On January 18 2013 07:43 Rad wrote: Tacking on a timer sounds really lazy. If it's hard for people to tell that the voids are in kill everything mode, improve the visuals slightly, don't just tack on a timer that screams "BACK AWAY!!"
Thumbs up on the burrow change. Dunno about reaper change. Don't like the increase in void supply.
Isn't the timer only for the protoss, to see that his ability is active?
From their explanation, I get the impression that it's going to be visible to everyone, not just to the protoss that's using it:
"We haven't seen many players microing against the Void Ray's Prismatic Alignment ability, even among the highest rated players in the HotS Beta. In order to encourage more precise micro against this ability, we've decided to display a timer on the Void Ray for the duration of the effect. We're hoping to see players pull their units back against Prismatic Alignment, and re-engage once the ability is on cooldown."
The micro they're talking about, I would assume, is to back away from the voids while it's activated. This could be done in a much more interesting way by enhancing the graphics of a charged up void, rather than just sticking a timer on it.
I agree. I think it would be cool if when Void Rays are charged up the beam turns a different color and as the timer runs down it slowly changes back to the original color.
The micro they're talking about, I would assume, is to back away from the voids while it's activated. This could be done in a much more interesting way by enhancing the graphics of a charged up void, rather than just sticking a timer on it.
Or just remove the specific mechanic Voids have that discourages pulling away (their extended range on targetted units), which they are the only unit to possess, and which they only have in the first place because of the way their old charge worked (i.e. damage upfront was low, and they needed to be able to attack one target continuously for a bit to charge up). But thats no longer the case, and the legacy mechanic is having the effect of running directly counter to the micro Blizzard wants to encourage.
On January 18 2013 09:35 Myrddraal wrote: I'm a bit confused about the Void Ray tbh, it already seemed like a useless unit (unless they were massed in Bronze-Gold League) but from what I can tell they are overall shittier than they were in WoL and now they are going to cost MORE supply?
If they are going to cost 4 supply, could they at least start off with 1 armour or something? Since they are supposedly Armoured anyway.
ok you didnt play/watch hots because they are really broken right now. well bfr this patch
On January 18 2013 09:35 Myrddraal wrote: I'm a bit confused about the Void Ray tbh, it already seemed like a useless unit (unless they were massed in Bronze-Gold League) but from what I can tell they are overall shittier than they were in WoL and now they are going to cost MORE supply?
If they are going to cost 4 supply, could they at least start off with 1 armour or something? Since they are supposedly Armoured anyway.
ok you didnt play/watch hots because they are really broken right now. well bfr this patch
They will still be broken at +1 supply.
I am praying that toss players over react to this nerf and stop massing void rays... A man can hope xD
ok with this stuff i guess. hatch tech burrow has the potential to be interesting. i think reapers are still kind of a side show and aren't going to be used much. i didn't realize the new void ray was so strong - haven't seen many games with them being used. i agree with the people saying the animation should be changed to make it more obvious. dunno if making them 4 food is very bright if they want it to be the core DPS unit for stargate tech. guess we'll see.
voidray change is good, they are so cost effective late game when you get like 5-7 of them with your air army. Makes facing toss air a little easier when you play mech.
Reaper change is whatever, i think the reaper is a lost cause at this point. Give it a flare or a boost like the medivac.
Burrow change is good, people who are saying it will be op obviously did not play bw. That 100 early gas is gonna delay the zerg tech and they gotta do something with burrow lings/banes/roaches to make it worthwhile. The ground should be slightly altered when there are burrowed units though.
Reaper should be put back on tech lab, increasing its strength early game isn't a good idea because of the healing ;x What should be done is; back on tech lab, lower build time, give them hp buff from combat shields and add back in their building attack but make it a factory upgrade.
They will still be accessible early game but not as a super harass unit (which is the banshee/hellion role anyway) and gives them relevance later on with a building attack. Either that or just remove them because they seem unable to find a spot for reapers that isn't too strong or too weak.
Blizzard says they are making burrow at Hatch tech to encourage more early game aggression on the map. In PvZ at least I think this will make Protoss want to turtle even more. This early in the game it is unlikely to have any mobile detection unless we rush for it and any burrow trap will pretty much end the game.
No. It would be like giving Siege Tanks an HP buff instead of something they need. It's a useless buff that doesn't address any underlying issue with the unit. I'll hold off on further comments because I think Blizzard will be making more mech changes next patch.
Really? I think it helps it have just enough hitpoints to get a good scout in (even during the mid and late game) and still get out alive. I'd definitely consider having one or two moving around throughout the game, especially with how fast it is now. It would be interesting to give it increased vision range to make up for the loss of combat awareness too.
Wow now PvZ air will be more manageable. The reaper health buff is much needed for a 50 gas scouting unit. Great patch overall, but lacking. Still no love for the siege tank
On January 18 2013 10:26 Masada714 wrote: Blizzard says they are making burrow at Hatch tech to encourage more early game aggression on the map. In PvZ at least I think this will make Protoss want to turtle even more. This early in the game it is unlikely to have any mobile detection unless we rush for it and any burrow trap will pretty much end the game.
a few cannons until you get observer and you will be fine.
Its not that easy to get a perfect burrow surround as well, if your paranoid just move your army around in weird directions.
On January 18 2013 10:27 Nethune wrote: Gee, I'll definetly have fun only opening Robo now! Thanks Blizzard!
Oracle can detect too. And burrowed banelings aren't effective against air units and many protoss units. And you always have recall if you're in a trap
On January 18 2013 10:27 Nethune wrote: Gee, I'll definetly have fun only opening Robo now! Thanks Blizzard!
Oracle can detect too. And burrowed banelings aren't effective against air units and many protoss units. And you always have recall if you're in a trap
that, and also, why would you ever be engaging away from cannons until you have obs out anyway
the only real problem this poses in zvp is if the zerg is able to snipe your cannons at the third before they go up and while your army is out of position but before your obs are out