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Blizzard finally got it right with Time Warp - Page 2

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Fig
Profile Joined March 2010
United States1324 Posts
October 25 2012 15:34 GMT
#21
Who cares if it synergizes with other air units? Is that really a requirement for units nowadays? The point is Time Warp can be used to do things that protoss has been lacking! It can allow for strategic retreats, which protoss has been sorely lacking due to the low speed of their units in the early/mid game. It can also allow small groups of zealot stalker to catch up to marine marauder. ForceField couldn't be used this way because of the slow movement speed of the sentry. With a faster flying Oracle, you can flank groups of enemy units and slow down their best escape route by placing it right behind them. This allows for toss to get more aggressive in the midgame (which has always been especially rare after opening stargate!). This means less turtle to death ball and more skirmishes throughout the game. And it encourages opponents to keep their units from clumping to reduce the effectiveness of Time Warp.
Can't elope with my cantaloupe
DjayEl
Profile Joined August 2010
France252 Posts
October 25 2012 15:42 GMT
#22
To me this is a very encouraging move. Protoss needs more flexibility and less coinflip strats. And the spell makes the unit way more sexy. Announcements like that are restoring my faith into this expansion! At least it makes a new patch worth trying.

Now move on and look at the next issues.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 25 2012 15:43 GMT
#23
I love it! Thank you Blizzard for moving in the right direction.
SC:BW was easy to learn, impossible to master.

Just as every chess piece has multi-dimensions to it, so too should SC2 units and abilities.
Cauterize the area
starslayer
Profile Joined August 2011
United States696 Posts
October 25 2012 15:54 GMT
#24
so you want toss to be able to slow my army force field then storm cool........sarcasm
i came here to kickass and chew bubblegum and i'm all out of bubble gum
kcdc
Profile Blog Joined April 2010
United States2311 Posts
October 25 2012 15:54 GMT
#25
I'm hoping you can cast it with some decent range. Time warp won't be nearly as cool if it's a suicide spell against anything but roaches.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 25 2012 16:01 GMT
#26
On October 26 2012 00:54 starslayer wrote:
so you want toss to be able to slow my army force field then storm cool........sarcasm


Countered by a solid cloaked EMP.
:-)
Cauterize the area
SuperYo1000
Profile Joined July 2008
United States880 Posts
October 25 2012 16:15 GMT
#27
On October 26 2012 00:54 starslayer wrote:
so you want toss to be able to slow my army force field then storm cool........sarcasm



2 different techs with researched storm, in battle 150 energy cast (75 for time warp 75 for storm).........
you should be able to mount a counter strategy by then




zerg can do it for 75 energy no research and locked you down completely
KevoStream
Profile Joined September 2012
Peru20 Posts
October 25 2012 16:20 GMT
#28
timewarp + storm :O!
CYFAWS
Profile Joined October 2012
Sweden275 Posts
October 25 2012 16:23 GMT
#29
To buff the harassing role you might slow down mining rate as well, although that would bring this spell back to 100% binary harass.

Idea:
As is, timewarp needs huge aoe and duration to be really effective and that is kinda boring in battle; just slow mo.
If it would work like Warlocks slow (maybe channeling but i dislike stuff like that), you could lower the aoe and it would still be good. (warlocks slow increases its effect every second). Cast in battle, it can be dodged as long as you get out of the aoe as fast as possible but will really punish slow reactions; it can be cast preempively to block enemies' retreat or support your own; as harass it can be evaded by getting the workers out of the area fast, if you don't react fast enough it will reach its full effect and the workers will mine extremely slowly.

I like time warp, but i think the version i outlined is more dynamic. If anyone with browder-impressing writing skills agrees, pass it on!
Startyr
Profile Joined November 2011
Scotland188 Posts
October 25 2012 16:23 GMT
#30
Really nice changes, a lot of interesting potential and means the oracle can be useful throughout a game.

Also about using it with storm. Trapping units between chargelots and forcefields and then storming is if anything stronger. However it does not happen all that often due to the heavy gas cost of sentries and templar.
GattAttack
Profile Blog Joined July 2012
Canada202 Posts
October 25 2012 16:23 GMT
#31
Good post, and I do agree that time warp is a much more exciting and dynamic spell than what the oracle had before. However I don't really understand why it has to slow movement speed like so many spells before it (fungal, concessive shells, and forcefields to an extent). Debuffs are always fun, but why not some buffing for the aiur force? Personally I think that instead of -50% movement speed why not (numbers not exact) +50% movement speed?

Suddenly with +50% movement speed zealot archon oracle…would just be awesome. Also since the spell affects an area (I read that right, right?) then good time warp usage would be so much more important, unless you want to deal with super stimmed marines (omfg!), or speedy speedlings. This kind of dynamic would also be more interesting with blizzards other suggestion: the decrease to locust/broodling/infested terran life, since if you want to decrease the time that they exist you would also increase their movement speed! You could also play around then with like +shield/health regen and other factors to make the spell more of a late game field control kind of spell, rather than just a simple movement speed buff/defuff.
GoldenH
Profile Blog Joined March 2010
1115 Posts
October 25 2012 16:25 GMT
#32
I am still waiting for the patch to test it, but so far I am not impressed.

- its slow will inevitably mean your zealots will get stuck in it, the same way they get stuck in storm, meaning that it cannot make zealots better, honestly it'll probably make them worse, since their units will get out of the effect first and any units inside will be easily kited.

- its gas cost means less gas for psi storm, while this MIGHT give you a way to keep your opponent from baiting psi storms, and give you a way to slow down the attack so you don't have to sacrifice your army to convince them to stand under the psi storm, it will probably just bait time warps AND psi storms.

- if it really doesn't affect air there is no way to use this against broodlords, which means vortex is still a necessity.


The only way I would bother to use this ability is if it decreases attack speed as well as movement. Unfortunately, the oracle patch doesn't seem to be up yet, so I can't see how its implemented. But it's way too early to say it's any good.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2012-10-25 16:32:54
October 25 2012 16:26 GMT
#33
Ok
What about:
Time Warp -
Increase Protoss Units Movement Speed and Negates root/slow effects
VERY SMALL Radius (1.0),
6-15s duration, 50-75 energy

Can be used on ground/air units

why?
-can be used to retreat key units like a colossus or a small group of sentries/HT, but can't be used to save your army from a bad engagement.
-can be used in warp prism with zealots(let's say the skill affects units inside the prism) making the drop far deadlier for worker harass.
-is not really good in making the ground protoss deathball faster and deadlier since the radius is really small, you can only affect few units, so you can't really catch a retreating army (unless you have lot's of oracles, but then your army will be far weaker since oracles are 3 supply and can't attack).
-can be used to Help Void-rays a lot, making them able to retreat from a bad situation (2 viking), or able to catch retreating units a little longer.
-Makes air units far more resilient but not stronger, the biggest problem of protoss air is they are a One-engagement unit, you can never retreat(except phoenix), they can be easily snipped or get caught out of position because of the opponent AA range and strength.
-Unlike ground units you can micro and stack your air units to get the buff on a lot of them. it gives more micro to the A-move late game protoss air, makes the air more reliable since it's no longer a Do-or-Die situation without giving them more power.
-Helps deal with infestor lock, you can use air without being afraid of one fungal=dead air and help the templars reaching the infestors.
-It does not negate the opponent micro, or make storm OP
-I can see so many uses for this skill

I hope you guys can back me up on this idea

EDIT:
On October 26 2012 01:23 GattAttack wrote:
Good post, and I do agree that time warp is a much more exciting and dynamic spell than what the oracle had before. However I don't really understand why it has to slow movement speed like so many spells before it (fungal, concessive shells, and forcefields to an extent). Debuffs are always fun, but why not some buffing for the aiur force? Personally I think that instead of -50% movement speed why not (numbers not exact) +50% movement speed?

Suddenly with +50% movement speed zealot archon oracle…would just be awesome. Also since the spell affects an area (I read that right, right?) then good time warp usage would be so much more important, unless you want to deal with super stimmed marines (omfg!), or speedy speedlings. This kind of dynamic would also be more interesting with blizzards other suggestion: the decrease to locust/broodling/infested terran life, since if you want to decrease the time that they exist you would also increase their movement speed! You could also play around then with like +shield/health regen and other factors to make the spell more of a late game field control kind of spell, rather than just a simple movement speed buff/defuff.

looks like you had almost the same Idea as I did and posted it before me while I was writing =P
I hope blizzard goes this Buff style instead of the Debuff one...
badog
Shade_FR
Profile Joined June 2010
France378 Posts
October 25 2012 16:30 GMT
#34
I am a Zerg player and I agree with this post. Blizzard will have to tweak the spell stats (radius, cost, duration etc etc.) but it's a spell that is useful/interesting and can be balanced, unlike Entomb.

HoTS looks awesome for Protoss, I hope Blizzard will fix Zerg issues before release (Hydralisks/Overseers and our stupid Tier 2 Broodlord, also knows as Swarm Host)
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
Fig
Profile Joined March 2010
United States1324 Posts
October 25 2012 16:30 GMT
#35
On October 26 2012 01:25 GoldenH wrote:
I am still waiting for the patch to test it, but so far I am not impressed.

- its slow will inevitably mean your zealots will get stuck in it, the same way they get stuck in storm, meaning that it cannot make zealots better, honestly it'll probably make them worse, since their units will get out of the effect first and any units inside will be easily kited.

- its gas cost means less gas for psi storm, while this MIGHT give you a way to keep your opponent from baiting psi storms, and give you a way to slow down the attack so you don't have to sacrifice your army to convince them to stand under the psi storm, it will probably just bait time warps AND psi storms.

- if it really doesn't affect air there is no way to use this against broodlords, which means vortex is still a necessity.


The only way I would bother to use this ability is if it decreases attack speed as well as movement. Unfortunately, the oracle patch doesn't seem to be up yet, so I can't see how its implemented. But it's way too early to say it's any good.

Only affects enemy units.
Can't elope with my cantaloupe
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
Last Edited: 2012-10-25 17:05:48
October 25 2012 16:53 GMT
#36
Where they announced this? I haven't seen it.
Jmanthedragonguy
Profile Joined August 2012
Canada1202 Posts
October 25 2012 17:00 GMT
#37
On October 26 2012 01:26 rpgalon wrote:
Ok
What about:
Time Warp -
Increase Protoss Units Movement Speed and Negates root/slow effects
VERY SMALL Radius (1.0),
6-15s duration, 50-75 energy

Can be used on ground/air units

why?
-can be used to retreat key units like a colossus or a small group of sentries/HT, but can't be used to save your army from a bad engagement.
-can be used in warp prism with zealots(let's say the skill affects units inside the prism) making the drop far deadlier for worker harass.
-is not really good in making the ground protoss deathball faster and deadlier since the radius is really small, you can only affect few units, so you can't really catch a retreating army (unless you have lot's of oracles, but then your army will be far weaker since oracles are 3 supply and can't attack).
-can be used to Help Void-rays a lot, making them able to retreat from a bad situation (2 viking), or able to catch retreating units a little longer.
-Makes air units far more resilient but not stronger, the biggest problem of protoss air is they are a One-engagement unit, you can never retreat(except phoenix), they can be easily snipped or get caught out of position because of the opponent AA range and strength.
-Unlike ground units you can micro and stack your air units to get the buff on a lot of them. it gives more micro to the A-move late game protoss air, makes the air more reliable since it's no longer a Do-or-Die situation without giving them more power.
-Helps deal with infestor lock, you can use air without being afraid of one fungal=dead air and help the templars reaching the infestors.
-It does not negate the opponent micro, or make storm OP
-I can see so many uses for this skill

I hope you guys can back me up on this idea

EDIT:
Show nested quote +
On October 26 2012 01:23 GattAttack wrote:
Good post, and I do agree that time warp is a much more exciting and dynamic spell than what the oracle had before. However I don't really understand why it has to slow movement speed like so many spells before it (fungal, concessive shells, and forcefields to an extent). Debuffs are always fun, but why not some buffing for the aiur force? Personally I think that instead of -50% movement speed why not (numbers not exact) +50% movement speed?

Suddenly with +50% movement speed zealot archon oracle…would just be awesome. Also since the spell affects an area (I read that right, right?) then good time warp usage would be so much more important, unless you want to deal with super stimmed marines (omfg!), or speedy speedlings. This kind of dynamic would also be more interesting with blizzards other suggestion: the decrease to locust/broodling/infested terran life, since if you want to decrease the time that they exist you would also increase their movement speed! You could also play around then with like +shield/health regen and other factors to make the spell more of a late game field control kind of spell, rather than just a simple movement speed buff/defuff.

looks like you had almost the same Idea as I did and posted it before me while I was writing =P
I hope blizzard goes this Buff style instead of the Debuff one...

lol you could probe stack though to get crazy fast mining ...
Volka
Profile Joined December 2010
Argentina409 Posts
October 25 2012 17:12 GMT
#38
I like it the theory behind it. Blizzard should give it some time in the beta to see what happens.
http://www.starsite.com.ar
sertas
Profile Joined April 2012
Sweden887 Posts
October 25 2012 17:13 GMT
#39
This is another spell that limits micro in the game, which broodwar had VERY little of (yes ensnare exists but its not a main spell by any means) so evrething that limits micro im strongly against. Good players should be able to micro better and not be hindered by game design.
BlueKatz
Profile Joined March 2012
68 Posts
October 25 2012 17:15 GMT
#40
It's not a perfect spell, but so far it;s much better than Emtomb, shouldn't we all agree on that?

There are many tweak can be done on this spell. Like it will reduce speed of Light units more than Massive units as an example? It's not hard to tweak the stats, I care more about the gameplay, will the spell be fun to use?

One thing Time Warp has that FF doesn't that it can give wide position advantage (enemy will lose a lot of DPS and take a while to get in range if Protoss can throw down a big Time Warp in the middle of the field). It costs way too much more if you do this with FF so you will either cut enemy army in half or prevent them from attacking.
So Time Warp might give Protoss a Siege position perhaps? (since Time Warp might last a lot longer than FF)

My only problem that why doesn't this spell effect air? This will finally make Phoenix can kill Muta, or stop weird Air play cheese from Terran. If this spell effect Air maybe Air of all races will get decent buffs so we will see more air combinations.
Quotes are useless
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