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On October 25 2012 05:14 Skyro wrote:Show nested quote +On October 25 2012 04:52 Cloak wrote:On October 25 2012 04:17 Skyro wrote:On October 25 2012 04:07 xsnac wrote:On October 25 2012 02:31 Teoita wrote:On October 25 2012 02:21 kcdc wrote: This is a combat buff for the oracle but a big harass nerf. Buildings have hundreds or thousands of hit points. 20 DPS isn't enough to kill anything. Adding on to this, a greater spire has 1k hp. This means that if you make 5 oracles (reasonable assumption for a lategame scenario), it takes 10 seconds to kill it...10 seconds is a whole lot of time for such an expensive unit. Earlier on in the game, a single Oracle isn't going to kill anything except a third. I wish they just gave up and also gave it something that kills workers. voidray is way better then oracle then . killing third voidray charge does almost same damage and costs no energy + you can snipe overlords and queens aswel . That's exactly why Pulsar Beam shouldn't have crazy DPS on buildings, it would make Void Rays even less useful. They should just add an additional tactical factor to the ability instead. And on that note I think giving Void Rays bonus damage vs buildings, say when fully charged, would be a great way to give the unit an actual defined role that it could actually do well, rather than the completely unrefined (and mostly useless) role it currently serves. You would actually see more use of Voids in their only time slot (~1-2 min of midgame PvZ) because the main deterrent of Voids is Spores, so if an Oracle becomes a Spore-killer, you could see a resurgence of Void harass. I wouldn't worry about Void Rays because they're a mess to begin with. They're one of the WoL units that needs looking at once the HotS units are squared away. It wouldn't make any sense if the Oracle were a Spore-killer as there is no way the Pulsar Beam will be 8+ range.
Well it depends on the final values, but the Oracle will necessarily need to do a heavy amount of structural DPS, so 2-3 could snipe one quick enough. Void Rays never had a prayer of bruteforcing a Spore unless fully charged.
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On October 25 2012 05:26 Inf-badguy wrote:Show nested quote +On October 25 2012 05:23 kcdc wrote:On October 25 2012 04:52 Lightscythe wrote: I think people have forgotten that David Kim has said denying expansions under construction with the oracle is a breeze with a couple of oracles channeling Pulsar Beam, 20x2 or 20x3 dps kills constructing buildings fast. Fast zerg thirds are no more with an oracle + zealot combo, reminds me of the old void + zealot style but a hell of a lot faster. Yeah, let's wait to see how it plays out before we trust that the platinum players at Blizzard have exhausted all options to take a fast third. Methinks Zergs will find a way to handle this. That's also assuming you could even get an oracle out in time to harass the third if you fast expand yourself.
the oracle should pop out a bit before a normal expansion star gate opening with void ray. It cost 100 minerals less and have the same build time. Since it have the same speed as a speed prism it should get there allot faster then an void ray.
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One thing I wonder...
If Time Warp really does end up being an effective replacement of sorts for Forcefield for people who go Stargate tech, might it actually open up map design possibilities?
That is, right now map makers are very limited, in that Protoss is overly reliant on FF for defense. This makes it all but impossible to take a 3rd base, unless the map has a 3rd base that is easily defended with FF. This forces map makers to limit themselves, and make every map have an easy-to-take, easy-to-defend 3rd, which leads to stale gameplay.
But Oracles aren't slow like Sentries, and Time Warp isn't as utterly dependant on a narrow choke that you can totally block off. Might it be possible to actually defend your 3rd base on more open maps by investing in Oracles to use Timewarp to help defend? And if so, might this solve some of the current issues with Protoss and map design?
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On October 25 2012 05:29 awesomoecalypse wrote:Show nested quote + Yeah I added Queens as well given that the whole idea of entomb was to provide some form of continuous economic harassment. I know its awkward to be able to target queens but given the zerg mechanic of spawn larva, it would have to work that way for the ability to be viable in all three match ups. It does of course introduce the problem of it scaling differently against each race since the abilities they can use with energy, and the amount of energy required vary so much.
Having it work against Queens but not against other casters doesn't make sense--Queens aren't buildings, they're units. You'd literally have to make an ability read "Drains energy from buildings, and queens too, but not other units". Making a spell that works differently on one unit than every other unit is bad game design. OTOH, if it worked on every spellcaster, it could easily be way too strong, effectively giving Protoss their own version of EMP.
It may be a bit of a stretch comparing a single target drain of 1-2 energy per second to an instant aoe 100 energy drain. As is, protoss already has their own version of EMP, feedback, which is way stronger than what I am proposing, but higher up the tech tree.
After I've thought about it more I don't believe it would be that bad to allow it to drain from units as well. It wouldn't actually be that effective against most casters given that they are normally accompanied by a host of units that should chase the oracle away, or have abilities themselves to mitigate it. Even harassing the queen 1 on 1 would be difficult given that the queen can just kill the fucking oracle (range of oracle beam permitting). But perhaps we would see players draining energy from queens until the oracle shields are depleted, backing off to restore their shields and then re-engaging?
I'm getting excited just thinking about it! :D
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On October 25 2012 05:35 awesomoecalypse wrote: One thing I wonder...
If Time Warp really does end up being an effective replacement of sorts for Forcefield for people who go Stargate tech, might it actually open up map design possibilities?
That is, right now map makers are very limited, in that Protoss is overly reliant on FF for defense. This makes it all but impossible to take a 3rd base, unless the map has a 3rd base that is easily defended with FF. This forces map makers to limit themselves, and make every map have an easy-to-take, easy-to-defend 3rd, which leads to stale gameplay.
But Oracles aren't slow like Sentries, and Time Warp isn't as utterly dependant on a narrow choke that you can totally block off. Might it be possible to actually defend your 3rd base on more open maps by investing in Oracles to use Timewarp to help defend? And if so, might this solve some of the current issues with Protoss and map design?
LoL never thought about that. Maybe that's what they are aiming for. They did state they did not like how the current protoss is heavily reliant on force field. If it works out like you said it would be awesome to see how the maps would be like xD.
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Now this looks really interesting! Great job!
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On October 25 2012 05:45 Inf-badguy wrote:Show nested quote +On October 25 2012 05:29 awesomoecalypse wrote: Yeah I added Queens as well given that the whole idea of entomb was to provide some form of continuous economic harassment. I know its awkward to be able to target queens but given the zerg mechanic of spawn larva, it would have to work that way for the ability to be viable in all three match ups. It does of course introduce the problem of it scaling differently against each race since the abilities they can use with energy, and the amount of energy required vary so much.
Having it work against Queens but not against other casters doesn't make sense--Queens aren't buildings, they're units. You'd literally have to make an ability read "Drains energy from buildings, and queens too, but not other units". Making a spell that works differently on one unit than every other unit is bad game design. OTOH, if it worked on every spellcaster, it could easily be way too strong, effectively giving Protoss their own version of EMP. It may be a bit of a stretch comparing a single target drain of 1-2 energy per second to an instant aoe 100 energy drain. As is, protoss already has their own version of EMP, feedback, which is way stronger than what I am proposing, but higher up the tech tree. After I've thought about it more I don't believe it would be that bad to allow it to drain from units as well. It wouldn't actually be that effective against most casters given that they are normally accompanied by a host of units that should chase the oracle away, or have abilities themselves to mitigate it. Even harassing the queen 1 on 1 would be difficult given that the queen can just kill the fucking oracle (range of oracle beam permitting). But perhaps we would see players draining energy from queens until the oracle shields are depleted, backing off to restore their shields and then re-engaging? I'm getting excited just thinking about it! :D
Yea i like to ^^. Also emp already works on buildings if i am not wrong so don't see the problem with the oracles doing it also. So i don't get the complaint u got about your suggestion being bad game design. As far as i know the emp skill does not mention it works on building.
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On October 25 2012 04:07 Grubby wrote: Remember, judge mostly the ability (Pulsar), not just the numbers. Numbers can be tweaked easily. Is it more balanced at 10 DPS? 30 DPS? Don't discard the ability just on its numbers.
In Time Warp I see an alternative to FF's which is great and opens up Protoss strategies like nothing else ever has. Absolutely wonderful idea.
Not that I could really disagree with Grubby anyway, but I happen to think his assessment of Time Warp is spot on. Provided it covers a large enough area to be relevant (if its so small that they come out of it and can start kiting by the time zealots attacks cooldown) and cheap enough on energy to be usable, it's a good change to add something other than the sentry which can help a zealot out before speed upgrades are available (and a change which doesn't discourage micro to boot). Zealots are still going to be pretty bad against roaches (don't get me wrong), but at least now they'll be able to do *something*. And it can't really be too good for zealots in the early game, because each race has a defense mechanism (spines, bunkers, FFs) which doesn't require mobility.
I think Pulsar is in a weird spot. You can't really use it against Terran (due to repair making your harassment approximately free to negate). Against protoss, you can only really get much out of it if you can go past the shields (which early game stalkers will be able to prevent). But then if you make it high enough dps to be decent against P or T, it'll be horrifying against Z. Zerg is a weird race to be effective against with a building-only attack, too, because they have so few buildings to begin with (and they tend to be all clustered up, at that). Even aside from this, stargate openers have the most trouble against zerg's early game anyway.
I have a hard time believing Pulsar can really be good in a way that's good for the game. Maybe if it makes its target building immune to repair or to the regeneration of hp/shields for an extended period of time (think wc3 batriders) - then I could see it being useful, given the right numbers. That would add a more strategic dimension to the ability too (i.e. you wouldn't have to "rush the building down", you could kill it slowly over time).
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I think, with balancing, time warp affecting temporary units could be awesome, and really great for the pvz match-up. I could see it punishing a zerg player who goes too heavy on infestors and doesn't have much army backbone outside brood lords by stalling/diminishing the damage done by the first couple waves of broodlings.
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Yea i like to ^^. Also emp already works on buildings if i am not wrong so don't see the problem with the oracles doing it also. So i don't get the complaint u got about your suggestion being bad game design. As far as i know the emp skill does not mention it works on building.
The point is, abilities in SC2 dont work differently on different units. They might have categorical modifiers, like "only works on buildings" or "does +10 damage to psionic" or "cannot effect massive". But there is no unit or spell in the game that has something like "only works on High Templars" or "does +10 vs. ravens."
Given this, you could have a spell which drains energy from buildings, in which case its inherently useless against Zerg. Or you could have a spell which drains energy from everything. Which could actually be pretty versatile and powerful if balanced properly, especially if the Oracles absorbed the energy they drained to use for their own spells.
But what you can't do is have a spell that drains energy from the nexus, orbital command, and queens, but nothing else. That would just be breaking fundamental design principles.
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Time Warp - Creates a warp field at the target location that reduces enemy ground units' movement speed by 50%
Poll: Should Time Bomb affect friendlies?Yes (28) 62% No (17) 38% 45 total votes Your vote: Should Time Bomb affect friendlies? (Vote): Yes (Vote): No
Poll: Should Time Bomb affect air units?Yes (18) 72% No (7) 28% 25 total votes Your vote: Should Time Bomb affect air units? (Vote): Yes (Vote): No
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Why is Pulsar Beam there? Isn't that what the Void Ray does?
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Pulsar Beam sounds fucking retarded, especially since it's another auto cast ability (where is the skill gap when you don't even have to manually cast it).
Time whatever sounds really awesome!
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On October 25 2012 06:03 Lorch wrote: Pulsar Beam sounds fucking retarded, especially since it's another auto cast ability (where is the skill gap when you don't even have to manually cast it).
Time whatever sounds really awesome!
It's basically an attack that cost energy. That's how I see it.
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i definitely think Time Warp should be enemy-only--one of the things I'm most excited about it is it opens up options for getting aggressive with Zealots without needing Forcefields or Charge. If Zealots were slowed by it though it'd be pointless. Making it enemy-only turns it from something that is exclusively harassment, to something that really opens up Protoss gameplay in a positive way by giving them options that don't rely on forcefield.
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Pulsar Beam should also have the corsair's disruption web effect. Might mimic bw a tad bit, but if it disabled the building and killed it slowly, would actually be capable of doing some fun things. Not to mention 1 spore wouldnt shut down the oracle, and they would need fast reaction time
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On October 25 2012 06:05 Caissa wrote: Pulsar Beam should also have the corsair's disruption web effect. Might mimic bw a tad bit, but if it disabled the building and killed it slowly, would actually be capable of doing some fun things. Not to mention 1 spore wouldnt shut down the oracle, and they would need fast reaction time
Nah, it should just slow movement speed AND attack speed. It is a time warp, after all.
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On October 25 2012 04:07 Grubby wrote: Remember, judge mostly the ability (Pulsar), not just the numbers. Numbers can be tweaked easily. Is it more balanced at 10 DPS? 30 DPS? Don't discard the ability just on its numbers.
In Time Warp I see an alternative to FF's which is great and opens up Protoss strategies like nothing else ever has. Absolutely wonderful idea.
Grubby getting pleasant flashbacks of his far seer reaching Level 6!
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On October 25 2012 05:59 awesomoecalypse wrote:Show nested quote +Yea i like to ^^. Also emp already works on buildings if i am not wrong so don't see the problem with the oracles doing it also. So i don't get the complaint u got about your suggestion being bad game design. As far as i know the emp skill does not mention it works on building.
The point is, abilities in SC2 dont work differently on different units. They might have categorical modifiers, like "only works on buildings" or "does +10 damage to psionic" or "cannot effect massive". But there is no unit or spell in the game that has something like "only works on High Templars" or "does +10 vs. ravens." Given this, you could have a spell which drains energy from buildings, in which case its inherently useless against Zerg. Or you could have a spell which drains energy from everything. Which could actually be pretty versatile and powerful if balanced properly, especially if the Oracles absorbed the energy they drained to use for their own spells. But what you can't do is have a spell that drains energy from the nexus, orbital command, and queens, but nothing else. That would just be breaking fundamental design principles.
Yeah I agree with you completely. My first thought process was simply finding a way for the oracle's ability to influence the base economic ability of each race (chrono, mule, larva). No question that it would be a poor read for uninitiated players wondering why the oracle was draining buildings in 2 races but a unit in another.
Being able to energy drain both structures and units with the right balance seems like a pretty decent idea. Maybe someone with beta access could post it in one of the active HotS bnet threads?
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Even if Time Warp affected friendlies, it would still help non-zealot units in chasing down kiters or runners, if used for that purpose. Also, if used in a choke behind the opponent, zealots will still be able to catch the units in front trying to path around the slower units.
I'm real excited. The ability provides for more synergy between the Stargate and Templar tech trees (Time Warp + Storm), allowing for Protoss to perhaps skip robo tech in PvZ if Storm proves to be more effective in a Time Warp against Roaches. I would go Stargate in a Templar opening PvT too, since it's got more speed and only 1 less vision than an observer but a lot more utility. I would gladly use these instead of observers when enemy gets ghosts!
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