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Balance Update #7 10/26/12 - Page 4

Forum Index > StarCraft 2 HotS
614 CommentsPost a Reply
Prev 1 2 3 4 5 6 29 30 31 Next All
playa
Profile Blog Joined December 2010
United States1284 Posts
October 26 2012 21:22 GMT
#61
On October 27 2012 06:18 cekkmt wrote:
An oracle can kill a tech lab in 16 seconds, that's pretty good against Terran


Sounds pretty nice. Can't wait to play some afk players.
CubY
Profile Joined December 2010
Germany93 Posts
October 26 2012 21:22 GMT
#62
Tempest seems still too strong for me even better now ...I mean no fleet beacon and the upgrade does not need fleet beacon aswell + damage increased. Mhhhm
http://www.verticalsense.de/ //// I love e -Sports <3
Nausea
Profile Joined October 2010
Sweden807 Posts
October 26 2012 21:22 GMT
#63
On October 27 2012 06:18 GungraveHero2 wrote:
guess they realy want all terran to stop this game ?

ho you removed a upgrade who was kinda fast to get anyway ? amazing , if you wanted a real buff you remove the armory requirement .

they dont even buff the race.... im a 1500 master terran and honestly -50 % speed reduction = will be realy huge

guess that time im stoping this game , blizzard clearly dont care about terran , and hots start to look a even harder game for terran .... lol .


Gotta love comments like these. Do you really think they are sitting around at Blizzard HQ going: "*snikkers* Lets fuck over the Terran race, mmyees will be fun watching them suffer muhahahahah".

+ It´s beta, and a long one at that.
Set it ablaze!
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
October 26 2012 21:24 GMT
#64
Stuff is getting a bit better but the oracle is still a crappy design.

Huge range makes it benefit deathball play a bit actually. It's also yet one more deterrant to attacking protoss. Against any tech protoss goes you simply can't poke and harass safely:
- sentries FF you whenever you move up a ramp => you can't run
- stargate units slow/lift you up => you can't run
- blink stalkers chase you => you can't run
This plus giving protoss free detection (even if it's soft it still nullifies banshee/dt openings against toss) and a defensive ability like purify makes it really difficult to attack toss early on.
Any matchup including toss seems to look more and more like a 10 minute no rush game. The epitome of cool pro play imo is a lot of action, multitasking, back and forth battles etc. i;'m afraid the protoss set up punishes attacking them too much.

For now hellbat without transform upgrade seems a bit strong too. I think a lot of hellbat/tank +1 pushes will roll over zergs, off some sort of hellion/widow mine opening you can do it quite quickly and it can come at such a timing that it's really hard to stop imo.
yolteotl
Profile Joined October 2011
France76 Posts
October 26 2012 21:24 GMT
#65
It's time for Blizzard to work on Terran. It's nice to see Protoss / Zerg changed, but Terran needs something...
At the moment, Photon overcharge secures toss against all early push, Ms Core now denies early mines rush, and late game is the same for Terran (MMM / Viking / Ghost) except that... Protoss has so many new options to play.
And against Zerg, Terran doesn't have any new compo, but has to deal with swarm host, viper, ultra burrow charge...

I love to play on this beta, but atm, terran compositions are exactly the same (+ mines) than on WoL, so... it's time for Blizzard to work on mid / late game terran !
Hier
Profile Blog Joined November 2009
2391 Posts
October 26 2012 21:26 GMT
#66
Sounds like terran bio kiting will be impossible now.
"But on a more serious note..." -everyone on this forum at some point.
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
October 26 2012 21:26 GMT
#67
woah, if you add oracle+msc in with an immortal bust... its gg. lol. you wont have stim, bunkers will be ripped to shreds vs that pulsar beam+ immortals... I truly dont see that staying in the game like that for long. Either the damage will be nerfed, the amount of mana will be raised, or it will just be taken out of the game.
ok
Rad
Profile Joined May 2010
United States935 Posts
October 26 2012 21:28 GMT
#68
At a glance, I think I like these changes a lot. The spine crawler change seems absolutely huge.
teumas
Profile Joined July 2010
Sweden280 Posts
October 26 2012 21:28 GMT
#69
Oh yes! I LOVE the spinecrawler change. I can't wait to start walling in in zvz ^^
Necro)Phagist(
Profile Blog Joined October 2010
Canada6659 Posts
October 26 2012 21:28 GMT
#70
On October 27 2012 06:12 Noocta wrote:
Show nested quote +
On October 27 2012 06:08 Plansix wrote:
On October 27 2012 06:03 Noocta wrote:
I'm a little bit worried than Time Warp + any kind of aoe damage will make it impossible to play Boi against protoss. :/

How do you dodge storm if your whole deathball is slowed from 9 range away ?
Vikings can't even prevent that :O


Vikings have 9 range, I believe and a small number of them will be able to insta murder any oracle that comes into that range. As long as you don’t keep them clumped, in a ball over your army, I think they can zone out the oracle.

Anyways, I would rather have the ability be to powerful in beta, than weak and useless.


Yeah, viking have 9 range.
Meaning the Oracle run on you, and cast the spell before the viking's missile destroy it.

I know iit's costly but that doesn't mean it's impossible to make.
And I know it's a positioning spell. But it's one like Forcefield or Fungal : once you're catch in it, you're dead if any army is near.

I disagree, I think it will be more difficult to spread after being hit by it. But not impossible and not instant death. This is very much so the kind of spell Fungal should be. Units slowed by 50% just means it's harder to micro. Will be interesting to see what pro players can do to dodge within a time warp. Vikings should be able to counter them, just lead with them by 1 or 2 range, missiles snipe oracle(really fragile unit will pretty much insta die against a good number of vikings)and deny the time warp from hitting your army.

It's a beta, at least them them try it out before condemning it as op or useless etc.

With these new changes I am really.... Really excited for not only this patch but t osee if blizzard can keep moving in this direction!
"Are you talking to me? Because your authority is not recognized in fort kick ass!"" ||Park Jung Suk|| |MC|HerO|HyuN|
speknek
Profile Joined February 2012
758 Posts
October 26 2012 21:28 GMT
#71
First thoughts:
What's the point of the structure damage ability? so that people don't build their structures on the edges of their base, lol?
the slow spell with protoss' already hilarious aoe will just demolish terran even harder, but might be cool vs zerg

Spines making a full wall removes the only possibility terran has of winning tvz (early hellion bust), but will most likely improve zvz a lot. Hope they buffed viper and ultra so people test them more in beta, not because they think zerg is having any trouble.

Note that I understand this is beta and they should be trying out a lot of different new stuff, it's just frightening to see what's getting all the attention and buffs and what's being ignored.

Melliflue
Profile Joined October 2012
United Kingdom1389 Posts
October 26 2012 21:29 GMT
#72
When I read the changes I assumed the idea behind Time Warp was to slow down workers from mining. A replacement for the Entomb harassment. Guess I was wrong. Doesn't stop it being used that way.
General Nuke Em
Profile Joined March 2008
United States680 Posts
October 26 2012 21:29 GMT
#73
How is a spell that makes it even harder to fight a protoss deathball (by slowing the opposing deathball and making it more vulnerable to the protoss deathball's AOE damage) supposed to encourage less deathball play? If anything Protoss will have even more incentive to use a deathball since the other side will have even less ability to fight it straight up.
AndreiDaGiant
Profile Joined October 2010
United States394 Posts
October 26 2012 21:30 GMT
#74
i would be fine with the tempest change if the hitpoints on the tempest was reduced. the amooount of hitpoints you get in the air for the cost is just insane and i feel it is to strong considering you need to have flying units to deal with them effectively.
Terran Metal for the Win
Necro)Phagist(
Profile Blog Joined October 2010
Canada6659 Posts
October 26 2012 21:30 GMT
#75
On October 27 2012 06:26 LgNKami wrote:
woah, if you add oracle+msc in with an immortal bust... its gg. lol. you wont have stim, bunkers will be ripped to shreds vs that pulsar beam+ immortals... I truly dont see that staying in the game like that for long. Either the damage will be nerfed, the amount of mana will be raised, or it will just be taken out of the game.

If you have invested in enough oracles+ Immortals to bust before stim hits, you are going to have like 0 gateway support units and sure you might kill the bunker... but then what?

I'll say it again... It's a BETA, at least test it before crying op or this needs nerfing. They haven't even released the patch yet, you cannot possibly if that will work.
"Are you talking to me? Because your authority is not recognized in fort kick ass!"" ||Park Jung Suk|| |MC|HerO|HyuN|
stichtom
Profile Joined March 2011
Italy695 Posts
October 26 2012 21:30 GMT
#76
Uhm, i have a doubt.
Will WOL be required to play HOTS?
Favourite player: IM.MVP ~ Favorite league: IPL
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
October 26 2012 21:31 GMT
#77
I like the changes. However, I would also like it if any unit caught in the Time Warp field, if given the /dance command, proceeds to jump the left, then step to the right, prior to bringing its knees in tight and then doing a pelvic thrust.

+5 points if you understand why.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Demurity
Profile Joined April 2011
United States424 Posts
October 26 2012 21:31 GMT
#78
Well, Blizzard might as well have just nerfed stim...

Not bad for everything else except time warp :/
|Terran|
Necro)Phagist(
Profile Blog Joined October 2010
Canada6659 Posts
October 26 2012 21:31 GMT
#79
On October 27 2012 06:29 Melliflue wrote:
When I read the changes I assumed the idea behind Time Warp was to slow down workers from mining. A replacement for the Entomb harassment. Guess I was wrong. Doesn't stop it being used that way.

I was thinking more of using it to help with killing of buildings. 2-3 oracles, you time warp the army so it can't get back in time while the other oracles snipe key tech structures etc,
"Are you talking to me? Because your authority is not recognized in fort kick ass!"" ||Park Jung Suk|| |MC|HerO|HyuN|
DurandaL917
Profile Joined December 2010
United States92 Posts
October 26 2012 21:31 GMT
#80
The patch notes give the impression that Protoss remains the most unsettled while the other races are simply being tweaked.

Not even gonna try and discuss balance but I am sad to see entombed cut as it was a truly original idea
we make post and then we defense it
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