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HotS Balance Update #5 [10/5/12] - Page 16

Forum Index > StarCraft 2 HotS
848 CommentsPost a Reply
Prev 1 14 15 16 17 18 43 Next All
osiris17
Profile Blog Joined September 2012
United States165 Posts
Last Edited: 2012-10-06 03:15:04
October 06 2012 03:12 GMT
#301
The widow mine really overlaps with the siege tank now. I'd prefer they just kept the mines as they were, lowered their cost / food, and then brought in a new unit which didn't overlap. The old mine mechanic was cooler than a missile imo and woulda been fine if the mines themselves were way cheaper. Hell make the mines 25/25.
Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate. - sun tzu
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-10-06 03:18:24
October 06 2012 03:12 GMT
#302
I would really like the mine/rocket whatever to be less of a gimmick with less but more reliable and faster damage. I really don't get why this has to do 160 damage . With 2 supply the damage has to be substantional but still it it feel wierd to use. Especially with 40 second delay between attacks.
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 06 2012 03:13 GMT
#303
On October 06 2012 12:04 sona wrote:
Any one streaming hots right now? I would like to watch a match.


Yep, bunch of non-featured streamers.
MMA: The true King of Wings
emc
Profile Joined September 2010
United States3088 Posts
October 06 2012 03:18 GMT
#304
just played terran mech...

widow mine/BH/tank is unbelieveably cool. It's immobile, as mech should be. It requires positional play, and best part? mines act as anti-air+vision for tanks! BH complements everything perfectly.

terran feels so good right now.
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
October 06 2012 03:19 GMT
#305
Apparently phase shield was massively underused? It sounded a potentially potent ability, especially vs lategame Zerg.

Was it just gimmicky/not useful or have people not been experimenting enough with units and abilities out of the current beta playerpool?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
WaffleMan
Profile Joined July 2012
United States5 Posts
October 06 2012 03:19 GMT
#306
Wait, someone explain this to me- do I still have the option for the widow mine to attach itself to a unit? Or does it just shoot missiles now?
dynwar7
Profile Joined May 2011
1983 Posts
October 06 2012 03:20 GMT
#307
Nice to see changes to HOTS, hope they change a lot and experiment a lot to find a great balance
Regarding the imbalance, hilarious to see Zergs defending themselves....
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
October 06 2012 03:21 GMT
#308
On October 06 2012 12:19 Wombat_NI wrote:
Apparently phase shield was massively underused? It sounded a potentially potent ability, especially vs lategame Zerg.

Was it just gimmicky/not useful or have people not been experimenting enough with units and abilities out of the current beta playerpool?


A big part of it was the seemingly random list of things it did/didn't affect I think. No one really knew how the hell it was supposed to be used, so I assume it was underused in favor of other, more clearly useful options.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Anefinrok
Profile Joined October 2012
6 Posts
October 06 2012 03:23 GMT
#309
On October 06 2012 12:04 Fungal Growth wrote:
Like the concept of the void siphon, but it's really in a crippled form and will need future buffs. The combination of (poor DPS/poor range/mana requirements/slow rate of minerals being generated) mean this won't be used much and most if not all of the aforementioned variables will need to be tweaked. I mean it does half the damage of 25 mineral zergling?! Definitely needs tweaks.

I love the idea that void siphon not require mana...it would make the oracle so much more practical and popular. I like the idea that void siphon would work on overlords...that would be a lot of fun flying around the map trying to find overlords to harvest...

Anybody know if void siphon is stackable? Because attack windows will be so small...this unit would benefit from flying in flocks and attacking at once.


You have to understand, Void Siphon is not about doing physical damage. The only real reason it does damage at all is so that, say, a proxy pylon, or a factory scout, or any other errant building don't become the equivalent of a Permanent MULE. Killing buildings just is not the purpose behind it.

Also, exactly how does it work? Do you just gain 3 min/s with Siphon going, or are you TAKING 3 min/s from their mineral pool? I assume since it says drain in the patch notes that it is the latter.

Anyways, just removing the energy requirement would make it work really well. I don't think the siphon rate should be changed; it would make them potentially way too good if unchecked. The ability to do a moving shot would be nice.
gengka
Profile Joined September 2010
Malaysia461 Posts
October 06 2012 03:25 GMT
#310
the more they buff the mine the more i feel like Blizzardis trying to compensate the terrans for losing one of their new unit haha
Make Love Not War
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
October 06 2012 03:27 GMT
#311
On October 06 2012 12:23 Anefinrok wrote:
Show nested quote +
On October 06 2012 12:04 Fungal Growth wrote:
Like the concept of the void siphon, but it's really in a crippled form and will need future buffs. The combination of (poor DPS/poor range/mana requirements/slow rate of minerals being generated) mean this won't be used much and most if not all of the aforementioned variables will need to be tweaked. I mean it does half the damage of 25 mineral zergling?! Definitely needs tweaks.

I love the idea that void siphon not require mana...it would make the oracle so much more practical and popular. I like the idea that void siphon would work on overlords...that would be a lot of fun flying around the map trying to find overlords to harvest...

Anybody know if void siphon is stackable? Because attack windows will be so small...this unit would benefit from flying in flocks and attacking at once.


You have to understand, Void Siphon is not about doing physical damage. The only real reason it does damage at all is so that, say, a proxy pylon, or a factory scout, or any other errant building don't become the equivalent of a Permanent MULE. Killing buildings just is not the purpose behind it.

Also, exactly how does it work? Do you just gain 3 min/s with Siphon going, or are you TAKING 3 min/s from their mineral pool? I assume since it says drain in the patch notes that it is the latter.

Anyways, just removing the energy requirement would make it work really well. I don't think the siphon rate should be changed; it would make them potentially way too good if unchecked. The ability to do a moving shot would be nice.


It doesn't give you any minerals, only takes from you opponent. I think 3 min/sec is too low, especially since there is literally no incentive to build more than 2 oracles. I would like to see them ramp it up to like 10 minerals a second and see if it would make things more viable and tune from there.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 06 2012 03:32 GMT
#312
On October 06 2012 12:12 osiris17 wrote:
The widow mine really overlaps with the siege tank now. I'd prefer they just kept the mines as they were, lowered their cost / food, and then brought in a new unit which didn't overlap. The old mine mechanic was cooler than a missile imo and woulda been fine if the mines themselves were way cheaper. Hell make the mines 25/25.


An invisible tank that has 2 second deploy time with max range 5 and 40s reload that does not scale with upgrades

vs.

A tank that has 3 second deploy time with max range 13 and 3s reload that scales with upgrades.

Their roles do not overlap.


I don't think so, Tim.
Cauterize the area
Anefinrok
Profile Joined October 2012
6 Posts
Last Edited: 2012-10-06 03:36:29
October 06 2012 03:33 GMT
#313
On October 06 2012 12:27 KrazyTrumpet wrote:
Show nested quote +
On October 06 2012 12:23 Anefinrok wrote:
On October 06 2012 12:04 Fungal Growth wrote:
Like the concept of the void siphon, but it's really in a crippled form and will need future buffs. The combination of (poor DPS/poor range/mana requirements/slow rate of minerals being generated) mean this won't be used much and most if not all of the aforementioned variables will need to be tweaked. I mean it does half the damage of 25 mineral zergling?! Definitely needs tweaks.

I love the idea that void siphon not require mana...it would make the oracle so much more practical and popular. I like the idea that void siphon would work on overlords...that would be a lot of fun flying around the map trying to find overlords to harvest...

Anybody know if void siphon is stackable? Because attack windows will be so small...this unit would benefit from flying in flocks and attacking at once.


You have to understand, Void Siphon is not about doing physical damage. The only real reason it does damage at all is so that, say, a proxy pylon, or a factory scout, or any other errant building don't become the equivalent of a Permanent MULE. Killing buildings just is not the purpose behind it.

Also, exactly how does it work? Do you just gain 3 min/s with Siphon going, or are you TAKING 3 min/s from their mineral pool? I assume since it says drain in the patch notes that it is the latter.

Anyways, just removing the energy requirement would make it work really well. I don't think the siphon rate should be changed; it would make them potentially way too good if unchecked. The ability to do a moving shot would be nice.


It doesn't give you any minerals, only takes from you opponent. I think 3 min/sec is too low, especially since there is literally no incentive to build more than 2 oracles. I would like to see them ramp it up to like 10 minerals a second and see if it would make things more viable and tune from there.


Well, I've definitely misunderstood the notes then. :/

That certainly leaves room for it being raised, but 10/s seems a bit high. I mean, that's 600 minerals per minute. Still, I've always felt that tuning down is the way to go.

EDIT: Actually, it looks like we've both misunderstood.

The Oracle channels a beam at an enemy structure that deals 3 damage and harvests 3 minerals every second until canceled. (Note: This ability will not cause the opposing player to lose minerals.)

So, it's only going to give us minerals, not take from the opposing player.
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
October 06 2012 03:33 GMT
#314
Make it gas instead of mins and we're in business.

A possibility for them might be to put energize on the oracle and think of some new ability for the mofo core. It would provide some nice synergy for air builds since the biggest problem is doing great damage with the phoenixes or w/e and then just dying to lings/roach. They'd have to up the energy cost though or we'd go back to the dark days of GSL and warp in storm where 1 protoss won.
I'm not stupid, a marauder just shot my brain.
Crawdad
Profile Joined September 2012
614 Posts
October 06 2012 03:34 GMT
#315
On October 06 2012 12:27 KrazyTrumpet wrote:
It doesn't give you any minerals, only takes from you opponent. I think 3 min/sec is too low, especially since there is literally no incentive to build more than 2 oracles. I would like to see them ramp it up to like 10 minerals a second and see if it would make things more viable and tune from there.


Funny, I heard the exact opposite. Can we get confirmation on this?
Obeast96
Profile Joined October 2012
United States106 Posts
October 06 2012 03:36 GMT
#316
Terran reaver? Artosis will be happy.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 06 2012 03:36 GMT
#317
On October 06 2012 12:27 KrazyTrumpet wrote:
Show nested quote +
On October 06 2012 12:23 Anefinrok wrote:
On October 06 2012 12:04 Fungal Growth wrote:
Like the concept of the void siphon, but it's really in a crippled form and will need future buffs. The combination of (poor DPS/poor range/mana requirements/slow rate of minerals being generated) mean this won't be used much and most if not all of the aforementioned variables will need to be tweaked. I mean it does half the damage of 25 mineral zergling?! Definitely needs tweaks.

I love the idea that void siphon not require mana...it would make the oracle so much more practical and popular. I like the idea that void siphon would work on overlords...that would be a lot of fun flying around the map trying to find overlords to harvest...

Anybody know if void siphon is stackable? Because attack windows will be so small...this unit would benefit from flying in flocks and attacking at once.


You have to understand, Void Siphon is not about doing physical damage. The only real reason it does damage at all is so that, say, a proxy pylon, or a factory scout, or any other errant building don't become the equivalent of a Permanent MULE. Killing buildings just is not the purpose behind it.

Also, exactly how does it work? Do you just gain 3 min/s with Siphon going, or are you TAKING 3 min/s from their mineral pool? I assume since it says drain in the patch notes that it is the latter.

Anyways, just removing the energy requirement would make it work really well. I don't think the siphon rate should be changed; it would make them potentially way too good if unchecked. The ability to do a moving shot would be nice.


It doesn't give you any minerals, only takes from you opponent. I think 3 min/sec is too low, especially since there is literally no incentive to build more than 2 oracles. I would like to see them ramp it up to like 10 minerals a second and see if it would make things more viable and tune from there.



They should make the channel ability scale, from 3 then 9 then 27m/s then that'll *will need* attention.
Cauterize the area
Anefinrok
Profile Joined October 2012
6 Posts
October 06 2012 03:37 GMT
#318
On October 06 2012 12:34 Crawdad wrote:
Show nested quote +
On October 06 2012 12:27 KrazyTrumpet wrote:
It doesn't give you any minerals, only takes from you opponent. I think 3 min/sec is too low, especially since there is literally no incentive to build more than 2 oracles. I would like to see them ramp it up to like 10 minerals a second and see if it would make things more viable and tune from there.


Funny, I heard the exact opposite. Can we get confirmation on this?



I checked the patch notes, it's the exact opposite.

Protoss

Oracle
The Phase Shield ability has been removedThis unit has a new ability called Void Siphon.
The Oracle channels a beam at an enemy structure that deals 3 damage and harvests 3 minerals every second until canceled. (Note: This ability will not cause the opposing player to lose minerals.)The range is 7.The damage/harvest effect ticks when you cast the ability and every sequential second following. Void Siphon costs 50 energy to cast.
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 06 2012 03:43 GMT
#319
On October 06 2012 12:27 KrazyTrumpet wrote:
It doesn't give you any minerals, only takes from you opponent. I think 3 min/sec is too low, especially since there is literally no incentive to build more than 2 oracles. I would like to see them ramp it up to like 10 minerals a second and see if it would make things more viable and tune from there.

You have that backwards, it doesn't harm your opponent's minerals, it only gives you some.

Also, the Mothership Core is becoming really weird now. Now, recall is the MsC taking nearby units to the nexus, and the purifier beam no longer comes from the MsC but the nexus? I've pondered it some and come up with a much more intuitive outfit of abilities for the Mothership Core:

Energize(no change)
Teleport(de-removed)

Bind(I will explain)
  • Purify
  • Mass Recall
  • Unbind


In this form, the Mothership Core will be able to move around quickly and use a normal attack like it has since the recent patch, since that fills an important role for the Protoss in a direct way. The Teleport ability would be re-added to the MsC, but with a cooldown so as not to interfere with its other abilities. Using Bind would tether the MsC to the Nexus, allowing it to move, but within a leash range so it may only be used defensively. While bound to the Nexus, it would be able to use Purify, similar to last patch, where it could be used indefinitely but disabled energy-regen or other abilities until cancelled. It would also be able to use Recall while bound, disabling the possibility of a Recall-into-enemy's-face strategy. Using Unbind would free the Mothership Core once again, allowing it to move freely across the map.

Overall, this should make all of the Mothership Core's abilities make sense again, while simultaneously achieving everything Blizzard wants to do with it.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
October 06 2012 03:45 GMT
#320
On October 06 2012 12:33 Anefinrok wrote:
Show nested quote +
On October 06 2012 12:27 KrazyTrumpet wrote:
On October 06 2012 12:23 Anefinrok wrote:
On October 06 2012 12:04 Fungal Growth wrote:
Like the concept of the void siphon, but it's really in a crippled form and will need future buffs. The combination of (poor DPS/poor range/mana requirements/slow rate of minerals being generated) mean this won't be used much and most if not all of the aforementioned variables will need to be tweaked. I mean it does half the damage of 25 mineral zergling?! Definitely needs tweaks.

I love the idea that void siphon not require mana...it would make the oracle so much more practical and popular. I like the idea that void siphon would work on overlords...that would be a lot of fun flying around the map trying to find overlords to harvest...

Anybody know if void siphon is stackable? Because attack windows will be so small...this unit would benefit from flying in flocks and attacking at once.


You have to understand, Void Siphon is not about doing physical damage. The only real reason it does damage at all is so that, say, a proxy pylon, or a factory scout, or any other errant building don't become the equivalent of a Permanent MULE. Killing buildings just is not the purpose behind it.

Also, exactly how does it work? Do you just gain 3 min/s with Siphon going, or are you TAKING 3 min/s from their mineral pool? I assume since it says drain in the patch notes that it is the latter.

Anyways, just removing the energy requirement would make it work really well. I don't think the siphon rate should be changed; it would make them potentially way too good if unchecked. The ability to do a moving shot would be nice.


It doesn't give you any minerals, only takes from you opponent. I think 3 min/sec is too low, especially since there is literally no incentive to build more than 2 oracles. I would like to see them ramp it up to like 10 minerals a second and see if it would make things more viable and tune from there.


Well, I've definitely misunderstood the notes then. :/

That certainly leaves room for it being raised, but 10/s seems a bit high. I mean, that's 600 minerals per minute. Still, I've always felt that tuning down is the way to go.

EDIT: Actually, it looks like we've both misunderstood.

The Oracle channels a beam at an enemy structure that deals 3 damage and harvests 3 minerals every second until canceled. (Note: This ability will not cause the opposing player to lose minerals.)

So, it's only going to give us minerals, not take from the opposing player.

Er, what? That seems completely retarded then.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
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