On December 07 2012 01:11 kaNt- wrote: This changes are against toss. Mutalisk is one of the main problems in WoL, and now they are buffing the mutas? They are pretty fast in WoL, honestly i don´t think they need a speed buff and toss still does not have an effective way to deal with mutas, tempest are not a solution. The medivac speed buff is ridiculous, now drops are going to be incredibly powerful, even more mobility to terran? Really?
I fell that the dark shrine buff is not a big benefit, the main problem with the dark shrine in WoL is the requiered time to build, a 100 seconds is way too much, and DTs in late game are crap, if the opponent is decent and gets enough detection. I think archons need a buff, they cost too much and they are killed very easily with EMP, fungal, speedlings surround, etc. Archons are not useful in late game except for archon toilets.
The carrier needs a buff like Liquid´Nony proposed, a "micro requiered" buffed carrier to deal with late game compositions (especially BL, festor).
Stalkers in late game are so weak for the cost and they die pretty fast. They need a slight buff to be more viable in late game.
maybe toss wont even make stalkers late game any more except for mobility/harass
instead zlot/immortal/sentry backed up by temps, oracles and an air unit of your choice
Goodlord the Medivac change is silly!! I though marines standing up against 3 cleaves from an ultralisk was silly. But now oO marins and marauders will just laugh, ultras are gonna be redundant if the game even goes that long 2 pronges double medivac from behind zerg minerial line, lol, I see 90% of Zerg GGing just from GGdrops
On December 07 2012 03:36 Crownlol wrote: Reddit seemed to show a video where Tyler's carrier leash micro addition was put in place 2.0.2. Can anyone confirm/deny?
Yes, check out the "Carrier Micro Has Arrived" thread. It's back in.
On December 07 2012 03:34 mrgetdown wrote: Goodlord the Medivac change is silly!! I though marines standing up against 3 cleaves from an ultralisk was silly. But now oO marins and marauders will just laugh, ultras are gonna be redundant if the game even goes that long 2 pronges double medivac from behind zerg minerial line, lol, I see 90% of Zerg GGing just from GGdrops
Ultras will now laugh at marines. Doing the full 35(Instead of just the 20 or 15 before) damage to them it doesn't matter how good medivacs are. Ultra's are going to obliterate marines(And rightfully so).
Drops are going to be a pain. But I think this is a good thing, it will encourage more multi tasking like more then one drop at a time will be really strong with juiced up medivacs late game. All in all with these changes I really think they are actively working towards less death balls. Not needing as many Medivacs in your core bio army means you can split up more easily. Oracles being able to rape mineral lines ezpz, pheonix range buff etc for Toss. Zerg getting lots of mobility buffs and nerfing the shit out of infesters so we should see less and less infester BL deathballs.
Some of the changes may be a bit extreme, but I really, really like the direction they are going and think these changes could help out a lot in dealing with boring deathball army clashes into one side GG
On December 07 2012 03:34 mrgetdown wrote: Goodlord the Medivac change is silly!! I though marines standing up against 3 cleaves from an ultralisk was silly. But now oO marins and marauders will just laugh, ultras are gonna be redundant if the game even goes that long 2 pronges double medivac from behind zerg minerial line, lol, I see 90% of Zerg GGing just from GGdrops
Ultras will now laugh at marines. Doing the full 35(Instead of just the 20 or 15 before) damage to them it doesn't matter how good medivacs are. Ultra's are going to obliterate marines(And rightfully so).
Drops are going to be a pain. But I think this is a good thing, it will encourage more multi tasking like more then one drop at a time will be really strong with juiced up medivacs late game. All in all with these changes I really think they are actively working towards less death balls. Not needing as many Medivacs in your core bio army means you can split up more easily. Oracles being able to rape mineral lines ezpz, pheonix range buff etc for Toss. Zerg getting lots of mobility buffs and nerfing the shit out of infesters so we should see less and less infester BL deathballs.
Some of the changes may be a bit extreme, but I really, really like the direction they are going and think these changes could help out a lot in dealing with boring deathball army clashes into one side GG
Freaking, good. Awesome. Marines shouldn't stand up to Ultras, and a 200/00 Ultra/Bane/Hydra army is so much Zergier than Ughlord/Winfestor. These changes rock so hard.
I'm worried about how us toss are going to deal with late game zerg, and I already have enough trouble with terran, but I'm always hopeful with major patches. Gives me hope that Blizz is really working at getting a balanced game.
I am worried that medivacs will be way too strong. I'd rather see the upgrade increase healing from 3hp/s to 5hp/s but still make it so the energy drained per hp is the same. Either that, or make the boosters require some energy so that you can't just spam it all over the place.
On December 07 2012 03:14 Larkin wrote: Medivac change seems like it will make the first 2 medivac timing push super strong, and make dealing with drops a lot harder without banelings.
Nobody is going to do a 2-Medivac timing with the upgrade. You need a techlab on the starport and the upgrade takes 110 seconds to research. In that time you could've made six medivacs from a reactored starport. Any timing with that upgrade would hit waaay too late and you're better off just making more medivacs in the midgame.
This sort of seems like they are taking the Dota approach to balance the game by making several key units pretty OP on all races, and hoping the OP balances out. I would expect quite a few balance patches following this, but I'm glad they are trying to REALLY shake up the game and make it feel like a new experience with a lot more options.
On December 07 2012 03:50 HardlyNever wrote: This sort of seems like they are taking the Dota approach to balance the game by making several key units pretty OP on all races, and hoping the OP balances out. I would expect quite a few balance patches following this, but I'm glad they are trying to REALLY shake up the game and make it feel like a new experience with a lot more options.
So there we go, Life, becoming the best player at the moment, and Leenock, who always was one of the most talented players in Korea since early seasons of GSL, convinced those idiots that Zerg is sooo op, so lets nerf the range of fungal (I agree with that one), lets make it projectile (make forcefields projectile and I'll agree), and lets give medivacs an insane buff, I mean, they're just stupid, they'll realize that "oh, yeah right, every zerg isnt Leenock, damn they dropped 8% in winrates, fuck, lets change that back to a barely balanced game, even tho poorly designed". No matter how well the esport scene might promote and sell the game, they will kill it eventually, thought I'd never say that, but they just keep doing the same mistakes and act like this game doesnt need hardwork, just enough so they can sell expansions, tired of it
On December 07 2012 03:50 HardlyNever wrote: This sort of seems like they are taking the Dota approach to balance the game by making several key units pretty OP on all races, and hoping the OP balances out. I would expect quite a few balance patches following this, but I'm glad they are trying to REALLY shake up the game and make it feel like a new experience with a lot more options.
I'm glad Blizzard is being aggressive about this.
Why is that a good approach? I don't know how they can get good feedback about these changes, because SO much has changed at once?
I like them being radical, but why not address the design flaws? Why not take a look at warpgate again for example if you're showing such a willingness to improve the game radically?
On December 07 2012 01:43 Eufouria wrote: The medivac seems way too buffed. It seems like its a change designed to make bio more resistant to AoE damage so a bio army can actually engage late deathballs but its such a buff to early-mid game timings and drop play. Maybe if they turn it into a fusion core upgrade it can then be balanced around late game, which should be easier, although I still think it will probably make drop play too good.
It's not a buff to any early or mid game timings. The upgrade is on a tech lab which in itself negates any "timings" you could do with this because you:
a) won't have the medivac count for "timings" since no reactored starport b) you have to research the upgrade first
It's an upgrade geared towards making bio stronger in late game engagements, which was something Terran was lacking with bio vs Protoss/Zerg in Wings of Liberty.
I dont understand the medivac changes. Medivac drops were already brutal to deal with before, but now they heal twice as fast (remember how many lings it took to fend off a drop before? now lings will NEVER fend off a drop) and can essentially get away from any unit in the game with speed boost. The other changes I am willing to try playing with, but that medivac change is absurd.
On December 07 2012 01:43 Eufouria wrote: The medivac seems way too buffed. It seems like its a change designed to make bio more resistant to AoE damage so a bio army can actually engage late deathballs but its such a buff to early-mid game timings and drop play. Maybe if they turn it into a fusion core upgrade it can then be balanced around late game, which should be easier, although I still think it will probably make drop play too good.
It's not a buff to any early or mid game timings. The upgrade is on a tech lab which in itself negates any "timings" you could do with this because you:
a) won't have the medivac count for "timings" since no reactored starport b) you have to research the upgrade first
It's an upgrade geared towards making bio stronger in late game engagements, which was something Terran was lacking with bio vs Protoss/Zerg in Wings of Liberty.
How is it working to that effect in terms of big engagements? It sounds like it'll mitigate say, Collosi or fungals wiping out everything too quickly and cutting the DPS of your bio to nothing so that it gets mopped up.
In terms of bio/medivac drops, I just have this horrible image of marines behind mineral lines being unkillable by small groups of Zerg units haha. Actually perhaps 'horrible' is not the right word