HotS balance update #8 - Page 20
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Phil0s0pher
Australia317 Posts
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huha59
United States26 Posts
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Scila
Canada1849 Posts
Thors fixed - now give mech a viable anti-all-air option and designed very well to go with mech because it has to "siege" Ravens fixed - long range, faster movement speed on HSM Bio not as weak to aoe late game - the extra healing from Medivacs will allow bio to survive better against Colossus/HT/Fungal in late game Reapers useful early game in all matchups - the speed upgrade allows them to run away and avoid almost all combat units to continue harassing Armor upgrades - helps terran late game mech/air immensely, we don't wait to spend 10 mins upgrading BCs to make them useful Blizzard delivered. Probably going to preorder right now so I can get a beta key ;D | ||
Yoshi Kirishima
United States10292 Posts
The voidray is weird but now I understand it despite the micro potential being removed, void rays will now be more viable throughout the game, instead of only working as openers for PvZ (which are outdated now) and all-ins in PvT (outdated also) Reason being that now, despite there being more defenses late game, you can use that ability to get almost the same DPS as charged up as before. It's slightly less against armored when charged, but now it's slightly better against non-armored units uncharged. This means dealing with marines/zerglings/zealots are easier! The 1 minute cooldown I think can/will be decreased. Perhaps it should get some mana and the mana would drain though, similar to the oracle channeling ability? I like the idea that you can't use it all the time, but I don't know if I like the "do this every 1 minute" thing either. The only thing I still don't like is vehicle+air being combined. I would like to see bio, mech, air techs work largely independent of each other. Now it'll be more like bio and mech/air. Which isn't bad -- I love mech/air, but I feel some of the excitement is taken away now when you choose your path. It will definitely be more fun going air though, now knowing that you can open with mech and then transition into air early on, and still use some defensive siege tanks / widow mines for holding bases or such. And hellions to not only help harass but help in direct engagements. Hellion/banshee is pretty good against Stalkers, the only real problem was that you had to upgrade both vehicle/air for it to work decently late game. However, they did say somewhat reluctantly that they were going to try this out, so I hope it isn't final. Maybe simply making armory, vehicle upgrades, and/or air upgrades SLIGHTLY cheaper would be nice. | ||
NKexquisite
United States911 Posts
Probably the best patch Blizz has ever produced. All of these changes seem really good at the moment... Of course time will tell!! | ||
Fix637
United States256 Posts
Emergency thrusters and healing increased from 9 to 15? That's insane. But I bet there's a really sweet spot there after some tweaking. Glad to see some intense balancing happening, especially where Terran is concerned. Good on ya Blizzard. | ||
shizaep
Canada2920 Posts
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Qikz
United Kingdom12022 Posts
The only thing I still don't like is vehicle+air being combined. I would like to see bio, mech, air techs work largely independent of each other. Now it'll be more like bio and mech/air. Which isn't bad -- I love mech/air, but I feel some of the excitement is taken away now when you choose your path. It will definitely be more fun going air though, now knowing that you can open with mech and then transition into air early on, and still use some defensive siege tanks / widow mines for holding bases or such. And hellions to not only help harass but help in direct engagements. Hellion/banshee is pretty good against Stalkers, the only real problem was that you had to upgrade both vehicle/air for it to work decently late game. I still standby the fact it's probably to make battlecruisers more "gettable" in an ordinary game and it also gives mech anti air a bit of an extra buff since the thor change alone isn't really enough for full anti air, vikings still need upgrades in the late game and they're awkward to get. | ||
TelecoM
United States10646 Posts
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dw.Justify
Germany34 Posts
![]() FOr p nothing changed in meta games just more dt games but is that rly the meta game we want ? void ray seems for me weaker then before and was not builded but you can only see ingame. For p additonally its just no more tempest vs zerg and tera mech hmm and in pvp no more tempest but again collosssi fight. I think its less changes in metagame then before just more medivacs ![]() | ||
GolemMadness
Canada11044 Posts
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Shock710
Australia6097 Posts
On December 06 2012 09:56 Yoshi Kirishima wrote: The vortex thing is weird, killing one unit. Are they really going to go for the "not serious unit" concept (which they seem to have scrapped with the hero thor?). Though, you can use 2 vortexes at max, and killing 2 Ultras or 2 BLs can definitely be useful, though not by much. Can't they just make Vortex's AOE much smaller? (Like 1.5 radius or so?) . i dont think u can kill massive units with vortex | ||
LOLItsRyann
England551 Posts
On December 06 2012 09:58 GGzerG wrote: So the big question is, when can we start playing? This. I've asked like 16,000 times so far. When is it going live jesus?!?!? | ||
SuperYo1000
United States880 Posts
On December 06 2012 09:56 Yoshi Kirishima wrote: The vortex thing is weird, killing one unit. Are they really going to go for the "not serious unit" concept (which they seem to have scrapped with the hero thor?). Though, you can use 2 vortexes at max, and killing 2 Ultras or 2 BLs can definitely be useful, though not by much. Can't they just make Vortex's AOE much smaller? (Like 1.5 radius or so?) The voidray is weird but now I understand it despite the micro potential being removed, void rays will now be more viable throughout the game, instead of only working as openers for PvZ (which are outdated now) and all-ins in PvT (outdated also) Reason being that now, despite there being more defenses late game, you can use that ability to get almost the same DPS as charged up as before. It's slightly less against armored when charged, but now it's slightly better against non-armored units uncharged. This means dealing with marines/zerglings/zealots are easier! The 1 minute cooldown I think can/will be decreased. Perhaps it should get some mana and the mana would drain though, similar to the oracle channeling ability? I like the idea that you can't use it all the time, but I don't know if I like the "do this every 1 minute" thing either. The only thing I still don't like is vehicle+air being combined. I would like to see bio, mech, air techs work largely independent of each other. Now it'll be more like bio and mech/air. Which isn't bad -- I love mech/air, but I feel some of the excitement is taken away now when you choose your path. It will definitely be more fun going air though, now knowing that you can open with mech and then transition into air early on, and still use some defensive siege tanks / widow mines for holding bases or such. And hellions to not only help harass but help in direct engagements. Hellion/banshee is pretty good against Stalkers, the only real problem was that you had to upgrade both vehicle/air for it to work decently late game. However, they did say somewhat reluctantly that they were going to try this out, so I hope it isn't final. Maybe simply making armory, vehicle upgrades, and/or air upgrades SLIGHTLY cheaper would be nice. you forgot vortex doesnt effect massive so..you cant even kill a BL with it...time for the ultimate worker harass | ||
Inquisitor1323
370 Posts
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MonkeyKing_slk
United States16 Posts
On December 06 2012 08:31 Shikyo wrote: Well Ultra seems situationally really strong now o_O I like the Infestor changes and Mutalisk changes. Hydra speed change seems good as well. Void Ray change seems pretty interesting as well. DT rushes just got a lot stronger o_O Maybe it's to counterbalance the easier detection. I don't really understand Tempest changes. Vortex turned into shit. Don't really know about Oracle changes. Thor changes seem kind of interesting. No idea what Seeker Missile changes really do. The Medivac changes seem interesting for making Bio stronger late though I'm not sure if making them even better in skirmishes is the way to go. Reaper and Widow Mine changes seem all right though 1 second burrow might be too fast. Overall the patch seems really good. Tempest change is very obvious: it is dominating in PVP. There are three prevalent leaders in PVP: colossi, archons, tempests. Colossi and archons are massive, so tempests are now at the top of food chain. | ||
Shield
Bulgaria4824 Posts
Speed increased from 3.75 to 4. Acceleration stays at 3.5. What the fuck is this? Mutas are already too fast, and they'll be even faster. Seriously? | ||
Existor
Russian Federation4295 Posts
On December 06 2012 10:01 darkness wrote: Mutalisk Speed increased from 3.75 to 4. Acceleration stays at 3.5. What the fuck is this? Mutas are already too fast, and they'll be even faster. Seriously? Phoenixes with 7 range are already faster | ||
Qikz
United Kingdom12022 Posts
On December 06 2012 10:01 darkness wrote: Mutalisk Speed increased from 3.75 to 4. Acceleration stays at 3.5. What the fuck is this? Mutas are already too fast, and they'll be even faster. Seriously? It's to try and get people to actually use mutas. Also people need to realise that now fungal is a projectile, stuff like mutas and medivacs need to be faster so they can outrun the projectile. | ||
Bumalate
United States33 Posts
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