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Blizzard finally got it right with Time Warp - Page 5

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CruelZeratul
Profile Joined May 2010
Germany4588 Posts
October 25 2012 22:04 GMT
#81
So whats Bio gonna do in a maxed out battle if they can't even dodge Storms?
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
October 25 2012 22:16 GMT
#82
Time warp used with colossi/ht support is gonna be such a slaughter.
Terran & Potato Salad.
summerloud
Profile Joined March 2010
Austria1201 Posts
October 25 2012 22:21 GMT
#83
this spell only makes sense if blizzard finally reworks the two overpowered spells that achieve what time warp does, but much more:

forcefields
fungal

i dont dare to hope yet that this will be the case ::/
therockmanxx
Profile Joined July 2010
Peru1174 Posts
October 25 2012 23:13 GMT
#84
Its an awesome ability that can be use in combat and for harrasing econm (Which is what Blizzard want)
However it seems wierd to have 2 kind of support spellcasters in ur army when you defending ur base
Forcefields and timewarps on ramp !!

Probably it might need an upgrade to increase radious and/or duration to balance late/early game

I think we are gonna see this 2 units (sentry & oracle) in the battlefield because making a couple of sentries is always safe (they dont need any tech so you can always get some) and oracles is an almost must have new units (harras, scout, delay push). Balancing might be a little b**** hahaha
Tekken ProGamer
Goldfish
Profile Blog Joined August 2010
2230 Posts
October 25 2012 23:17 GMT
#85
On October 26 2012 00:21 Tuczniak wrote:
Where did Blizz announce this?

Anyway. It sounds good, but it will be hard to balance so it would be good harass and not too strong in the battle.


In the hidden forums... The EU forums that is!

http://eu.battle.net/sc2/en/forum/topic/5724354244#1
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
DeCoup
Profile Joined September 2006
Australia1933 Posts
October 25 2012 23:33 GMT
#86
On October 26 2012 02:00 Jmanthedragonguy wrote:
Show nested quote +
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:
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 ...

If only movement speed (not mining speed) is effected it would not change mining rate once you are saturated.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
MiND.GaMeS
Profile Blog Joined August 2012
Germany218 Posts
Last Edited: 2012-10-25 23:53:33
October 25 2012 23:43 GMT
#87
On October 26 2012 00:08 vthree wrote:
Not sure if another AoE is need for Protoss. Time wrap plus storm seems like a deadly combo.

It's a really hardcore nerfed version of the SC1:BW Maelstorm+Psystorm combo which was like a storm with doubled damage and fungaled units that cant move out of the storm.

Hope you realize that this combo is over 12 years old, you better get used to that new weakened one and prepare your ghosts to focus the oracle. Or maybe just use your vikings to snipe that thing, it's out of paper.

This unit concept is good and actually amazingly raises the skillgap between good players and lucky players. Stuff like this is always good!

Offtopic:

At the end of the day i'm still wondering for 2 years now, why they gave zerg one of the greatest abilitys protoss had (maelstorm (fungal) and mindcontrol). I want that dark archon back, these abilitys were way better balanced in protoss hands because they haven't that amazing income and banks to invest into 30 infestors/dark archons. Not to mention that the maelstorm the dark archon had, didnt do any damage. so in order to maximize the skill u actually had to combine 2 units (high templar and a dark archon <- the dark archon alone are already 2 units.. the DT and an HT, but the dark archon didnt even had a single skill that actually did dmg, not even a standard attack). Infestors are just 2 units merged in one + the addition of infested terrans -.-

If i listen to what i just said the infestor already sounds OP when you only talk about the concept of that unit.
HerO / MC / Grubby / Rain / Dear / Naniwa // Also make sure to check out my Blog: http://sc2mindgames.com/category/blog/
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
October 25 2012 23:47 GMT
#88
On October 26 2012 08:33 DeCoup wrote:
Show nested quote +
On October 26 2012 02:00 Jmanthedragonguy wrote:
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:
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 ...

If only movement speed (not mining speed) is effected it would not change mining rate once you are saturated.



You would need 4 or 5 probes on a far mineral patch instead of 3, and you would need 3-4 on a close one instead of ~2.2
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
October 25 2012 23:57 GMT
#89
The last thing toss needed was another spell that supplements the death ball amazingly well.
Alryk
Profile Blog Joined November 2011
United States2718 Posts
Last Edited: 2012-10-26 00:04:01
October 25 2012 23:58 GMT
#90
On October 25 2012 23:50 hpTheGreat wrote:
You say that its an option between FF and time warp and not both.
When given a choice I would have to guess that an overwhelming percentage of toss players would choose FF.
Why wouldn't you? Who cares about slowing down units when you can take them out of the fight completely (by keeping them out of range).
However you are wrong, It will be used in conjuction with the army and be OP as hell. Which is fine.


I disagree... sentries aren't always in range to cast forcefield, plus at deathball sizes it can be harder to manipulate forcefields. Oracles have the bonus of being able to run forward, time warp a section of the opponents army (or more) and force the opponent to stand their ground or take the loss. It could turn into an interesting "dance" of sorts between protecting your army (opponent) and keeping your oracles alive, especially if oracles become helpful to late game scenarios.

On October 26 2012 07:04 CruelZeratul wrote:
So whats Bio gonna do in a maxed out battle if they can't even dodge Storms?


Build ghosts.

Yes Oracle storm sounds powerful, but oracles cost a lot of gas. There's a reason people don't FF-storm. Every oracle built in the lategame is one less high templar; keep that in mind.
Team Liquid, IM, ViOlet!
WeRRa
Profile Joined December 2010
378 Posts
October 25 2012 23:58 GMT
#91
On October 26 2012 05:25 Maxyim wrote:
So many game devs in this thread, lol.

Let it play out before you bash it, especially if you are in copper league.

Show nested quote +
On October 26 2012 05:22 WeRRa wrote:
So they want to remove terran bio play completely from hots i see. Toss got their own "fungal baneling" (time warp +storm) combo now and also collossi in the back and terran has.,......?


Siege Tanks
Widow Mines
Hunter Seeker

You want more AoE?

And no, running around with tier 1 units the entire game is not supposed to be viable; unfortunately WoL just happened to be balanced around it. Terran can counter every combination that you described with STRATEGY (read - not 1 t a click).

Widow Mines hardly do AoE and tanks+ravens in tvp in wich troll world do you live? Terran got 1 semi useful spell wich is emp and this only saves you of getting totally owned by protoss AoE and now another one, really no need for it.
InnoVation Fighting!!!
Tiamat
Profile Joined February 2003
United States498 Posts
October 26 2012 00:10 GMT
#92
hey looks its a zerg queen
MLuneth
Profile Joined January 2012
Australia557 Posts
October 26 2012 00:31 GMT
#93
Should cause some interesting decision making in whether to harass or support your army if blizz balance it right.

Also, I wonder was the spell would look like visually, you cant exactly "see" time
Innovation is a PatchTerran
Deleted User 183001
Profile Joined May 2011
2939 Posts
October 26 2012 00:36 GMT
#94
This is perfect! Remove force field, nerf warpgate, buff Gateway units, nerf Colo, and Protoss is much better designed.
Fizzy
Profile Joined March 2012
Sweden388 Posts
October 26 2012 00:56 GMT
#95
On October 26 2012 00:22 rpgalon wrote:
Show nested quote +
On October 26 2012 00:15 Treehead wrote:
On October 26 2012 00:00 rpgalon wrote:
I disagree, I don't like the skill at all:

-It does not replace forcefield, forcefield can split the enemy army and buy time in defenses, the only way Time Warp can replace FF is in retreating/catching situations, and I believe the sentry would still be better.

-I don't see it being good in Harass lol, with 24 workers in a mineral line slowing workers does not mean shit since the workers would still harvest in the same speed... also, if the AoE and duration is good enough to make it anywhere near useful for harass, it will be totally broken in battle situation. You maybe could use it with some WP and HT, but that is robo, stargate and templar tech...

-It practically does not synergize with any stargate unit since it doesn't affect air and the units used to counter protoss air are usually air units too, you can't use it to retreat your carriers/tempest or even to make your void-rays catch the vikings who are kiting.

-why the fuck Blizz wants to add another skill to use when controlling the protoss deathball... this is not warcraft.


You're right about the harassment part. Slowing movement speed by 50% reduces mining speed by about 25% (slightly more - a little more than half a worker's time is spent moving), so assuming it lasts 15 seconds or less, it shouldn't result in more than 200 resouces lost per use (assuming 16 workers on minerals and 6 on gas, and that it can hit all these simultaneously, which is quite a bit larger than I assume they'll let Time Warp be).

It isn't supposed to synergize with other stargate units. It's supposed to synergize with zealots and Stalkers (the earliest unit you can get for defense). It's actually designed quite thoughtfullly for that purpose - provided sufficient area and small enough energy cost.

the thing is, early/mid game the sentry synergize with stalker and zealot better than the oracle will ever be able to. and later you want to stay away from zealots and stalkers, also, the stalker don't need the oracle, blink stalkers can retreat/catch without any help from the oracle.

Blizz can do so much better than this, I even think that phase shield and phase shift were overall better skills...


Since when did Sentries chase enemy units that are retreating, actually reach them and manage to slow them down enough for the rest of the army to kill it?

But i have to say that i dont think there is any "spell" that can balance out the game and make it more interesting, they just need to figure out a way to make it more worth your while multitasking with your army instead of just gathering a deathball and push. - The thing that made BW so awesome for me is that the games were almost always fast paced and non-linear, you would have stuff going on everywhere all the time. - Atm in SC2 it feels like a viewer who watches alot of games and know the Meta, can almost predict before the game what will happen, the earlygame varies almost every game, but if a game reaches 15+ minutes then every game looks just like any other game.
Mvp - Grubby - NaNiwa - Alliance DOTA2 <3
Rudermensch
Profile Joined April 2011
United States50 Posts
October 26 2012 01:01 GMT
#96
Do we know yet if the anti-building ability is single or multi-target? Like... does one Oracle flying into a group of supply depots damage all of them within range?
It's like looking into the eye of a duck and sucking all the fluid from its beak.
quistador
Profile Joined March 2011
United States43 Posts
October 26 2012 01:14 GMT
#97
I think it will be interesting to see if this changes the BL Infestor combo. Slow broodlings will get slaughtered before they have a chance to do anything, hopefully forcing a change in the meta-game.
Kevoras
Profile Joined October 2011
United States105 Posts
October 26 2012 01:16 GMT
#98
YES. I called it !!!
For the People!
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-10-26 04:58:16
October 26 2012 04:28 GMT
#99
I am not saying that Time Warp is a bad design - it certainly is better than the previous two most used "battlefield changing spells" (FF and FG), but there is an issue with these things which makes the whole thing rather "lopsided" and "imbalanced". If we look at the spells which "change the battlefield" you will notice someone is being left out ... and that isnt a good thing, because of the imbalance it creates.

Zerg
Fungal Growth

Protoss
Force Field
Vortex
Time Warp


Terran
-


Personally I dont like this and I think Terrans should be able to "build destructible debris" (REAL walls) for a relatively low cost. As a military commander that is one of the first things I would have told my troops to learn when facing hordes of Zerg and psychic aliens. Bunkers are luxury apartments and much too expensive for just a handful of guys and I would like to protect the expensive hardware much better.


EDIT: I would have much preferred for Blizzard to change Fungal Growth into a "movement slow" instead of a "movement lockdown" spell and Forcefield to be destructible instead, but now they give Protoss yet another "battlefield modifier" and on a flying unit ... which makes it immune to Roaches and Zerglings and so on. That is VERY powerful and will probably save A LOT of Colossi over time and might thus be overpowered.
If you cant say what you're meaning, you can never mean what you're saying.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
October 26 2012 04:56 GMT
#100
hopefully this mean blizz will remove ffi
elds completely from the game!
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
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