HotS balance update #8 - Page 108
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s3rp
Germany3192 Posts
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SarcasmMonster
3136 Posts
Hopefully the nerf is to build speed. IMO it comes out too fast. If it take longer to build, then you have more time to prepare for it and there is a bigger tradeoff because it occupies more Nexus time. | ||
RinconH
United States512 Posts
Thank you Blizzard, I think this patch is a big step in the right direction and I am enjoying playing it. | ||
Qikz
United Kingdom12022 Posts
On December 11 2012 22:21 Killmouse wrote: Mech ghost is the new meta in tvp, oracle timewarp to stronk vs bio I wouldn't say either of those are true. A lot of people on ladder are playing mech to try it out, but higher level players are all still playing bio. | ||
wongfeihung
United States763 Posts
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Railxp
Hong Kong1313 Posts
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Qikz
United Kingdom12022 Posts
On December 12 2012 03:13 wongfeihung wrote: Quick question: Does the Thor's new High-Impact Payload attack do splash damage? Nope, single target. ^^ | ||
Zergrusher
United States562 Posts
On December 12 2012 03:14 Railxp wrote: noooooo! burrow charge!!!!!! ![]() ![]() ![]() Don't worry it was a gimmic anyways. what blizzard should do for the ultralisk is this: Increase HP to 600 Increase damage to 40 and make the splash damage 50% For scaling Give it +4 attack per melee upgrade. For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost. A deathball egager and in some cases killer. Remember what ultras did in BW? Exactly, they Charged head on into deathballs and when they Hit something, they hit something hard. | ||
Plansix
United States60190 Posts
On December 12 2012 02:27 s3rp wrote: The MSC is probably going to need a nerf offensivly if Blizzard wants to make Reaper openings viable against Toss. Build more then 1 and you die to the first few Stalkers and the MSC. Thanks to the MSC you can't really wall anymore anyway ( everytime i walled my opponent just went with the first few Stalkers and the MSC there and killed my wall , hell even Widow mines are useless against this because the stupid MSC reveals them ) .I just had a game where the Toss ran with his first Stalker , Zealot and the MSC past my bunker with a few Marines and the Reaper and started killing my workers . Not to mention just a handful of marines barely beat it which is fine defensivly offensivly not so much at least not this early in the game. I have enjoyed playing against the reaper openings, rather than the standard 1 rax FE. They seem to provide way more scouting for the terran and don't feel either side is spending more "actions" dealing with the others harassment. I don't think I would need a MCS core super early to hold them off, so they could nerf the build time a bit. I dont want to see the detection removed, because I want stargate to be viable vs all of the races, and the detection on the MCS lets that be possible. They can buff the widow mine until it is fully useful instead. | ||
AcrossFiveJulys
United States3612 Posts
On December 12 2012 03:20 Zergrusher wrote: Don't worry it was a gimmic anyways. what blizzard should do for the ultralisk is this: Increase HP to 600 Increase damage to 40 and make the splash damage 50% For scaling Give it +4 attack per melee upgrade. For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost. A deathball egager and in some cases killer. Remember what ultras did in BW? Exactly, they Charged head on into deathballs and when they Hit something, they hit something hard. You are thinking of zerglings. Ultras in bw were support units that soaked damage while dealing much less damage themselves. | ||
Ketch
Netherlands7285 Posts
Edit: I also messed with the region settings of diablo 3, maybe that's the cause? | ||
Cele
Germany4016 Posts
On December 12 2012 03:28 AcrossFiveJulys wrote: You are thinking of zerglings. Ultras in bw were support units that soaked damage while dealing much less damage themselves. quite right. Essentially in lategame pvz/zvt in ultras just tanked the damage in order to let the cracklings connect. Cracklings themselves were the big damage dealers. In zvt you had to add defilers to break the terran "deathball". good positioned tanks+ MMF ball is to my opinion the closest thing to deathball in bw. Though its not a deathball in sc2 sense ^^ | ||
Zergrusher
United States562 Posts
On December 12 2012 03:41 Cele wrote: quite right. Essentially in lategame pvz/zvt in ultras just tanked the damage in order to let the cracklings connect. Cracklings themselves were the big damage dealers. In zvt you had to add defilers to break the terran "deathball". good positioned tanks+ MMF ball is to my opinion the closest thing to deathball in bw. Though its not a deathball in sc2 sense ^^ But for the sake of how sc2 Deathballs work you know what i mean ![]() Deathball clumping means the clumped units have higher damage output per area Also If you understand upgrade scaling in relation to enemy armor you'll understand why 33% splash is very bad for the ultralisk especailly factoring in medivacs | ||
derpface
Sweden925 Posts
On December 12 2012 03:48 Zergrusher wrote: But for the sake of how sc2 Deathballs work you know what i mean ![]() Deathball clumping means the clumped units have higher damage output per area Also If you understand upgrade scaling in relation to enemy armor you'll understand why 33% splash is very bad for the ultralisk especailly factoring in medivacs You forgot Fungal | ||
Zergrusher
United States562 Posts
what do you mean? | ||
s3rp
Germany3192 Posts
On December 12 2012 03:22 Plansix wrote: I have enjoyed playing against the reaper openings, rather than the standard 1 rax FE. They seem to provide way more scouting for the terran and don't feel either side is spending more "actions" dealing with the others harassment. I don't think I would need a MCS core super early to hold them off, so they could nerf the build time a bit. I dont want to see the detection removed, because I want stargate to be viable vs all of the races, and the detection on the MCS lets that be possible. They can buff the widow mine until it is fully useful instead. I don't want the detection gone or anything , i'm just saying that widow mines don't provide defense against attacks early on in that case . The buildtime is my opinion is the probably the right way to change . It should be really noticeable so you if you get the MSC early you have to cut probes substantially . Something you'd optimally only wanna get if you're already saturated . It's not like Toss needs the MSC this early anyway. Especially if your opponent plays Reaper that still can't fight Stalkers and although are faster now still aren't THAT much faster than Stalkers. | ||
JDub
United States976 Posts
On December 12 2012 03:20 Zergrusher wrote: Don't worry it was a gimmic anyways. what blizzard should do for the ultralisk is this: Increase HP to 600 Increase damage to 40 and make the splash damage 50% For scaling Give it +4 attack per melee upgrade. For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost. A deathball egager and in some cases killer. Ultralisks are already very strong now in HOTS. You're saying that +100hp, +5dmg, +17% splash, and they won't be OP? wtf? | ||
SuperYo1000
United States880 Posts
On December 12 2012 04:02 JDub wrote: Ultralisks are already very strong now in HOTS. You're saying that +100hp, +5dmg, +17% splash, and they won't be OP? wtf? thinking same thing lol. With there standard damage now its just brutal. | ||
derpface
Sweden925 Posts
You can always combine ultras with Fungal, even now when Infestors actually are what they was meant to be, support units. | ||
Zergrusher
United States562 Posts
On December 12 2012 04:02 JDub wrote: Ultralisks are already very strong now in HOTS. You're saying that +100hp, +5dmg, +17% splash, and they won't be OP? wtf? ok if you think the ultralisk is "Strong" now with the New damage change in HOTS then you've been fooled Each damage and splash follows like this(per upgrade is included) Damage(+3 per upgrade) Splash(33%) no upgrade: 35,12 Level 1: 38,13 Level 2: 41,13 Level 3: 44,14 You know what? I think I am going to have to go do that giant In Depth Post talking about the ultralisk's damage and splash just so everyone sees the point. | ||
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