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Oracle Changes - Page 10

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Rad
Profile Joined May 2010
United States935 Posts
October 25 2012 06:30 GMT
#181
Love Time warp. I suggested this recently, and looks like a bunch of other people did too lol.

In addition though, I'd like to see it regenerate shields (or, say, speed up shield regeneration). This would open up some additional possibilities with it and give it even more uses. The user can then decide how they want to use the spell and we can listen to interesting analysis from (for example) Artosis on whether they used it properly at that point in time or not.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
Last Edited: 2012-10-25 07:12:16
October 25 2012 07:11 GMT
#182
On October 25 2012 15:30 Rad wrote:
Love Time warp. I suggested this recently, and looks like a bunch of other people did too lol.

In addition though, I'd like to see it regenerate shields (or, say, speed up shield regeneration). This would open up some additional possibilities with it and give it even more uses. The user can then decide how they want to use the spell and we can listen to interesting analysis from (for example) Artosis on whether they used it properly at that point in time or not.


At least now all three races have slow/bind effect:
1. Zerg: Creep / Fungal
2. Terran: Concussive shell
3. Protoss HOTS: Vortex/Time Warp
Cauterize the area
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
October 25 2012 07:29 GMT
#183
I think these are ok but this still goes along with the Oracle having abilities (or at least just the building attack one) that are NOT flexible. Also Time Warp makes Protoss have even more spells. Don't we want a unit that can somewhat fight, but happens to be great at harassing?

I got an idea that I posted in the Oracle thread on Bnet, that I believe solves many things while meeting many of the criteria we would like to see in a unit in an esports game.

Thank you David for opening up this discussion.

I have an idea I would like to throw out for the Oracle.

An ability that shoots a beam/orb (or more than 1 beam) below the Oracle and rotates around the Oracle, only hurting units in the ring, but not within the ring. (Think of something like the old Mothership's Planet Cracker animation). This could be modified to be a laser shooting a very small, fixed area in front of the Oracle.

Why could this be good?

1) It creates high micro potential and rewards skillful use.

When harassing, you can't just go in and attack with the super fast Oracle and come back out. You have to manage the beam/orb around the Oracle, as it rotates around the Oracle. If you want to kill workers, you would have to keep moving the Oracle so that the beam continues to damage the workers. This can be complicated if enemy defenses are arriving, and thus you want to continue to do as much damage as possible while retreating. The beam does not have to be weak if the AOE (or thickness) of the beam is kept very small -- the damage could be adjusted, but if the range of the beam is to be relatively small such as 2 units away from the Oracle, the damage can be increased to something even as high as 50 per second (the thickness of the beam probably being less than 1 unit squared).

If it is to be a fixed beam in front of the Oracle, positioning when going in to harass one's opponent can be important, as you will want to consider the best path to harass, retreat, and possibly do some damage back to the defending units. This could also allow Oracles to flank armies from the side (even if they're fragile and may die quickly in big battles) more easily than a rotating beam.

2) It creates a variety of uses and is not limited only to harassing economy.

Not only can you kill workers, you can also control space with it. It can help in PvZ where Roaches make it hard for Protoss to take bases -- because Roaches can't shoot up, Oracles can reduce the incentive for Zerg to move his Roaches out on the map. Sure, you can use Void Rays to do this already, but Void Rays can't harass well. You can open with Oracles and more safely advance your Stargate tech without having to invest in too many combat units yet.

3) It can control space.

You can place Oracles around the map, such as behind brush, so that if the enemy's units walk through the brush, he may not notice and may run into the beam and receive some damage. However, this damage does not need to be significant to be useful, as the simple information that there is an enemy force there is already valuable. Because of the Oracle's speed, it can safely retreat. This kind of interaction is not one sided though -- both sides need to stay aware of the units, or else they may lose more than the other -- The Protoss player needs to pay attention so the fragile Oracle doesn't get sniped, and the opponent needs to be careful of Oracles around the map and can punish the Protoss with superior map awareness.

4) It does not fit well into the deathball.

Instead, it is suitable for air play because it takes advance of key components of air units -- mobility and map control.

It is NOT like a flying Colossus because it is fragile, hard to reliably do damage, and is not as cost efficient in a straight up fight. You could even make the Oracle's beam do friendly fire damage to dissuade players from keeping it with the army.

5) It creates interesting tactics.

You could harass with some Gateway units (which won't scale very well late game alone if you're going very Air heavy due to a lack of ground upgrades) by keeping an Oracle with them. You could keep the Oracle above or around the Gateway units, protecting them from Zerglings or such. The Gateway units can safely stay inside the ring of the Oracle's beam if you are careful.

This is not a one sided thing again -- the opponent can also get within the Oracle's rotating beam to snipe it without taking damage, or even dodge the beam. This can create really intense micro, with each player predicting the others' next movement.

If the range of the beam is something like 3-4, imagine a Terran stimming forward some Marines past the beam (dodging or not dodging) to try to snipe the Oracle. This can be exciting as a spectator to see how they mindgame each other and micro their units. As the Marines stim in, tension is created -- if the Oracle predicts the Marine's movement and goes a different direction, the Marines may suffer some damage. Even if the Oracle retreats successfully, tension is created and released without units having to actually die.

6) It allows Stargate tech some sort of AOE without turning Stargate tech into just another ground deathball.

What I mean by this is that the Oracle will not allow Protoss to just mass Oracles -- it's not a flying Colossus. Yes, you have some sort of AOE, but you can't just destroy high "DPS Density" armies like Marine/Medivac because the damage is unreliable (depends on micro).

However, such an ability will allow Protoss to defend things like Stim pushes or fight dense DPS armies (like mass hydras) in a unique way, different than the way opening Robo or Templar tech does (Colossus/Immortal/Forcefield and Archons/Storm).
Unlike the latter two, if you want to defend against such threats (if devoting the Oracle to harass isn't the most helpful in the situation, such as when they are all-ining you instead of trying to rebuild their economy), you can chip away his army as he moves out and tries to kill you with your Oracle by flying in and flying out. This kind of engagement is not just "A-move", therefore keeping this new for Protoss. You must micro your Oracles well, taking advantage of their mobility [as air units] to harass, rather than relying on raw power like you can with Colossi or Storms in a straight up fight.

7) A variety of conditions may be added to this ability to fill in any necessary gaps in the Protoss' gameplay.

You could make the beam hit cloaked units, therefore giving Protoss another way to clear creep and gain map control.

You could have the beam be a rotating vertical pillar around the Oracle and hit air units as well, giving Protoss another option to deal with Mutalisks.

You could make the beam cost minerals, which a heavy-Stargate Protoss user will have a surplus of.

You could make the distance between the beam and the Oracle change uncontrollable during the duration of the spell -- for example, it could start at a range of 1 from the Oracle, then expand out to a range of 6, allowing the Oracle to help deal with certain units without getting too close.

You could adjust the "AOE" of the beam so that it's not true AOE, but only hits 1 enemy unit at a time.

You can make it have 2 or more beams, if the visual aesthetic is not confusing.

You can make the beam hit or not hit buildings.

More interesting things about the spell can be created if the mechanics of the spell are tweaked:

For example, it could drain energy per second, or have a one time cost but the spell turns off if attacked or loses all shields or etc., or possibly even costs minerals, which Protoss can have a surplus of if they choose to go heavy Stargate tech).

These are just some of the things I have brainstormed for this kind of a spell.

If anyone considers this, then thank you so much for spending the time to read this!

Thanks Blizzard!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
October 25 2012 08:01 GMT
#184
Wonder what kind of effect time warp is going to have on mass colossus PvP. Is that even a thing in HOTS PvP right now, or is the Tempest already succesful in discouraging people from massing colossus?
Ramiz1989
Profile Joined July 2012
12124 Posts
October 25 2012 08:28 GMT
#185
On October 25 2012 09:00 Belisarius wrote:
20 dps is nothing.

Time warp is.... well... frankly, it's what force field probably should have been. It's a nice ability, but I'm disappointed because the oracle having a slow means there's pretty much zero chance of FF and fungal being changed to slow.

Revelation should detect again.

Blizzard like how Force Fields are designed, so no, they wouldn't change it anyway, and they said that they will change fungal. Don't know why people keep saying this.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 25 2012 08:29 GMT
#186
Overall a positive change for the oracle. Not sure how the changes will work out exactly. It will be interesting to see whether oracle+6gate type strategies work given that oracles can tear down bunker and/or spines quickly.
Administrator~ Spirit will set you free ~
eu.exodus
Profile Blog Joined September 2010
South Africa1186 Posts
October 25 2012 09:32 GMT
#187
On October 25 2012 02:33 Jjhg wrote:
Time Warp should be what fungal does.

SC2 needs less abilities that reduce micro potential.


You took the words right out of my mouth.

1st thing I thought was wtf is the point of time warp if your shit can't move.
6 poll is a good skill toi have
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
October 25 2012 09:41 GMT
#188
I was thinking possible abilites for the oracle a few days ago and ended with Pulsar Beam myself. Problem with it is that it needs to do A LOT of damage to be of any use... Just dealing a few points of damage to an OC before being driven away by 2 marines is not a good investment in a unit. 20 dps is bad.

Time Warp sounds awesome.
Revolutionist fan
Laurens
Profile Joined September 2010
Belgium4557 Posts
October 25 2012 09:45 GMT
#189
On October 25 2012 18:41 Salteador Neo wrote:
I was thinking possible abilites for the oracle a few days ago and ended with Pulsar Beam myself. Problem with it is that it needs to do A LOT of damage to be of any use... Just dealing a few points of damage to an OC before being driven away by 2 marines is not a good investment in a unit. 20 dps is bad.

Time Warp sounds awesome.


If DPS gets any higher it would be broken, 2 oracles would be able to destroy refineries and depots too quickly, people seem to forget that there are also necessary buildings with not that much HP -_-
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
October 25 2012 09:50 GMT
#190
On October 25 2012 18:45 Laurens wrote:
Show nested quote +
On October 25 2012 18:41 Salteador Neo wrote:
I was thinking possible abilites for the oracle a few days ago and ended with Pulsar Beam myself. Problem with it is that it needs to do A LOT of damage to be of any use... Just dealing a few points of damage to an OC before being driven away by 2 marines is not a good investment in a unit. 20 dps is bad.

Time Warp sounds awesome.


If DPS gets any higher it would be broken, 2 oracles would be able to destroy refineries and depots too quickly, people seem to forget that there are also necessary buildings with not that much HP -_-


Stargate tech, plus 300/300 for 2 oracles... to kill a refinery.

I would just go and kill the protoss who has no AOE, nor even immortals probably.
Revolutionist fan
Laurens
Profile Joined September 2010
Belgium4557 Posts
Last Edited: 2012-10-25 09:55:43
October 25 2012 09:55 GMT
#191
so you go stargate after your 3base turtle and then harass the fuck out of the terran with 2 or 3 oracles?
They're like impossible to kill because of their speed, anything above 20 dps is broken.
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2012-10-25 10:45:34
October 25 2012 10:43 GMT
#192
Make Pulsar Beam also disable static defense it is targeting till the pulse stops...
badog
Belisarius
Profile Joined November 2010
Australia6233 Posts
October 25 2012 10:49 GMT
#193
If pulsar beam had an additional effect it would be great. It could disable the building it's attacking, or perhaps prevent repair/transfuse. Either of those would be really nice.
Big G
Profile Joined April 2011
Italy835 Posts
October 25 2012 10:52 GMT
#194
Love time warp!

Some minor tweaks I want to see:

- doubles the spawn time of infested terrans and locusts under the AoE

- slows the burrow time of widow mines and maybe slows its missile to make it dodgeable (!!!), so protoss players are not forced to get Robo to counter widow mines

pmp10
Profile Joined April 2012
3390 Posts
October 25 2012 10:56 GMT
#195
On October 25 2012 17:28 Ramiz1989 wrote:
Show nested quote +
On October 25 2012 09:00 Belisarius wrote:
20 dps is nothing.

Time warp is.... well... frankly, it's what force field probably should have been. It's a nice ability, but I'm disappointed because the oracle having a slow means there's pretty much zero chance of FF and fungal being changed to slow.

Revelation should detect again.

Blizzard like how Force Fields are designed, so no, they wouldn't change it anyway, and they said that they will change fungal. Don't know why people keep saying this.

Where exactly was it said that fungal will change?
It doesn't sound much like Blizzard.
'We would love to but...' is more their style.
ETisME
Profile Blog Joined April 2011
12700 Posts
Last Edited: 2012-10-25 11:09:57
October 25 2012 11:06 GMT
#196
it can kill add ons, which would be pretty huge
maybe adding an effect to slow down the production/research by x% while damaging would make is really viable and open up cool timings.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
aklambda
Profile Joined October 2010
Austria48 Posts
Last Edited: 2012-10-25 11:14:12
October 25 2012 11:13 GMT
#197
I don't know if it has already been suggested but what about you make the Beam charge up like with Voidrays? So initially the Oracle does 20 dps but after 3 seconds it does 30 dps and 6 seconds it does 40 dps etc. (numbers can be tweaked of course). This means that the other player would have to react quickly while still having a bit of time even if 2-3 Oracles are appearing in his base. On the other hand, if he does not react you get to kill buildinds pretty fast.
Big G
Profile Joined April 2011
Italy835 Posts
October 25 2012 11:15 GMT
#198
On October 25 2012 20:13 aklambda wrote:
I don't know if it has already been suggested but what about you make the Beam charge up like with Voidrays? So initially the Oracle does 20 dps but after 3 seconds it does 30 dps and 6 seconds it does 40 dps etc. (numbers can be tweaked of course). This means that the other player would have to react quickly while still having a bit of time even if 2-3 Oracles are appearing in his base. On the other hand, if he does not react you get to kill buildinds pretty fast.

as long as they remove void rays, i'm fine with that.

Meistrich
Profile Joined August 2012
6 Posts
Last Edited: 2012-10-25 11:45:19
October 25 2012 11:43 GMT
#199
My main concerns with the oracle is...

- That it feels like a one-trick-pony in many ways. Entomb makes the unit only viable if used to directly fly from the starport to the closest mineral line and then entomb as much as possible - that´s it. Compare with other great harass units as warp prism, medivac and mutas, there you got units with multiple uses. The medivac can be a support unit for a ground offensive as well as a harass dropper, and may help to relocate units as a logistic tool all as well. Same goes for the warp prism, it can support a ground attack as a mobile pylon. Mutas can grant map controll as well as harass. etc. etc. I love that flexibility in those units, and I really dislike the narrow use that the Oracle get, due to what it´s spells dictate.
OK, entomb is going away, and the building-ray comes instead of it. Still only one use, it can´t hit troops in the field. Timewarp is better that way, but I´d like the oracle as a whole to be a more flexible unit, viable in more roles.

- That Timewarp together with spells as forcefield and storm etc. will be extremly effective. I feel a lot of frustration when spells in SC2 deny control of the units and armies - it makes battles very messy and you often end up losing a game when you lose a battle. Fungle shut down micro, force fields as well, timewarp, the locust from the swarm host and the broodlings from the broodlords - they all mess up the unit AI, it hinders you from moving your troops. Tanks do a ton of damage but allows you to retreat, run in etc. I´d like more freedom of movement in SC2, not less - so the Timewarp feel "oh my God nooooo" for me.

#EDIT

I do think that if battles where less deciding and game-ending in one swift blow, the current rather boring meta of "macroing for 15 minutes before one epic clash" could change into something more dynamic. And that is what I´d like to play and watch!
exltus
Profile Joined April 2010
Czech Republic100 Posts
October 25 2012 12:00 GMT
#200
is it usable on creep tumors?
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