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[D] Terran Medic Speed Upgrade

Forum Index > StarCraft 2 HotS
Post a Reply
1 2 3 4 5 Next All
IcED Bk
Profile Joined December 2012
Canada245 Posts
December 23 2012 17:43 GMT
#1
Just curious to how the community feels about the speed upgrade. I have seen mixed views of the speed being too much of a buff. Some comments seen on HoTs was to change it to a energy cost? OR a longer cooldown. Others feel it was a long time coming to make it more powerful as a harass unit and a late game unit.

Advanced Dota 2 player and HoTs Diamond player and HS Player (almost legend ;P)
Jellikit
Profile Joined September 2010
Sweden258 Posts
December 23 2012 18:08 GMT
#2
I like it, it makes me confident in drops and helps me use drop tactics more often. Perhaps a longer cooldown is correct,now I just spam the ability whenever I want to drop.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
December 23 2012 18:09 GMT
#3
On December 24 2012 02:43 IcED Bk wrote:
Just curious to how the community feels about the speed upgrade. I have seen mixed views of the speed being too much of a buff. Some comments seen on HoTs was to change it to a energy cost? OR a longer cooldown. Others feel it was a long time coming to make it more powerful as a harass unit and a late game unit.



No matter the ability (even if it is overpowered) what makes it interesting is the sense of choice.

Siege Mode, Tank Mode?
50% Haste, -10/-20 Health?
Snipe, EMP?
etc...

There either needs to be a trade-off or an either or moment. Even if it is obvious--we still need it.

No one really thinks "when is it a good time to siege/unsiege" but yet we are able to say "that was a bad time to siege/unsiege" And it is the same for every ability, every unit option.

Do I make a marine, or a maruader. Do I make a Thor, or a Siege Tank. Etc...

Even if you choose option A 90% of the time and option B 10% of the time, being given the option is what makes choosing A feel good. 90% of the time you choose not to run pass the spine crawler with your hellions to save them for as long as possible. 10% of the time you run in and manage to kill 10-16 drones.

That "sense" of choice is what makes any game fun.

Why the diatribe? Because the current form of the speed boost does not give that sense of choice. When can you activate it? Anytime. What's the drawback to activating it? It's on cooldown. So if you activate it too early, you have a normal medivac.

Compare it to say, Stim.

Activating stim costs hitpoints. What does that mean? That means before medivac tech you can only ever stim your marines 1-2 times before the damage boost is not worth the health loss. Choosing *when* to stim becomes critical since it will cost you the fight. But, if you tech high enough, you can counteract the health loss with medivacs. Once you have healers, you can stim to your heart's delight! Except you can't because if you stim around too often your medivacs won't have energy for the big engagement and your army will die. 90% of the time you activate stim when the fight starts--but not always. Sometimes you want to stim a small force to snipe a drop, stim a few units to chase down a retreating force, etc...The choice is there and choosing wisely determines whether you win the fights or not.

The speed boost has none of these. Yes, you can say that if you really need to drop troops you can use speed boost to get to a base faster at the cost of being able to retreat OR you could save the speed boost for your retreat only. But there's no actual drawback to casting it. As an example, corrupt on the corruptor is boring. It's not boring because a 20% damage boost is boring, it's boring because it is mindless. The fight starts, I better cast corrupt or I'm simply being inefficient. At no point is there a good reason not to corrupt when you can. Much like there is never a reason to choose not to use the speed boost when you can.

But what if it had an energy cost? Suddenly you have a choice of "can I fight a bit longer OR run while I can?"
What if it was an upgrade? Should I get a techlab for the speedboost or a reactor for 2x medivacs?

It doesn't actually matter what the other option made available is--so long as it is there. Not as a nerf (if you feel that giving it a drawback means we buff the stats I'm cool with that too, I don't actually think it is overpowered nor do I think it is underpowered, I actually really like the numbers right now) but the more mindless we allow it to be the more boring it becomes.
Hark, what baseball through yonder window breaks?
fighter2_40
Profile Blog Joined December 2010
United States420 Posts
December 23 2012 18:11 GMT
#4
Longer cooldown would be nice. Overall im a fan of boost w/O upgrade
avilo
Profile Blog Joined November 2007
United States4100 Posts
December 23 2012 18:16 GMT
#5
While I'm becoming hesitant nowadays to say anything that nerfs Terran further considering how little we get right now (you all know it's true -_-)...

Basically agree with what thieving magpie said. There is literally no drawback to using speedboost. There's no choice, you just simply do it because it's the best thing to do and there's no drawback in terms of loss of energy, etc. There should be a conflict of some type, some decision the player makes when they use the ability.

Do I want to sacrifice medivac energy to have higher success chance of the drop getting in? Or do I want to just fly it in and save the energy for pure healing? That makes sense imo.

The other interesting part of making speed boost drain medivac energy is this further enhances lategame TvP drop play.

Templar + cannon defense in lategame is very common vs Terran to use feedback to basically make it so Terran can never drop. Making the medivac speed boost drain energy gives Terran another way to purposefully drain medivac energy in lategame to also make their drops more successful in the lategame.

(You can do the equivalent of the above by using ghost EMP on your own medivacs, but that's a bit unintuitive).

Sup
benthekid
Profile Joined March 2011
United States132 Posts
Last Edited: 2012-12-23 18:27:09
December 23 2012 18:26 GMT
#6
Blizzard has brainwashed you all into thinking that just because something is good means it must need to be nerfed. If a metagame develops where drops cannot be defended or something then maybe a longer cool-down would be in order but as far as playability and watch-ability the ability itself it just awesome. I think the latest patch came too quickly. They should have left the game alone over the holidays.

The buff was super smart by blizzard because there is a point in late game TvX where drops simply were not viable due to overlord spread/creep and mass observers not to mention static defense or an infestor or high templar that can gimp a drop. At least now you have a chance to get away and not lose your potential 1000+ resource investment.
"Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA (back in WoL) (Funny how it's still true)
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2012-12-23 18:29:38
December 23 2012 18:29 GMT
#7
Yeah, I actually really like the buff. I feel like it's really easy to under use the ability so I've been making a point of overusing it just to get a feel for it, and it feels really, really fun.

edit: I don't think it's OP at all though, it just makes Terran drops about as risk free as Protoss drops
In Somnis Veritas
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
December 23 2012 18:31 GMT
#8
There shouldn't be a choice here. T has enough of that already.

The buff is very strong as it should be. Drop Play is something that should be promoted not demoted. Drops create excitement and tension in the game, by spreading armies out and having multiple battles take place.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
ch4ppi
Profile Joined July 2010
Germany802 Posts
December 23 2012 18:39 GMT
#9
On December 24 2012 03:09 Thieving Magpie wrote:
Show nested quote +
On December 24 2012 02:43 IcED Bk wrote:
Just curious to how the community feels about the speed upgrade. I have seen mixed views of the speed being too much of a buff. Some comments seen on HoTs was to change it to a energy cost? OR a longer cooldown. Others feel it was a long time coming to make it more powerful as a harass unit and a late game unit.



No matter the ability (even if it is overpowered) what makes it interesting is the sense of choice.

Siege Mode, Tank Mode?
50% Haste, -10/-20 Health?
Snipe, EMP?
etc...

There either needs to be a trade-off or an either or moment. Even if it is obvious--we still need it.

No one really thinks "when is it a good time to siege/unsiege" but yet we are able to say "that was a bad time to siege/unsiege" And it is the same for every ability, every unit option.

Do I make a marine, or a maruader. Do I make a Thor, or a Siege Tank. Etc...

Even if you choose option A 90% of the time and option B 10% of the time, being given the option is what makes choosing A feel good. 90% of the time you choose not to run pass the spine crawler with your hellions to save them for as long as possible. 10% of the time you run in and manage to kill 10-16 drones.

That "sense" of choice is what makes any game fun.

Why the diatribe? Because the current form of the speed boost does not give that sense of choice. When can you activate it? Anytime. What's the drawback to activating it? It's on cooldown. So if you activate it too early, you have a normal medivac.

Compare it to say, Stim.

Activating stim costs hitpoints. What does that mean? That means before medivac tech you can only ever stim your marines 1-2 times before the damage boost is not worth the health loss. Choosing *when* to stim becomes critical since it will cost you the fight. But, if you tech high enough, you can counteract the health loss with medivacs. Once you have healers, you can stim to your heart's delight! Except you can't because if you stim around too often your medivacs won't have energy for the big engagement and your army will die. 90% of the time you activate stim when the fight starts--but not always. Sometimes you want to stim a small force to snipe a drop, stim a few units to chase down a retreating force, etc...The choice is there and choosing wisely determines whether you win the fights or not.

The speed boost has none of these. Yes, you can say that if you really need to drop troops you can use speed boost to get to a base faster at the cost of being able to retreat OR you could save the speed boost for your retreat only. But there's no actual drawback to casting it. As an example, corrupt on the corruptor is boring. It's not boring because a 20% damage boost is boring, it's boring because it is mindless. The fight starts, I better cast corrupt or I'm simply being inefficient. At no point is there a good reason not to corrupt when you can. Much like there is never a reason to choose not to use the speed boost when you can.

But what if it had an energy cost? Suddenly you have a choice of "can I fight a bit longer OR run while I can?"
What if it was an upgrade? Should I get a techlab for the speedboost or a reactor for 2x medivacs?

It doesn't actually matter what the other option made available is--so long as it is there. Not as a nerf (if you feel that giving it a drawback means we buff the stats I'm cool with that too, I don't actually think it is overpowered nor do I think it is underpowered, I actually really like the numbers right now) but the more mindless we allow it to be the more boring it becomes.


Brilliant post, not only concerns it the medivac, but also it is a good summary of how to design a units abilitiy
Rainling
Profile Joined June 2011
United States456 Posts
Last Edited: 2012-12-23 18:48:57
December 23 2012 18:48 GMT
#10
Completely agree with Thieving Magpie, even Avilo agrees with giving speed boost an energy cost. It seems like a no-brainer to give a spell drawbacks so players aren't constantly casting it. An energy cost would make choosing to use speed boost much more of a tactical choice, because players have to choose between using energy for healing and using it for the speed boost.
juicyjames *
Profile Joined August 2011
United States3815 Posts
December 23 2012 18:57 GMT
#11
On December 24 2012 03:48 Rainling wrote:
Completely agree with Thieving Magpie, even Avilo agrees with giving speed boost an energy cost. It seems like a no-brainer to give a spell drawbacks so players aren't constantly casting it. An energy cost would make choosing to use speed boost much more of a tactical choice, because players have to choose between using energy for healing and using it for the speed boost.

I really hope Blizzard plans on testing this.
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
Zahir
Profile Joined March 2012
United States947 Posts
December 23 2012 19:23 GMT
#12
On December 24 2012 03:57 juicyjames wrote:
Show nested quote +
On December 24 2012 03:48 Rainling wrote:
Completely agree with Thieving Magpie, even Avilo agrees with giving speed boost an energy cost. It seems like a no-brainer to give a spell drawbacks so players aren't constantly casting it. An energy cost would make choosing to use speed boost much more of a tactical choice, because players have to choose between using energy for healing and using it for the speed boost.

I really hope Blizzard plans on testing this.

Agreed. It feels like this ability should've had an energy cost from the start, I'm surprised blizz chose to make it Cooldown in the first place.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
Sissors
Profile Joined March 2012
1395 Posts
December 23 2012 19:26 GMT
#13
I completely agree with the need of the speed boost, to keep drop play relevant and a good choice. But indeed there should be a downside to using the speedboost, right now when dropping I just click it always when it is available to get faster to the target location, that shouldnt be a good idea.

I think both solutions are fine: Either give it energy cost (also means you cannot use it when feedbacked or after large fights), or a much longer C/D timer.
Zazzles
Profile Blog Joined January 2011
Slovakia153 Posts
December 23 2012 19:43 GMT
#14
its really fun tactic to use but little bit longer cooldown would not hurt so players just dont spam it
"Fortune favors the bold"
Alex1Sun
Profile Blog Joined April 2010
494 Posts
December 23 2012 20:01 GMT
#15
On December 24 2012 03:09 Thieving Magpie wrote:
Show nested quote +
On December 24 2012 02:43 IcED Bk wrote:
Just curious to how the community feels about the speed upgrade. I have seen mixed views of the speed being too much of a buff. Some comments seen on HoTs was to change it to a energy cost? OR a longer cooldown. Others feel it was a long time coming to make it more powerful as a harass unit and a late game unit.



No matter the ability (even if it is overpowered) what makes it interesting is the sense of choice.

Siege Mode, Tank Mode?
50% Haste, -10/-20 Health?
Snipe, EMP?
etc...

There either needs to be a trade-off or an either or moment. Even if it is obvious--we still need it.

No one really thinks "when is it a good time to siege/unsiege" but yet we are able to say "that was a bad time to siege/unsiege" And it is the same for every ability, every unit option.

Do I make a marine, or a maruader. Do I make a Thor, or a Siege Tank. Etc...

Even if you choose option A 90% of the time and option B 10% of the time, being given the option is what makes choosing A feel good. 90% of the time you choose not to run pass the spine crawler with your hellions to save them for as long as possible. 10% of the time you run in and manage to kill 10-16 drones.

That "sense" of choice is what makes any game fun.

Why the diatribe? Because the current form of the speed boost does not give that sense of choice. When can you activate it? Anytime. What's the drawback to activating it? It's on cooldown. So if you activate it too early, you have a normal medivac.

Compare it to say, Stim.

Activating stim costs hitpoints. What does that mean? That means before medivac tech you can only ever stim your marines 1-2 times before the damage boost is not worth the health loss. Choosing *when* to stim becomes critical since it will cost you the fight. But, if you tech high enough, you can counteract the health loss with medivacs. Once you have healers, you can stim to your heart's delight! Except you can't because if you stim around too often your medivacs won't have energy for the big engagement and your army will die. 90% of the time you activate stim when the fight starts--but not always. Sometimes you want to stim a small force to snipe a drop, stim a few units to chase down a retreating force, etc...The choice is there and choosing wisely determines whether you win the fights or not.

The speed boost has none of these. Yes, you can say that if you really need to drop troops you can use speed boost to get to a base faster at the cost of being able to retreat OR you could save the speed boost for your retreat only. But there's no actual drawback to casting it. As an example, corrupt on the corruptor is boring. It's not boring because a 20% damage boost is boring, it's boring because it is mindless. The fight starts, I better cast corrupt or I'm simply being inefficient. At no point is there a good reason not to corrupt when you can. Much like there is never a reason to choose not to use the speed boost when you can.

But what if it had an energy cost? Suddenly you have a choice of "can I fight a bit longer OR run while I can?"
What if it was an upgrade? Should I get a techlab for the speedboost or a reactor for 2x medivacs?

It doesn't actually matter what the other option made available is--so long as it is there. Not as a nerf (if you feel that giving it a drawback means we buff the stats I'm cool with that too, I don't actually think it is overpowered nor do I think it is underpowered, I actually really like the numbers right now) but the more mindless we allow it to be the more boring it becomes.

The choice is use it now or use it later. It has a cooldown. I however agree that a cooldown can be made longer to add more choice.
This is not Warcraft in space!
IcED Bk
Profile Joined December 2012
Canada245 Posts
December 23 2012 20:10 GMT
#16
I feel that it is good, but I find that a longer cooldown is needed that I agree. This will avoid spamming and even with godly macro/micro hard to deal with since how fast it recovers. But if not longer cd then it should be an energy cost which would make more sense and at least it can be dealt with. Other then that its awesome, nice to see medics are getting better :D and that's coming from a protoss .
Advanced Dota 2 player and HoTs Diamond player and HS Player (almost legend ;P)
dynwar7
Profile Joined May 2011
1983 Posts
December 25 2012 11:31 GMT
#17
I love it. With the caduceus reactor not only adding +25 energy on spawn but also more efficient healing, I love my supervacs!
Regarding the imbalance, hilarious to see Zergs defending themselves....
Sambobly
Profile Joined September 2010
Australia241 Posts
December 25 2012 11:44 GMT
#18
Speed boost is perfect as is. I'd leave it.
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
December 25 2012 11:46 GMT
#19
An ability that you press for a straight up positive is simply too boring. It needs to have dramatic positives with some kind of consequences
LonelyClock
Profile Joined July 2011
Canada29 Posts
December 26 2012 19:33 GMT
#20
I like the speed boost, however I think it would be more balanced if it cost 25 energy to do the speed boost that it has now. Maybe it could cost more or less, but I think either adding some energy cost or making a minute long cooldown would make it more of an ability that cannot be spammed.
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