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On December 27 2012 10:06 OyvN wrote: soooo what is the drawback of blink?
aggressive blinks can, if misjudged, lose you the game easily but not doing them when they would be good can come back to bite you later, especially when counting on a blink push doing enough damage / winning the game
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On December 29 2012 02:53 dangthatsright wrote:aggressive blinks can, if misjudged, lose you the game easily but not doing them when they would be good can come back to bite you later, especially when counting on a blink push doing enough damage / winning the game Blinking doesnt cost half your shield or whatever to do it and "positioning correctly" is part of your playing skill and not a drawback.
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Personally I would have liked to have a better "speed up" to help with drop harrassment: INSTANT DROP. Having the ability to unload everything at once would actually be more specific to using the Medivac as a dropship while a turbo boost can also be used as a regular escape method to get away in a battle. Smart placement - even for Medivacs - is an important skill and giving players an "easy way out" is a bad thing IMO.
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Fair enough, if we use a more strict definition of drawback.
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From a PvT perspective, I feel it's perfectly fine. Drops were kind of nerfed by the long duration of photon overcharge, so anything to make drops more effective was actually needed. It is kind of good when running too, it allows for more micro of Terran bio if they start to lose an engagement, they can speed up run, grabbing m+m on the way. This is definitely needed because of TimeWarp.
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I'm completely fine with it, but I do think that the cooldown should be longer. It would just mean you can't spam the ability basically, and have to use it in a more strategical situation.
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I think it's fine and should be left as it is.
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The ability appears to be reasonable, but they need to add an animation to it. Right now it looks super silly. Beyond that, I think the ability is solid and does not impact the useful need of the healing.
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United States4883 Posts
On December 29 2012 02:42 jumai wrote:Um... stalkers themselves, lol.
It takes a true protoss player to understand this comment lol.
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not fine at all, it keeps protoss for 2 bases even longer while terran can take their 3. a lot faster
also i m having the feeling that it killed colossus openings because of the blinknerf (colossus/blinkstalker) and because of the even more increased mobility of terran
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On December 29 2012 02:42 jumai wrote:Um... stalkers themselves, lol. So true hahaha! Plus the fact that you have to pay 150/150 for the blink upgrade. And as of the latest patch, it takes a very long time for that payment to become worth anything.
By the way, no one is arguing to make the speed boost weaker. You could make the boost cost as little energy as necessary to make it just as useful as it is right now.
It would just make more sense to use energy for it because the Medivac already has an energy bar! This would make the ability more intuitive for both sides. And then you could also have a trade off between healing and boosting, adding more of a tactical aspect to it.
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I like the speed boost, it helps get out of situations fast, I dont agree that it needs to cost energy, just because a lot of other things have a trade off, then why does it automatically mean medivacs need one. Where is the tradeoff of using all your HT energy on storms, and then morphing it into a powerful archon, creating an archon costs nothing if you have 2 HT sitting around.
I think the cooldown might need to be doubled though, people do use it to get to the drop location faster, when I think it should really be used to get out of a drop location instead. If it had a longer cooldown, then people would only use it to evacuate, which is really what medivacs main purpose should be.
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On December 29 2012 04:55 SC2John wrote:Show nested quote +On December 29 2012 02:42 jumai wrote:On December 27 2012 10:06 OyvN wrote: soooo what is the drawback of blink? Um... stalkers themselves, lol. It takes a true protoss player to understand this comment lol. Well this is one of the big design flaws at the heart of SC2 ... the units are balanced with Blink and Forcefield as a requirement, but you cant really do that when people are at different levels of skill and thus low level Protoss will be screwed up more than those who have learned to use these abilities well at the top level. Sadly at top level they (like Forcefield) can become TOO GOOD to the point of being OP. Because Blizzard wanted the game to be "flashy" they came up with the Blink mechanism and had to nerf the unit itself to make up for that mobility ... sadly they didnt do the same for Zerg.
In addition the ability to Blink kinda negate positional play directly, because they can go "offroad" and blink across places where no other unit can go. Killing strategic choice through unit abilities or spells is a bad idea in general.
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maybe make it kinda "op" like really really fast or make the medivac faster + invulerable, but every medivac can only use it once. just once.
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On December 29 2012 05:20 Fig wrote:Show nested quote +On December 29 2012 02:42 jumai wrote:On December 27 2012 10:06 OyvN wrote: soooo what is the drawback of blink? Um... stalkers themselves, lol. So true hahaha! Plus the fact that you have to pay 150/150 for the blink upgrade. And as of the latest patch, it takes a very long time for that payment to become worth anything. By the way, no one is arguing to make the speed boost weaker. You could make the boost cost as little energy as necessary to make it just as useful as it is right now. It would just make more sense to use energy for it because the Medivac already has an energy bar! This would make the ability more intuitive for both sides. And then you could also have a trade off between healing and boosting, adding more of a tactical aspect to it. What's more intuitive than "click this button for a boost of speed"? You know what's not intuitive? Clicking the button and being told you don't have enough energy.
It's like people either want all their vT to be free wins or for there not to be any T left in this expansion...
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I don't really have a problem with the speed boost at the moment. I think it's a interesting way to promote multi-pronged attacks.
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I think it'd be cool if the ability could be used to instantly unload a medivac's cargo as well. It would create a nice tactical decision - do I save the nitro boost for escaping or use it early to maximize damage?
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On December 29 2012 07:57 aksfjh wrote:What's more intuitive than "click this button for a boost of speed"? You know what's not intuitive? Clicking the button and being told you don't have enough energy.
It's like people either want all their vT to be free wins or for there not to be any T left in this expansion...
lol yea, I think the speed boost is fine, I remember seeing baby in the hots showmatch in blizzard cup try to be too cute with medivac speed boosts, he probably used it on cooldown as he moved across the map, it really hurt his macro (think he ballooned to 1k+ a couple times), but maybe he wasn't trying too hard
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Making the speed boost cost energy could do... strange things... for protoss players that use feedback against drops. Not sure if that's a good thing or a bad thing.On December 29 2012 05:24 NuclearStar wrote: Where is the tradeoff of using all your HT energy on storms, and then morphing it into a powerful archon, creating an archon costs nothing if you have 2 HT sitting around. Um. The cost of a storm is 1.5 feedbacks. The cost of an archon is two high templar.
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Whats the drawback of warpgate?
that should be the biggest issue out of everything in the damn game lol.
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I don't have HotS beta, but as a spectator, from watching streams, I'm not impressed at all with the ability. It doesn't seem to impact gameplay that much and Thieving Magpie hit the spot, imo, on why it's a bad ability because it doesn't promote much choice.
I don't even see it as being all that necessary. In BW, Scourge were the perfect counter to drops and they still had their place. With the new Medivac heal, once you do manage to unload, drops are so ridiculously strong that I'm not really sure the Medivac being uncatchable for 8 sec and pretty much garanteed to be able to drop is a good thing.
Lastly, imo drops are supposed to be just the icing on the cake, an extra option of gameplay, a tactic to allow superior players to strain their opponent's multitasking or even a way for someone behind to claw back into the game. With these changes (speed + uber heal), I'm afraid that Terran might be forced even more to do damage in the early/midgame to be on par in the lategame. Protoss and Zerg drops didn't receive any buffs, whereas Terran - the race that was, in general, already pressed in WoL to be the agressor - did, further reinforcing this (bad) aspect of the race and thus being balanced around it.
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