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Active: 11328 users

Compiled list of stated upcoming WOL unit changes - Page 3

Forum Index > StarCraft 2 HotS
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PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
November 14 2012 13:56 GMT
#41
Nice, great to see plain numbers instead of random theorems by whoever. Thanks for putting it together op.
The heart's eternal vow
junemermaid
Profile Joined September 2006
United States981 Posts
Last Edited: 2012-11-14 15:02:38
November 14 2012 15:02 GMT
#42
Oh ffs, remove the colossus already. Or at least change it. They haven't even looked at it in the last year and a half.

It's a boring unit, which in turn spawned another boring unit.
the UMP says YER OUT
WoefulMe
Profile Joined September 2012
United States14 Posts
November 14 2012 17:11 GMT
#43
Personally I would like something to be done to Battlecruisers so that they can be more viable as a late game tech switch in cases other than for breaking siege lines...
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 17 2012 16:40 GMT
#44
Updated OP with new statements regarding Thor, Raven, Void Ray, and Infestors.

Q: You said the new units in HOTS are pretty good now, and you are going to make some change to some old units. Do you have any plans about changing the old units in WOL? I'm interested about raven, void ray, carrier, especially infestor.

A: I can't promise what is going to be changed. In next few weeks we will go through the units in WOL and decide either just adjust them or redesign them. For example, raven's seeker missile.

Second example is Thor's 250mm Cannons, very few players use it. So HOTS is a good chance for us, and we may redesign it to make more players use 250mm cannon.

For void ray, do you mean it's too weak? However many people complains it's too strong before last patch. I want to do something crazy to void ray, but we know nothing about how to do it now. We may try something before Christmas.

From my personal point of view, I expect redesign. So I would encourage my team to do some revolutionary change to increase the diversity of strategies.

Q : You forgot the infestor(LOL).

A: Oh, I forgot it. But no matter, I will tell you.
We are going to make a balance test map on WOL realms. On this map, Psionic units will be immune to Neural Parasite. On HOTS BETA, we are going to add a projectile back to Fungal Growth, just like we did in patch 1.3 PTR.

(Psionic units, include mothership, high templar, ghost, infestor, queen and archon. MC used to complain about mothership can be mind controled by infestors, and this problem may be solved as he wish.)


-Dustin Browder
MMA: The true King of Wings
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2012-11-17 17:00:19
November 17 2012 16:59 GMT
#45
love it. now they can fix archon toilet since no more neural on MS + tempest + timewarp are more than enough to fight BL infestor. only thing i disagree is making fungal a projectile again:



if its as slow as in the video the already borderline OP blinkstalker will be broken, if its superfast nothing will change. they should change fungal to a slow and nerf IT damage.

and no buff to hydras and ultras mentioned and nothing to make SHs and viper less expensive? also BC, carrier, FF, vortex changes? hope they give some info about those units also in the next weeks.

btw: thanks for keeping this thread updated :-)
pmp10
Profile Joined April 2012
3401 Posts
November 17 2012 17:26 GMT
#46
On November 18 2012 01:40 SarcasmMonster wrote:
A: I can't promise what is going to be changed. In next few weeks we will go through the units in WOL and decide either just adjust them or redesign them. For example, raven's seeker missile.

Second example is Thor's 250mm Cannons, very few players use it. So HOTS is a good chance for us, and we may redesign it to make more players use 250mm cannon.

That's a little worrisome.
If this isn't just a small preview then the whole 'redesign' may turn out to be just a few stat tweaks to abilities.
Ameisenmann
Profile Joined April 2012
Albania296 Posts
November 17 2012 17:49 GMT
#47
We are going to make a balance test map on WOL realms. On this map, Psionic units will be immune to Neural Parasite. On HOTS BETA, we are going to add a projectile back to Fungal Growth, just like we did in patch 1.3 PTR.

Meh. Im strongly against nerfing neural parasite at all. Its already been nerfed to shit apart from neuraling the mothership occasionally. So I really dont understand this idea.
Decendos
Profile Joined August 2011
Germany1341 Posts
November 17 2012 18:06 GMT
#48
On November 18 2012 02:49 Ameisenmann wrote:
Show nested quote +
We are going to make a balance test map on WOL realms. On this map, Psionic units will be immune to Neural Parasite. On HOTS BETA, we are going to add a projectile back to Fungal Growth, just like we did in patch 1.3 PTR.

Meh. Im strongly against nerfing neural parasite at all. Its already been nerfed to shit apart from neuraling the mothership occasionally. So I really dont understand this idea.


yeah it would be much easier to just give MS frenzy.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
November 17 2012 18:11 GMT
#49
Still disappointed that they aren't even talking about the collosi, i mean It's obvious the community as a whole doesn't like it they way it is now. I just feels it's getting sidestepped and forgotten because of other issues, i guess that's alright but i want to see something change before HOTS comes out!
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 17 2012 18:23 GMT
#50
On November 18 2012 03:11 Zorgaz wrote:
Still disappointed that they aren't even talking about the collosi, i mean It's obvious the community as a whole doesn't like it they way it is now. I just feels it's getting sidestepped and forgotten because of other issues, i guess that's alright but i want to see something change before HOTS comes out!


Blizz seem more concerned fixing underused units/abilites than the boring but useful units.
MMA: The true King of Wings
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
November 17 2012 18:43 GMT
#51
I actually think reapers need to be nerfed believe it or not. With good control you can't stop em lol
TimENT
Profile Joined November 2012
United States1425 Posts
November 17 2012 19:35 GMT
#52
On November 18 2012 03:43 HeeroFX wrote:
I actually think reapers need to be nerfed believe it or not. With good control you can't stop em lol


Lol in what? TvZ? TvP? They can only do damage in TvT...
Barcelona / Arsenal Fan!
baldgye
Profile Joined April 2011
United Kingdom1115 Posts
November 17 2012 19:40 GMT
#53
I'm really not sure the thor change needs to be done, becasue if the Terran gets just a whole shitload of them with tanks, they are a fucking pain to kill and giving them energy means at least with FB you can half there health... though I'm really not sure they need to be made in TvP mech anyway :/
pmp10
Profile Joined April 2012
3401 Posts
November 17 2012 19:54 GMT
#54
On November 18 2012 04:40 baldgye wrote:
I'm really not sure the thor change needs to be done

Mech TvP changes need to be done as otherwise Blizzard will have failed at the only job they set for themselves with terran.
250mm cannon alone can't make mech viable (at least not without making it massively overpowered) but may be a step in the right direction.
The real question is weather they are actually trying to make new strategies and compositions work or just buff rarely used abilities and call it a redesign.
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
November 17 2012 20:05 GMT
#55
Dustin Browder said
Also we are thinking of preventing hellbats to change back to hellions. The change in armor types during transformation is an issue that needs more research.

Wait, what? Is he saying, "fuck this whole 'battle hellion' concept. Let's just have hellions and firebats seperately"?
You mean I just write stuff here and other people can see it?
xPrimuSx
Profile Joined January 2012
95 Posts
November 17 2012 21:30 GMT
#56
For void ray, do you mean it's too weak? However many people complains it's too strong before last patch. I want to do something crazy to void ray, but we know nothing about how to do it now. We may try something before Christmas.

From my personal point of view, I expect redesign. So I would encourage my team to do some revolutionary change to increase the diversity of strategies.

-Dustin Browder

The Void Ray is just a poorly and lazily designed unit and its problems stem from that, however this wasn't always the case. It's development history really shows what happened to it. It was originally a Khalai Protoss unit, a big bruiser that replaced the Carrier as the Protoss T3 endgame air unit. The DT contribution to Stargate was the original Tempest (the mini-Carrier). When fans got Blizzard to bring the Carrier back, the Tempest had to leave and Blizzard needed to have a new DT unit in SG, and that became the Void Ray, which got a color change, model size reduction, and various stat alterations (mostly less health, food and cost), although the lore comment about it eventually replacing the Carrier in the Toss fleet is a backhanded way of referencing its former position.

Since the damage of the Void Ray is backended with its charge mechanic it becomes incredibly better the longer its in the fight. There is another type of unit like that, AOE units. The longer an AOE unit can stay in a fight, the more units it can splash letting it deal exponentially more damage. However, unlike a VR, an AOE unit has front loaded damage, meaning they improve the more of them you have and the more upgrades you have on them. For VRs, this is actually the opposite, the more there are the harder it becomes to charge, and the more upgrades you have the less likely they are to charge up as well.

For the charge up mechanic to work, the VR needs to be an endurance unit rather than a "surgical strike craft" as designated by Blizzard. When the VR was a Khalai unit, and a T3 Carrier replacement at that, it could be a unit with a ton of health so that it could endure a battle, but as a DT unit, the VR is not supposed to be an endurance unit capable of eating tons of damage, so Blizzard has worked on evening out its damage to try and make it more useful and even took away its former base 1 armor. If Blizzard doesn't want to give the VR some ability to allow it to out last most opposition then they're going to need to further increase its damage, which will make it trend towards being OP. It's not a happy position. The other option would be to change the way charging works to make the VR front loaded damage, however this would then conflict with the new Oracle.

In the spirit of the thread, I'm leaving my suggestions in spoilers so those would would care to read can, and those who don't can just skip over them.

+ Show Spoiler [Charge up change suggestion] +
I'd suggest making the Prismatic Beams ability a cooldown instead of a passive. Like Toss shields the VR needs to not have been attacking anything for a certain amount of time for the ability to start coming off cooldown (charging up), however unlike regular cooldown abilities, as long as there is any amount of time available on the VR it can use the charged beam for that amount of time. An example with numbers would be like, if the VR doesn't attack something for 10 seconds Prismatic Beams begins charging. Prismatic Beams can have a maximum charge of 30 seconds. For each second the ability has charged, the VR can use Prismatic Beams for 2 seconds (1 min max of continuous charged damage).


+ Show Spoiler [Endurance change suggestion] +
The simplest thing would be to give the VR more health or a researchable ability that allows it to reduce damage, however this runs the risk of making the VR too similar to a flying Immortal. Instead I'd suggest a damage reflection skill. The ability would reflect all damage done to the VR back to the unit that dealt that damage, leaving the VR unharmed. This would give the VR a faux-AOE ability letting it be useful against swarms of units (i.e. Marines) and counter spellcasters by reflecting their abilities (i.e. Infestors).
LockeTazeline
Profile Blog Joined June 2012
2390 Posts
November 18 2012 03:53 GMT
#57
It's really encouraging to see Blizzard willing to redesign units.
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 18 2012 05:56 GMT
#58
IMPORTANT: About that last update

monk: Just talked to Dustin and did an interview. There's a mistake in this translation. He said in the test map, Psionic units will be unaffected by Fungal, not Neural. Also, they're looking into a lot of changes for the infestor, including removing Neural entirely.
MMA: The true King of Wings
pmp10
Profile Joined April 2012
3401 Posts
November 18 2012 06:08 GMT
#59
On November 18 2012 14:56 SarcasmMonster wrote:
IMPORTANT: About that last update

Show nested quote +
monk: Just talked to Dustin and did an interview. There's a mistake in this translation. He said in the test map, Psionic units will be unaffected by Fungal, not Neural. Also, they're looking into a lot of changes for the infestor, including removing Neural entirely.

That makes even less sense.
Maybe it was supposed to say that massive units are not to be affected by fungal?
Crawdad
Profile Joined September 2012
614 Posts
November 18 2012 09:00 GMT
#60
On November 18 2012 15:08 pmp10 wrote:
Show nested quote +
On November 18 2012 14:56 SarcasmMonster wrote:
IMPORTANT: About that last update

monk: Just talked to Dustin and did an interview. There's a mistake in this translation. He said in the test map, Psionic units will be unaffected by Fungal, not Neural. Also, they're looking into a lot of changes for the infestor, including removing Neural entirely.

That makes even less sense.
Maybe it was supposed to say that massive units are not to be affected by fungal?


Yeah, but I'm excited about more changes to the Infestor. Neural is rarely used, it deserves to be looked at or replaced.
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