
HotS Balance Update #4 [9/28/12] - Page 22
Forum Index > StarCraft 2 HotS |
NervO
Netherlands511 Posts
![]() | ||
Jett2200
13 Posts
| ||
blackbrrd
Norway477 Posts
On September 30 2012 23:01 kiklion wrote: Though, statistically someone else suggested it before I did, I like to think the 'lasts until cancelled' and 'regens no energy while on' aspects were taken from my suggestion posted here http://www.teamliquid.net/forum/viewmessage.php?topic_id=370408¤tpage=6#110 and on the Bnet boards and reddit. It nearly looks like they have taken your suggestion and used about 90% of it. | ||
TheLunatic
309 Posts
Lol | ||
TheLunatic
309 Posts
On October 01 2012 04:26 Chrono000 wrote: so overpowered now the protoss units and really really easy to use them all. There not that easy to use, let your bias go already | ||
StandAloneComplex
65 Posts
Also i feel that energize has to less tradeoffs. If the viper consumes a building it gets damaged. It shoud be consequent that energize has at least some tradeoffs, or its just another boost abillity like chronoboost,larva inject and mules. -energize shoud take the energie of an building or an unit and give it to another building or unit, like an converter, in my opinion. | ||
![]()
Freefall22
New Zealand15 Posts
| ||
Archonn
6 Posts
| ||
Crawdad
614 Posts
On October 01 2012 10:11 Archonn wrote: Aww I liked the thing where you could battle hellions into bunkers. It reminded me of Firebats. The reason I don't like the new change is because it goes against the game's internal logic. | ||
DeCoup
Australia1933 Posts
On October 01 2012 09:38 Freefall22 wrote: Still waiting for them to remove mothership vortex... hero units are kinda lame in a game like sc2, everything ends up focused on one unit our around one unit. I don't think hero units are the problem, I think hero units which give an offensive advantage are. Back before SC2 beta Blizzard was toying around with making the Queen a hero unit which can teleport (Burrow where it is an unburrow at) to any allied hatchery to perform injects and defense. A hero unit with this design for example would not create a deathball centered on it. IDK about the Mothership itself, but the MSC could be designed in a way which prevents deathball problems based on it. | ||
Sated
England4983 Posts
| ||
DeCoup
Australia1933 Posts
On October 01 2012 10:33 Sated wrote: They can't remove Vortex without giving Protoss an answer to Brood Lord/Infestor, which they haven't. Tempest is the answer to the Brood Lords. The stats are nowhere near perfect yet, but it's role is becoming more defined with each patch. If Vortex was removed during beta Blizzard would get access to a lot of Tempest vs late game Zerg data and be able to tweak the stats into something useable for its new role. | ||
IhateBunkers
New Zealand78 Posts
| ||
Twiggs
United States600 Posts
/Mixed feelings | ||
shin_toss
Philippines2589 Posts
| ||
DeCoup
Australia1933 Posts
On October 01 2012 12:00 R3demption wrote: The new mothership core encourages deathballs as it has to travel with our 1 army. We want it to encourage early aggression yet multi pronged attacks right? Like now we don't lose all our sentries if we attack before 20 minute/s which is good? /Mixed feelings I think the only way to make a recall spell encourage multi pronged attacks (and without benefiting death balls) is to design it more like the Motherships recall (ports 'target area' to 'mobile air units' location), but make the AoE much smaller (seriously like 1.5-2.5) and make the unit which casts the spell a non-unique (not a hero) unit. Similar design wise to an arbiter but with no cloaking field or stasis. This way units can be recalled into and out of battle zones in small groups all over the map, death balls would be difficult to save even with 5-6 recalls due to the small AoE area. It encourages harassment and multi pronged attacks and has a very high skill ceiling because of the difficulty of larger ports vs the rewards. The unit would need high enough health to get past 2-3 turrets but to still die to a very small anti air force attempting to deflect it, and a gas/supply cost low enough to make having 4-6 of them viable and loosing them suck but not ruining you (1-2 supply, 75 gas, balance cost on minerals). To help maintain skill requirements the recall should take 5 seconds to charge up (while the unit is still moving) before the recall triggers. This means that you need to start the recall before the unit gets into the enemy base so it does not die before the recall completes. | ||
kmillz
United States1548 Posts
On October 01 2012 04:26 Chrono000 wrote: so overpowered now the protoss units and really really easy to use them all. stfu unless you can elaborate. i played zerg and toss, currently toss, and i will tell you that zerg units are MUCH easier to use. there is only one unit that even requires some technical ability and that is the infestor, all of the other units require correct positioning and basic micro. i am not saying zerg is the easiest to play, but i am saying that zerg units are not difficult to maneauver. i believe the game is pretty damn balanced overall when you take into consideration more than just how easy/hard it is to use units, such as macro. Things like injects, mules, and chronoboosts...as well as upgrades, worker production, scouting ability, and forming a good unit composition. The game is in a good state and it is ignorant to just spout bullshit like "dis race ez to use so its op right guys". | ||
RageBot
Israel1530 Posts
-+15 damage against shields for tanks in siege mode, it shouldn't be considered part of their "regular" damage, so for example. they'll do 25 damage against Immortals - 10 damage after the hardened shields lower the "normal" damage, and then an extra 15 shield damage. Also this ability could only work against targeted units, and doesn't have splash damage, maybe have a smaller splash or something, I don't know. And make it require armory so that it isn't viable for 1-1-1- or something. | ||
Qikz
United Kingdom12022 Posts
On October 01 2012 10:33 Sated wrote: They can't remove Vortex without giving Protoss an answer to Brood Lord/Infestor, which they haven't. Wasn't they going to give the mothership stasis? What happened to that idea? | ||
Morphs
Netherlands645 Posts
They should reconsider upping dmg upgrades to +2 dmg per level as lategame the swarm host seems a bit weak. | ||
| ||