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On February 05 2013 15:53 ETisME wrote: I like the envision buff a lot. I felt it was way too short for the energy cost. The rest I am not sure. spending 100 gas for overlord speed that early is really expensive.
The spore+muta+fungal relationship will be difficult to fix. That spore change especially feels really weird.
I am surprised there is no planned change to swarm host, corruptor and overseer.
I don't see why it has to be nerfed. Considering bigger issues and I don't see many zergs do that composition from watching streams. Skytoss needs to be looked at first, same with millennium falcons (speed medivacs).
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Instead of constantly altering the units, they should really try to alter the mechanic of the game like unit spacing, resource gathering and high ground advantage. Moving t2 tech to t1 won't make any difference imo. zvz is transitioning to bw zvz but worse, since muta vs muta is much worse to watch in sc2. Where is the micro?
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On February 05 2013 03:54 Buffy wrote:Show nested quote +On February 05 2013 03:51 sagefreke wrote: Spore buff is going to be the biggest change.
Spores will now kill Mutas in 5 hits (4 assuming there's a queen by it).
Basically when the first 8 or so Mutas pop out for Zerg, one spore at each base will shut down Muta harass HARD. Notice your opponent going for a mass Muta flock? Just toss down another spore at your bases and you have 2 static defenses dealing 30 damage a piece. I almost feel like the change will kill Muta play since spores will absolutely demolish them.
Looking at the change though, I feel like Blizzard is missing a huge opportunity to just buff the fucking Hydralisk against air. Not to be a dick, but this changes nothing, you can still not move out from your base, and if you see them mass spores you can just take another base and keep map control, this will change nothing except the initial 8 mutas, when the muta flock is at 24 and you have ling / bane with speed banes and ultras, and he is maxxed on his hydra roach army, you are still dead. Only thing this will possibly change is the fact that muta vs muta doesnt never end up in a baserace again Some smart players, ehem leenock... will go for the spores with muta and doing a lot of damage, leaving a portion of the base without defenses. This actually matters.
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On February 05 2013 16:35 lemonbone wrote: Instead of constantly altering the units, they should really try to alter the mechanic of the game like unit spacing, resource gathering and high ground advantage. Moving t2 tech to t1 won't make any difference imo. zvz is transitioning to bw zvz but worse, since muta vs muta is much worse to watch in sc2. Where is the micro?
Pretty well said
I always thought being maxed in 11 BLIZZARD minutes (what is it? 8 min?) leaves so few room for harassment and small engagements. Everything happens so fast and is so flawlessly executed ( deathball 1a) that it feels so awful to watch.
PvZ, PvP and ZvZ (except the early game engagements) are so terrible in this game.
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It would be damn crazy if overlord drops are already available at hatchery tech, that would open a lot of strategic options...... that would be so cool but maybe unbalanced.
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On February 05 2013 15:56 blade55555 wrote:Show nested quote +On February 05 2013 15:53 ETisME wrote: I like the envision buff a lot. I felt it was way too short for the energy cost. The rest I am not sure. spending 100 gas for overlord speed that early is really expensive.
The spore+muta+fungal relationship will be difficult to fix. That spore change especially feels really weird.
I am surprised there is no planned change to swarm host, corruptor and overseer. I don't see why it has to be nerfed. Considering bigger issues and I don't see many zergs do that composition from watching streams. Skytoss needs to be looked at first, same with millennium falcons (speed medivacs).
I feel that zerg is having a hard time dealing ground aspect of Skytoss ( If that makes sense ) Corruptors seem to do fine against my air army but it's not until I have Archons and High templar in the mix that I see zergs tend to struggle.
Trying not to clump your units under archons whilst focusing down tempest/carriers is not an easy task. It's also not an easy task trying to just simply move your army even a foot when the Zerg has broodlords and Swarms hosts. I guess if you allow your opponent to get to that point in his army comp you are just supposed to lose no matter what.
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T.O.P.
Hong Kong4685 Posts
![[image loading]](http://i.imgur.com/Uh5rFQ2.jpg)
![[image loading]](http://i.imgur.com/0eJN5tT.jpg)
Nobody thinks this is a problem?
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On February 05 2013 17:11 T.O.P. wrote:
Nobody thinks this is a problem?
... maybe build a turret?
Zerg needs a spore crawler to survive oracles. I don't see why Terrans should get by without static defense.
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Russian Federation4295 Posts
Oracle is more expensive, than 5 marines. Widow mine can help you against Oracle. Rocket Turrets with range upgrade can help against Oracles too. Viking also too. SCv can repair rocket turret also.
At Zerg side, 2 queens can kill one Oracle. Mutalisk and fungals are also good against oracles. Hydralisk even when light units can kill Oracles very well
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On February 05 2013 03:42 BisuDagger wrote:Show nested quote +On February 05 2013 03:37 HelloSon wrote: Overlord speed change shouldn't affect too much. Burrow change was bigger IMO and that hasn't had much an effect so far.
Spore buff is good as well as infestor nerf. It's only big is if zergs decide now that they have speed on overlords that once lair is done then researching drop tech might become more standard. @Spore buff, I was like wtf is bio and flying at first lol (was only thinking ZvP, ZvT.
Why so? Ovi speed, lair and ovi drop still adds up to the same amount of time and resources as it is now.
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i don't see how you can really think that a double damage on the spores doesn't affect muta play. I'm rather thinking that you could make all your bases muta impenetrable cost efficiently with these killer spores. If hes got enough mutas to oneshot a spore (that's a lot of mutas) , then build four spores so you'll oneshot mutas instead.
thinking it's a pretty good change though.
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On February 05 2013 03:58 Aquila- wrote: What scouting buffs did terran get? Reaper?? Terran by now has the worst or rather the most expensive scouting options, especially in tvp it is a guessing game what allin the protoss is gonna do. Also where is the much needed nerf to oracles?
Just press scan.
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Seriously... no words on tanks in TvP? Pretty disappointed
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I am still wating for the long-awaited corruptor change. Not that it is OP or UP, just that it is such a booring unit.
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On February 05 2013 17:11 T.O.P. wrote:![[image loading]](http://i.imgur.com/Uh5rFQ2.jpg) ![[image loading]](http://i.imgur.com/0eJN5tT.jpg) Nobody thinks this is a problem? Yes it is clearly imba that terran cannot defend against oracle builds that cost 300/300 with 5 unupgraded marines costing 250 minerals.
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On February 05 2013 17:20 CYFAWS wrote: i don't see how you can really think that a double damage on the spores doesn't affect muta play. I'm rather thinking that you could make all your bases muta impenetrable cost efficiently with these killer spores. If hes got enough mutas to oneshot a spore (that's a lot of mutas) , then build four spores so you'll oneshot mutas instead. Agreed. If anything, this change can prove too much, certainly not too little.
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I personally find this thread heart warming seeing all these people share their concerns with Blizzard. But...did Blizzard ever listen to you? You like HOTS the way it is? At some point one has to step up and tell Blizzard to go f..k themselves. DOT2 is nice.
User was banned for this post.
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Holy crap, so much complaining going on. I still didn't lose hope. I think that Blizzard will have it done, and even if it is imbalanced at the start, they will fix things later. So far from watching VODs, HOTS is a lot more interesting than WoL, and WoL was solid game imo.
The funniest thing is how some people complain about units being "useless" or "uninteresting" when it is just their opinion.
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T.O.P.
Hong Kong4685 Posts
On February 05 2013 17:18 Existor wrote:Oracle is more expensive, than 5 marines. Widow mine can help you against Oracle. Rocket Turrets with range upgrade can help against Oracles too. Viking also too. SCv can repair rocket turret also. At Zerg side, 2 queens can kill one Oracle. Mutalisk and fungals are also good against oracles. Hydralisk even when light units can kill Oracles very well Did you even look at the time? That thing came at 5:52.
How can you think one oracle massacring nonstop production of the only unit terran can build that can shoot up by 5:52 is not a problem? One widow mine doesn't even one shot a oracle. If you think it's fair for terran to build a ebay and a two turret everytime protoss takes 2 gas then you don't understand balance. Your starport won't even be done by 5:52 in a 1-1-1 build.
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