near the beginning of a game if they suspect mutas or drop play?
2. The MC is always available for defending. Maybe it’s not a 45 damage/10 range super-cannon, but who’s going to be able to use it as that anyway – if everytime you turn it on an enemy can just decide to engage again 20 seconds later without the super-cannon available?
3. We can limit how much the MC is able to use its mobility by limiting the availability of its movement speed (through energy cost), and thereby eliminate the possibility of getting it across the map for a rush. If it takes the MC five minutes to get across the field on a map like Steppes of War – who cares if its good during the attack? On this note, you can make it worse during the attack, since its passive attack can have effectiveness of something like a photon cannon, rather than requiring a more potent attack due to its limited availability. Oh, and also, for all you zergies, they could also make it take long enough to get across the field for you to be able to have more anti-air available than hydras, or give it a short enough range to be susceptible to spores. This makes it much more defendable in a “rush” (if such thing is still allowed to occur).
4. This may have a slight “Energy tax” at the beginning of the game, in order to get it into defensive position once it emerges from the Nexus.
Example of Concept Mothership Core Cost: 50 minerals, 50 gas, 0 supply, 30 build time Defense: 150 health, 100 shields, 1 armor Sight: 14 Ground/Air Attack: 20 Cooldown: 1 Range: 7 Speed: 0
Abilities: Recall (as before), Energize (Range extended to 20 due to restricted mobility) and... Psionic Thrust Cost: 50 Energy Description: Psionic Energy propels the motor-less core forward, granting it a movement speed of 1.0 for 10 seconds.
Basically, the idea is that, since it has a passive move speed and a temporary attack, we swap the two to give it a temporary move speed (costing energy) and a permanent attack. If you like it, would someone be so kind as to forward it to the bnet forums?
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On September 29 2012 01:37 Treehead wrote:Just wrote a blog on how what I believe is the best way to change purify. http://www.teamliquid.net/blogs/viewblog.php?topic_id=372113Show nested quote +On September 28 2012 14:09 Treehead wrote: The Mothership Core is, was and will be undoubtedly my favorite new addition to the protoss arsenal. It was created to be a potent unit for economy, for early-game defense, and for use in recalling slow pushes once they are overextended. Currently, it is doing 2 of 3 jobs pretty adequately. The main problems are surrounding it’s attack, which I would like to talk a little about, and then propose a solution to these problems.
Problem: The Mothership Core is currently being used offensively. This is not what was intended for the unit.
The current version of the Mothership Core can be very useful for attacking early. The main challenge of doing so is getting it across the board into an attacking position safely, but this is sometimes a moot point because there tends to be so much space along the sides of the map.
Its range 10 allows it to avoid difficulty with every early Terran Anti-Air when positioned over open space. They can snipe Turrets before the turret can fight back, and 1-shot 0 armor marines from range 10. This means that when positioned over opened space near an expansion, the MC can effectively stop mining until Vikings. Once Vikings are available, they do quite well in taking it down, though it takes several Vikings to take down a MC without losing anything (and once you’ve lose something, the MC has traded effectively).
Against Zerg, as Day9 has pointed out in one of his dailies, the early game use of the MC along with a 4-gate seems very difficult to stop – at a time when the only response zerg has to the MC is Queens (which it outranges and generally trades quite well against). Spore crawlers get the same treatment as turrets – they get killed out of range to be effective as anti-air.
In PvP, the ability to use a MC effectively does a couple things. First, it makes the ramp much less of an advantage (since you can’t deny vision with a flying unit around). This can be a big issue playing against blink builds (whose only issue in engaging is vision) which were previously spending 225/175 on one observer to provide a much more fragile form of vision (40 health vs. the 250 of the MC). This provides blink/obs builds the ability to ignore the obs and get 175/125 more to spend on units (detection aside, this makes blink pushes without detection much harder to stop, and executing blink rushes against DTs semi-autoloss… because PvP needed to be more about build order wins, right?). And then, of course, I’m sure there will be a 4-gate recall build on that winter map with the incredibly close air distances (maybe that map won’t make it, or something – pure speculation).
As you can see offensive MC usage, if you can get away with it poses problems in all matchups. Maybe given sufficiently astute play by your opponent you can’t, but that remains to be seen.
How did this happen? Pre-beta, the MC was a unit attached to a building. It didn’t move and therefore you couldn’t attack with it unless you proxied a Nexus (which is a bit much). So why is it being used so much and so offensively now? It’s mobility has changed, so that it can participate in fights in which it didn’t used to be able to participate.
Problem: The Mothership Core has issues with defending. Because its attack is available for only a short window of time – and the cost of using it is a recall or an energize (both of which are ridiculously better in terms of having more units with which to defend later).
One energize on a Nexus is generally 90 seconds of build time over the next three minutes. That’s a little more than 5 probes, (or about 150-200 resources per minute – not to mention about 225-300 resources if you’re able to harvest at the 30-40 rate as probes emerge). If you get your MC around 4 minutes, your first 100 energy will come at about 5:30. You don’t get 100 energy again until 8:30. By 10 minutes, if you used your first Energize on probes, you’re both mining optimally (somehow, haven’t tweak build order stuff yet, but just in theory) and you’re both still making probes, you’re a solid 450-600 resources ahead. That’s a lot of money – It’s a full Colossus or almost two Immortals.
Ok, we’ve established that Energize is good. Recall is good, too (at least worth the cost of the units you save with it, isn’t it?).
Hey, wait a minute, wasn’t I talking about Purify? Here’s the point I’m coming to about Purify. If you need Energy for Purify, you’re not getting one of these other effects – and for what? If you’re not way behind in army size, your opponent will turn tail and run once Purify hits the field – and during that time you get a few marines, maybe a couple marauders, a stalker or two (perhaps none if they have blink), perhaps more than one roach. See how bad that is at defense? Because you can’t force your enemy to stay (with a lot of FFs – and no Medivacs or burrow - or bad positioning on your opponent’s part) once he’s begun attacking. You get nice bursts of dps – but you can’t keep them around for it, so it just goes unused. And if it is high enough that you can cream an army hard enough to make using the ability worth it, what happens when you get it to the front lines and it can be used offensively? (Hint: scroll up a little bit.)
The point is that energy for an attacking mode is great for offense – but not that good for defense, especially if its duration is low.
My solution There is undoubtedly more than one, but here’s what I’ve decided I like best. The reason it’s become so good offensively is because it’s mobile. The reason it’s so poor at defense is because its attack is so temporary. So what happens if we make the attack passive, and make the movement the part that’s tied to energy use. This has several effects.
1. We can provide the MC with bursts of mobility during defense. Short bursts of attack may be horrible for defending, but short bursts of mobility are great for it. Why else does everyone and their mother get blink near the beginning of a game if they suspect mutas or drop play?
2. The MC is always available for defending. Maybe it’s not a 45 damage/10 range super-cannon, but who’s going to be able to use it as that anyway – if everytime you turn it on an enemy can just decide to engage again 20 seconds later without the super-cannon available?
3. We can limit how much the MC is able to use its mobility by limiting the availability of its movement speed (through energy cost), and thereby eliminate the possibility of getting it across the map for a rush. If it takes the MC five minutes to get across the field on a map like Steppes of War – who cares if its good during the attack? On this note, you can make it worse during the attack, since its passive attack can have effectiveness of something like a photon cannon, rather than requiring a more potent attack due to its limited availability. Oh, and also, for all you zergies, they could also make it take long enough to get across the field for you to be able to have more anti-air available than hydras, or give it a short enough range to be susceptible to spores. This makes it much more defendable in a “rush” (if such thing is still allowed to occur).
4. This may have a slight “Energy tax” at the beginning of the game, in order to get it into defensive position once it emerges from the Nexus.
Example of Concept Mothership Core Cost: 50 minerals, 50 gas, 0 supply, 30 build time Defense: 150 health, 100 shields, 1 armor Sight: 14 Ground/Air Attack: 20 Cooldown: 1 Range: 7 Speed: 0
Abilities: Recall (as before), Energize (Range extended to 20 due to restricted mobility) and... Psionic Thrust Cost: 50 Energy Description: Psionic Energy propels the motor-less core forward, granting it a movement speed of 1.0 for 10 seconds. Basically, the idea is that, since it has a passive move speed and a temporary attack, we swap the two to give it a temporary move speed (costing energy) and a permanent attack. If you like it, would someone be so kind as to forward it to the bnet forums?
That's a good idea. It wouldn't look as cool as the pylon power thing, but it might be more functional.
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Wtf. I have tryed several times to attack with mc. It takes 3-4mins to get get from yourbase to his! So you have to send mc out so early that its so easy to scout. You CANT attack with mc.
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On September 29 2012 03:31 TheBloodyDwarf wrote: Wtf. I have tryed several times to attack with mc. It takes 3-4mins to get get from yourbase to his! So you have to send mc out so early that its so easy to scout. You CANT attack with mc.
There are reportedly maps in the beta where the distance is - regrettably - much, much shorter.
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On September 29 2012 01:37 Treehead wrote: If you like it, would someone be so kind as to forward it to the bnet forums?
I posted your idea (and credited you) on the b.net forums within kcdc's "Purify is going backwards" thread.
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On September 29 2012 03:58 IPA wrote:Show nested quote +On September 29 2012 01:37 Treehead wrote: If you like it, would someone be so kind as to forward it to the bnet forums? I posted your idea (and credited you) on the b.net forums within kcdc's "Purify is going backwards" thread.
Thanks very much. They probably won't take it too seriously, but I find a lot fewer problems with that approach than the current "let's fiddle around with the duration and effectiveness of Purify" approach they seem to have been taking lately. Who knows though, maybe they'll do something totally different.
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On September 26 2012 06:40 SarcasmMonster wrote: To be honest, I don't see any possible changes to the Mothership core that won't be controversial.
Totally called it.
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I don't get how the change (permanent weak attack, more powerful attack when affixed to nexus) could be at all controversial. It's a perfect mechanic fix. I would have suggested it myself, but I thought it was too clunky to make it into a Blizzard game.
It really is clunky, but it's a very effective solution. Now you can defend well with it, and it's not worth its cost in an attack (except for specific attacks where you need to spot the high ground).
I'm guessing the stats will be tuned a bit more, but it sounds like 1 gate FE will be the new standard PvZ opening. Gate, gas, nexus, cyber core, MsC?
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Yay for a passive attack and no duration on Purify. I can't say this is what I was hoping for - but I think it's safe to say the statement "Purify is going backwards" is no longer accurate. I'm less happy with the recall changes - as I was hoping Protoss blink harass strategies might be made easier to execute - but I guess I'd trade less ability to harass for better base defense at this point.
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What if the purify could not attack buildings? The threat of long range mineral harass could easily be solved with range decrease as long as you are not inside a pylon field.
Building a turret or a spore crawler is hardly a lot to ask and with 6 range on purify without a pylon, thats all you need.
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