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Oracle Changes - Page 9

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Rnevermore
Profile Joined October 2012
23 Posts
October 25 2012 00:07 GMT
#161
Pulsar beam should keep it's 20dps, but in addition deny all healing to the target such as transfuse or repair during the channel.

This would make it more of a tactical spell, as well as a more powerful harassing tool. Casting it on that bunker as your army pushes the front prevents SCVs from repairing it. Put it on the planetary fortress while your army hits the third prevents the mineral line from repairing it. Hit that Spore Crawler that's hitting your void ray harass so the queen can't transfuse.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
Last Edited: 2012-10-25 00:10:06
October 25 2012 00:08 GMT
#162
vs Terran this will do fuck all since marines are always out.

vs Protoss, you must be crazy to think you will accomplish anything with a unit that doesnt attack other units in PvP

vs Zerg, sounds useful but with queens out and spores not needing evolution chamber, I just cant see anything happening here either.

In conclusion: the 20dps ability sounds pretty useless
K9GM3
Profile Joined January 2011
Netherlands116 Posts
October 25 2012 00:16 GMT
#163
On October 25 2012 02:21 kcdc wrote:
Time Warp is great. It has the potential to makes zealots much better against roaches.

Pulsar beam is just a banshee attack that only hits buildings and costs 2 energy. I can't even hit overlords with it. What am I supposed to kill with a 20 DPS attack that only hits buildings? Not supply depots because I can't build an oracle against Terran. Not pylons because oracles are flatly worse than phoenixes in PvP. I guess I'm supposed to kill Z's third hatchery before he gets queens over there. And that's it.

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.

Remember that damage adds up, though. The Oracle is a fast, flying unit. If you do 100 damage every time you're in the opponent's base, you only need to be in their base 4 times to kill a Supply Depot.

(Yes, a Supply Depot. There's no reason you can't build an Oracle against Terran.)
No, I don't want your number.
architecture
Profile Blog Joined May 2008
United States643 Posts
October 25 2012 00:36 GMT
#164
Depending on AOE, time warp could be the end of bio viability vs P.
tpfkan
Kharnage
Profile Joined September 2011
Australia920 Posts
October 25 2012 00:53 GMT
#165
On October 25 2012 09:36 architecture wrote:
Depending on AOE, time warp could be the end of bio viability vs P.


You mean, depending on AOE, range and duration. I could see storm + timewarp being insanely good, if you can pull it off.
If it effects friendly units then it could work against you as your zealots slow down and get killed off.

Oracle vs Zerg cancels the 3rd every time I think. Like, zerg might as well not go for that super fast 3rd vs protoss. Once the zerg puts down a spore or even gets some creep up for the queen that's 'harass' is done.

Timewarp on workers could be good, especially on maps where the gasses are next to each other. If 1 timewarp can get both 'gas lines' and if the duration is half decent then that could potentially be a good way to slow down your opponent.
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 25 2012 01:03 GMT
#166
The Mothership "Time Bomb" for those who forgot

MMA: The true King of Wings
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
October 25 2012 01:19 GMT
#167
Not sure how I feel about these spells atm. I guess I'll see how they do in playtesting. People will definitely have a slew of QQ threads about why Blizz fucked up yet again. But...we'll see.

+ Show Spoiler +
Also, I can't believe Blizz didn't decide to save the oracle
You mean I just write stuff here and other people can see it?
lost_artz
Profile Joined January 2012
United States366 Posts
October 25 2012 01:33 GMT
#168
Now if only they would change fungal to be a 50% speed reduction.
MasterCynical
Profile Joined September 2012
505 Posts
October 25 2012 02:11 GMT
#169
On October 25 2012 10:03 SarcasmMonster wrote:
The Mothership "Time Bomb" for those who forgot

+ Show Spoiler +
https://www.youtube.com/watch?v=zVDxxJaBmKs


dark swarm.
JohnGreggor
Profile Joined March 2010
Canada148 Posts
Last Edited: 2012-10-25 02:22:23
October 25 2012 02:18 GMT
#170
I just want to point this out, since people seem to be missing it. Time warp slows ground units, and that includes workers, by 50%. This means their workers will get to resources 50% slower. The energy drain means the more you micro to stay alive and drain buildings, the more you can spam your slow. I'd assume the damage portion is just to alert the enemy you are recharging, it's doubtful blizzard expects anyone to kill something of worth with it. I really like this new oracle, and the slow feels like one of those spells that has a lot of uses without any awkward gimmicks.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
October 25 2012 02:31 GMT
#171
On October 25 2012 11:18 Gono wrote:
I just want to point this out, since people seem to be missing it. Time warp slows ground units, and that includes workers, by 50%. This means their workers will get to resources 50% slower. The energy drain means the more you micro to stay alive and drain buildings, the more you can spam your slow. I'd assume the damage portion is just to alert the enemy you are recharging, it's doubtful blizzard expects anyone to kill something of worth with it. I really like this new oracle, and the slow feels like one of those spells that has a lot of uses without any awkward gimmicks.


there is no energy recharge. its an energy cost. if there was an energy drain it'd be an awesome spell, but there isn't and its a pretty shitty one.
your point about workers is accurate, although its worth noting that mining time is only partially movement, the rest is harvesting the resources. this slows the movement part but not the harvesting part, so it is not a full 50% mining time decrease. however unlike entomb, it can be used to slow down gas mining.
He drone drone drone. Me win. - ogsMC
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 25 2012 03:17 GMT
#172
On October 25 2012 11:18 Gono wrote:
I just want to point this out, since people seem to be missing it. Time warp slows ground units, and that includes workers, by 50%. This means their workers will get to resources 50% slower. The energy drain means the more you micro to stay alive and drain buildings, the more you can spam your slow. I'd assume the damage portion is just to alert the enemy you are recharging, it's doubtful blizzard expects anyone to kill something of worth with it. I really like this new oracle, and the slow feels like one of those spells that has a lot of uses without any awkward gimmicks.


Slow also has synergy with High templar Storm, and reducing stimmed marine rushes.
Having slow + FF will greatly help carriers stay alive longer.
Cauterize the area
Doktillia
Profile Joined March 2012
14 Posts
Last Edited: 2012-10-25 05:32:35
October 25 2012 03:27 GMT
#173
Questioning the numbers is good and all, but I feel like the direction of these spells is more solid.

Pulsar Beam is actually quite similar to Void Siphon, and as usual the numbers seem low on paper... this change makes the Oracle in an entirely better direction. It allows for the Oracle to leave/come back/leave and come back for a higher DPS then Void Siphon was. Aka It's stronger and can be more Micro'd. Blizzard can change the numbers (Stronger) or give in more 'Depth' (Ex. Dmg nearby (touching) units... or EnergyDestruction(2ps) on building and nearby units). It'd be nice if they didn't allow 'Repair' or 'Shield/Hp regen" on the buildings. Overall Conceptually = I'm going to try and defend this spell.

Time Bomb sounds very tricksy to me. As a concept Players should be happy they are dealing with Time Spells (fairly uncommon for Sc) I neither approve nor disapprove until I see it in action. If it can be used as a Harassment spell, the AoE might be too big for Battles... and vice versa. However, for the 'time' being, I am glad that they didn't just add another "Corruption spell" that thing was either stupidly bad or stupidly good (no possible betweens).

I think Revelation is good in its current spot, probably no changes are needed.
-Adding detection is a Sad idea. I truly hope it isn't needed.
I think it'd be cool if it had some depth into its sight mechanic. "It can see equal to the sight range of the units within the scan".. (Xel'Naga Towers) Probably to powerful, but I think that's a way cooler direction then just adding another Detection system into this game.


obsid
Profile Joined November 2008
United States389 Posts
October 25 2012 03:28 GMT
#174
We still dont know the range of the Pulsar Beam. If it was range 8/9, then it could take out spore crawlers/turrets/cannons. Then it would be REALLY powerful, and I wouldnt want to buff the dmg at all. If its lower range though, I think 30dps is probably better (as its only anti-building). I am hoping that Time Warp affects a very large area, and affects all units (including flying), but only last like 10 sec or less.
DavoS
Profile Blog Joined October 2012
United States4605 Posts
Last Edited: 2012-10-25 03:40:24
October 25 2012 03:40 GMT
#175
That's actually really cool, shame time warp won't exist in WoL PvZ, otherwise it'd be a great way to either stop infestors from getting into position, or at least keep the brood lords in place to snipe
"KDA is actually the most useless stat in the game" Aui_2000
StreetWise
Profile Joined January 2010
United States594 Posts
October 25 2012 04:12 GMT
#176
On October 25 2012 09:07 Rnevermore wrote:
Pulsar beam should keep it's 20dps, but in addition deny all healing to the target such as transfuse or repair during the channel.

This would make it more of a tactical spell, as well as a more powerful harassing tool. Casting it on that bunker as your army pushes the front prevents SCVs from repairing it. Put it on the planetary fortress while your army hits the third prevents the mineral line from repairing it. Hit that Spore Crawler that's hitting your void ray harass so the queen can't transfuse.


Sounds a lot like a batrider.... Next we just need them to suicide into air units and deal splash damage!
I will not be poisoned by your bitterness
Ero-Sennin
Profile Blog Joined July 2009
United States756 Posts
October 25 2012 04:14 GMT
#177
I think that's pretty interesting. Not bad changes.
Luck makes talent look like genius.
Belisarius
Profile Joined November 2010
Australia6233 Posts
October 25 2012 05:10 GMT
#178
Having pulsar beam recharge energy rather than cost it would actually be really cool.
nichan
Profile Joined December 2010
United States158 Posts
October 25 2012 05:56 GMT
#179
In my opinion if they move the warp prism to the stargate it will make for a good combination slow the workers and drop four zelots on the mineral line that way they cant run away or give the oracle warp in ability might be to OP and give the WP the beam ability.

also with fungal they can make it do the same damaged and make units unable to attack, but still use abilities like blink and stim.
MasterCynical
Profile Joined September 2012
505 Posts
Last Edited: 2012-10-25 06:22:29
October 25 2012 06:20 GMT
#180
Im not sure how I feel about another ability that slows/limits movement being added into the game.

It makes retreating from a battle extremely hard, a slightly bad engagement which you can retreat from to cut loses suddenly turns into a huge loss with slow/rooting abilities like fungal and concuss. It makes battles alot less back and forth and more likely to be one sided (that could potentially end a game in a single short battle).

However, seeing as all 3 races kinda have a slow/root ability, it may balance and cancel each other out.

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