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Balance Update #7 10/26/12 - Page 6

Forum Index > StarCraft 2 HotS
614 CommentsPost a Reply
Prev 1 4 5 6 7 8 31 Next All
TheDougler
Profile Joined April 2010
Canada8313 Posts
October 26 2012 21:41 GMT
#101
I am SO fucking stoked on the new ultralisk charge speed.

IT'S FASTER THAN A STIMMED UNIT.

That's EXTREMELY important, that's the threshold which should make this ability see play. kudos to blizz on that.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Freeborn
Profile Joined July 2010
Germany421 Posts
October 26 2012 21:41 GMT
#102
Time warp sounds really cool. Mostly its good for stopping enemies from escaping though. And to keep them stuck below a psistorm or in collossi range.
Lets see how it works with chargelots vs bio units
LOLItsRyann
Profile Joined April 2011
England551 Posts
October 26 2012 21:41 GMT
#103
Oh wow, an awesome patch, loving the changes! Things are coming together well :D
EG<3
MoonCricket
Profile Joined September 2011
222 Posts
October 26 2012 21:42 GMT
#104
Am I alone in thinking Zerg wall offs are the most exciting thing in this entire patch?
avilo
Profile Blog Joined November 2007
United States4100 Posts
October 26 2012 21:43 GMT
#105
On October 27 2012 06:33 a176 wrote:
im a bit worried about having a mobile 14 range detector. did blizzard forget about swarm hosts?


I'm worried too, because with this change I don't know how it will be possible to open up mech anymore vs Protoss. You previously could make a few mines and there was a nice balance of protoss needing an observer and microing, the Terran drawback being you had to stay defensive.

Detection on mothership core probably just killed mech all by itself now that i think about it
Sup
PimpWilly
Profile Blog Joined January 2011
United States228 Posts
Last Edited: 2012-10-26 21:46:45
October 26 2012 21:44 GMT
#106
Wasn't time warp supposed to be a way to slow down enemy units so that Zealots could deal with them?

But the implemented spell will slow down your zealots too, since it affects all ground units... seems like it makes it less useful for early game defense
Hds
Profile Joined July 2011
France200 Posts
October 26 2012 21:45 GMT
#107
40€ for a campaign, a Widow mine and an upgrade on this Helion...hmmm, better switch race
Watily! ♥
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2012-10-26 21:51:12
October 26 2012 21:45 GMT
#108
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.


oracle+msc is 400 gas, don't really see that being added with an immortal bust without giving terran a lot more time to prepare.

That, and stargates don't exactly build quickly.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Swish 41
Profile Joined September 2012
Germany154 Posts
October 26 2012 21:47 GMT
#109
...still no Terran Buffs. Ridiculous.
didden95
Profile Blog Joined October 2011
Sweden7 Posts
October 26 2012 21:47 GMT
#110
sooooo. entomb [mineralblock?] is gone?
avilo
Profile Blog Joined November 2007
United States4100 Posts
October 26 2012 21:47 GMT
#111
On October 27 2012 06:41 Plansix wrote:
Show nested quote +
On October 27 2012 06:38 avilo wrote:
Welcome to protossville. Haha @_@

Worst changes imo: Tempests buffed? More? Really? I know people are not used to seeing these much yet, but in lategame both Zerg and Terran really do not have a counter to this + deathball (Terran mech that is). Buffing it even further seems like a terrible idea to me.

Blinding cloud even more powerful? It was insane already. Guess they want to test an even more extreme version.

Best change: Spine crawler change. Holy shit, I may consider taking the time to learn Zerg now haha. ZvZ all-in and coin flip builds will hopefully go away with this change, well not go away completely but be less easy to do and provide some semblance of defender's advantage. I'd think Zerg players would be ridiculously happy with this change.

Well, maybe not the Zergs that love to do coin flippy ling/bane all-ins ZvZ will hate the change :D

Overall opinions:
Protoss: Get stuff to make their deathball even stronger, as well as stronger air units.
Zerg: Blinding cloud even more powerful now @_@ why exactly? I suppose they want to test it on the extreme?
Terran: GL, Have fun building vikings as your only realistic AA option and then losing the game because you were forced to build those vikings and land them all -> in which they all die ez -_-


You wanted them to buff other units and not neft the terran ones. This is what happens. They give everyone awesome stuff and then ton it down to just slightly above reasonable levels.


Oh no, I still think it's awesome they are taking that route with units and making them powerful. They buffed the mine. They buffed the tempest previous patch as well, and they also buffed the blinding cloud previous patch.

Now they've double buffed blinding cloud, and double/triple buffed the tempest, and reverted previous nerfs to the battle hellion (it still has the bio flag on it which is a nerf). Guess they are taking it to the EXTREME yo
Sup
Sent.
Profile Joined June 2012
Poland9316 Posts
October 26 2012 21:48 GMT
#112
At first I thought that Time Warp is going to be useless, but then I realized that it can be really useful in PvT. Usually it was pointless to chase fleeing bio because it was very hard to catch stimmed units. Even if you managed to catch them, you still couldn't kill them because stalkers are just awful vs bio.
I have question about Tempest: Do people use it in late game pvp or the match up is still suffering from the war of the worlds syndrome?
You're now breathing manually
Necro)Phagist(
Profile Blog Joined October 2010
Canada6660 Posts
October 26 2012 21:50 GMT
#113
On October 27 2012 06:47 avilo wrote:
Show nested quote +
On October 27 2012 06:41 Plansix wrote:
On October 27 2012 06:38 avilo wrote:
Welcome to protossville. Haha @_@

Worst changes imo: Tempests buffed? More? Really? I know people are not used to seeing these much yet, but in lategame both Zerg and Terran really do not have a counter to this + deathball (Terran mech that is). Buffing it even further seems like a terrible idea to me.

Blinding cloud even more powerful? It was insane already. Guess they want to test an even more extreme version.

Best change: Spine crawler change. Holy shit, I may consider taking the time to learn Zerg now haha. ZvZ all-in and coin flip builds will hopefully go away with this change, well not go away completely but be less easy to do and provide some semblance of defender's advantage. I'd think Zerg players would be ridiculously happy with this change.

Well, maybe not the Zergs that love to do coin flippy ling/bane all-ins ZvZ will hate the change :D

Overall opinions:
Protoss: Get stuff to make their deathball even stronger, as well as stronger air units.
Zerg: Blinding cloud even more powerful now @_@ why exactly? I suppose they want to test it on the extreme?
Terran: GL, Have fun building vikings as your only realistic AA option and then losing the game because you were forced to build those vikings and land them all -> in which they all die ez -_-


You wanted them to buff other units and not neft the terran ones. This is what happens. They give everyone awesome stuff and then ton it down to just slightly above reasonable levels.


Oh no, I still think it's awesome they are taking that route with units and making them powerful. They buffed the mine. They buffed the tempest previous patch as well, and they also buffed the blinding cloud previous patch.

Now they've double buffed blinding cloud, and double/triple buffed the tempest, and reverted previous nerfs to the battle hellion (it still has the bio flag on it which is a nerf). Guess they are taking it to the EXTREME yo

I'm not a terran player so I obviously don't understand the units aswell... but how is the hellion having the bio tag a nerf? If you drop them with a medivac then they can be healed etc. I guess you take more dmg from archons... but it's not like you'd be using hellions to fight archons before either....
"Are you talking to me? Because your authority is not recognized in fort kick ass!"" ||Park Jung Suk|| |MC|HerO|HyuN|
Ethoex
Profile Joined June 2012
United States164 Posts
October 26 2012 21:51 GMT
#114
this is an amazing patch
"Until the very, very top, in almost anything all that matters, is how much work you put in. The only problem is that most people can't work hard even at things they do enjoy, much less things they don't have a real passion for." - Greg "IdrA" Fields
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2012-10-26 21:52:34
October 26 2012 21:52 GMT
#115
On October 27 2012 06:47 avilo wrote:
Show nested quote +
On October 27 2012 06:41 Plansix wrote:
On October 27 2012 06:38 avilo wrote:
Welcome to protossville. Haha @_@

Worst changes imo: Tempests buffed? More? Really? I know people are not used to seeing these much yet, but in lategame both Zerg and Terran really do not have a counter to this + deathball (Terran mech that is). Buffing it even further seems like a terrible idea to me.

Blinding cloud even more powerful? It was insane already. Guess they want to test an even more extreme version.

Best change: Spine crawler change. Holy shit, I may consider taking the time to learn Zerg now haha. ZvZ all-in and coin flip builds will hopefully go away with this change, well not go away completely but be less easy to do and provide some semblance of defender's advantage. I'd think Zerg players would be ridiculously happy with this change.

Well, maybe not the Zergs that love to do coin flippy ling/bane all-ins ZvZ will hate the change :D

Overall opinions:
Protoss: Get stuff to make their deathball even stronger, as well as stronger air units.
Zerg: Blinding cloud even more powerful now @_@ why exactly? I suppose they want to test it on the extreme?
Terran: GL, Have fun building vikings as your only realistic AA option and then losing the game because you were forced to build those vikings and land them all -> in which they all die ez -_-


You wanted them to buff other units and not neft the terran ones. This is what happens. They give everyone awesome stuff and then ton it down to just slightly above reasonable levels.


Oh no, I still think it's awesome they are taking that route with units and making them powerful. They buffed the mine. They buffed the tempest previous patch as well, and they also buffed the blinding cloud previous patch.

Now they've double buffed blinding cloud, and double/triple buffed the tempest, and reverted previous nerfs to the battle hellion (it still has the bio flag on it which is a nerf). Guess they are taking it to the EXTREME yo


They keep buffing because people keep not using the units/abilities. Until people actually start using the new stuff regularly, they won't have any good data to work with. So, bring on the EXTREME!!!
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Noocta
Profile Joined June 2010
France12578 Posts
October 26 2012 21:53 GMT
#116
On October 27 2012 06:28 Necro)Phagist( wrote:
Show nested quote +
On October 27 2012 06:12 Noocta wrote:
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!


I mean okay it's more micro, which is good.
But is TvP really eh match up which need to be more micro heavy ? :/
" I'm not gonna fight you. I'm gonna kick your ass ! "
TheDraken
Profile Joined July 2011
United States640 Posts
October 26 2012 21:53 GMT
#117
sick. spine crawler rushes in zvz are gonna be awesome.
fast food. y u no make me fast? <( ಠ益ಠ <)
avilo
Profile Blog Joined November 2007
United States4100 Posts
October 26 2012 21:54 GMT
#118
On October 27 2012 06:48 Sent. wrote:
At first I thought that Time Warp is going to be useless, but then I realized that it can be really useful in PvT. Usually it was pointless to chase fleeing bio because it was very hard to catch stimmed units. Even if you managed to catch them, you still couldn't kill them because stalkers are just awful vs bio.
I have question about Tempest: Do people use it in late game pvp or the match up is still suffering from the war of the worlds syndrome?


From PvP's I've played into lategame...lategame is similar but there's a certain point where after the mass archon/collosus stage you start accumulating tempests as well with psi storm. I don't know if early/mid-game PvP is more stable with the mothership core, but the mothership core seems to let you get an expansion more often than wings of liberty at least.

Collosus you'll still make a hell of a lot of but now there's an element of "when should i get some tempests." Theoretically it might also be possible to go pure stargate + gateway units PvP because tempests counter collosus pretty hard. If your opponent has like 10 collosus and you started to mass up tempests it's pretty funny :D
Sup
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
October 26 2012 21:54 GMT
#119
I don't really get it. You can buff the oracle all you want but you still have to go robo to not die in pvz.. And eventually pvp. It's not a valid tech path when roach maxes and colossi happen.


Also time warp is just another anti micro button.
TheDraken
Profile Joined July 2011
United States640 Posts
October 26 2012 21:54 GMT
#120
On October 27 2012 06:47 didden95 wrote:
sooooo. entomb [mineralblock?] is gone?


yea. it was a pretty dumb spell.
fast food. y u no make me fast? <( ಠ益ಠ <)
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