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HotS Balance Update #6 10/12/12 - Page 17

Forum Index > StarCraft 2 HotS
551 CommentsPost a Reply
Prev 1 15 16 17 18 19 28 Next All
SkaPunk
Profile Joined October 2010
United States471 Posts
October 13 2012 15:07 GMT
#321
Such a retarded name hellbat
Team Fallacy
Breetai X
Profile Joined October 2012
Israel6 Posts
October 13 2012 15:12 GMT
#322
On October 13 2012 22:26 See.Blue wrote:
I'd love to see something more outside the box with the oracle, give it a small AoE ability that when it hits a unit, allows hallucinations to do damage to them or something new


Awesome! Loved that idea. Oracle definitely in desperate need of a complete make over.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2012-10-13 15:20:48
October 13 2012 15:20 GMT
#323
On October 13 2012 23:43 Zaurus wrote:
Show nested quote +
On October 13 2012 20:52 Qikz wrote:
On October 13 2012 18:34 Zvenn3n wrote:
"Spore Crawler
This unit no longer requires an Evolution Chamber."

The death of DT strats T_T I feel bad for InCa.


How is it the death of DT builds?

DT builds worked in SC1 and zergs could detect with normal overlords :p

On October 13 2012 20:29 Tomasy wrote:
cloaked banshees or DTs are big commitment and serve high risk - high reward mechanism.
Adding more detection ONLY becouse of widow mines is utterly stupid, nerf widow mines instead of changing whole game to make them fit...


I think it's better to leave the widow mines as they are and buff everything else. Makes it more exciting and doesn't lead to boring games.

WOL, as much as I love it, was ruined by the fact stuff was over nerfed in the beta, meaning nothing was super powerful and it ruined certain units, like the tank.


Did you watch BW PvZ? Do you know how slow overlord were and Toss can dominate air in the early game. Things are totally different now.


My point still stands that the spore crawler needs to burrow/unborrow and works around the same speed (maybe a little faster, that could be changed) as the old overlords used to do, meaning if they increased the burrow time to compensate for having them able to run around or maybe increase the cost, dts still wouldn't be useless.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Rukis
Profile Joined April 2009
United States252 Posts
October 13 2012 15:22 GMT
#324
You people bitch and groan about updates but most of you dont even have a beta key... especially the polls its annoying to see all thumbs down, have even given a try for a week?
Flash was the Genius, Nada was the true god.
AmericanPsycho
Profile Joined December 2011
South Africa11 Posts
October 13 2012 15:39 GMT
#325
I really hate what they did to Protoss this patch, seems like blizzard is really going backwards:

Mothership Core
add a copy of the terran "scan" macro mechanic, except it can only be used on the nexus??
Apparently the scan mechanic is so imbalanced that a nerf was needed in the form of removing the unique energise, possibly killing of a whole new tree of Protoss statagies involving energising D: (really hate this one)

Oracle
Slight "buff" to entomb (yay), but at the cost of mobile stargate detection, great protoss now needs to get a robo everygame before even thing of leaving their base.


Tempest
Seems the no fleet beacon requirement is gonna be patched anyway, I can see too many chap tactics with the oracle and Hallucination + tempest rush vs zerg.

Sentry
Hallucination no longer requires research, well can't complain about this, I guess we will actually see this ability used for once.
gg no re
TheDraken
Profile Joined July 2011
United States640 Posts
October 13 2012 15:39 GMT
#326
On October 13 2012 05:39 Limniscate wrote:

Battle Hellion
This unit has been renamed to “Hellbat.”



BAHAHAHAHA. omg i wasn't expecting this at all. i'm going down the list thinking "good change, pretty good change, good change..." then this. wtf. haha.
fast food. y u no make me fast? <( ಠ益ಠ <)
Freezd
Profile Blog Joined April 2012
United States139 Posts
October 13 2012 16:01 GMT
#327
On October 14 2012 00:22 Rukis wrote:
You people bitch and groan about updates but most of you dont even have a beta key... especially the polls its annoying to see all thumbs down, have even given a try for a week?


You don't need a beta key to acquire the ability to read.
"I can't help it if I seem homophobic when the only gay people I know have pink highlights, wear hundreds of colorful bracelets and live at the local arcade playing DDR." - Youngminii
teamhozac
Profile Joined April 2012
404 Posts
October 13 2012 16:15 GMT
#328
Spore crawler not requiring a evo chamber because of ONE unit, STUPID! This is the same dumb thinking that nerfed rax build time to combat the 11/11 rax rush, ONE build. Taking a sledge hammer to hammer in a thumb tack, get your head out of your ass blizzard
Breetai X
Profile Joined October 2012
Israel6 Posts
October 13 2012 16:18 GMT
#329
I think the Tempest finally saw a true change in the right direction in this patch, but it's barely half way thru.
I think it has a fundamental flaw in it's design is that that it is both a harass unit and so massive and durable. The trick of using it should be abusing the long range and avoid close contact. If something got to it unprotected it should usually be game over. That will make for a unique and interesting unit. This is how I would go about it.

Conservative version:
supply reduce to 3
cost reduced to 150/150.
Health and shields reduced to 150/75.

Extreme version:
supply reduced to 3
cost reduced to 150/150.
Health and shields reduced to 100/50.
Armor reduced to 1
range increased to 18
speed increased to 2.5

Personally, I think the extreme option is much cooler, but blizz is very conservative in their ways, so I see less chance of it happening. BTW, in combination with this change it could be great to redesign the Oracle as a spotter for the Tempest. This can be done by giving it an AOE spell that gives a speed buff to flying allies (instead of the stupid siphon). This can help tempests escape while the oracle is left behind to die. Other changes could be increasing oracle speed health and shields a bit as it will be in the forefront of battle and will need some protection.
esprsjsalvz
Profile Joined September 2012
Canada11 Posts
October 13 2012 16:28 GMT
#330
Hellbat... Good job Blizz
SkaPunk
Profile Joined October 2010
United States471 Posts
October 13 2012 17:04 GMT
#331
Really hate the energize change.
Team Fallacy
niteowl
Profile Joined December 2010
Canada14 Posts
October 13 2012 17:06 GMT
#332
On October 13 2012 20:52 Qikz wrote:
Show nested quote +
On October 13 2012 18:34 Zvenn3n wrote:
"Spore Crawler
This unit no longer requires an Evolution Chamber."

The death of DT strats T_T I feel bad for InCa.


How is it the death of DT builds?

DT builds worked in SC1 and zergs could detect with normal overlords :p

Show nested quote +
On October 13 2012 20:29 Tomasy wrote:
cloaked banshees or DTs are big commitment and serve high risk - high reward mechanism.
Adding more detection ONLY becouse of widow mines is utterly stupid, nerf widow mines instead of changing whole game to make them fit...


I think it's better to leave the widow mines as they are and buff everything else. Makes it more exciting and doesn't lead to boring games.

WOL, as much as I love it, was ruined by the fact stuff was over nerfed in the beta, meaning nothing was super powerful and it ruined certain units, like the tank.


I have to strongly disagree with those replies....

they're making strategies involving cloaking less effective all across the board just to force a unit in the game, like the mine...

and regarding the overnerfing, well, that is so wrong I cna't even start...

BW was a gret game because no units were too powerful by themselves... SC2 s already full of OP stuff that can often win you the game very quickly if the opponent is not prepared... (banshees doom drops, colossus of course, the list goes on)
overall SC2 is already a little too fast for a strategy game, adding imba units and wrecking the whole game in the process is not the way to go about it...

if widow mines can be so good they should come out later, simple as that, and protoss still has no detection outside of robo, Blizzard is just doing the worst possible job with this patch and shows no interest in making protoss fun or even playable
6BiT
Profile Joined December 2011
513 Posts
October 13 2012 17:13 GMT
#333
The fact that the 'widow mine' can still shoot down air units and is a detector* amazes me.

+ Show Spoiler +
* - can shoot at cloaked units... close enough
stuff & things
Spensaur
Profile Joined May 2011
Canada24 Posts
Last Edited: 2012-10-13 17:14:41
October 13 2012 17:14 GMT
#334
I like the change that sporecrawler doesnt require evolution chamber... however i don't see how that is fair to protoss and terran who need still need to build a forge or engineering bay to build canons and missile turrets. If you bring gum to class, make sure you bring enough for everyone blizzard.
PURE ****ING METAL
Sufinsil
Profile Joined January 2011
United States760 Posts
October 13 2012 17:47 GMT
#335
I like they are not afraid to try different things. Its a beta folks. Embrace that they are being experimental. Try them out. Watch some games. Give good feedback from experience.
Dfgj
Profile Joined May 2008
Singapore5922 Posts
October 13 2012 17:49 GMT
#336
On October 14 2012 02:14 Spensaur wrote:
I like the change that sporecrawler doesnt require evolution chamber... however i don't see how that is fair to protoss and terran who need still need to build a forge or engineering bay to build canons and missile turrets. If you bring gum to class, make sure you bring enough for everyone blizzard.

True, but MsC and Scan don't need specific tech either.
teamhozac
Profile Joined April 2012
404 Posts
October 13 2012 17:52 GMT
#337
On October 14 2012 02:49 Dfgj wrote:
Show nested quote +
On October 14 2012 02:14 Spensaur wrote:
I like the change that sporecrawler doesnt require evolution chamber... however i don't see how that is fair to protoss and terran who need still need to build a forge or engineering bay to build canons and missile turrets. If you bring gum to class, make sure you bring enough for everyone blizzard.

True, but MsC and Scan don't need specific tech either.


theyre also temporary
Henk
Profile Joined March 2012
Netherlands578 Posts
October 13 2012 17:57 GMT
#338
On October 14 2012 02:52 teamhozac wrote:
Show nested quote +
On October 14 2012 02:49 Dfgj wrote:
On October 14 2012 02:14 Spensaur wrote:
I like the change that sporecrawler doesnt require evolution chamber... however i don't see how that is fair to protoss and terran who need still need to build a forge or engineering bay to build canons and missile turrets. If you bring gum to class, make sure you bring enough for everyone blizzard.

True, but MsC and Scan don't need specific tech either.


theyre also temporary


Scan is also 'mobile'. (Used wherever you want it)
PersonDudeGuy
Profile Joined April 2011
Canada47 Posts
October 13 2012 18:09 GMT
#339
I AM REALLY EXCITED ON THESE CHANGES!

I'll sumarize my feelings:

- Hmm. Maybe a bit far to make protoss basically immune to all cloaked unit rushes and make it so available but it sounds interesting.
- Awww! Come on, that's a cool ability! Can the mothership-core get something like mass cloaking instead? Perhaps make the detection ability seperate.
- Good decision, entomb was much too costly before.
- A really interesting change! It's unfortunate that this is so similar to the queen's "parasite" ability but none the less a welcomed change. This being said, i wish it were not 75 energy as this seems to leave the orace with a odd-amount of energy. Rather than using 2 entombs and then a revelation they must have 50 energy left over now.
- WOOOHOO! MASSIVE Tempest Change! I totally called this last time in a general forums thread as well! I'm really happy to see the tempest get a more specified role and to have it lowered to a non-fleet beacon non-6 supply status. All the changes in stats are great to me, my only complaint is the lack of micro that is involved still. I would like to see it's acceleration and max speed toyed around with to make it harder to move around and stutter with.
- Exciting and odd to be sure but perhaps a bit much. I think that people far underestimate the power of hallucinate. While it may be expensive to cast, the oppertunity to really fool your opponent and soak damage is grand.

- Seems alright, considering the viper's original intent (I think) was to be a more mobile support caster it's nice to see this promoted. Hopefully blinding cloud hasn't been overdone but i think that with the tempest change and terran's inherently strong a-a we should be fine.
- Why...? This seems to be further discouraging aggression which is not necessarily a good thing. I think that allowing zerg to be this flexible against things such as cloaked banshees and dts makes the game a bit stale. While it's not fun to see someone gimick their way to a win with such cheesy-rushes it's also not too fun to watch two players turtle up on standard compositions and then fight off of three bases.

- Absolutely required, perhaps change a bit more even. I would rather have seen the build time increased a tad or perhaps the set up time to 4 seconds but we'll see.
- REALLY!? This just angers me. It's literally the only thing that bothers me at this point. Battlehellions are significantly different from firebats but blizzard has gradually made them more and more than same to the point that they're actually biological for some god forsaken reason. I would rather see them made more mech-ish through some manner, perhaps increase to transformation time and make the upgrade scale for battlehellions much higher.
- Oh yeah. That's it. Terran got no buffs to BCs and Ravens.... We're still waiting blizzard. -_-
Double hellion openings ftw
Al Bundy
Profile Joined April 2010
7257 Posts
October 13 2012 18:45 GMT
#340
The hallucination change is most welcome.
o choro é livre
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