FUUUUUU
Can you say IMBA?!
Of course it's 3 min, but the principle.
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Hattori_Hanzo
Singapore1229 Posts
FUUUUUU Can you say IMBA?! Of course it's 3 min, but the principle. | ||
Plansix
United States60190 Posts
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. It harvest them from the building it is breaking. | ||
Anefinrok
6 Posts
On October 06 2012 12:45 KrazyTrumpet wrote: Show nested quote + On October 06 2012 12:33 Anefinrok wrote: 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. Yeah, I don't like it as much as I did when I misunderstood it. To quote Dr. Horrible, "It's not about making money. It's about TAKING money." It needs to be the other way around, or both. | ||
Hattori_Hanzo
Singapore1229 Posts
3 dps for 3 minerals per second. | ||
emc
United States3088 Posts
On October 06 2012 12:43 NewSunshine 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. 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)
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. I think they do it this way because thee don't want the MsC to just teleport away from your army, when you might want to use the ability on your nexus to kill a run-by, but then keep your MsC close to your army for a possible recall. I think the MsC is pretty much perfect, it just needs number tweaks now | ||
Crawdad
614 Posts
On October 06 2012 12:52 Anefinrok wrote: Yeah, I don't like it as much as I did when I misunderstood it. To quote Dr. Horrible, "It's not about making money. It's about TAKING money." It needs to be the other way around, or both. Entomb exists, though. | ||
KrazyTrumpet
United States2520 Posts
On October 06 2012 12:52 Anefinrok wrote: Show nested quote + On October 06 2012 12:45 KrazyTrumpet wrote: On October 06 2012 12:33 Anefinrok wrote: 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. Yeah, I don't like it as much as I did when I misunderstood it. To quote Dr. Horrible, "It's not about making money. It's about TAKING money." It needs to be the other way around, or both. For sure, it needs to be a harassing unit. This...is not. | ||
LockeTazeline
2390 Posts
This new ability that they're replacing it with sounds, to be perfectly honest, completely useless. They got rid of one of the vision spells to reduce overlap, but then introduce a different spell that overlaps with Entomb? I don't know the exact numbers, but Entomb is a couple hundred minerals of guaranteed damage, yes? So what reason is there to spend 50 energy to get 3 minerals a sec for....10 seconds? (only time you'll get much more than that is if it's a proxy building) And even if they buffed it to actually make it worthwhile, it still seems to add practically nothing to the Oracle. At least before, it had some in-combat utility. | ||
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Plexa
Aotearoa39261 Posts
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willoc
Canada1530 Posts
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Crawdad
614 Posts
On October 06 2012 13:00 Plexa wrote: Erm so they recycled the useless corruptor idea onto the oracle. =/ great I'm pretty sure they know it won't work and they're buying time. Then again, Corruption and Contaminate stuck around, LOL. | ||
Anefinrok
6 Posts
On October 06 2012 12:58 Crawdad wrote: Show nested quote + On October 06 2012 12:52 Anefinrok wrote: Yeah, I don't like it as much as I did when I misunderstood it. To quote Dr. Horrible, "It's not about making money. It's about TAKING money." It needs to be the other way around, or both. Entomb exists, though. And I like Entomb. However, Siphon is still the issue at hand. It's the psychology of the thing. Inflicting damage is more exciting than gaining minerals. It's more frantic, more fun, better to watch. I'd love to see them used in conjunction to grind the economy to a halt and then start stealing from it. We're so close to the Oracle being a fun, dangerous, harassment unit. I think this is a step in the right direction for the Oracle, but it needs tweaking. | ||
Ai.Cola
Germany236 Posts
hard to say yet, but I definitly like the change. I feel like the idea is much better than the initial one, after all this shit costs 25 gas and TWO supply, in broodwar you did get 3 mines and a vulturefor 75 minerals, and that wasn't imbalanced either. Hard to say what I think of the mines killing invisible units, I feel like its definitly nice to kill DTs, but on the other hand it seems to be too good against banshees, banshees kind of seem almost useless now. | ||
timoi210
Philippines51 Posts
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Thorrissey
United States29 Posts
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KrazyTrumpet
United States2520 Posts
On October 06 2012 13:15 Thorrissey wrote: Let me get this straight...The widow mine kills cloaked units without detection. Protoss flies observer in to reveal Widow Mine. Observer dies? That sounds realllllly dumb. I'm all for drastic changes, but all of these are real head-scratchers. The sight range of the obs is more than the Widow Mine range. But yeah, you will have to babysit your obs a lot more now, which may or may not be a bad thing. I'm wondering if maybe hitting cloaked ground units, but not air units would be something worth changing. If you need a lore excuse, just say they use seismic sensors or whatever to detect cloaked ground units. However, I suppose we should wait until this has been played around with before we start suggesting changes again haha | ||
Hattori_Hanzo
Singapore1229 Posts
On October 06 2012 13:18 KrazyTrumpet wrote: Show nested quote + On October 06 2012 13:15 Thorrissey wrote: Let me get this straight...The widow mine kills cloaked units without detection. Protoss flies observer in to reveal Widow Mine. Observer dies? That sounds realllllly dumb. I'm all for drastic changes, but all of these are real head-scratchers. The sight range of the obs is more than the Widow Mine range. But yeah, you will have to babysit your obs a lot more now, which may or may not be a bad thing. Exactly. HOTS is already feeling so much different from WoL. It's like a different game. ^.^ | ||
Jehct
New Zealand9115 Posts
Even if it was like a 5 energy 'attack' that only lasted a few seconds (with a 50hp bubble or something), leading it to be spam-casted or constantly re-casted, it'd be a lot more interesting. Something that makes the opponent actually want to stop the harass beyond "der they're getting 3 minerals/second =(" | ||
WombaT
Northern Ireland25405 Posts
Now it's back to being a unit that is only good for harassment really, and is piss poor in that capacity. Fuck sake Blizzard. | ||
KrazyTrumpet
United States2520 Posts
On October 06 2012 13:35 Wombat_NI wrote: Mind still blown at the Oracle change. It seemed they were on the right path with phase shield, if not in a practical sense, well then at least by the role the Oracle could fit into, a dual kind of harassment/support caster. Now it's back to being a unit that is only good for harassment really, and is piss poor in that capacity. Fuck sake Blizzard. Well, they eventually got on the right track with MsC and Widow Mine design (IMO) so let's give them a chance to keep working at it. Oracle has obviously not been a priority for very long, lets see what they can do now that it is. | ||
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