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On October 25 2012 06:58 SarcasmMonster wrote:Show nested quote +On October 25 2012 06:57 Anomi wrote:On October 25 2012 06:53 SarcasmMonster wrote:Raven's cost 200 gas while at 2 supply.  units should be expensive. If the abilities don't justify the cost, I'd rather they buff the abilities than decrease the cost. Edit: @Anomi I'm pretty sure that's wrong, but willing to be proven otherwise. I gave u the link so you can chek. here is the balance update 2: We have removed the oracle’s Preordain ability. We have added a new area of effect ability for the oracle called Phase Shield. Targeted friendly units are shielded from harmful effects for 5 seconds. Fungal Growth, Corruption, Contaminate, Graviton Beam, Concussive Shells, Abduct, Revelation, Vortex, and 250mm Strike Cannons – Phase Shield removes the effect and prevents units from being affected. EMP – Phase Shield removes the anti-cloaking effect but not the damage dealt. Neural Parasite – Phase Shield will not remove this effect but it will prevent units from being affected. The energy upgrade has been removed. Entomb’s duration has been reduced to 25 sec, but the health per Entomb has increased to 100. The cost per unit has changed from 150/200 to 150/150. In that case I'm wrong. Now I'm a bit dissapointed 100/200/2 Raven vs 150/150/3 Oracles...  units should cost more  but are stronger.
The protoss unit were more expensive but everyone was like " Huh ! I will never build this unit if it cvost so much ! "
:/
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My bad, thought it was 200/200. I guess 150 is better, but I still don't think it will be worth it as an early harassment tool at least.
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they just fucked ZvP muta slowed mutas + storm + pheonix
=dead zerg
like the ideas though.
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On October 25 2012 07:05 discator wrote: they just fucked ZvP muta slowed mutas + storm + pheonix
=dead zerg
like the ideas though.
DOESN'T AFFECT AIR
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On October 25 2012 07:09 SarcasmMonster wrote:Show nested quote +On October 25 2012 07:05 discator wrote: they just fucked ZvP muta slowed mutas + storm + pheonix
=dead zerg
like the ideas though. DOESN'T AFFECT AIR
Which is strange, because it theoretically has more reason to affect air than Fungal does.
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Dont know if anyone said that before but 1 Oracle can deny fast 3rd by zerg. 20dps by Oracle hatchery has 1500 hp so 1500/20=75 sec It takes 100 sec to build hatchery. They said it was one of their intensions with these new spells.
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On October 25 2012 07:14 Crawdad wrote:Show nested quote +On October 25 2012 07:09 SarcasmMonster wrote:On October 25 2012 07:05 discator wrote: they just fucked ZvP muta slowed mutas + storm + pheonix
=dead zerg
like the ideas though. DOESN'T AFFECT AIR Which is strange, because it theoretically has more reason to affect air than Fungal does.
It should affect friendlies too like storm 
I'm no quantum-physicist but time doesn't discriminate.
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looks good, i don't see any point in getting voidrays thesedays tbh
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On October 25 2012 06:33 Ramiz1989 wrote:Show nested quote +2. Time Warp - While I think this ability has potential and it is well designed, why don't we expand it's use? It seems Blizzard already considers this but maybe in a wrong way. Why not allow it to slow down everything in that area? For instance, if cast on infested terran eggs, it would take them 50% more time to hatch. If cast on a forge, upgrades are 50% slowed, if casted on a building that is being constructed it will slow it down by 50%. And ofcourse if casted on units it slows them down just the same. Would this make it more interesting, like a reverse chrono boost that works on everything? Because, there is no way to counter that... You can move your units away from it, but you will have to cancel building and place it at different location so you don't have to wait for it to build 50% longer. And for upgrades, it is even worse. There would be some retarded timings with it, or delaying enemy timings by a lot. Yes, Overseer can stop the production or research, but Overseer isn't an useful for anything else except scouting, and they pumped the Contaminate cost to 125 energy. There is no way that you would mass them without crippling yourself, while Oracle will actually be really useful unit after this, and isn't as slow as Overseer. I really like both abilities, and Oracle is quite decent now, maybe they will need some number tweaking, but they are good design wise.
You can't really compare a unit that requires little to no tech, is always available, that costs no supply but rather gives supply and also costs 3 times less gas then the oracle to the freaking oracle. And I have no clue why contaminate isn't used more often to delay timing pushes from Protoss, because Zerg definitely scouts with them, often times getting out without even dying and still dies to that chrono boosted immortal push. You don't have to cancel anything, because it only slows it down by 50%, not 100%, and it will probably last a lot shorter than the building time itself. It could be tuned easily for it's power. It only delays and it's really really versatile and has different uses in different times of the game. It is an incredibly interesting spell that varies from person to person.
As for upgrades, building a couple of turrets or a mine nullifies oracle's harass, and if the spell did land the Protoss player invested money in the oracle and his attacking units are lacking so he is slowing himself down to possibly slow you down. It is the basic concept of the entire unit, and it should work like this. And if it only lasts like 10 seconds it really isn't such a big deal. Alternatively, EMP or some future spell could dispel it if it was deemed too strong.
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Time warp would have to have a pretty meaningful radius to be a real benefit. Figure anything caught in the middle will attempt to walk straight out by the most direct path, and this is the window of opportunity a zealot would have to run something down without the benefit of forcefield (although pursuit melee is pretty wonky anyway). Would radius 7 at 75 energy for a 50% movement impediment actually amount to much?
Also, restricting it to ground only means the oracle will be deader than disco against protoss that goes stargate. If it affects air, it can discourage muta harass, phoenix harass (and protecting the mothership core against phoenix seems pretty difficult), drop play of all stripes... and it seems like it would give the oracle some real traction as a viable response. The tempest, lest we forget, was originally conceived for HotS as an answer for muta harass, which is a role it can no longer fill - so why not give the oracle a tool for that?
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On October 25 2012 03:15 awesomoecalypse wrote:Show nested quote +Second thought: Time Warp could be really good if it did alter the lifespan of timed life units. Would make fighting infested terran spam easier since they are too slow to escape The only thing I dont like about this is its counterintuitive and doesn't really work in terms of flavor. That is, the "idea" behind the spell is the Oracle is slowing down time so enemy units move slower. But slowing down time would logically make timed life units last longer. "This spell slows down time for movement purposes, but speeds it up for lifespan purposes" just isn't very sensible or intuitive. Not that every power needs to make "sense" in this way, but its just a minor annoyance.
This kinda bothers me too. If time is moving faster inside the bubble, then lifespans would actually increase. (and rate of fire would decrease)
Otherwise, I like the changes. Heading in the right direction.
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On October 25 2012 07:21 LockeTazeline wrote:Show nested quote +On October 25 2012 03:15 awesomoecalypse wrote:Second thought: Time Warp could be really good if it did alter the lifespan of timed life units. Would make fighting infested terran spam easier since they are too slow to escape The only thing I dont like about this is its counterintuitive and doesn't really work in terms of flavor. That is, the "idea" behind the spell is the Oracle is slowing down time so enemy units move slower. But slowing down time would logically make timed life units last longer. "This spell slows down time for movement purposes, but speeds it up for lifespan purposes" just isn't very sensible or intuitive. Not that every power needs to make "sense" in this way, but its just a minor annoyance. This kinda bothers me too. If time is moving faster inside the bubble, then lifespans would actually increase. (and rate of fire would decrease) Otherwise, I like the changes. Heading in the right direction.
Maybe make storm last longer in it :DDD
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On October 25 2012 07:16 SarcasmMonster wrote:Show nested quote +On October 25 2012 07:14 Crawdad wrote:On October 25 2012 07:09 SarcasmMonster wrote:On October 25 2012 07:05 discator wrote: they just fucked ZvP muta slowed mutas + storm + pheonix
=dead zerg
like the ideas though. DOESN'T AFFECT AIR Which is strange, because it theoretically has more reason to affect air than Fungal does. It should affect friendlies too like storm  I'm no quantum-physicist but time doesn't discriminate.
Well, neither do EMPs or ensnaring goo shit. I want a spell to be useful before we gimp it into oblivion.
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On October 25 2012 07:31 Cloak wrote:Show nested quote +On October 25 2012 07:16 SarcasmMonster wrote:On October 25 2012 07:14 Crawdad wrote:On October 25 2012 07:09 SarcasmMonster wrote:On October 25 2012 07:05 discator wrote: they just fucked ZvP muta slowed mutas + storm + pheonix
=dead zerg
like the ideas though. DOESN'T AFFECT AIR Which is strange, because it theoretically has more reason to affect air than Fungal does. It should affect friendlies too like storm  I'm no quantum-physicist but time doesn't discriminate. Well, neither do EMPs or ensnaring goo shit. I want a spell to be useful before we gimp it into oblivion.
EMP does affect friendlies. I think Time Bomb affecting friendlies would make it worse within a deathballing. That's my only real complaint.
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On October 25 2012 07:35 SarcasmMonster wrote:Show nested quote +On October 25 2012 07:31 Cloak wrote:On October 25 2012 07:16 SarcasmMonster wrote:On October 25 2012 07:14 Crawdad wrote:On October 25 2012 07:09 SarcasmMonster wrote:On October 25 2012 07:05 discator wrote: they just fucked ZvP muta slowed mutas + storm + pheonix
=dead zerg
like the ideas though. DOESN'T AFFECT AIR Which is strange, because it theoretically has more reason to affect air than Fungal does. It should affect friendlies too like storm  I'm no quantum-physicist but time doesn't discriminate. Well, neither do EMPs or ensnaring goo shit. I want a spell to be useful before we gimp it into oblivion. EMP does affect friendlies. I think Time Bomb affecting friendlies would make it worse within a deathballing. That's my only real complaint.
I stand corrected then. Lore discussion aside, I don't see much design benefit for slowing down your own units. Because it stops any offensive use of the unit, pursuit is no longer feasible. It could only be used defensively and possibly on workers, but the numbers seem weak to be useful for that.
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I don't really see how pulsar beam is going to be viable harassment in it's current implementation. You'll still need to build 2-3 oracles to snipe anything of importance, and that alone is such a valuable tech and time investment that the return just has to be greater than a possible chance to snipe a single tech structure. Don't get me wrong - tech structure sniping is extremely powerful harassment, but it's such an all-or-nothing kind of endeavor that I don't think most players will think they're worth the risk. What happens if you build 3 oracles and don't do the kind of damage you need to do? There's no real alternative usage for them that justifies the investment that early, and you are almost certainly behind. Mutas and drops on the other hand are a constant threat, and even if they do no real damage themselves, they require such a specific and targeted response that just knowing they're on the field changes the game immensely. Will oracles have that sort of influence? I doubt it, unfortunately, at least in this current state.
I think it'd be a much better unit if they just made the beam target units (ground and air), and allowed it to sneak in and pick off 2-3 workers at a time, even if no structures could be sniped. It increases the justification of building just one or two, and forces the opponent to account for them all game, as even a few seconds of free casting could destroy a few workers. That adds up over time, but I'd definitely not call it overpowered considering how devastating a single drop or a handfull of mutas can be to a mineral line. They may have to tinker with the numbers on pulsar beam, and the health and movement speed of the oracle, but ultimately it feels more like a complete, dynamic unit if it can attack units as well. Best of all, it basically would fill the role of the void ray, and they can remove it from the game entirely since it's (at least in my opinion) an unexciting, underwhelming part of the air arsenal for protoss.
Just my .02. The other abilities seem very strong.
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Time warp needs to last a long time and/or cost 50 Energy for me to want to use it. Infestors already have an ability that not only slows, but completely stops units. AND it does a good amount of damage. I hope this ability is like an Ensnare in the form of a Distruption Web.
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I want to know the radius of time warp. I think that's what they'll have to tweak to make it balanced.
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On October 25 2012 07:05 discator wrote: they just fucked ZvP muta slowed mutas + storm + pheonix
=dead zerg
like the ideas though.
PvZ meta is alr fucked
fungal growth+ITs+broodlords+neuraled momaship
=dead toss
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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.
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