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[D] Oracle changes seem overly powerful - Page 9

Forum Index > StarCraft 2 HotS
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baldgye
Profile Joined April 2011
United Kingdom1108 Posts
December 07 2012 16:48 GMT
#161
i'd rather have a spell like entomb, that works like a projectile for slowing down workers or something...
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
December 07 2012 16:49 GMT
#162
On December 08 2012 01:48 baldgye wrote:
i'd rather have a spell like entomb, that works like a projectile for slowing down workers or something...


lol god no. Entomb sucked. Pacifist harass doesn't work. Even if it can be balanced, there's no interesting micro by either the attacker or defender, and since the damage it does is all invisible rather than directly killing shit, there's no wow moment for spectators or satisfaction for the attacker. Its just boring.
He drone drone drone. Me win. - ogsMC
InoyouS2
Profile Joined December 2011
1005 Posts
Last Edited: 2012-12-07 16:50:14
December 07 2012 16:49 GMT
#163
On December 08 2012 01:44 awesomoecalypse wrote:
Show nested quote +
For reference, a banshee does 24 damage per attack, and a cooldown of 1.25, so does 19.2 DPS, whereas an oracle in it's current state deals 25 damage per attack with an attack cooldown of 1 (according to the tooltip). Which kills 1 probe per second, so 4 oracles can clear a fully saturated worker line in 6 seconds


Banshees cost 50 less gas, and have 50% more range, and can be upgraded with cloak.

I dunno, the tradeoffs seem pretty reasonable:

Banshee - cheaper, higher range, cloaked
Oracle - most expensive, lower range and can't cloak, but gets higher dps, higher speed, gets support spells


Don't forget cloak costs 200/200, so relative cost of the banshee in a realistic situation is higher. The oracle doesn't need to upgrade anything.

I would say reduce the damage to light by 5-10 so that it no longer kills workers in 2 ticks, that should also make it look a lot nicer than what the OP linked.
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baldgye
Profile Joined April 2011
United Kingdom1108 Posts
December 07 2012 16:52 GMT
#164
On December 08 2012 01:49 awesomoecalypse wrote:
Show nested quote +
On December 08 2012 01:48 baldgye wrote:
i'd rather have a spell like entomb, that works like a projectile for slowing down workers or something...


lol god no. Entomb sucked. Pacifist harass doesn't work. Even if it can be balanced, there's no interesting micro by either the attacker or defender, and since the damage it does is all invisible rather than directly killing shit, there's no wow moment for spectators or satisfaction for the attacker. Its just boring.


really? so everything has to die otherwise its boring?? entomb was bad becasue it was a shift que move that required no skill... i'd rather have the ability to use oricals to harass and do passsive dmg to force the guy to micro rather than ohh sorry u didnt have a turret u have no workers looool....
InoyouS2
Profile Joined December 2011
1005 Posts
December 07 2012 16:52 GMT
#165
Also can someone explain why those oracles killed the queen so damn quick? Last I checked queens aren't light.
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SuperYo1000
Profile Joined July 2008
United States880 Posts
Last Edited: 2012-12-07 16:59:38
December 07 2012 16:57 GMT
#166
On December 08 2012 01:52 InoyouS2 wrote:
Also can someone explain why those oracles killed the queen so damn quick? Last I checked queens aren't light.



how many oracles we talking about? 2? 3? 4?.....banshees can kill queens without even taking damage aswell. that being said I can easily see its damage being changed to 10 +15 to light instead of 15 +10 to light

Edit: oops your refering to video of 3 oracles, ok, well thats basicially 3 cloaked banshees or 4 uncloaked banshees (gas wise)
queens die quickly
RavenLoud
Profile Joined March 2011
Canada1100 Posts
December 07 2012 16:57 GMT
#167
On December 08 2012 01:52 InoyouS2 wrote:
Also can someone explain why those oracles killed the queen so damn quick? Last I checked queens aren't light.

15 dmg x 3 oracke, only needs 4 ticks to kill .

Def will be nerfed soon, dps is too high. Also, does this energy attack bypass armor?
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
Last Edited: 2012-12-07 17:04:23
December 07 2012 16:59 GMT
#168
really? so everything has to die otherwise its boring?? entomb was bad becasue it was a shift que move that required no skill... i'd rather have the ability to use oricals to harass and do passsive dmg to force the guy to micro rather than ohh sorry u didnt have a turret u have no workers looool....


Shit not dying is boring, yes. When units deal economic "damage" by delaying mining without actually hurting anything, all the damage is invisible. Units that hypothetically would have been built in some other game will not be built in this one. There's no actual event to get excited for, and its fairly unintuitive to figure out how much real damage has actually been dealt--when 5 workers are killed, the impact is immediately clear. When 5 workers are delayed from mining for a while and then resume, the impact is much murkier for spectators, and much less satisfying for the harassing player.

So, yes, harassment should involve dealing damage.
He drone drone drone. Me win. - ogsMC
InoyouS2
Profile Joined December 2011
1005 Posts
Last Edited: 2012-12-07 17:09:30
December 07 2012 17:06 GMT
#169
On December 08 2012 01:57 SuperYo1000 wrote:
Show nested quote +
On December 08 2012 01:52 InoyouS2 wrote:
Also can someone explain why those oracles killed the queen so damn quick? Last I checked queens aren't light.



how many oracles we talking about? 2? 3? 4?.....banshees can kill queens without even taking damage aswell. that being said I can easily see its damage being changed to 10 +15 to light instead of 15 +10 to light

Edit: oops your refering to video of 3 oracles, ok, well thats basicially 3 cloaked banshees or 4 uncloaked banshees (gas wise)
queens die quickly


3 cloaked banshees cost 500 gas, and they don't have any other abilities, whereas oracles do. That comparison is pushing it IMO, the damage is way too high compared to banshees at the moment.
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Morton
Profile Joined July 2012
United States152 Posts
December 07 2012 17:13 GMT
#170
I would agree that the dps vs workers is pretty insane, but it is kind of a given that with such huge changes there are going to be some op units,I forsee the dps getting pulled back slightly, but scouting getting spores and turrets up in time should be able do decently well against this
Kambing
Profile Joined May 2010
United States1176 Posts
December 07 2012 17:15 GMT
#171
On December 08 2012 01:57 RavenLoud wrote:
Show nested quote +
On December 08 2012 01:52 InoyouS2 wrote:
Also can someone explain why those oracles killed the queen so damn quick? Last I checked queens aren't light.

15 dmg x 3 oracke, only needs 4 ticks to kill .

Def will be nerfed soon, dps is too high. Also, does this energy attack bypass armor?


Yes. It seems to bypass armor. Testing it on marines, with 0 armor vs. 3 armor, their health chunks down in ticks of 25 regardless. The only thing that affects their survivability vs. oracles is combat shield which lets them live for 3 ticks instead of 2.
Captain Peabody
Profile Blog Joined May 2009
United States3134 Posts
Last Edited: 2012-12-07 17:33:19
December 07 2012 17:31 GMT
#172
On December 08 2012 02:06 InoyouS2 wrote:
Show nested quote +
On December 08 2012 01:57 SuperYo1000 wrote:
On December 08 2012 01:52 InoyouS2 wrote:
Also can someone explain why those oracles killed the queen so damn quick? Last I checked queens aren't light.



how many oracles we talking about? 2? 3? 4?.....banshees can kill queens without even taking damage aswell. that being said I can easily see its damage being changed to 10 +15 to light instead of 15 +10 to light

Edit: oops your refering to video of 3 oracles, ok, well thats basicially 3 cloaked banshees or 4 uncloaked banshees (gas wise)
queens die quickly


3 cloaked banshees cost 500 gas, and they don't have any other abilities, whereas oracles do. That comparison is pushing it IMO, the damage is way too high compared to banshees at the moment.

But the Oracle's other abilities compete for energy with its attack. A single Oracle has a lot less utility than you're letting on. It's attack is powerful, but limited by energy. A Banshee is only slightly less powerful and a little slower, but can attack indefinitely and cloak.

It's not a matter of what's imbalanced or balanced, but that there are tradeoffs involved in each unit, which is exactly how it should be. The two units are not directly comparable. The question is not if Oracle's are too strong relative to Banshees, but if they're too strong period.
Dies Irae venit. youtube.com/SnobbinsFilms
Plansix
Profile Blog Joined April 2011
United States60190 Posts
December 07 2012 17:33 GMT
#173
On December 08 2012 02:13 Morton wrote:
I would agree that the dps vs workers is pretty insane, but it is kind of a given that with such huge changes there are going to be some op units,I forsee the dps getting pulled back slightly, but scouting getting spores and turrets up in time should be able do decently well against this


The unit is also capped at the amount of damage it can do. Once it is out of enegry, its a flying paperweight until it gets enough to do damage again. Also, it will be no help if a zerg goes hydras in response to a stargate, since the protoss's ground army at that time will be garbage.

I think zergs will respond to them much the same way protoss respond to mutas: Saying "Oh thats the game we are playing, huh? I've dealt with this before."
I have the Honor to be your Obedient Servant, P.6
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LavaLava
Profile Joined January 2012
United States235 Posts
December 07 2012 18:43 GMT
#174
On December 08 2012 02:13 Morton wrote:
I would agree that the dps vs workers is pretty insane, but it is kind of a given that with such huge changes there are going to be some op units,I forsee the dps getting pulled back slightly, but scouting getting spores and turrets up in time should be able do decently well against this

Well, since Spores have 1 armor, Oracles and Banshees actually have almost the same exact DPS versus the Spores. So if you get 4 Oracles they can really quickly snipe spores. Like in 5 seconds.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
December 07 2012 19:01 GMT
#175
On December 08 2012 03:43 LavaLava wrote:
Show nested quote +
On December 08 2012 02:13 Morton wrote:
I would agree that the dps vs workers is pretty insane, but it is kind of a given that with such huge changes there are going to be some op units,I forsee the dps getting pulled back slightly, but scouting getting spores and turrets up in time should be able do decently well against this

Well, since Spores have 1 armor, Oracles and Banshees actually have almost the same exact DPS versus the Spores. So if you get 4 Oracles they can really quickly snipe spores. Like in 5 seconds.


4 Oracles costs 600/600 and 200 seconds of build time (not counting CB). An investment like that should be scary.
He drone drone drone. Me win. - ogsMC
rpgalon
Profile Joined April 2011
Brazil1069 Posts
December 07 2012 19:13 GMT
#176
that was 450/450/9 resources invested into that harass.
zerg and terran can do the same damage, if not more, with the same amount of resources.
like always, people are overreacting.
badog
dragonblade369
Profile Joined May 2010
Canada464 Posts
December 07 2012 19:14 GMT
#177
On December 08 2012 02:06 InoyouS2 wrote:
Show nested quote +
On December 08 2012 01:57 SuperYo1000 wrote:
On December 08 2012 01:52 InoyouS2 wrote:
Also can someone explain why those oracles killed the queen so damn quick? Last I checked queens aren't light.



how many oracles we talking about? 2? 3? 4?.....banshees can kill queens without even taking damage aswell. that being said I can easily see its damage being changed to 10 +15 to light instead of 15 +10 to light

Edit: oops your refering to video of 3 oracles, ok, well thats basicially 3 cloaked banshees or 4 uncloaked banshees (gas wise)
queens die quickly


3 cloaked banshees cost 500 gas, and they don't have any other abilities, whereas oracles do. That comparison is pushing it IMO, the damage is way too high compared to banshees at the moment.


Now you're just complaining for the sake of complaining. Do you know the difference between the range of those two units? The range difference is huge! The range effectively dictates the squishiness of an air unit as Oracle cannot hit units without getting hit, despite its high speed. You talk about the utility of the Oracles other than harassing. I agree that it has other utilities, if it manages to survive. On top of that, if an Oracle is harassing, it cannot use its utility spell as both harassing and utility uses energy. This means that in order to use the other spells, the oracles have to stop harassing, which makes your point a moot.
Decendos
Profile Joined August 2011
Germany1341 Posts
December 07 2012 19:15 GMT
#178
On December 08 2012 04:01 awesomoecalypse wrote:
Show nested quote +
On December 08 2012 03:43 LavaLava wrote:
On December 08 2012 02:13 Morton wrote:
I would agree that the dps vs workers is pretty insane, but it is kind of a given that with such huge changes there are going to be some op units,I forsee the dps getting pulled back slightly, but scouting getting spores and turrets up in time should be able do decently well against this

Well, since Spores have 1 armor, Oracles and Banshees actually have almost the same exact DPS versus the Spores. So if you get 4 Oracles they can really quickly snipe spores. Like in 5 seconds.


4 Oracles costs 600/600 and 200 seconds of build time (not counting CB). An investment like that should be scary.


you mean as scary as 6-8 mutas? and they are useful in lategame stages with timewarp and revelation. so the investment is not too high.

so yes their DPS is too high now but that is just a balance thing and can be adjust easily. i think their new attack is awesome designwise. it forces micro to do it. it forces micro to defend it if you defend with units or good scouting and positioning if you defend it with queens + spores, turrets/mines, cannons + stalker.

but i think the oracle has a design flaw which is timewarp. deathball already kills everything on the ground that isnt airheavy. so why give protoss yet another antiground AoE spell which also has the downside of negating micro?

i really hope they change that and give the oracle another non-micropreventing, non-deathballspell/mechanic.
Ramone
Profile Joined April 2012
Canada85 Posts
December 07 2012 20:12 GMT
#179
So basically what we're seeing here is: protoss stargate can't be countered by a spore+queen in each base now? Meaning you have to actually build things that shoot up to defend against air units if you scout your opponent going dedicated stargate? It's not like you don't have infestors/spores/queens/hydra's/muta's/corrupters....

What's the earliest an oracle can come up in an expand build? 7.5 minutes for one maybe? I like the fact that you have to respond a little to these unlike with phoenix, where you basically smirk and go back to droning after making an extra queen or two along with a spore per base. Although that exact same reaction would probably shut down pure oracle harass...it's only when you start throwing in voids that it takes more of a response from the zerg.

Ah well, maybe it'll get toned back a tiny notch...but I certainly love the idea of actually having an airborne harass unit that is actually scary and requires a real reaction from my opponent.
Living the dream
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
December 07 2012 21:37 GMT
#180
So, I think Oracles should be able to 2 shot workers like banshees can, however I do agree that the damage output is a bit too fast.

How about moving the damage to 5(+15 light) so they still 2 shot workers, and also increase the time between damage "pulses"? Though maybe it has to be 10(+15 light) because I'm not sure if drone regen would make 5(+15 light) require 3 shots. Either way, increasing the time between damage pulses, should keep them pretty effective vs workers, but much less effective vs other things.

However, this might reintroduce the problem of "If you open Stargate to harass, a Tier 1 counter rush can just straight up kill you" which is one of the main reasons Stargate openings can be so risky, especially vs Terran
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