Blizzard finally got it right with Time Warp - Page 2
Forum Index > StarCraft 2 HotS |
Fig
United States1324 Posts
| ||
DjayEl
France252 Posts
Now move on and look at the next issues. | ||
Hattori_Hanzo
Singapore1229 Posts
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. | ||
starslayer
United States696 Posts
| ||
kcdc
United States2311 Posts
| ||
Hattori_Hanzo
Singapore1229 Posts
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. :-) | ||
SuperYo1000
United States880 Posts
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
Peru20 Posts
| ||
CYFAWS
Sweden275 Posts
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
Scotland188 Posts
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
Canada202 Posts
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
1115 Posts
- 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. | ||
rpgalon
Brazil1069 Posts
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... | ||
Shade_FR
France378 Posts
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) | ||
Fig
United States1324 Posts
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. | ||
Wildmoon
Thailand4189 Posts
| ||
Jmanthedragonguy
Canada1202 Posts
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: 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
Argentina409 Posts
| ||
sertas
Sweden887 Posts
| ||
BlueKatz
68 Posts
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. | ||
| ||