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HotS Balance Update #4 [9/28/12] - Page 22

Forum Index > StarCraft 2 HotS
500 CommentsPost a Reply
Prev 1 20 21 22 23 24 26 Next All
NervO
Profile Blog Joined May 2012
Netherlands511 Posts
September 30 2012 20:04 GMT
#421
Played a bit on ESL hopefully I will get a key
Currently working with Team Acer CSGO | @AcerNervO
Jett2200
Profile Joined September 2012
13 Posts
September 30 2012 22:06 GMT
#422
y does toss keep getting buffed?
blackbrrd
Profile Joined September 2010
Norway477 Posts
September 30 2012 22:54 GMT
#423
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&currentpage=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
Profile Joined February 2011
309 Posts
September 30 2012 22:59 GMT
#424
On September 30 2012 22:55 Hattori_Hanzo wrote:
Show nested quote +
On September 30 2012 22:34 Foxxan wrote:
THis makes all races have fast scout in the game

zerg: overlord
terran: new raper
protoss: mothership core

More skill now


terran: new raper
WHAT

Lol
TheLunatic
Profile Joined February 2011
309 Posts
September 30 2012 23:05 GMT
#425
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
Profile Joined September 2012
65 Posts
October 01 2012 00:19 GMT
#426
First of all its a good thing that purify is linked to the nexus now. But the msc shoud not be able to move that quick. Protoss pushes get too strong too early. Its normal attack shoud also not have that much range. Insteat of this give him the ability to teleport from one nexus to the next , if its connected with the nexus while purifying.

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
Profile Joined May 2011
New Zealand15 Posts
October 01 2012 00:38 GMT
#427
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.
Archonn
Profile Joined September 2012
6 Posts
October 01 2012 01:11 GMT
#428
Aww I liked the thing where you could battle hellions into bunkers. It reminded me of Firebats.
Crawdad
Profile Joined September 2012
614 Posts
October 01 2012 01:18 GMT
#429
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
Profile Joined September 2006
Australia1933 Posts
October 01 2012 01:21 GMT
#430
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.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Sated
Profile Blog Joined March 2011
England4983 Posts
October 01 2012 01:33 GMT
#431
--- Nuked ---
DeCoup
Profile Joined September 2006
Australia1933 Posts
October 01 2012 02:02 GMT
#432
On October 01 2012 10:33 Sated wrote:
Show nested quote +
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.

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.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
IhateBunkers
Profile Joined December 2011
New Zealand78 Posts
October 01 2012 02:40 GMT
#433
Haha at least they haven't put the war hound back in yet but I'm not gonna hold my breath.
Leenock------SuperNova------HerO------YongHwa
Twiggs
Profile Joined January 2011
United States600 Posts
Last Edited: 2012-10-01 03:04:06
October 01 2012 03:00 GMT
#434
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
My life for Auir | FLASH . JD . BISU . HERO . Nony . Incontrol . FIGHTING
shin_toss
Profile Joined May 2010
Philippines2589 Posts
October 01 2012 03:54 GMT
#435
I still can't understand haha I need beta keys
AKMU / IU
DeCoup
Profile Joined September 2006
Australia1933 Posts
October 01 2012 03:56 GMT
#436
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.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
kmillz
Profile Joined August 2010
United States1548 Posts
October 01 2012 08:18 GMT
#437
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
Profile Joined November 2010
Israel1530 Posts
October 01 2012 09:18 GMT
#438
I think that in order to make Mech viable in TvP, they should add a tech lab upgrade:

-+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
Profile Blog Joined November 2009
United Kingdom12022 Posts
October 01 2012 09:35 GMT
#439
On October 01 2012 10:33 Sated wrote:
Show nested quote +
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.

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?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Morphs
Profile Joined July 2010
Netherlands645 Posts
October 01 2012 12:29 GMT
#440
Swarm host change seems great. The range nerf was too much. 12 dmg shouldb be fairly balanced.

They should reconsider upping dmg upgrades to +2 dmg per level as lategame the swarm host seems a bit weak.
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