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On December 10 2012 23:50 ShamW0W wrote:Show nested quote +On December 10 2012 16:10 sagefreke wrote: Kinda wish they'd buff Zerg's tier 2 a little more. Besides ZvZ I've had to do a fast tech to tier 3 almost every game unless I'm doing an all in. Speed hydras aren't useful in ZvP without Viper support still. The Muta buff really hasn't made them all that more viable in ZvT, but since Infestors have been nerfed into the ground there's not really much else Zerg has for tier 2 harass.
That being said, I love the Ultra buff. Finally I won't have to witness Zealots soft counter Ultras. As a Zerg player that's my biggest gripe with HOTS right now. It's not about the balance for me, it's that it feels like I'm building the same units that I made in WoL every game. I watch Terran players with Widow Mines, Hellbats, and super medivacs and think "hey, I want to make some HOTS units". My only option is Swarm Host for 2/3 of the game which forces you into a pretty specific playstyle. Would love to see them give Zerg something at Hatch or Lair tech that actually changes how a Zerg player should think in different matchups. Right now, ZvZ is basically the same as WoL. It could use something fresh.  I find Hydras more usefull with the speedupgrade avaiable at tier 2. The hydra is not a new unit, but I still use it more than in Wol. With spores avialable at pool, I feel I have more flexibility to quicky morph some emergency anti air buildings. The zerg changes overall are small, but the race feels more complete.
I also think that we still have to explore the real potential of the viper.
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On December 12 2012 18:12 [F_]aths wrote:Show nested quote +On December 10 2012 23:50 ShamW0W wrote:On December 10 2012 16:10 sagefreke wrote: Kinda wish they'd buff Zerg's tier 2 a little more. Besides ZvZ I've had to do a fast tech to tier 3 almost every game unless I'm doing an all in. Speed hydras aren't useful in ZvP without Viper support still. The Muta buff really hasn't made them all that more viable in ZvT, but since Infestors have been nerfed into the ground there's not really much else Zerg has for tier 2 harass.
That being said, I love the Ultra buff. Finally I won't have to witness Zealots soft counter Ultras. As a Zerg player that's my biggest gripe with HOTS right now. It's not about the balance for me, it's that it feels like I'm building the same units that I made in WoL every game. I watch Terran players with Widow Mines, Hellbats, and super medivacs and think "hey, I want to make some HOTS units". My only option is Swarm Host for 2/3 of the game which forces you into a pretty specific playstyle. Would love to see them give Zerg something at Hatch or Lair tech that actually changes how a Zerg player should think in different matchups. Right now, ZvZ is basically the same as WoL. It could use something fresh.  I find Hydras more usefull with the speedupgrade avaiable at tier 2. The hydra is not a new unit, but I still use it more than in Wol. With spores avialable at pool, I feel I have more flexibility to quicky morph some emergency anti air buildings. The zerg changes overall are small, but the race feels more complete. I also think that we still have to explore the real potential of the viper.
Viper are really good for the game, they are not just good, they are making Z hard to play, which is really good. TvZ is really dynamic now, and as T i dont have to fear all game long when will the Z roll me whatever he wants to build.
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Not just very soon. "Super soon" :D
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On December 12 2012 20:34 DeCoup wrote:Not just very soon. "Super soon" :D
oh sorry. now that must be in the next few weeks then :D
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Surprising that they would push another patch so soon. "Super soon" sounds like it'll be out this week.
As a terran player the only change I'm expecting is some sort of nerf to medivac speed boost, its just out of control in the hands of a good player. At least make it cost 25 energy.
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Not sure what they will change actually. I think medivac speed being tied to cd only is a bit too strong, but my guess is they will make it a upgrade rather than tie it up with energy.
I really hope they don't revert the vehicule and air upgrades being as one. I really like this change, even as a Bio player.
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maybe some slight nydus, overlorddrop and burrow movement buffs. and air removed from widow mine. that would be so awesome ^^
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Well Lets wait and see, Because patch 8 did alot of amazing things.
nothing more to say then that.
Hopefullly the BC and nydus(why not add in the 2 new nydus's?) gets some love
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On December 12 2012 22:30 Noocta wrote: Not sure what they will change actually. I think medivac speed being tied to cd only is a bit too strong, but my guess is they will make it a upgrade rather than tie it up with energy.
I really hope they don't revert the vehicule and air upgrades being as one. I really like this change, even as a Bio player. I'd find it cool if terrans could boost their medivacs, but that would slowly drain medivac energy. Makes for tough decisions, and tough decisions make for more opportunities to play smart.
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On December 12 2012 22:46 TigerKarl wrote:Show nested quote +On December 12 2012 22:30 Noocta wrote: Not sure what they will change actually. I think medivac speed being tied to cd only is a bit too strong, but my guess is they will make it a upgrade rather than tie it up with energy.
I really hope they don't revert the vehicule and air upgrades being as one. I really like this change, even as a Bio player. I'd find it cool if terrans could boost their medivacs, but that would slowly drain medivac energy. Makes for tough decisions, and tough decisions make for more opportunities to play smart.
+1
Once the warpgate was supposed to have longer cooldown then regular gates. It would be far cooler imo. Should i warp-in with longer cooldown or should i build regually and run all over the map? It would create more and harder decisions. Now warpgates are ALWAYS better then normal gates.
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On December 12 2012 22:46 TigerKarl wrote:Show nested quote +On December 12 2012 22:30 Noocta wrote: Not sure what they will change actually. I think medivac speed being tied to cd only is a bit too strong, but my guess is they will make it a upgrade rather than tie it up with energy.
I really hope they don't revert the vehicule and air upgrades being as one. I really like this change, even as a Bio player. I'd find it cool if terrans could boost their medivacs, but that would slowly drain medivac energy. Makes for tough decisions, and tough decisions make for more opportunities to play smart.
Even as Terran I agree tied it up with energy is a good decision. But Blizzard already said something in the line of " if it's too powerfull, we will make it an upgrade". :/
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Can someone tell me why are speedmedivac so OP?(ironic) Whats new?Only the time they reach? Have T lost Sensor towers or turrets?Marines got no stim anymore? Z got no mutas,spores,spines,overlords to spot them coming? P cant warp anymore? No cannons,HTs,blink stalkers??? The speed does nothing just help the drop escape maybe and move your enemy lil more.
Being a BETA I would wish to see warpgates with bigger cooldown than gates.It will be real cool change and will make the game very different.
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I'm really curious to see whats contained in the next balance patch. The last one was so huge and pretty recent, so it seems like it'd be difficult to truly gauge how balanced it was without more testing. As such, I hope that rather than nerfs or attempts to "balance" stuff that people haven't figured out in like a week, this patch just ramps up the awesome even more and lets the chips fall where they may. The last patch made a lot of units feel cool, powerful, really strong and fun to use. More of that please.
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On December 12 2012 23:19 Noocta wrote:Show nested quote +On December 12 2012 22:46 TigerKarl wrote:On December 12 2012 22:30 Noocta wrote: Not sure what they will change actually. I think medivac speed being tied to cd only is a bit too strong, but my guess is they will make it a upgrade rather than tie it up with energy.
I really hope they don't revert the vehicule and air upgrades being as one. I really like this change, even as a Bio player. I'd find it cool if terrans could boost their medivacs, but that would slowly drain medivac energy. Makes for tough decisions, and tough decisions make for more opportunities to play smart. Even as Terran I agree tied it up with energy is a good decision. But Blizzard already said something in the line of " if it's too powerfull, we will make it an upgrade". :/
Na, DK said that if timing issues arise, they will make it an upgrade
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On December 12 2012 23:34 Dvriel wrote: Can someone tell me why are speedmedivac so OP?(ironic) Whats new?Only the time they reach? Have T lost Sensor towers or turrets?Marines got no stim anymore? Z got no mutas,spores,spines,overlords to spot them coming? P cant warp anymore? No cannons,HTs,blink stalkers??? The speed does nothing just help the drop escape maybe and move your enemy lil more.
Being a BETA I would wish to see warpgates with bigger cooldown than gates.It will be real cool change and will make the game very different. Muta can't reach medivac anymore and witht the upgrade, zerg have a pretty hard time to stop the drop once the unit is out
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On December 13 2012 00:17 Toads wrote:Show nested quote +On December 12 2012 23:34 Dvriel wrote: Can someone tell me why are speedmedivac so OP?(ironic) Whats new?Only the time they reach? Have T lost Sensor towers or turrets?Marines got no stim anymore? Z got no mutas,spores,spines,overlords to spot them coming? P cant warp anymore? No cannons,HTs,blink stalkers??? The speed does nothing just help the drop escape maybe and move your enemy lil more.
Being a BETA I would wish to see warpgates with bigger cooldown than gates.It will be real cool change and will make the game very different. Muta can't reach medivac anymore and witht the upgrade, zerg have a pretty hard time to stop the drop once the unit is out
Mainly the ability as not depth at all. It's a 8s speedboost with a 20s cd. You just hit it everytime it's off CD so your medivac move faster. And it stop there.
It's not really OP, but it's something medivac didn't really need to be this easy to be a good tool.
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Things I'd like to see in the new patch:
Medivac speed changed to use energy--promotes much harder decisions, while still expanding the utility of the Medivac.
Slight modification to Ultralisk--shrink the model size a bit (like was done with the Thor) and tweak the collision radius to make them easier to handle. Also, they may be a bit too strong in ZvZ, but this could be handled by removing Frenzied (which really only effects Infestors, since Graviton, Forcefield and Conc shells all don't work on massive anyway) or buffing Broodlord damage vs. massive.
A slight Muta buff that further encourages harass, maybe improved acceleration or health regen.
A slight buff to Thor's new HIP attack to make it useful in more situations--as it is, most of the units you'd use it against clump anyway so you're still better off with splash. HIP has the potential to make Thors more interesting by forcing choices about what mode to use and when to switch, but only if HIP is legitimately useful. I think a moderate damage buff would be in order. Also, it should be usable vs. Colossi when they are out of range of the ground attack, it doesn't make sense that it isn't and it would further help Terran mech vs Robo.
Tanks should receive some kind of upgrade to improve damage vs. shields. This would make them much less reliant on ghost support to deal with Protoss and thus enable more of a pure mech style, without effecting either the 1/1/1 timing or other matchups.
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