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Beta Balance Update #12 - Page 22

Forum Index > StarCraft 2 HotS
491 CommentsPost a Reply
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Spyridon
Profile Joined April 2010
United States997 Posts
January 21 2013 01:52 GMT
#421
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.
nmetasch
Profile Joined April 2012
United States600 Posts
January 21 2013 02:15 GMT
#422
After having watched a game of catz i have major optimism for the burrow change. He was doing crazy stuff like burrow banelings around expo to pop up and kill the second its planted, microing with it, like major fun stuff to watch. It was a crazy game. This has so much potential.
Donger
Profile Joined October 2009
United States147 Posts
January 21 2013 02:27 GMT
#423
On January 21 2013 10:52 Spyridon wrote:
Show nested quote +
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.


SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.
TheSambassador
Profile Joined May 2010
United States186 Posts
January 21 2013 02:53 GMT
#424
On January 21 2013 11:27 Donger wrote:
SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.


Do you even know how much an investment it is to go baneling nest + burrow + banelings early game?

You are SEVERELY overestimating the amount of power burrowed banelings provide and underestimating the investment it is to get them early.

Hell, most of the time you don't even move out with marines in SC2 early game. Hellion openers are still going to be standard for the map control that they provide. Burrowed banelings do next to nothing to hellions (Queens are plenty good at dealing with them).

You are making up problems.


Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-01-21 05:18:11
January 21 2013 05:09 GMT
#425
On January 21 2013 10:52 Spyridon wrote:
Show nested quote +
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.

BW didnt have Banelings (tier 1), burrowed moving Roaches (tier 1.5) and far more detection (at least for Zerg and Terrans).

Spawn Broodlings was on a non-massed unit ... hardly anyone ever built Queens in BW, but for Vipers that will be a totally different thing since they not only have abduct but also "dark swarm" and the energy recharge drain.

On January 21 2013 11:53 TheSambassador wrote:
Show nested quote +
On January 21 2013 11:27 Donger wrote:
SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.


Do you even know how much an investment it is to go baneling nest + burrow + banelings early game?

You are SEVERELY overestimating the amount of power burrowed banelings provide and underestimating the investment it is to get them early.

Hell, most of the time you don't even move out with marines in SC2 early game. Hellion openers are still going to be standard for the map control that they provide. Burrowed banelings do next to nothing to hellions (Queens are plenty good at dealing with them).

You are making up problems.

Baneling Nest 100/50
Burrow 100/100
Baneling 50/25

Not that much of an investment if you compare it to other races ... Terrans for example with 200/100 for factories EACH or 25/50 gas for EACH tech lab/reactor. The whole point of early burrowed Banelings is to be safe and drone up hard behind that, but apparently you missed that entirely.
If you cant say what you're meaning, you can never mean what you're saying.
aksfjh
Profile Joined November 2010
United States4853 Posts
January 21 2013 05:40 GMT
#426
On January 21 2013 14:09 Rabiator wrote:
Show nested quote +
On January 21 2013 10:52 Spyridon wrote:
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.

BW didnt have Banelings (tier 1), burrowed moving Roaches (tier 1.5) and far more detection (at least for Zerg and Terrans).

Spawn Broodlings was on a non-massed unit ... hardly anyone ever built Queens in BW, but for Vipers that will be a totally different thing since they not only have abduct but also "dark swarm" and the energy recharge drain.

Show nested quote +
On January 21 2013 11:53 TheSambassador wrote:
On January 21 2013 11:27 Donger wrote:
SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.


Do you even know how much an investment it is to go baneling nest + burrow + banelings early game?

You are SEVERELY overestimating the amount of power burrowed banelings provide and underestimating the investment it is to get them early.

Hell, most of the time you don't even move out with marines in SC2 early game. Hellion openers are still going to be standard for the map control that they provide. Burrowed banelings do next to nothing to hellions (Queens are plenty good at dealing with them).

You are making up problems.

Baneling Nest 100/50
Burrow 100/100
Baneling 50/25

Not that much of an investment if you compare it to other races ... Terrans for example with 200/100 for factories EACH or 25/50 gas for EACH tech lab/reactor. The whole point of early burrowed Banelings is to be safe and drone up hard behind that, but apparently you missed that entirely.

Seems like quite a huge investment compared to what they have to do now to drone up hard, make 4-6 queens.
Rabiator
Profile Joined March 2010
Germany3948 Posts
January 21 2013 06:10 GMT
#427
On January 21 2013 14:40 aksfjh wrote:
Show nested quote +
On January 21 2013 14:09 Rabiator wrote:
On January 21 2013 10:52 Spyridon wrote:
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.

BW didnt have Banelings (tier 1), burrowed moving Roaches (tier 1.5) and far more detection (at least for Zerg and Terrans).

Spawn Broodlings was on a non-massed unit ... hardly anyone ever built Queens in BW, but for Vipers that will be a totally different thing since they not only have abduct but also "dark swarm" and the energy recharge drain.

On January 21 2013 11:53 TheSambassador wrote:
On January 21 2013 11:27 Donger wrote:
SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.


Do you even know how much an investment it is to go baneling nest + burrow + banelings early game?

You are SEVERELY overestimating the amount of power burrowed banelings provide and underestimating the investment it is to get them early.

Hell, most of the time you don't even move out with marines in SC2 early game. Hellion openers are still going to be standard for the map control that they provide. Burrowed banelings do next to nothing to hellions (Queens are plenty good at dealing with them).

You are making up problems.

Baneling Nest 100/50
Burrow 100/100
Baneling 50/25

Not that much of an investment if you compare it to other races ... Terrans for example with 200/100 for factories EACH or 25/50 gas for EACH tech lab/reactor. The whole point of early burrowed Banelings is to be safe and drone up hard behind that, but apparently you missed that entirely.

Seems like quite a huge investment compared to what they have to do now to drone up hard, make 4-6 queens.

Those 4-6 Queens cant shut down harrassment as hard as Banelings can ... in ZvZ ... and burrow is really useful to really prevent harrassment on its own by forcing scans from Terrans. So burrow on its own really works against every kind of harrassment without the Banelings (which are most likely useful only against other Zerg or Terrans which you know will not go Banshee harrassing you). Early burrow has the potential of being just as bad as Queen range increase to shut down the harrassment necessary to keep Zerg economy in check.
If you cant say what you're meaning, you can never mean what you're saying.
BigRedDog
Profile Joined May 2012
461 Posts
January 21 2013 07:34 GMT
#428
As a zerg player, against Terran, I am very cautious of the siege tanks with siege ability by default.

This means that Terran can attack with marines and tanks very early. I need every possible units and abilities to hold back the attack. Burrowed will be a good investment/insurance. In case I see the terran moving out. Burrowed zerglings/banglings and roaches and prepare to defense.

I think it is a good idea to burrowed in the expansion not on top of the expansion..but between the CC and the mineral line. When they send their SCVs, unburrowed and attack or denote the banglings. Though this will not be any time soon as it takes time to research burrow and get banglings....
Big Red Dog!
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
January 21 2013 08:17 GMT
#429
On January 21 2013 16:34 BigRedDog wrote:
As a zerg player, against Terran, I am very cautious of the siege tanks with siege ability by default.

This means that Terran can attack with marines and tanks very early. I need every possible units and abilities to hold back the attack. Burrowed will be a good investment/insurance. In case I see the terran moving out. Burrowed zerglings/banglings and roaches and prepare to defense.

I think it is a good idea to burrowed in the expansion not on top of the expansion..but between the CC and the mineral line. When they send their SCVs, unburrowed and attack or denote the banglings. Though this will not be any time soon as it takes time to research burrow and get banglings....

It's a nice change from the free double FE zerg gets now in WOL..
Discarder
Profile Joined July 2012
Philippines411 Posts
January 21 2013 08:35 GMT
#430
On January 21 2013 17:17 maartendq wrote:
Show nested quote +
On January 21 2013 16:34 BigRedDog wrote:
As a zerg player, against Terran, I am very cautious of the siege tanks with siege ability by default.

This means that Terran can attack with marines and tanks very early. I need every possible units and abilities to hold back the attack. Burrowed will be a good investment/insurance. In case I see the terran moving out. Burrowed zerglings/banglings and roaches and prepare to defense.

I think it is a good idea to burrowed in the expansion not on top of the expansion..but between the CC and the mineral line. When they send their SCVs, unburrowed and attack or denote the banglings. Though this will not be any time soon as it takes time to research burrow and get banglings....

It's a nice change from the free double FE zerg gets now in WOL..


in TvP it also completely shuts down fast gateway attacks with your tier 1 units able to burrow, regenerate and fight again.. really classy
You can take the lion out of the jungle, but you can't take the jungle out of the lion
Donger
Profile Joined October 2009
United States147 Posts
January 21 2013 08:49 GMT
#431
On January 21 2013 11:53 TheSambassador wrote:
Show nested quote +
On January 21 2013 11:27 Donger wrote:
SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.


Do you even know how much an investment it is to go baneling nest + burrow + banelings early game?

You are SEVERELY overestimating the amount of power burrowed banelings provide and underestimating the investment it is to get them early.

Hell, most of the time you don't even move out with marines in SC2 early game. Hellion openers are still going to be standard for the map control that they provide. Burrowed banelings do next to nothing to hellions (Queens are plenty good at dealing with them).

You are making up problems.



I think you missed my point. I was trying to show how having things like BW does not necessarily translate to being better because how other units/mechanics work in SC2.

My opinion on the burrow change, I think it's too early to tell whether or not burrow as a hatchery tech is a problem. Not enough people have played around with getting quick burrow against T and P for anyone to argue either way.
Swartblits
Profile Joined December 2012
5 Posts
January 21 2013 09:55 GMT
#432
Am i the only one feeling that we should really just have 2 races. T and Z.
Since Blizzard has no intention of making Protoss a fun race to play with.

Blizz:
"We found time warp to be imba vs Terran so placed it on the momma core of which you can have only one of."
"Our aim is to make all oracles deadweight expensive observers once the enemy has 1-2 turrets in base."
"Oh yes and Infestor range is now 10 to allow maximum chaining of fungals to kill entire armies while working on your fith base droning non stop." BUT that time warp had to go omw imba!

I havent seen a single replay where a pro used it at all and i watch casts daily.


BLizz:
We realise that infestor fungal together with Hydras will decimate void rays because they have such short range but HEY void ray vs Hydra was imba because of the charge... that do no extra damage vs them.. Add the timer! Make it visible! SkillRays are IMBA! Increase the food count make the P army smaller! Make it such Infestor + crack Hydras will decimate any Void ray, Zeolot army. Sprinkle in some corruptors to burst down any clos and we have our wish! Imba zerg yet again."

Comon... WOL voids were stronger when charged up fully yet that was no problem.. Now u have speed hydras and its a problem now??..

Blizz.
"Oh give Protoss the Core. Easy defense early right! Make it darn expensive so he has to make a tech choice to get it."
"Make sure they are not stronger defensively than queens! We cant have Protoss expanding too much.. Barely enough energy for 1 charge up on a SINGLE nexus. We must allow Zerg to 4 hatch into a 5th (ala catz) without allowing Protoss an early third."

We seeing 4 hatch before pool builds vs Protoss with queens and speedlings that cant be stopped easily. All this while denying protoss a third. Fortunately P can defend a single expo with their core. Rubbish...

Blizz:
"Lets give the core that have limmited energy a warp back BUT when an oke warp back NERF it so its a 5 sec delay before the units appear and is shown to the attacking force. This way the attacking enemy can see the warp back coming, move thier units onto the shades and burst them down as soon as they land not allowing any micro.
BUT HEY we seeing lots of Nydus worm play which we really happy about. Zergs attacking with IT.....core cant.. and also retreating back into them saving all units inside. Good we happy."

My point is..
I feel for every ability Protoss get every time it gets nerfed Sooo much its no fun and always somehow inferior to something Zerg has..


ch4ppi
Profile Joined July 2010
Germany802 Posts
January 21 2013 10:11 GMT
#433
Wait what you do complain about the Infestor having Range 10 now?
Have you been checking out the Patch History of the Infestor?
Dodgeable, weaker Fungal, IT less Eggheatlh, significantly weaker lategame...

Charged up VR might be stronger, but you do know that getting an Infestor charged up in a battle was nearly unrealistic, thats why Corrupter were actually good counter to them, while they now have pretty tought time, because the VR can choose when to do full dmg.

I am not saying there is no need for future patches that also deal with Protoss problems, but you are really overdoing it here.
Excludos
Profile Blog Joined April 2010
Norway8278 Posts
January 21 2013 10:17 GMT
#434
On January 21 2013 18:55 Swartblits wrote:
Am i the only one feeling that we should really just have 2 races. T and Z.
Since Blizzard has no intention of making Protoss a fun race to play with.

Blizz:
"We found time warp to be imba vs Terran so placed it on the momma core of which you can have only one of."
"Our aim is to make all oracles deadweight expensive observers once the enemy has 1-2 turrets in base."
"Oh yes and Infestor range is now 10 to allow maximum chaining of fungals to kill entire armies while working on your fith base droning non stop." BUT that time warp had to go omw imba!

I havent seen a single replay where a pro used it at all and i watch casts daily.


BLizz:
We realise that infestor fungal together with Hydras will decimate void rays because they have such short range but HEY void ray vs Hydra was imba because of the charge... that do no extra damage vs them.. Add the timer! Make it visible! SkillRays are IMBA! Increase the food count make the P army smaller! Make it such Infestor + crack Hydras will decimate any Void ray, Zeolot army. Sprinkle in some corruptors to burst down any clos and we have our wish! Imba zerg yet again."

Comon... WOL voids were stronger when charged up fully yet that was no problem.. Now u have speed hydras and its a problem now??..

Blizz.
"Oh give Protoss the Core. Easy defense early right! Make it darn expensive so he has to make a tech choice to get it."
"Make sure they are not stronger defensively than queens! We cant have Protoss expanding too much.. Barely enough energy for 1 charge up on a SINGLE nexus. We must allow Zerg to 4 hatch into a 5th (ala catz) without allowing Protoss an early third."

We seeing 4 hatch before pool builds vs Protoss with queens and speedlings that cant be stopped easily. All this while denying protoss a third. Fortunately P can defend a single expo with their core. Rubbish...

Blizz:
"Lets give the core that have limmited energy a warp back BUT when an oke warp back NERF it so its a 5 sec delay before the units appear and is shown to the attacking force. This way the attacking enemy can see the warp back coming, move thier units onto the shades and burst them down as soon as they land not allowing any micro.
BUT HEY we seeing lots of Nydus worm play which we really happy about. Zergs attacking with IT.....core cant.. and also retreating back into them saving all units inside. Good we happy."

My point is..
I feel for every ability Protoss get every time it gets nerfed Sooo much its no fun and always somehow inferior to something Zerg has..




What are you on about? Protoss has never been as fun to play as it is right now. You can literally choose freely to tech to whatever you want. And you can be out on the map of you want to. Oh, is that a drop or a counterattack behind you? CHING and you're back to base to defend.
Swartblits
Profile Joined December 2012
5 Posts
January 21 2013 10:20 GMT
#435
Yes i am overdoing it I know.
But i swear to you the Protoss race owner at blizzard is a real wuss nerd sitting with a small voice just accepting any and all nerfs thrown at Protoss.

Really the race starts out with these nice abilities which always end up being nerfed into obscurity FORCING yet another 2-3 base, 3 base max.. turtle death ball. It makes Protoss play bland as hell.

Meanwhile Z gets binding cloud, hook, 10 range fungals. No evo spore crawlers. Awesome synergy nydus + swarm host play etc etc..
P gets these useless flyers called tempest, nerfed void rays, an energy driven oracle that can do 1 harras and get countered by a single spore colony making them useless. A hero catser unit being capable of throwing out 10 speels with little energy..
We right back to the deathball again.. Arent they supose to make skytoss viable? Make P a bit more dynamic.
Yet its these short sighted nerfs to anything protoss always. Get creative on P please omw.
It seems every Blizz official is a zerg fanboy..


Qikz
Profile Blog Joined November 2009
United Kingdom12053 Posts
January 21 2013 10:25 GMT
#436
On January 21 2013 10:52 Spyridon wrote:
Show nested quote +
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.


Everything you've said about zerg changes is pretty true, but the viper cloud is disrutption web rather than Dark Swarm :p
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
playnice
Profile Joined October 2011
Malaysia302 Posts
January 21 2013 10:35 GMT
#437
On January 21 2013 19:20 Swartblits wrote:
Yes i am overdoing it I know.
But i swear to you the Protoss race owner at blizzard is a real wuss nerd sitting with a small voice just accepting any and all nerfs thrown at Protoss.

Really the race starts out with these nice abilities which always end up being nerfed into obscurity FORCING yet another 2-3 base, 3 base max.. turtle death ball. It makes Protoss play bland as hell.

Meanwhile Z gets binding cloud, hook, 10 range fungals. No evo spore crawlers. Awesome synergy nydus + swarm host play etc etc..
P gets these useless flyers called tempest, nerfed void rays, an energy driven oracle that can do 1 harras and get countered by a single spore colony making them useless. A hero catser unit being capable of throwing out 10 speels with little energy..
We right back to the deathball again.. Arent they supose to make skytoss viable? Make P a bit more dynamic.
Yet its these short sighted nerfs to anything protoss always. Get creative on P please omw.
It seems every Blizz official is a zerg fanboy..



Which custom game are you talking about?
Swartblits
Profile Joined December 2012
5 Posts
January 21 2013 11:00 GMT
#438
Talking about the momma core!
Uber hero unit meaning you can have only 1.
Has timewarp, town portal and nexus overcharge. You think u have it bad with your 5 infestors with gland upgrade regening energy... NOT..enough.. energy for overcharge.. WHy the F did i get this thing?! gg
BerthaG
Profile Joined December 2012
France74 Posts
January 21 2013 11:02 GMT
#439
On January 21 2013 19:20 Swartblits wrote:
Yes i am overdoing it I know.
But i swear to you the Protoss race owner at blizzard is a real wuss nerd sitting with a small voice just accepting any and all nerfs thrown at Protoss.

Really the race starts out with these nice abilities which always end up being nerfed into obscurity FORCING yet another 2-3 base, 3 base max.. turtle death ball. It makes Protoss play bland as hell.

Meanwhile Z gets binding cloud, hook, 10 range fungals. No evo spore crawlers. Awesome synergy nydus + swarm host play etc etc..
P gets these useless flyers called tempest, nerfed void rays, an energy driven oracle that can do 1 harras and get countered by a single spore colony making them useless. A hero catser unit being capable of throwing out 10 speels with little energy..
We right back to the deathball again.. Arent they supose to make skytoss viable? Make P a bit more dynamic.
Yet its these short sighted nerfs to anything protoss always. Get creative on P please omw.
It seems every Blizz official is a zerg fanboy..




I felt the same, just do like me switch Z.Or stay on WOL. untill stats from results shows the evidence
Never surrender
Swartblits
Profile Joined December 2012
5 Posts
January 21 2013 11:11 GMT
#440
I switched to random actually.
Going from P to Z is fairly easy due to the both being able to mass units quickly.
Finding going to Terran being hardest since you need so myuch more production.
Thinng is i cant help getting bonkers whenever i see my favorite Protoss Race owner on Blizz side getting a wedgie yet again, and not having a single f*^&^* spark of creativity.
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