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Active: 1810 users

Compiled list of stated upcoming WOL unit changes

Forum Index > StarCraft 2 HotS
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SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-11-27 19:03:07
November 13 2012 20:17 GMT
#1
The title should say "Compiled list of stated possible upcoming WOL unit changes" but it didn't fit. Sorted by race. Feel free to propose possible solutions.

I included a link to any sources I can find. Tell me if I missed something.


Thor
I agree. That [250mm strike] cannon is not awesome. We will put some effort towards new ideas for that ability.

-Dustin Browder
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.

-Dustin Browder
+ Show Spoiler [poll] +
Poll: Should 250mm Strike Cannon be changed?

Yes (495)
 
98%

No (12)
 
2%

507 total votes

Your vote: Should 250mm Strike Cannon be changed?

(Vote): Yes
(Vote): No




Ravens
We are almost done designing the new units. Now we are considering to completely re-design several units such as Void-ray and Raven.

-David Kim
We'll take a look at the Raven. I agree, it would be cool to see more of them and there might be some balance or design changes we could do to improve the unit.

Thanks for the discussion! =)

-Dustin Browder
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.

-Dustin Browder
+ Show Spoiler [poll] +
Poll: Should the Raven be changed?

Yes (353)
 
91%

No (36)
 
9%

389 total votes

Your vote: Should the Raven be changed?

(Vote): Yes
(Vote): No




Medivacs
Another way we are currently thinking is to change the medviac so that it can heal both bio AND mechanic through different healing mechanism. 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.

-David Kim
+ Show Spoiler [poll] +
Poll: Should the Medivac healing be changed?

No (341)
 
76%

Yes (106)
 
24%

447 total votes

Your vote: Should the Medivac healing be changed?

(Vote): Yes
(Vote): No




Reaper
We are seeing great improvement in the beta. Reapers will be much more viable in TvT or TvZ early game. If we believe the units are still being underused, we are willing to make it stronger. We are trying to make them more viable units for harassment.

-David Kim
+ Show Spoiler [poll] +
Poll: Should the Reaper be changed?

Yes (280)
 
83%

No (56)
 
17%

336 total votes

Your vote: Should the Reaper be changed?

(Vote): Yes
(Vote): No




Carrier
There is no doubt that Carriers need to be buffed. We are still afraid that carriers being used as "a-move" units in pro level play. Therefore we are only considering to add minor buffs to it. We are thinking of making interceptors immune to Infestor's fungal growth.

However, we are focusing on the general metagame trend of the game so I believe it is too early for us decide how they will be changed. We saw a video posted by a foreign progamer comparing the Carriers from BW and WoL. We believe that we could use some of the suggestions provided in this video.

-David Kim
Currently not as worried about Carrier as much as the new HotS units, but extra special thanks to Nony's video, we're thinking on 2 possibilities in the future:

leashing thing
Interceptor launching thing

But let's try to focus on HotS if we can. -Dayvie, from the pro forum (I think we're aloud to post this stuff?)

-David Kim (according to goswser)
+ Show Spoiler [poll] +
Poll: Should the Carrier be changed?

Yes (350)
 
96%

No (16)
 
4%

366 total votes

Your vote: Should the Carrier be changed?

(Vote): Yes
(Vote): No




Void rays
We are almost done designing the new units. Now we are considering to completely re-design several units such as Void-ray and Raven.

-David Kim
We will be looking some at the Void Ray soonish. I don't know what if anything we will decide to do with him but your feedback on this unit has certainly been heard.

-Dustin Browder
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.

-Dustin Browder
+ Show Spoiler [poll] +
Poll: Should the Void Ray be changed?

Yes (282)
 
88%

No (39)
 
12%

321 total votes

Your vote: Should the Void Ray be changed?

(Vote): Yes
(Vote): No




Phoenix
We ran out of time, but after the interview, he told us there were changes planned for Void Ray, Phoenix, and Mutalisk. It’s unclear if these will be for WoL or HotS, but most likely will be HotS only.

-TL
+ Show Spoiler [poll] +
Poll: Should Phoenixes be changed?

No (69)
 
64%

Yes (38)
 
36%

107 total votes

Your vote: Should Phoenixes be changed?

(Vote): Yes
(Vote): No




Mothership
Our goal with this unit is described well by Phantom. The main purpose for this unit is definitely to deal with mass colossi in PvP as well as to force an engagement vs. Zerg who is sitting back being on the defensive with mass Infestors/Broodlords. We eventually want to phase out Vortex a bit once we are sure Tempests are working well.

-David Kim
+ Show Spoiler [poll] +
Poll: Should Mothership Vortex be changed?

Yes (248)
 
87%

No (37)
 
13%

285 total votes

Your vote: Should Mothership Vortex be changed?

(Vote): Yes
(Vote): No




Infestors
I want to be as clear as I can on our current position of the Infestor in Wings of Liberty.

- We are not going to make any changes before BWC.
- We are going to continue to watch games and gather data.
- We will discuss changes.
- We may try a balance map sometime after BWC.
- We may try some changes in Swarm Beta, using that as a test-bed for stuff we could bring back into Wings of Liberty.

At this time I could see these as possible outcomes:
- We nerf Infested Terrans, Fungal Growth or both.
- We make a change to the Infestor (hit points, movement speed, etc.).
- We do a change to how the unit is designed (add a projectile back to Fungal Growth, increase the visibility of burrowed units while they are moving, etc.).
- We buff some of the potential counters (EMP, Feedback).
- We do a combination of any of the above.
- We see something that makes us decide that doing nothing is the right answer. Obviously if this occurs we would share this data or reasoning.

For those of you who believe that this is too slow a response, I am sorry.

-Dustin Browder
Currently the most widely discussed unit is BL - Infestor combination.If the dominance is present in both ZvP and ZvT, we are willing to reduce the range the fungal growth or reduce the radius. If this is only applicable to ZvP, we are willing to buff carriers by making interceptors immune to fungal growth. However, we still think that BL-Infestor composition isn't a big deal.

-David Kim
Note: Browder's quote is more recent than Kim's quote.
We are going to make a balance test map on WOL realms. On this map, Psionic units will be immune to [Fungal Growth]. On HOTS BETA, we are going to add a projectile back to Fungal Growth, just like we did in patch 1.3 PTR.

[What about infested terrans?]
That's really troublesome, and really hard to balance. We'll have to think about it somemore.

-Dustin Browder
+ Show Spoiler [poll] +
Poll: Should the Infestor be changed?

Yes (310)
 
86%

No (49)
 
14%

359 total votes

Your vote: Should the Infestor be changed?

(Vote): Yes
(Vote): No




Hydralisk
For Zerg though, we're currently thinking it would be cool if core tier 2 tech options are Hydralisks (with speed upgrade at lair), Mutalisks (with buffs possible speed and/or acceleration). Core tier 3 options will still be same Broods/Ultras. And we can phase out Infestors a bit by nerfing them.

-David Kim
+ Show Spoiler [poll] +
Poll: Should Hydralisks be changed?

Yes (89)
 
93%

No (7)
 
7%

96 total votes

Your vote: Should Hydralisks be changed?

(Vote): Yes
(Vote): No




Mutalisk
For Zerg though, we're currently thinking it would be cool if core tier 2 tech options are Hydralisks (with speed upgrade at lair), Mutalisks (with buffs possible speed and/or acceleration). Core tier 3 options will still be same Broods/Ultras. And we can phase out Infestors a bit by nerfing them.

-David Kim
+ Show Spoiler [poll] +
Poll: Should Mutalisks be changed?

No (72)
 
56%

Yes (56)
 
44%

128 total votes

Your vote: Should Mutalisks be changed?

(Vote): Yes
(Vote): No




Corruptors and Overseers???
There are some easy things we can do and there are some hard things. If we study the game, for example, you would say that the corruptor is lame. Don't get us wrong; they're useful. If there are a lot of colossi, you need corruptors. If there are dark templars, you need overseers. They have a battle function for a situation, but what new battle strategies and tactics do they add in the game? Compare the [corruptors and overseers] to the mutalisks; a player can raid, harass. They can get board control; they can decimate opponents without antiair. Party, right? Having those guys around changes the match. Corruptors? Meh. You build colossi, I build corruptors; end of story.

There are some units we can upgrade wholesale or remove and replace with something better. That's one easy way to give better gameplay without giving so many options you don't know what's going on while also not compromising balance.

-Dustin Browder
We have decided to keep the overseer and make the viper a pure caster. We will be taking a look at the overseer to see what we can do to make his abilities more interesting.

-Dustin Browder
+ Show Spoiler [poll] +
Poll: Should Blizzard change the Corruptor?

Yes, I agree with Browder that its current form is lame (589)
 
86%

No, I want it to stay as is (92)
 
14%

681 total votes

Your vote: Should Blizzard change the Corruptor?

(Vote): Yes, I agree with Browder that its current form is lame
(Vote): No, I want it to stay as is


Poll: Should Blizzard change the Overseer?

Yes, "make his abilities more interesting" (377)
 
61%

No, I want it to stay as is (243)
 
39%

620 total votes

Your vote: Should Blizzard change the Overseer?

(Vote): Yes, "make his abilities more interesting"
(Vote): No, I want it to stay as is





I'll update this post when new information becomes available.

+ Show Spoiler [Bonus poll courtesy of LockeTazeline] +
Poll: What other unit should Blizzard change?

Colossus (159)
 
53%

Battlecruiser (40)
 
13%

Sentry (17)
 
6%

Siege Tank (16)
 
5%

Ghost (15)
 
5%

Immortal (13)
 
4%

Hydralisk (11)
 
4%

Brood Lord (8)
 
3%

Roach (6)
 
2%

Viking (5)
 
2%

Other (5)
 
2%

Marauder (3)
 
1%

298 total votes

Your vote: What other unit should Blizzard change?

(Vote): Marauder
(Vote): Ghost
(Vote): Siege Tank
(Vote): Viking
(Vote): Battlecruiser
(Vote): Sentry
(Vote): Immortal
(Vote): Colossus
(Vote): Roach
(Vote): Hydralisk
(Vote): Brood Lord
(Vote): Other

MMA: The true King of Wings
People_0f_Color
Profile Joined August 2010
177 Posts
Last Edited: 2012-11-13 20:26:23
November 13 2012 20:20 GMT
#2
Weren't there conversations about them changing nydus canals? Possibly by introducing more types of worms. What ever happened to that?

EDIT:

Apparently they got canned.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=366718&currentpage=2

Too bad too. The creep one would have been AWESOME.
ejozl
Profile Joined October 2010
Denmark3440 Posts
November 13 2012 20:24 GMT
#3
Nice compilation, will help people to suggest things that Blizzard is actually focusing on at the given moment.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 13 2012 20:26 GMT
#4
On November 14 2012 05:20 People_0f_Color wrote:
Weren't there conversations about them changing nydus canals? Possibly by introducing more types of worms. What ever happened to that?


The new Nyduses are campaign only.
MMA: The true King of Wings
K_osss
Profile Joined June 2010
United States113 Posts
November 13 2012 20:34 GMT
#5
I wonder if an option to buff hard/soft counters to Infestors should be a pick in the poll for infestor changes. For example, since Carriers could be an infestor/BL counter a change to them would also affect my answer to "should the infestor be changed?". Just a thought.
Scila
Profile Joined October 2010
Canada1849 Posts
November 13 2012 20:40 GMT
#6
Nice post. If Blizzard doesn't fix Thor and Raven there really is no point to be buying HOTS or playing Terran anymore. Our late game needs serious help.
All we have to decide is what to do with the time that is given to us.
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 13 2012 20:44 GMT
#7
On November 14 2012 05:34 K_osss wrote:
I wonder if an option to buff hard/soft counters to Infestors should be a pick in the poll for infestor changes. For example, since Carriers could be an infestor/BL counter a change to them would also affect my answer to "should the infestor be changed?". Just a thought.


Too late

Discussion about the Infestor should probably go to one of these threads:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=381388
http://www.teamliquid.net/forum/viewmessage.php?topic_id=380798

They are very active with many posters.


P.S. I just added the Mothership to the list
MMA: The true King of Wings
K_osss
Profile Joined June 2010
United States113 Posts
November 13 2012 20:53 GMT
#8
I would like to see the mothership changed but if they "phase out" vortex I'm curious what effect that will have on it. I would think they'd need to give it some more utility. I don't know would people build it if it lost vortex or vortex wasn't as useful without some buff to compensate? Yeah I realize it's got cloaking field and mass recall and yes those are sweet but vortex is WHY it's built primarily in PvZ and I don't see alot of them in PvP.
Decendos
Profile Joined August 2011
Germany1341 Posts
November 13 2012 20:53 GMT
#9
i´m gonna switch to T for sure if T and P get more units than Z in the Z expansion AND they get all their units fixed while infestor gets nerfed and most other zerg units keep sucking. i wouldnt be surprised if hydras, ultras, nydus, burrowmovement, dropplay, SHs, corruptor, overseer arent buffed/changed any more.

was there anything they mentioned about the above units/mechanics being fixed from blizzards side?
cnaphan
Profile Joined February 2011
Canada8 Posts
November 13 2012 21:26 GMT
#10
I hope they try some more interesting ways to nerf FG than just lowering its range or radius.

I suggest allowing "movement" abilities to be used while fungalled. For instance, blink, burrow, unsiege, load transport, etc...

I'd also suggest making burrowed units impervious to FG, which might make for more interesting Roach-Infestor engagements, since you could burrow-move away, or burrow-move towards the enemy.
Bagi
Profile Joined August 2010
Germany6799 Posts
November 13 2012 21:35 GMT
#11
I think raven, VR and infestor revamps are the most important ones. The first two are just silly and awkward to use and the infestor is way too massable for a caster.

The rest of the units listed don't need to change in a fundamental manner imo, maybe slight buffs are in order but not much else.
ieatoreos
Profile Joined November 2012
United States6 Posts
November 13 2012 21:38 GMT
#12
On November 14 2012 06:26 cnaphan wrote:
I hope they try some more interesting ways to nerf FG than just lowering its range or radius.

I suggest allowing "movement" abilities to be used while fungalled. For instance, blink, burrow, unsiege, load transport, etc...

I'd also suggest making burrowed units impervious to FG, which might make for more interesting Roach-Infestor engagements, since you could burrow-move away, or burrow-move towards the enemy.

Yeah here's hoping its not just a straight-up nerf and something more creative. I'd really hate to see infestors stop getting utilized.
And then there were none
Warpath
Profile Joined April 2010
Canada1242 Posts
November 13 2012 21:39 GMT
#13
Also we are thinking of preventing hellbats to change back to hellions.


Are you kidding? How long ago was this said? I'd be so mad if this happened.
TrickyGilligan
Profile Joined September 2010
United States641 Posts
November 13 2012 21:48 GMT
#14
I'm surprised how lopsided most of the polls are towards changing WoL units. I knew people weren't that happy with WoL... but wow.

One thing though, where the heck is the talk of the Colossus from Blizzard? That has to be the single most hated unit in WoL, both from a gameplay and spectator standpoint. They don't even seem like they're aware it's an issue. Perhaps it's just not one of the big issues with all the recent Infestor talk.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 13 2012 21:53 GMT
#15
On November 14 2012 05:53 Decendos wrote:
i´m gonna switch to T for sure if T and P get more units than Z in the Z expansion AND they get all their units fixed while infestor gets nerfed and most other zerg units keep sucking. i wouldnt be surprised if hydras, ultras, nydus, burrowmovement, dropplay, SHs, corruptor, overseer arent buffed/changed any more.

was there anything they mentioned about the above units/mechanics being fixed from blizzards side?


We can always use more Terrans on the ladder.
MMA: The true King of Wings
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 13 2012 21:55 GMT
#16
On November 14 2012 06:39 Warpath wrote:
Show nested quote +
Also we are thinking of preventing hellbats to change back to hellions.


Are you kidding? How long ago was this said? I'd be so mad if this happened.


I've included the sources for all my work so you can check for yourself. The article was published November 6, exactly one week ago.
MMA: The true King of Wings
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 13 2012 21:57 GMT
#17
On November 14 2012 06:48 TrickyGilligan wrote:
I'm surprised how lopsided most of the polls are towards changing WoL units. I knew people weren't that happy with WoL... but wow.

One thing though, where the heck is the talk of the Colossus from Blizzard? That has to be the single most hated unit in WoL, both from a gameplay and spectator standpoint. They don't even seem like they're aware it's an issue. Perhaps it's just not one of the big issues with all the recent Infestor talk.


I can't find any statements about the Colossus. They were the most hated unit until recently

Poll: The official most hated unit by TL is...

Infestor (313)
 
74%

Colossus (111)
 
26%

424 total votes

Your vote: The official most hated unit by TL is...

(Vote): Infestor
(Vote): Colossus

MMA: The true King of Wings
larse
Profile Blog Joined March 2012
1611 Posts
November 13 2012 22:05 GMT
#18
I really doubt that whether they can done all those changes in a good way before March 2013.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10362 Posts
Last Edited: 2012-11-13 22:10:51
November 13 2012 22:06 GMT
#19
aw man, thought these were new comments ;O

Oh well, still a nice compilation


Darn forgot there is a pro forum... so that's where they do the serious stuff eh ;O


Damn they canned the nydus worms? =/
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
November 13 2012 22:08 GMT
#20
Dood, massive props for putting all this stuff in one place, seriously thank you very much
https://x.com/CaptainWaffless
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
November 13 2012 22:37 GMT
#21
Great thread, thanks for putting this together man
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Apolo
Profile Joined May 2010
Portugal1259 Posts
November 13 2012 22:54 GMT
#22
Nice work OP.
LockeTazeline
Profile Blog Joined June 2012
2390 Posts
November 13 2012 23:03 GMT
#23
Awesome post, many thanks.

Another poll on what other unit should be changed might be nice too though.
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 13 2012 23:07 GMT
#24
On November 14 2012 08:03 LockeTazeline wrote:
Awesome post, many thanks.

Another poll on what other unit should be changed might be nice too though.


If you make the poll, I'll add it to the OP.

Thanks for all the thanks everyone
I'll update when new info comes out.
MMA: The true King of Wings
GARcher
Profile Joined October 2012
Canada294 Posts
November 14 2012 00:23 GMT
#25
Brood War Zerg AA is much more interesting because of the Devourer Mutaslisk combo.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 14 2012 00:26 GMT
#26
On November 14 2012 09:23 GARcher wrote:
Brood War Zerg AA is much more interesting because of the Devourer Mutaslisk combo.


I don't recall a single pro game where the went Devourers. It's always Mutalisk-Scourage.
MMA: The true King of Wings
GARcher
Profile Joined October 2012
Canada294 Posts
November 14 2012 00:29 GMT
#27
On November 14 2012 09:26 SarcasmMonster wrote:
Show nested quote +
On November 14 2012 09:23 GARcher wrote:
Brood War Zerg AA is much more interesting because of the Devourer Mutaslisk combo.


I don't recall a single pro game where the went Devourers. It's always Mutalisk-Scourage.


Once you hit a critical mass of around 12 BCs or Corsairs, Scourge are useless.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
HotS2013
Profile Joined November 2012
United States8 Posts
Last Edited: 2012-11-14 01:14:58
November 14 2012 00:31 GMT
#28
To add to this thread- let's see what ya'll think about our current build in HotS! Polls polls polls!

New Zerg units

+ Show Spoiler +
Poll: Is the Swarm Host Good for SC2?

Yes (20)
 
54%

No (17)
 
46%

37 total votes

Your vote: Is the Swarm Host Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Viper's Blinding Cloud Ability Good for SC2?

Yes (27)
 
82%

No (6)
 
18%

33 total votes

Your vote: Is the Viper's Blinding Cloud Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Viper's Abduct Ability Good for SC2?

Yes (24)
 
75%

No (8)
 
25%

32 total votes

Your vote: Is the Viper's Abduct Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Viper's Consume Ability Good for SC2?

Yes (26)
 
81%

No (6)
 
19%

32 total votes

Your vote: Is the Viper's Consume Ability Good for SC2?

(Vote): Yes
(Vote): No



Changes to existing Zerg units

+ Show Spoiler +
Poll: Is the Ultralisk Charge Ability Good for SC2?

No (21)
 
55%

Yes (17)
 
45%

38 total votes

Your vote: Is the Ultralisk Charge Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is Hydralisk Speed Off Creed Upgrade Good for SC2?

Yes (28)
 
97%

No (1)
 
3%

29 total votes

Your vote: Is Hydralisk Speed Off Creed Upgrade Good for SC2?

(Vote): Yes
(Vote): No



New Terran Units

+ Show Spoiler +
Poll: Is the Widow Mine Good for SC2?

Yes (29)
 
73%

No (11)
 
28%

40 total votes

Your vote: Is the Widow Mine Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Hellbat Good for SC2?

Yes (27)
 
77%

No (8)
 
23%

35 total votes

Your vote: Is the Hellbat Good for SC2?

(Vote): Yes
(Vote): No



Changes to existing Terran units

+ Show Spoiler +
Poll: Is the Reaper's Combat Awareness Ability Good for SC2?

Yes (26)
 
70%

No (11)
 
30%

37 total votes

Your vote: Is the Reaper's Combat Awareness Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Reaper's Combat Drugs Ability Good for SC2?

Yes (29)
 
81%

No (7)
 
19%

36 total votes

Your vote: Is the Reaper's Combat Drugs Ability Good for SC2?

(Vote): Yes
(Vote): No



New Protoss Units

+ Show Spoiler +
Poll: Is the Oracle's Time Warp Ability Good for SC2?

Yes (20)
 
50%

No (20)
 
50%

40 total votes

Your vote: Is the Oracle's Time Warp Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Oracle's Pulsar Beam Ability Good for SC2?

Yes (19)
 
50%

No (19)
 
50%

38 total votes

Your vote: Is the Oracle's Pulsar Beam Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Oracle's Revelation Ability Good for SC2?

Yes (32)
 
86%

No (5)
 
14%

37 total votes

Your vote: Is the Oracle's Revelation Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Tempest Good for SC2?

Yes (25)
 
63%

No (15)
 
38%

40 total votes

Your vote: Is the Tempest Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Mothership Core's Purify Ability Good for SC2?

Yes (31)
 
86%

No (5)
 
14%

36 total votes

Your vote: Is the Mothership Core's Purify Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Mothership Core's Envision Ability Good for SC2?

Yes (22)
 
65%

No (12)
 
35%

34 total votes

Your vote: Is the Mothership Core's Envision Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Mothership Core's Recall Ability Good for SC2?

Yes (32)
 
86%

No (5)
 
14%

37 total votes

Your vote: Is the Mothership Core's Recall Ability Good for SC2?

(Vote): Yes
(Vote): No




How would ya'll like to see the Thor, Raven, Medivac, Reaper, Carrier, Void Ray, Mothership, Infestor, Corruptor, and Overseer changed?
Heart of the Swarm!
GARcher
Profile Joined October 2012
Canada294 Posts
Last Edited: 2012-11-14 00:54:37
November 14 2012 00:43 GMT
#29
Proposed changes:

Remove 250mm cannons and give Thors Haywire missiles. Energy bar doesn't appear until researched. Same with BCs and energy.

Raven HSM removed and replaced with Irradiate. PDD casting range increased to 9.

Reaper is hopeless, no matter how you change it, it still will be useless past early game harassment because of build time, cost and lack of HP.

Medivacs are fine

Tanks do full damage against shields.

EMP radius buffed and snipe made to be 35+10 light

Concussive shells made a manual ability and marauder damage changed to 10+5 armoured

Carriers changed according to Nony's video, interceptors healed when returned to carrier and reduced build time

Voidrays really have no role anymore because of the tempest, probably just remove it

Zealot charge changed to manual activation

Mothership no longer able to be NP'd, vortex changed to stasis field.

Infestors movement speed decreased and Fungal made into projectile, progressive slow instead of rooting. IT longer spawn time or more energy.

Corruptor corruption ability removed. Less damage, less speed or stay the same, more range to encourage micro.

Overseers are fine except contamination which doesn't fit well with the role of the overseer.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
LockeTazeline
Profile Blog Joined June 2012
2390 Posts
November 14 2012 00:50 GMT
#30
Poll: What other unit should Blizzard change?

Colossus (159)
 
53%

Battlecruiser (40)
 
13%

Sentry (17)
 
6%

Siege Tank (16)
 
5%

Ghost (15)
 
5%

Immortal (13)
 
4%

Hydralisk (11)
 
4%

Brood Lord (8)
 
3%

Roach (6)
 
2%

Viking (5)
 
2%

Other (5)
 
2%

Marauder (3)
 
1%

298 total votes

Your vote: What other unit should Blizzard change?

(Vote): Marauder
(Vote): Ghost
(Vote): Siege Tank
(Vote): Viking
(Vote): Battlecruiser
(Vote): Sentry
(Vote): Immortal
(Vote): Colossus
(Vote): Roach
(Vote): Hydralisk
(Vote): Brood Lord
(Vote): Other

eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 14 2012 01:03 GMT
#31
On November 14 2012 09:29 GARcher wrote:
Show nested quote +
On November 14 2012 09:26 SarcasmMonster wrote:
On November 14 2012 09:23 GARcher wrote:
Brood War Zerg AA is much more interesting because of the Devourer Mutaslisk combo.


I don't recall a single pro game where the went Devourers. It's always Mutalisk-Scourage.


Once you hit a critical mass of around 12 BCs or Corsairs, Scourge are useless.

But still, Devourers are extremely rare in pro BW. BCs in TvZ are extremely rare. I've almost never seen Devourers used in a pro PvZ aside from Stork vs GGplay.
ㅇㅅㅌㅅ
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
November 14 2012 01:10 GMT
#32
On November 14 2012 09:31 HotS2013 wrote:
To add to this thread- let's see what ya'll think about our current build in HotS! Polls polls polls!

New Zerg units

+ Show Spoiler +
Poll: Is the Swarm Host Good for SC2?

Yes (20)
 
54%

No (17)
 
46%

37 total votes

Your vote: Is the Swarm Host Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Viper's Blinding Cloud Ability Good for SC2?

Yes (27)
 
82%

No (6)
 
18%

33 total votes

Your vote: Is the Viper's Blinding Cloud Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Viper's Abduct Ability Good for SC2?

Yes (24)
 
75%

No (8)
 
25%

32 total votes

Your vote: Is the Viper's Abduct Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Viper's Consume Ability Good for SC2?

Yes (26)
 
81%

No (6)
 
19%

32 total votes

Your vote: Is the Viper's Consume Ability Good for SC2?

(Vote): Yes
(Vote): No



Changes to existing Zerg units

+ Show Spoiler +
Poll: Is the Ultralisk Charge Ability Good for SC2?

No (21)
 
55%

Yes (17)
 
45%

38 total votes

Your vote: Is the Ultralisk Charge Ability Good for SC2?

(Vote): Yes
(Vote): No



New Terran Units

+ Show Spoiler +
Poll: Is the Widow Mine Good for SC2?

Yes (29)
 
73%

No (11)
 
28%

40 total votes

Your vote: Is the Widow Mine Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Hellbat Good for SC2?

Yes (27)
 
77%

No (8)
 
23%

35 total votes

Your vote: Is the Hellbat Good for SC2?

(Vote): Yes
(Vote): No



Changes to existing Terran units

+ Show Spoiler +
Poll: Is the Reaper's Combat Awareness Ability Good for SC2?

Yes (26)
 
70%

No (11)
 
30%

37 total votes

Your vote: Is the Reaper's Combat Awareness Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Reaper's Combat Drugs Ability Good for SC2?

Yes (29)
 
81%

No (7)
 
19%

36 total votes

Your vote: Is the Reaper's Combat Drugs Ability Good for SC2?

(Vote): Yes
(Vote): No



New Protoss Units

+ Show Spoiler +
Poll: Is the Oracle's Time Warp Ability Good for SC2?

Yes (20)
 
50%

No (20)
 
50%

40 total votes

Your vote: Is the Oracle's Time Warp Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Oracle's Pulsar Beam Ability Good for SC2?

Yes (19)
 
50%

No (19)
 
50%

38 total votes

Your vote: Is the Oracle's Pulsar Beam Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Oracle's Revelation Ability Good for SC2?

Yes (32)
 
86%

No (5)
 
14%

37 total votes

Your vote: Is the Oracle's Revelation Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Tempest Good for SC2?

Yes (25)
 
63%

No (15)
 
38%

40 total votes

Your vote: Is the Tempest Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Mothership Core's Purify Ability Good for SC2?

Yes (31)
 
86%

No (5)
 
14%

36 total votes

Your vote: Is the Mothership Core's Purify Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Mothership Core's Envision Ability Good for SC2?

Yes (22)
 
65%

No (12)
 
35%

34 total votes

Your vote: Is the Mothership Core's Envision Ability Good for SC2?

(Vote): Yes
(Vote): No



Poll: Is the Mothership Core's Recall Ability Good for SC2?

Yes (32)
 
86%

No (5)
 
14%

37 total votes

Your vote: Is the Mothership Core's Recall Ability Good for SC2?

(Vote): Yes
(Vote): No




How would ya'll like to see the Thor, Raven, Medivac, Reaper, Carrier, Void Ray, Mothership, Infestor, Corruptor, and Overseer changed?


You missed Hydra speed for zerg changes
sAviOr...
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 14 2012 01:32 GMT
#33
i have a feeling blizzard wont change much
starleague forever
therockmanxx
Profile Joined July 2010
Peru1174 Posts
November 14 2012 01:40 GMT
#34
So I've been playing a lame game my whole life
But I wasted so much time... !! T_T
Tekken ProGamer
Freeborn
Profile Joined July 2010
Germany421 Posts
November 14 2012 03:04 GMT
#35
nice polls.

I personally see the sentry + FF as more damaging than the colossus, but if the colossus is nerfed that may uncover the stupidity that is FF and th weak ness of the gateway unit so that may turn out well...
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
November 14 2012 03:56 GMT
#36
On November 14 2012 10:03 eviltomahawk wrote:
Show nested quote +
On November 14 2012 09:29 GARcher wrote:
On November 14 2012 09:26 SarcasmMonster wrote:
On November 14 2012 09:23 GARcher wrote:
Brood War Zerg AA is much more interesting because of the Devourer Mutaslisk combo.


I don't recall a single pro game where the went Devourers. It's always Mutalisk-Scourage.


Once you hit a critical mass of around 12 BCs or Corsairs, Scourge are useless.

But still, Devourers are extremely rare in pro BW. BCs in TvZ are extremely rare. I've almost never seen Devourers used in a pro PvZ aside from Stork vs GGplay.


The community didn't have a chance to ask for change in original SC. In fact there were many bad units in BW that were rarely used.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10362 Posts
November 14 2012 04:03 GMT
#37
I finally watched Nony's carrier video.

Wow, i did not know about that at all... what the heck do we need the tempest for if we change the carrier back? XD

This would also keep viking vs carrier from being boring, since there is micro involved with trying to mess up the carrier's leash and such. Right now viking vs tempest is pretty boring, just kiting or chasing.

And tempest and carrier seem to overlap... so if this tempest stays as this unit that deals with infestor/BL, then what will they do with the carrier? Remove it? They said they're considering changing the carriers but want to focus on HotS units (or does he mean he wants the players to focus on giving feedback on the HotS units, since they've already shared their thoughts on the Carrier) I hope it's the latter, because if they make the tempest a boring unit but deals with infestor/BL, that would suck, cus then carrier isn't really needed.

Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
GARcher
Profile Joined October 2012
Canada294 Posts
November 14 2012 07:48 GMT
#38
On November 14 2012 13:03 Yoshi Kirishima wrote:
I finally watched Nony's carrier video.

Wow, i did not know about that at all... what the heck do we need the tempest for if we change the carrier back? XD

This would also keep viking vs carrier from being boring, since there is micro involved with trying to mess up the carrier's leash and such. Right now viking vs tempest is pretty boring, just kiting or chasing.

And tempest and carrier seem to overlap... so if this tempest stays as this unit that deals with infestor/BL, then what will they do with the carrier? Remove it? They said they're considering changing the carriers but want to focus on HotS units (or does he mean he wants the players to focus on giving feedback on the HotS units, since they've already shared their thoughts on the Carrier) I hope it's the latter, because if they make the tempest a boring unit but deals with infestor/BL, that would suck, cus then carrier isn't really needed.



Protoss right now lacks an air superiority unit that is not a capital ship. Tempest and Voidrays are probably a poor attempt at filling that gap.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
DaveVAH
Profile Blog Joined June 2011
Canada162 Posts
November 14 2012 10:08 GMT
#39
Medivac changes would be great depending on the mechanic and how efficient the healing is. Mech is already starved for supply so this healing must be efficient to justify medivac's 2 supply. Probably will cost resources to repair.

It sounds very exciting though and will allow for better hellbats (with no bio tag) and better bio-mech mix compositions!
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
November 14 2012 11:47 GMT
#40
Great thread. Underused units should be buffed!
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
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
3353 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 Kingdom1099 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
3353 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
3353 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.
GeorgiusRex
Profile Joined December 2011
Canada16 Posts
November 18 2012 09:01 GMT
#61
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?


Psionic units are the Sentry, High Templar, Dark Templar, Archon, Warp Prism, Mothership, Ghost, Queen, Infestor. So maybe their reasoning is so that Z can still fungal Colossi, but not Archons and Mothership? This would also buff WP harassment a little.
Nisi Ego Quis (RF)
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
November 18 2012 09:30 GMT
#62
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?

No, psionic units will not be affected by fungal making it so that it actually has a counter.
ok
pmp10
Profile Joined April 2012
3353 Posts
November 18 2012 09:50 GMT
#63
On November 18 2012 18:01 GeorgiusRex wrote:
Show nested quote +
On November 18 2012 15:08 pmp10 wrote:
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?


Psionic units are the Sentry, High Templar, Dark Templar, Archon, Warp Prism, Mothership, Ghost, Queen, Infestor. So maybe their reasoning is so that Z can still fungal Colossi, but not Archons and Mothership? This would also buff WP harassment a little.

How much difference unfungable archons can make?
If anything it's the sentries that will be most affected making sniping with chain-fungals impossible.
And all that will do is make immortal/sentry more powerful.
Ramiz1989
Profile Joined July 2012
12124 Posts
November 18 2012 10:04 GMT
#64
On November 18 2012 18:50 pmp10 wrote:
Show nested quote +
On November 18 2012 18:01 GeorgiusRex wrote:
On November 18 2012 15:08 pmp10 wrote:
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?


Psionic units are the Sentry, High Templar, Dark Templar, Archon, Warp Prism, Mothership, Ghost, Queen, Infestor. So maybe their reasoning is so that Z can still fungal Colossi, but not Archons and Mothership? This would also buff WP harassment a little.

How much difference unfungable archons can make?
If anything it's the sentries that will be most affected making sniping with chain-fungals impossible.
And all that will do is make immortal/sentry more powerful.

A lot, since counters to Archons are Roaches with Infestors, Roaches have 1 more range than Archons, and with Fungal you just destroy them. With them being unaffected by Fungal, we might see again Zealots with Archons and HTs in PvZ. And everything that can't be affected by Fungal anymore will get serious buff.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Deleted User 261926
Profile Joined April 2012
960 Posts
November 20 2012 16:02 GMT
#65
Fungal not hitting psionic sounds like a lame joke to me. This effectively means that zerg can't touch protoss army before broodlords are out. Warp prism will need corruptors or mutalisks and this really hurts (warp prism harrass can come way before the usual spire timing so zergs are compelled to painfully spend 200 200 only to counter a low cost unit). Sentries will be even stronger (maybe they thought they weren't important enough?) since z won't be able to kill them until they are out of force fields. Also it is to note that all this comes while Browder says that sentry-immortal all-in does not require any fixes (while , in reality, it's exactly like in morrow's thread).

I do agree a small nerf should hit infestors but surely not the one that would make already borderline op units stronger nor cheap units very cost effective.
xPrimuSx
Profile Joined January 2012
95 Posts
November 21 2012 02:47 GMT
#66
I think it would be better to give Fungal diminishing returns then to just up and make a unit type immune (although I'm fine with Interceptors being rendered immune to Fungal). Make it so that units affected by Fungal gain a Spore marker, like the Acid Spores the Devourer had. Each Spore (max of 2) reduces the amount of time that Fungal roots the target by 1 second (damage will still occur over the entire spell time). The Spores expire 2 seconds after the Fungal that granted them does. Chain Fungaling can still be done, but at greater cost to the Zerg. If instead the Zerg player wants to let the Spores expire, then the opposing player has gained a small window to do something to mitigate the incoming Fungal.
Serpico
Profile Joined May 2010
4285 Posts
November 21 2012 03:34 GMT
#67
On November 21 2012 01:02 Karpfen wrote:
Fungal not hitting psionic sounds like a lame joke to me. This effectively means that zerg can't touch protoss army before broodlords are out. Warp prism will need corruptors or mutalisks and this really hurts (warp prism harrass can come way before the usual spire timing so zergs are compelled to painfully spend 200 200 only to counter a low cost unit). Sentries will be even stronger (maybe they thought they weren't important enough?) since z won't be able to kill them until they are out of force fields. Also it is to note that all this comes while Browder says that sentry-immortal all-in does not require any fixes (while , in reality, it's exactly like in morrow's thread).

I do agree a small nerf should hit infestors but surely not the one that would make already borderline op units stronger nor cheap units very cost effective.

Seems like an ugly way to try to balance it to me...just too brute force of a method.
LockeTazeline
Profile Blog Joined June 2012
2390 Posts
November 21 2012 04:48 GMT
#68
On November 21 2012 11:47 xPrimuSx wrote:
I think it would be better to give Fungal diminishing returns then to just up and make a unit type immune (although I'm fine with Interceptors being rendered immune to Fungal). Make it so that units affected by Fungal gain a Spore marker, like the Acid Spores the Devourer had. Each Spore (max of 2) reduces the amount of time that Fungal roots the target by 1 second (damage will still occur over the entire spell time). The Spores expire 2 seconds after the Fungal that granted them does. Chain Fungaling can still be done, but at greater cost to the Zerg. If instead the Zerg player wants to let the Spores expire, then the opposing player has gained a small window to do something to mitigate the incoming Fungal.


That solves chain fungaling, but that's only half the problem. Imo it would be better just to have fungal start out as root and have the effect wear off as the spell goes on.
dgwow
Profile Blog Joined December 2010
Canada1024 Posts
Last Edited: 2012-11-21 05:05:26
November 21 2012 05:03 GMT
#69
IMO colossus and siege tanks should be next in line to get some good looks by the balance team. Doubt it happens though. Also, couldnt they have just made fungal a projectile and reduced the strength of infested terrans? I could see the psionic change zerg even worse in mid-game.
Don't let those anti-cheese advocates tell you what to do. Rush to meet life head on!
MoonCricket
Profile Joined September 2011
222 Posts
November 21 2012 06:52 GMT
#70
I don't think "immunity" will be the final balance decision, I think "immunity" will be just to test how much Fungal Growth plays a roll in the ZvP and ZvT match ups and whether or not Zerg can live without it. It's more likely they'll experiment with increasing the range of Feedback and EMP or decreasing the range of Fungal Growth so the counters to Infestors, High Templars and Ghosts, don't have to A-move into Fungal Growth range before they can cast their equivalent spells.

If they decreased the range of Fungal Growth, made fungal growth a projectile and replaced the snare with a slow it'd be a much more micro intensive ability with a clear counter. Making Psionic immune to Fungal Growth is just really shitty game design, I just shook my head when Dustin Browder said they'd make Psionic immune to Fungal Growth but it'd be "weird" if they made Interceptors immune to Fungal Growth, they have some pretty ass backwards standards at Blizzard.
papaz
Profile Joined December 2009
Sweden4149 Posts
November 21 2012 06:57 GMT
#71
Balance or no balance, designwisenot being able to transform between hellions and hellbats sounds like an awful idea.

Finally hellions sounded like they could become useful more than for harassing and used a longer period of time in game.

Mataza
Profile Blog Joined August 2010
Germany5364 Posts
November 21 2012 07:19 GMT
#72
On November 18 2012 18:01 GeorgiusRex wrote:
Show nested quote +
On November 18 2012 15:08 pmp10 wrote:
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?


Psionic units are the Sentry, High Templar, Dark Templar, Archon, Warp Prism, Mothership, Ghost, Queen, Infestor. So maybe their reasoning is so that Z can still fungal Colossi, but not Archons and Mothership? This would also buff WP harassment a little.

It´s not going to be just a little.
Warp prisms cannot be caught with infestor anymore, but more importantly Dark Templar will likely not get revealed by Fungal. I have no idea how strong this is going to be, but it sounds strong to me.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
xPrimuSx
Profile Joined January 2012
95 Posts
November 22 2012 03:09 GMT
#73
On November 21 2012 13:48 LockeTazeline wrote:
Show nested quote +
On November 21 2012 11:47 xPrimuSx wrote:
I think it would be better to give Fungal diminishing returns then to just up and make a unit type immune (although I'm fine with Interceptors being rendered immune to Fungal). Make it so that units affected by Fungal gain a Spore marker, like the Acid Spores the Devourer had. Each Spore (max of 2) reduces the amount of time that Fungal roots the target by 1 second (damage will still occur over the entire spell time). The Spores expire 2 seconds after the Fungal that granted them does. Chain Fungaling can still be done, but at greater cost to the Zerg. If instead the Zerg player wants to let the Spores expire, then the opposing player has gained a small window to do something to mitigate the incoming Fungal.


That solves chain fungaling, but that's only half the problem. Imo it would be better just to have fungal start out as root and have the effect wear off as the spell goes on.

Well chain fungaling is the main problem. A skill like Fungal that roots a target for 4 seconds and does half the damage of Storm isn't anything major, its strong certainly, but not game breaking. The issue with Fungal is that you can use it to lock units in place permanently, or at least until the Zerg runs out of energy/the units die. Without chain fungals, the opposing player actually has the chance to respond, which is really all I think needs to happen.
willoc
Profile Joined February 2011
Canada1530 Posts
November 23 2012 00:13 GMT
#74
Probably should get this thread moved out of the HOTS subforum.
Be bold and mighty forces will come to your aid!
XxJuicexX
Profile Joined April 2011
United States48 Posts
November 23 2012 14:38 GMT
#75
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 23 2012 14:54 GMT
#76
On November 23 2012 09:13 willoc wrote:
Probably should get this thread moved out of the HOTS subforum.


Most if not all of these changes are targeted for HOTS.
MMA: The true King of Wings
therockmanxx
Profile Joined July 2010
Peru1174 Posts
November 23 2012 15:10 GMT
#77
So aparently SC2 is lame :/
Tekken ProGamer
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2012-11-23 15:17:28
November 23 2012 15:13 GMT
#78
On November 23 2012 23:38 XxJuicexX wrote:
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.

Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
XxJuicexX
Profile Joined April 2011
United States48 Posts
November 23 2012 16:17 GMT
#79
On November 24 2012 00:13 Ramiz1989 wrote:
Show nested quote +
On November 23 2012 23:38 XxJuicexX wrote:
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.

Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem.


Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else.
Murkury
Profile Joined July 2011
Canada63 Posts
November 23 2012 16:54 GMT
#80
On November 24 2012 01:17 XxJuicexX wrote:
Show nested quote +
On November 24 2012 00:13 Ramiz1989 wrote:
On November 23 2012 23:38 XxJuicexX wrote:
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.

Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem.


Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else.



Zealot Charge:
-Auto cast ability
-Attacks nearest enemy
-Blocked by friendly unit collision

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units

I'm sorry, but you really couldn't be more wrong lol.
"VRAUUUUUUOOO" - Overlord
XxJuicexX
Profile Joined April 2011
United States48 Posts
November 23 2012 16:58 GMT
#81
On November 24 2012 01:54 Murkury wrote:
Show nested quote +
On November 24 2012 01:17 XxJuicexX wrote:
On November 24 2012 00:13 Ramiz1989 wrote:
On November 23 2012 23:38 XxJuicexX wrote:
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.

Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem.


Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else.



Zealot Charge:
-Auto cast ability
-Attacks nearest enemy
-Blocked by friendly unit collision

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units

I'm sorry, but you really couldn't be more wrong lol.

Its still the same concept
Murkury
Profile Joined July 2011
Canada63 Posts
November 23 2012 17:03 GMT
#82
On November 24 2012 01:58 XxJuicexX wrote:
Show nested quote +
On November 24 2012 01:54 Murkury wrote:
On November 24 2012 01:17 XxJuicexX wrote:
On November 24 2012 00:13 Ramiz1989 wrote:
On November 23 2012 23:38 XxJuicexX wrote:
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.

Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem.


Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else.



Zealot Charge:
-Auto cast ability
-Attacks nearest enemy
-Blocked by friendly unit collision

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units

I'm sorry, but you really couldn't be more wrong lol.

Its still the same concept


Please, is that really all you have to say? Marines and stalkers both go "pew pew." Same concept, completely different role. Try again.
"VRAUUUUUUOOO" - Overlord
XxJuicexX
Profile Joined April 2011
United States48 Posts
November 23 2012 17:05 GMT
#83
On November 24 2012 02:03 Murkury wrote:
Show nested quote +
On November 24 2012 01:58 XxJuicexX wrote:
On November 24 2012 01:54 Murkury wrote:
On November 24 2012 01:17 XxJuicexX wrote:
On November 24 2012 00:13 Ramiz1989 wrote:
On November 23 2012 23:38 XxJuicexX wrote:
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.

Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem.


Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else.



Zealot Charge:
-Auto cast ability
-Attacks nearest enemy
-Blocked by friendly unit collision

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units

I'm sorry, but you really couldn't be more wrong lol.

Its still the same concept


Please, is that really all you have to say? Marines and stalkers both go "pew pew." Same concept, completely different role. Try again.

Why you mad though? The charge ability is used to get close to your enemy. But again, why are you mad?
Murkury
Profile Joined July 2011
Canada63 Posts
November 23 2012 17:08 GMT
#84
On November 24 2012 02:05 XxJuicexX wrote:
Show nested quote +
On November 24 2012 02:03 Murkury wrote:
On November 24 2012 01:58 XxJuicexX wrote:
On November 24 2012 01:54 Murkury wrote:
On November 24 2012 01:17 XxJuicexX wrote:
On November 24 2012 00:13 Ramiz1989 wrote:
On November 23 2012 23:38 XxJuicexX wrote:
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.

Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem.


Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else.



Zealot Charge:
-Auto cast ability
-Attacks nearest enemy
-Blocked by friendly unit collision

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units

I'm sorry, but you really couldn't be more wrong lol.

Its still the same concept


Please, is that really all you have to say? Marines and stalkers both go "pew pew." Same concept, completely different role. Try again.

Why you mad though? The charge ability is used to get close to your enemy. But again, why are you mad?


Ah, so I see you've finally realized how retarded you are and now you're trying to sound like you've been trolling all along to cover it up. Such a pity, I expected more of an effort to come from you .


User was warned for this post
"VRAUUUUUUOOO" - Overlord
XxJuicexX
Profile Joined April 2011
United States48 Posts
November 23 2012 17:57 GMT
#85
On November 24 2012 02:08 Murkury wrote:
Show nested quote +
On November 24 2012 02:05 XxJuicexX wrote:
On November 24 2012 02:03 Murkury wrote:
On November 24 2012 01:58 XxJuicexX wrote:
On November 24 2012 01:54 Murkury wrote:
On November 24 2012 01:17 XxJuicexX wrote:
On November 24 2012 00:13 Ramiz1989 wrote:
On November 23 2012 23:38 XxJuicexX wrote:
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.

Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem.


Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else.



Zealot Charge:
-Auto cast ability
-Attacks nearest enemy
-Blocked by friendly unit collision

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units

I'm sorry, but you really couldn't be more wrong lol.

Its still the same concept


Please, is that really all you have to say? Marines and stalkers both go "pew pew." Same concept, completely different role. Try again.

Why you mad though? The charge ability is used to get close to your enemy. But again, why are you mad?


Ah, so I see you've finally realized how retarded you are and now you're trying to sound like you've been trolling all along to cover it up. Such a pity, I expected more of an effort to come from you .

What is a troll? Anyways no need to be depressed. This is just a forum. I'll give you time to think about it, but don't be mad if you respond.
Joner
Profile Joined June 2011
51 Posts
November 25 2012 16:06 GMT
#86
Personally, there's really only one buff to Terran that I would really, really like to see and that's to the Siege tank. At first I thought a damage buff would've been suitable but I reckon a lower supply cost and slightly lower resource cost would make for a more interesting change. The reason being that more units = more fun so rather than having strong single tanks I'd rather see more of them, spread out across the board, defending expansions etc.

Against Protoss, this would just simply make mech stronger as it is a direct buff to a core mech unit and perhaps more viable.

In TvZ zerg now has the viper with blinding cloud, which is just another hard counter to the tank like so many before, so not only does zerg have a good response to the siege tank, even if it were to be stronger/buffed, but also quite necessary for tank viability in the matchup.
pivor
Profile Joined October 2012
Poland198 Posts
November 25 2012 16:30 GMT
#87
Source of medivac/hellbat changes please? Sounds retarded imo.
:F
TheLunatic
Profile Joined February 2011
309 Posts
November 25 2012 16:35 GMT
#88
im ready to see some existing unit changes already, when is the next patch supposed to hit..........we need more balance testings asap, march is right around the corner.
Crawdad
Profile Joined September 2012
614 Posts
November 25 2012 21:59 GMT
#89
On November 24 2012 01:54 Murkury wrote:
Zealot Charge:
-Auto cast ability
-Attacks nearest enemy
-Blocked by friendly unit collision

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units

I'm sorry, but you really couldn't be more wrong lol.


Question, does the burrow charge attack deal the same damage as normal? Or does it do full damage in a wider radius?
ForwardUntoDawn
Profile Joined May 2012
United States10 Posts
Last Edited: 2012-11-26 01:11:19
November 26 2012 01:10 GMT
#90
Is anyone else as worried about TvT as I am? Reapers are butchering any sort of build diversity, and it's a tad frightening to see the Devs. talking about Reapers like they're "successful" or that they may even need buffs.

From my experience you either go Reapers or you metagame and go blind marauders + sim city to defend vs Reapers. Basically any other build is an instant loss and an FE is suicide.
That, and they're still useless in TvP and TvZ due to MSC and Queens.
Are others having the same issues?

EDIT: I'm talking about the Beta here, btw.
Esse Quam Videri
Crawdad
Profile Joined September 2012
614 Posts
November 26 2012 01:42 GMT
#91
On November 26 2012 10:10 ForwardUntoDawn wrote:
Is anyone else as worried about TvT as I am? Reapers are butchering any sort of build diversity, and it's a tad frightening to see the Devs. talking about Reapers like they're "successful" or that they may even need buffs.


Actually, they do need buffs, because it's ridiculous for a unit to be useful only in early game TvT.
monk
Profile Blog Joined May 2009
United States8476 Posts
November 26 2012 23:21 GMT
#92
Hey, I didn't see you mention anything about the Phoenix or Mutalisk. After my interview with Dustin Browder, he told us that they were looking into changes with these units plus the Void Ray. The most official comment on this is in the following link, but I actually wrote that OP anyways, so.... =P

http://www.teamliquid.net/forum/viewmessage.php?topic_id=383169
Moderator
Decendos
Profile Joined August 2011
Germany1341 Posts
November 27 2012 18:49 GMT
#93
http://eu.battle.net/sc2/en/forum/topic/5966448412

david kim talking about giving hydras lairtechspeed and increase mutaspeed + acceleration.

awesome news! :D
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 27 2012 19:04 GMT
#94
Dayvie also talks more about buffing underused units in a recent post.

That comparison with BW and HotS new unit adds are pretty interesting.

On top of that, the next thing on our list for the beta is to take a pass at units that have been phased out as well as units that aren't being used that much. Both of these areas we feel can change up the game. For example, if a unit that's almost never used in Wings is changed to be useful in HotS, we feel it's just as big of a win.

We're looking at potentially changing up units like Voidray or Raven. And also looking at bringing back things like heavy Mutalisk usage, heavy medivac drop based play, or stronger Banshee/DT viability.

Please let us know if you guys have suggestions on this area.


http://eu.battle.net/sc2/en/forum/topic/5966308311#17
ㅇㅅㅌㅅ
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-11-27 19:07:31
November 27 2012 19:05 GMT
#95
Thanks monk and Descendos! Added Hydralisk, Phoenix and Mutalisk to the op.

Lair tech hydra speed is a good step, not sure if enough though if they are going ahead and make fungal projectile.

Edit: @eviltomahawk wow, that's really ambitious. Looks like they are trying to promote agressive styles (in their examples anyways) and that caters to my tastes so I'm happy
MMA: The true King of Wings
kcdc
Profile Blog Joined April 2010
United States2311 Posts
November 27 2012 21:56 GMT
#96
Pleeeeaaase no to stronger mutas. They're already way harder for me to beat than broodlords.
Decendos
Profile Joined August 2011
Germany1341 Posts
November 27 2012 22:28 GMT
#97
yeah they shouldnt buff mutaspeed. take away hitting air and cloaked from mine finally (while removing spore change and MsC detection change) and buff the muta in another way. not the unit itself needs a buff but it needs to be possible to build only 8-10 mutas if you want and be effective with it. maybe let mutas morph into corruptors or vipers so going mutatech is less "all or nothing".
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 27 2012 22:33 GMT
#98
On November 28 2012 03:49 Decendos wrote:
http://eu.battle.net/sc2/en/forum/topic/5966448412

david kim talking about giving hydras lairtechspeed and increase mutaspeed + acceleration.

awesome news! :D


that feel when flock of mutas gets nuked by 2 widow mines
starleague forever
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 27 2012 22:40 GMT
#99
On November 28 2012 07:33 a176 wrote:
Show nested quote +
On November 28 2012 03:49 Decendos wrote:
http://eu.battle.net/sc2/en/forum/topic/5966448412

david kim talking about giving hydras lairtechspeed and increase mutaspeed + acceleration.

awesome news! :D


that feel when flock of mutas gets nuked by 2 widow mines


You should avoid those or send one muta in first if you think its a trap. Then those widowmines are extra dumb and easy to kill.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Decendos
Profile Joined August 2011
Germany1341 Posts
November 27 2012 22:42 GMT
#100
On November 28 2012 07:40 Plansix wrote:
Show nested quote +
On November 28 2012 07:33 a176 wrote:
On November 28 2012 03:49 Decendos wrote:
http://eu.battle.net/sc2/en/forum/topic/5966448412

david kim talking about giving hydras lairtechspeed and increase mutaspeed + acceleration.

awesome news! :D


that feel when flock of mutas gets nuked by 2 widow mines


You should avoid those or send one muta in first if you think its a trap. Then those widowmines are extra dumb and easy to kill.


lol so 1 mine for 25 gas only kills 1 muta for 100 gas..."great" exchange lol. they dont need to buff mutas but nerf mine hitting air and cloaked. thats just completely stupid and since everybody in the community says that and blizzard seems to listen a lot in the last weeks i think there is a very realistic chance that mines hitting air and cloaked will be removed and their supply buffed to 0,5 or 1.
LOLItsRyann
Profile Joined April 2011
England551 Posts
November 27 2012 22:46 GMT
#101
On November 24 2012 02:08 Murkury wrote:
Show nested quote +
On November 24 2012 02:05 XxJuicexX wrote:
On November 24 2012 02:03 Murkury wrote:
On November 24 2012 01:58 XxJuicexX wrote:
On November 24 2012 01:54 Murkury wrote:
On November 24 2012 01:17 XxJuicexX wrote:
On November 24 2012 00:13 Ramiz1989 wrote:
On November 23 2012 23:38 XxJuicexX wrote:
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.

Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem.


Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else.



Zealot Charge:
-Auto cast ability
-Attacks nearest enemy
-Blocked by friendly unit collision

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units

I'm sorry, but you really couldn't be more wrong lol.

Its still the same concept


Please, is that really all you have to say? Marines and stalkers both go "pew pew." Same concept, completely different role. Try again.

Why you mad though? The charge ability is used to get close to your enemy. But again, why are you mad?


Ah, so I see you've finally realized how retarded you are and now you're trying to sound like you've been trolling all along to cover it up. Such a pity, I expected more of an effort to come from you .


User was warned for this post


Murkury was warned for this? Um okay. Whatever. Murkury is 100% right. He made a complete comparison between the 2 abilities pointing out the differences, which are many. Then juice boy goes all "why you mad why you mad?" mode, and then... Actually I can understand how pointless it is trying to explain. I'm downright mind fucked by the warning.

ANYWAY, Yeah, Charge and Burrow Charge are similar in name and role (closing the distance). However, the steps taken and the way they achieve said role are very different.
EG<3
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
November 27 2012 23:10 GMT
#102
You can be right and remain civil, without offenses. Calling someone a retard is clearly stepping the line.
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
gDubS91
Profile Joined August 2011
United States22 Posts
November 27 2012 23:52 GMT
#103
Im just curious, has blizzard said anything about changing up the units more? specifically the raven and thor cause im a terran and nothing will change that, and tbh it seems like those are the two units that need the most work right now.
=D
Ry2D2
Profile Blog Joined June 2012
United States429 Posts
November 28 2012 03:19 GMT
#104
In terms of the corruptor changes I feel like the corruption ability is underused but yet it could be removed. The boring counter analogy could be extended to vikings only difference is vikings can land and do a bit of harass that way.
Also, the overseer has some cool abilities in my opinion(like contaminate) but zergs just don't seem to use it a lot in pro play, Ravens also aren't used a lot in pro play unless you're IM_MVP going up against IM_NesTea I think it was and he mass ravened and seeker missiled vs bl infestor. Raven auto turret harass is underused too i think. I use raven pretty frequently and successfully on ladder no problem.
Ry2D2
Profile Blog Joined June 2012
United States429 Posts
November 28 2012 03:22 GMT
#105
On November 28 2012 07:46 LOLItsRyann wrote:

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units


I didn't know ultralisk charge was a manual cast. It's coolness level just went up by over 9000. Hope blizz doesn't remove it (I heard they were thinking about it recently)
juicyjames *
Profile Joined August 2011
United States3815 Posts
November 28 2012 04:12 GMT
#106
We don't have anything [specific] yet [for the Void Ray]. We tried some stuff today that didn't really work. We will post if and when we get something that seems OK.

-Dustin Browder
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 28 2012 17:53 GMT
#107
Wow, thanks so much for making this and keeping it updated. Looking through the forums for blue posts can be a pain in the ass. This work is very much appreciated.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Decendos
Profile Joined August 2011
Germany1341 Posts
November 28 2012 18:50 GMT
#108
this site might help you a lot:

http://www.blizzposts.com/tracker/sc2/en/

every new blue post listed there
barwick11
Profile Joined July 2012
44 Posts
November 29 2012 14:17 GMT
#109
Regarding void rays... you *never* see them PvT because Terrans are forced to make the counter to VR's (mass marines) EVERY single game. You make mech viable vs Protoss (whack BC's and Thor's energy bars and put same/new abilities on a cooldown) and you make VR's viable vs Terran instantly overnight.

Honestly guys, if Ultras and BL's had an energy bar, do you think that *might* change the PvZ metagame... um... instantly? I think it's an easy decision.
Ramiz1989
Profile Joined July 2012
12124 Posts
November 29 2012 15:40 GMT
#110
On November 28 2012 12:22 Ry2D2 wrote:
Show nested quote +
On November 28 2012 07:46 LOLItsRyann wrote:

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units


I didn't know ultralisk charge was a manual cast. It's coolness level just went up by over 9000. Hope blizz doesn't remove it (I heard they were thinking about it recently)

Nah, they were thinking about nerfing it, not removing it entirely.

I like the concept of Burrow Charge, it needs some tweaks, the animation isn't actually pleasant to the eye, but it definitely makes Ultras more viable.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
wassup
Profile Joined November 2011
17 Posts
November 29 2012 15:47 GMT
#111
they really should add sh to hydra den coz when i throw that inf pit i always find myself making infestors anyways. plus they can synergize well with hydras. apply pressure with hydra dps behind locust waves till you break them apart...
The_Darkness
Profile Joined December 2011
United States910 Posts
November 29 2012 16:04 GMT
#112
Thanks for taking the time to put this together. It's really informative.

I think Blizzard is generally on the right track with just about all of the changes (where they actually hinted where they might change a unit) and things they're thinking about changing. Good job DB and DK.
To be is to be the value of a bound variable.
The_Darkness
Profile Joined December 2011
United States910 Posts
November 29 2012 16:10 GMT
#113
On November 21 2012 13:48 LockeTazeline wrote:
Show nested quote +
On November 21 2012 11:47 xPrimuSx wrote:
I think it would be better to give Fungal diminishing returns then to just up and make a unit type immune (although I'm fine with Interceptors being rendered immune to Fungal). Make it so that units affected by Fungal gain a Spore marker, like the Acid Spores the Devourer had. Each Spore (max of 2) reduces the amount of time that Fungal roots the target by 1 second (damage will still occur over the entire spell time). The Spores expire 2 seconds after the Fungal that granted them does. Chain Fungaling can still be done, but at greater cost to the Zerg. If instead the Zerg player wants to let the Spores expire, then the opposing player has gained a small window to do something to mitigate the incoming Fungal.


That solves chain fungaling, but that's only half the problem. Imo it would be better just to have fungal start out as root and have the effect wear off as the spell goes on.



I like that type of solution the best. It will allow players to micro out of it (a bit depending on how fast the effects wear off) and it will still allow for chain fungals, except that the zerg will have to spend a lot more energy to make it happen. I'd also be OK if they simply made the ghost and HT immune to the spell; I think you would see a big difference if that were the case especially in tvz.
To be is to be the value of a bound variable.
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
November 29 2012 16:30 GMT
#114
Hydras really dont need changes in HOTS. Speed at lair would be fine I think, but in terms of DPS they definitely dont. In combination with Vipers, I have seen Hydras tear apart tank lines, bio balls and Battlecruisers on LZgamers stream. I think they just need the movement speed upgrade sooner.
"losers always whine about their best, Winners go home and fuck the prom queen"
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 29 2012 17:26 GMT
#115
On November 30 2012 01:30 Darpa wrote:
Hydras really dont need changes in HOTS. Speed at lair would be fine I think, but in terms of DPS they definitely dont. In combination with Vipers, I have seen Hydras tear apart tank lines, bio balls and Battlecruisers on LZgamers stream. I think they just need the movement speed upgrade sooner.


You also need to take into account that Infestors are getting nerfs, Fungal is nerfed, Neural is on the chopping blocks, Infested Terrans might change as well. So Hydralisks need to fill in new roles in Lair tech.
MMA: The true King of Wings
Honeybadger
Profile Joined August 2010
United States821 Posts
Last Edited: 2012-11-29 23:10:14
November 29 2012 23:08 GMT
#116
I just hope force field and fungal growth as a stun are completely removed. Get the fuck rid of things that reduce/limit micro.

Also remove zealot charge and replace it with speed...
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
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