I do like most of the other ideas though.
The next major balance patch - David Kim - Page 18
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Masayume
Netherlands208 Posts
I do like most of the other ideas though. | ||
Rokit5
236 Posts
On December 04 2012 03:12 spbelky wrote: O Dayvie, such good intentions. But does he have the tools and knowledge to pull it off? Excacly what is was thinking. Im not too sure how much DB and DK understands about sc2. More than me for sure, but i just dont really trust them anymore.... :/ Hope everythings works out, so that sc2 will be fun once again... | ||
plgElwood
Germany518 Posts
Buff Bio in the late game - with the addition of new units in HotS, we feel Bio in the late game is a bit weak. fungal.Storm.Colossis. 2000 Free Marines for energy. Yes...its the new units that will make Bio look weak. | ||
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Whitewing
United States7483 Posts
On December 04 2012 20:43 Masayume wrote: I like how they mention that Pulsar Beam would overlap with Void Rays too much and that they want to turn the Oracle into more of a worker harasser. Now they will overlap with the Phoenix, as they are used extensively to reduce worker counts and control the game flow with constant threat of a fly-by. I do like most of the other ideas though. I'm hoping they change the phoenix to be honest, it's really only useful for a brief timing in PvZ and in PvP. Only time you ever see phoenix after the initial tech opener is in PvP when both players went for phoenix and are forced to keep making them. | ||
emanresU
Germany393 Posts
The way dayvie intends the changes here is great but still very vague i would like to know the way they want to buff terran at all. Anyway right intentions :D !! | ||
SgtSlick
Australia92 Posts
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Suikakuju
Germany238 Posts
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Imzoo
132 Posts
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doggy
Germany306 Posts
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doffe
Sweden636 Posts
On December 04 2012 20:55 plgElwood wrote: fungal.Storm.Colossis. 2000 Free Marines for energy. Yes...its the new units that will make Bio look weak. I love how you manage to, in a thread about HoTS change thats sound really awsome still manage to imply Imbalance in WoL :p. such a pointless post dude. The changes truly look in the right direction. If such things as these gets implemented Ill once again get excited about HoTS! Mech ground and Air combined sounds like a good idea. although I think they should Limit it to either attack or armor so that all races have 5 upgrades to focus on. Not that it needs to be the same but it might aswell be. I think air and ground weapons for mech should be the same and armor seperate. | ||
Umpteen
United Kingdom1570 Posts
Terran 1. Redesign Thor ability/Raven seeker missile Ravens now fire Thors. Thors now fire Ravens. 2. Push early game Reaper a bit more Free Reaper with every SCV produced. 3. Hellbats better against melee units, not necessarily better vs. Ranged. Passive ability: Long Stick. Prevents melee units getting in range to attack. 5. Buff Bio in the late game - with the addition of new units in HotS, we feel Bio in the late game is a bit weak. Bio upgrades now go to 11 6. Buff mech in general - we'd like to maybe test combining the vehicle and air upgrades at the armory. We're also combining the actual vehicles. Say hello to the Vithortankcruiser. Zerg 1. Hydralisk movement speed upgrade to Lair Hydralisk den moved to Hive 3. Ultralisk changed to be good vs. all ground Ultralisk cavern changed to Barracks. 4. Nerf Infestor quite heavily Got it covered. Protoss 2. Oracle - pulsar beam would now overlap too much with the new Voidray, so we'd like to change the Oracle to be more of a worker harasser. New channeled ability: Health and Safety Seminar. Prevents any useful work. Some workers commit suicide. | ||
-Archangel-
Croatia7457 Posts
![]() No changes to Colossi ![]() | ||
Qikz
United Kingdom12022 Posts
On December 04 2012 22:02 -Archangel- wrote: So, corrupters and overseers stay their boring selves ![]() No changes to Colossi ![]() This is only their first wave of changes remember. | ||
avilo
United States4100 Posts
What else changes with mech? It seems they have no idea what to do. Guess we wait and see now. | ||
Wildmoon
Thailand4189 Posts
On December 04 2012 22:02 -Archangel- wrote: So, corrupters and overseers stay their boring selves ![]() No changes to Colossi ![]() I actually think corruptor are the most boring thing in this planet and yet they play important role in zerg army. It would be better if they are boring but also useless. | ||
Umpteen
United Kingdom1570 Posts
On December 04 2012 22:11 Wildmoon wrote: I actually think corruptor are the most boring thing in this planet and yet they play important role in zerg army. It would be better if they are boring but also useless. I'd go the other way. If they were more interesting (as in, more versatile), it would make a more gradual transition to broodlords much more viable. In WoL there's this window of a few minutes where you don't want to fight because you're either banking money for a huge BL switch, or you're massing corruptors, or you're morphing BLs, and if you fight you'll just lose. If that window coincides with your opponent having to be passive (because you have a ton of infestors, or their army isn't maxed yet), the transition works and you probably win. If it coincides with your opponent being aggressive (because you made a bunch of roaches or mutas and your transition is delayed, or they harass and slow you down), the transition falls apart and they win. And if you don't transition, they usually win. It's rubbish because the part of the game that's supposed to be the epic finale is more often than not just a formality, playing out a result decided several minutes earlier. It would be much better if slowly adding in corruptors actually strengthened the Zerg army, rather than weakening it, so there wasn't this mad rush to transition while nobody's looking. | ||
Decendos
Germany1338 Posts
On December 04 2012 22:30 Umpteen wrote: I'd go the other way. If they were more interesting (as in, more versatile), it would make a more gradual transition to broodlords much more viable. In WoL there's this window of a few minutes where you don't want to fight because you're either banking money for a huge BL switch, or you're massing corruptors, or you're morphing BLs, and if you fight you'll just lose. If that window coincides with your opponent having to be passive (because you have a ton of infestors, or their army isn't maxed yet), the transition works and you probably win. If it coincides with your opponent being aggressive (because you made a bunch of roaches or mutas and your transition is delayed, or they harass and slow you down), the transition falls apart and they win. And if you don't transition, they usually win. It's rubbish because the part of the game that's supposed to be the epic finale is more often than not just a formality, playing out a result decided several minutes earlier. It would be much better if slowly adding in corruptors actually strengthened the Zerg army, rather than weakening it, so there wasn't this mad rush to transition while nobody's looking. yeah qxc talked about this. he suggested to give the corruptor a new ability that also hits ground units so you could use your leftover corruptors or pre BL corruptors to hit ground units. of course this wouldnt be a very strong attack/spell vs ground but at least somewhat useful like phoenix lift or ground vikings. | ||
DKR
United Kingdom622 Posts
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Godwrath
Spain10115 Posts
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Micro_Jackson
Germany2002 Posts
On December 04 2012 21:58 Umpteen wrote: Just for a bit of fun, what might some of the more ambiguous changes entail...? Terran 1. Redesign Thor ability/Raven seeker missile Ravens now fire Thors. Thors now fire Ravens. 2. Push early game Reaper a bit more Free Reaper with every SCV produced. 3. Hellbats better against melee units, not necessarily better vs. Ranged. Passive ability: Long Stick. Prevents melee units getting in range to attack. 5. Buff Bio in the late game - with the addition of new units in HotS, we feel Bio in the late game is a bit weak. Bio upgrades now go to 11 6. Buff mech in general - we'd like to maybe test combining the vehicle and air upgrades at the armory. We're also combining the actual vehicles. Say hello to the Vithortankcruiser. Zerg 1. Hydralisk movement speed upgrade to Lair Hydralisk den moved to Hive 3. Ultralisk changed to be good vs. all ground Ultralisk cavern changed to Barracks. 4. Nerf Infestor quite heavily Got it covered. Protoss 2. Oracle - pulsar beam would now overlap too much with the new Voidray, so we'd like to change the Oracle to be more of a worker harasser. New channeled ability: Health and Safety Seminar. Prevents any useful work. Some workers commit suicide. Dude thats brilliant!^^ | ||
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