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The Philosophy of Single Target Spells - Page 2

Forum Index > SC2 General
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Prev 1 2 3 4 Next All
Fiel
Profile Joined March 2010
United States587 Posts
May 23 2010 13:06 GMT
#21
@kidcrash:

The sacrifice is that your Infestors are stuck in the ground and can't be out NP/FGing the opponent. That's sacrifice enough.
kidcrash
Profile Joined September 2009
United States623 Posts
May 23 2010 13:10 GMT
#22
On May 23 2010 22:06 Fiel wrote:
@kidcrash:

The sacrifice is that your Infestors are stuck in the ground and can't be out NP/FGing the opponent. That's sacrifice enough.


Fair enough, if you really think that's enough. In all honesty, you'd have to look at the regeneration rate before you can determine whats balanced and what is sufficient sacrifice. I guess that would be reasonable, I'm just debating how scary fungal growth spam would be.
RaGe
Profile Blog Joined July 2004
Belgium9950 Posts
May 23 2010 13:13 GMT
#23
I think the use of Frenzy will be mostly limited to 2v2s. With the ultralisk being useless, there's no valid target, like you mentioned. However, Thors/Colossi seem perfect targets.
Moderatorsometimes I get intimidated by the size of my right testicle
kajeus
Profile Joined May 2010
United States679 Posts
May 23 2010 13:13 GMT
#24
Summary: support caster cast support spells.
pro-MoMaN, pro-HuK, pro-Millenium
Rabiator
Profile Joined March 2010
Germany3948 Posts
May 23 2010 13:15 GMT
#25
Frenzy looks exactly like a Spell from Warcraft III, BUT there it would be autocast. Since Blizzard decided there would not be autocast in Starcraft 2 (which I heartily agree with) with the exception of autorepair ... AND that icon-casting on the unit icons got removed it is not exactly easy to use ... en masse. So changing the spell seems in order and here is my suggestion:

- change the energy cost to 150
- single target unit gets an aura which will affect all of the friendly units in a X radius
- targeted unit increases in size by 25% to make it "microable" and "focusable"

Leaving the spell as it is - dirt cheap AND 30 seconds - is a bit powerful early on, because it allows the already "good against everything units" of Zerg to become noticeably better still.

Another thing I dont really like is the lack of creativity if you look at the spell of the corruptors ... almost exactly the same of Frenzy, except for the target.
If you cant say what you're meaning, you can never mean what you're saying.
crate
Profile Blog Joined May 2009
United States2474 Posts
May 23 2010 13:15 GMT
#26
On May 23 2010 22:13 RaGe wrote:
I think the use of Frenzy will be mostly limited to 2v2s. With the ultralisk being useless, there's no valid target, like you mentioned. However, Thors/Colossi seem perfect targets.

Except that they're not biological, so it doesn't work.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
May 23 2010 13:20 GMT
#27
They could have made the Ultralisk just immune to magic in general. They are still awful against Thors and Marauders (with the reduced HP).

I'm not fond of both of the new zerg spells since they fall under "generic army micro", such as focus firing, and for a game such as SCII with a lot of nits fighting against eachother there should just be spells that are really noticeable when used. Using a spell for a minor damage boost might be effective, but I think it's a bit dull.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Mr.E
Profile Blog Joined March 2009
United States434 Posts
May 23 2010 13:22 GMT
#28
How many fungal growths do you think a player will need? What will you use the rest of the energy on in a key battle?
Looking for top-tier practice partners, especially Z; PM me
Motiva
Profile Joined November 2007
United States1774 Posts
May 23 2010 13:26 GMT
#29
I would love to see Frenzy have a splash range about the size of EMPs. and maybe let Frenzy, Contaminate and Corruption be dispelled by EMP while on the subject lmao.

corruption and frenzy essentially do the same thing, however, neither does anything on it's own. They also require a lot more babysitting and Frenzy is hardly worth the APM it would take to use.
kidcrash
Profile Joined September 2009
United States623 Posts
May 23 2010 13:27 GMT
#30
On May 23 2010 22:22 Mr.E wrote:
How many fungal growths do you think a player will need? What will you use the rest of the energy on in a key battle?


I think you'd have to start getting a bit creative with neural parasite if you had that much extra energy. That being said, if you have more energy than you have targets to fungal growth, the battle is yours either way.
imbecile
Profile Joined October 2009
563 Posts
May 23 2010 13:30 GMT
#31
Make Corrupt permanent or at least several minutes long and a lot more visible. (And maybe even contagious for the first minute of it's duration.) That way it becomes in a way like plague used to be against protoss in BW: a permanent weakener.

Not even a quad damage increase corrupt would justify the APM cost of it in a battle.

Frenzy could be worth it if it also boosts speed and health.

okrane
Profile Joined April 2010
France265 Posts
May 23 2010 14:22 GMT
#32
On May 23 2010 22:22 Mr.E wrote:
How many fungal growths do you think a player will need? What will you use the rest of the energy on in a key battle?


In a game where units are removed because they are redundant (Lurkers), are we really gonna tolerate redundant spells just because they might be useful sometime?
Really disappointed with Starcraft II Zerg! :(
osten
Profile Joined March 2008
Sweden316 Posts
May 23 2010 14:25 GMT
#33
It should definetly be like guardian shield, like okrane and opinion said. You guys are so spot on. Corrupt same thing, if it was an "activatable aura" it would actually work. Some might say it's too wc3-like but I feel that it's neither wc3 or bw-ish but more sc2-ish, guardian shield type spells. Yeah.

Feedback, neural parasite & hsm can actually be as it is because they are such dangerous spells, I think it's ok if it's hard to target it since they are game changing. But to give zerg more and more single cast spells, the swarm should not be like that in my opinion..
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
Last Edited: 2010-05-23 14:37:59
May 23 2010 14:32 GMT
#34
So what if frenzy instead was:
  • Some kind of spray animation(reminiscent of what the queen has) that would actually shot
    out in a..say 90 degree arc in front of the infestor
  • Give it a range/radius of 1 or 1.5(larger and it might get overpowered, lings are tiny) and any
    units standing inside that area gets frenzied
  • Cost 100 energy since it would practically mean you could cast it on two ultras and it isnt any
    more the apm sink it is now, 75 energy perhaps if it is an upgrade but the infestor already
    has enough of those.
  • Only lasts for 15 seconds
Do you really want chat rooms?
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
May 23 2010 14:39 GMT
#35
Oh, maybe they could steal faerie fire (WCIII ability) and give that mechanic to corruption. For those not familiar, faerie fire gives you vision of the unit you cast it on for as long as it's alive, and then there could be fun decisions to make where the enemy either has to show where his army is, or leave the corrupted unit exposed.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
May 23 2010 14:56 GMT
#36
On May 23 2010 22:05 Doc Daneeka wrote:
it'd be cool to get consume or dark swarm back but it doesn't hurt to have these extra spells. i do mass cast corruption occasionally. mostly i'm just disappointed they couldn't come up with anything more creative for zerg. for example instead of scrapping the old corrupter mechanic they should've worked on tweaking it.


I like dark swarm in starcraft 1 but i think it would be broken in starcraft 2. What terran can do with it ? only hellion would be able to do dommage under it
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
okrane
Profile Joined April 2010
France265 Posts
May 23 2010 15:20 GMT
#37
On May 23 2010 23:56 StoLiVe wrote:
Show nested quote +
On May 23 2010 22:05 Doc Daneeka wrote:
it'd be cool to get consume or dark swarm back but it doesn't hurt to have these extra spells. i do mass cast corruption occasionally. mostly i'm just disappointed they couldn't come up with anything more creative for zerg. for example instead of scrapping the old corrupter mechanic they should've worked on tweaking it.


I like dark swarm in starcraft 1 but i think it would be broken in starcraft 2. What terran can do with it ? only hellion would be able to do dommage under it


Its clear that Blizzard doesnt want a major spell as the first spell of the Infestor. Infested Terran, Frenzy, both pretty cheap and non game-changing abilities
Really disappointed with Starcraft II Zerg! :(
JohnQPublic
Profile Joined April 2010
United States123 Posts
May 23 2010 15:29 GMT
#38
The most frightening thing to me is how incredibly unimaginative blizzard is being with these spells. There is so much inspiration to pull from Dota, LoL, HoN all function with buffs very similar to starcraft (obviously as they all spawned from wc3). Even more frightening is that these changes are there to make zerg more interesting... I don't see what is interesting about buffing a unit to do more damage but I'm not a game designer and blizzard obviously is and MUST be on the right track(lol?).

If I were to change frenzy I would just make it so that the target effected cannot be cc'd in anyway and cannot be reduced below 1 health for 10 seconds. That would allow them to actually get up to the front lines and do damage and would be skill dependent because it would always be more beneficial to use it on a unit that is JUST about to die.

I mean shit dota has about 100 characters with 4 skills each that alone is enough inspiration to add something interesting.

You might want to argue with "They don't want to add anything too complex this close to launch as it could cause serious imbalances and bugs" and I would simply answer to that is if they don't make serious changes this game is going to blow, they have had enough time to add this shit and I find it very alarming that it took till the beta for them to realize zerg was a complete mess and so boring.

non sum qualis eram
Icemind
Profile Joined May 2010
Germany570 Posts
May 23 2010 15:34 GMT
#39
Really nice article and i have to agree with you, those buff/debuff spells had a place in Warcraft 3 because every single unit was worth so much and made such a huge difference (and took a long time to kill) as well as Warcraft beeing more of a micro game in general.
I actually feel that the replacements are a lot less usefull than the spells they replaced. Corruption could really be abused to disable all those warpgates after all the colossi were dead, and although beeing as i admit extremely situational in those situations it could still be a winning move.
Same for infested terrans, yes they werent used often, but if you were playing a infestor ling build (and therefore had hardly any anti air) you could use them to snipe dropping medvacs (after immobilizing them with fungal growth) to great effect. Whereas i cant find any use for frenzy whatsoever ... besides using it on ultras yes, but i have yet to come to a situation were teching to ultras is really worth it especially since i pretty much have to research an additional two technologies to make them useable (which not only costs another good bunch of reasources but also more importantly a decent amount of time). Its not even worth it on Broodlords since those deal about half of their damage through the broodlings, therefore frenzy would only increase their damage by about 1/8.
Glacierz
Profile Blog Joined May 2010
United States1245 Posts
May 23 2010 15:42 GMT
#40
On May 24 2010 00:34 Icemind wrote:
Really nice article and i have to agree with you, those buff/debuff spells had a place in Warcraft 3 because every single unit was worth so much and made such a huge difference (and took a long time to kill) as well as Warcraft beeing more of a micro game in general.


You are forgetting defensive matrix in bw. Lots of people still use it in high level games. I don't see anything wrong with adding another micro dimension to the game especially when unit counts are low on both sides after a big battle.
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