|
Nobody responding to this?:
- An alert has been added when MULEs expire. - An alert has been added when the Chrono Boost buff expires. - An alert has been added when the Spawn Larva buff expires.
Seems a pretty big deal to me. Makes it zerg macro easier and perhaps toss will actually use all their chrono now...
|
Not that I agree with IdrA/Artosis that colossi are overpowered, but if there's any protoss unit that's used more often than it should be, it's definitely colossus. Why then they' go ahead and nerf templar is beyond me, because now people are really going to be depending entirely on colossi.
Also I have no idea how archon toilet was in any way detrimental to the game. It made pro games more entertaining to watch, whilst not affecting the average player too much.
Makes no sense. Heck, if I were GomTV, I'd complain.
|
Templar change was unavoidable. The ability to warp storms in at will was way too good especially on bigger maps. The problem is that it makes Protoss expansions almost untouchable lategame. If you get some cannons and keep 1-2 warpgates in reserve to warp in emergency Templar, you can defend your outlying expansions from anything but a major assault from the main army.
With this change, you can still defend your expo, but you'd have to keep Templars there throughout the game, which would weaken the main Protoss deathball, which is a good thing given it's lategame power.
Personally, I think they should make Templar still start with enough energy for storm, but only if it comes out of a normal gateway instead of warpgate. There is no real issue with Templar being able to storm right away, but the issue is being able to warp in storms anywhere you want to
|
On February 26 2011 18:55 happyness wrote:Show nested quote +On February 26 2011 18:45 Aurious wrote: Possible fix to HT.
Why not have two starting energy costs and keep the amulet. 67 energy start for a warp in after amulet and 75 with lowered build time with a regular gateway? Because blizzard only works in intervals of 25. Nothing costs outside of 25 intervals and energy is the same way.
Actually that's just for "spell costs". Starting energy can be anything they want. A compromise of keeping amulet in and making only give a boost of +20 or +15 (so that HTs have to wait just 19-15 game seconds before being able to storm) is something I agree with.
|
On February 26 2011 18:58 wolfe wrote:Show nested quote +On February 26 2011 18:50 Ribbon wrote:On February 26 2011 18:44 Liquid`TLO wrote: wow thanks for making Infestors even better Blizzard :D Because you're random, I don't know if that thanks is sarcasm or not. Still, I guess at least one pro-gamer considers the Fungal change a buff. quite a LOT of them like it. including sheth, catz, strife, gretrop
Have they commented publically anyway, or earlier in the thread.
Got to admit, I'm a little curious as to what Idra thinks, as he's been waiting for a Zerg buff before he plays again
|
On February 26 2011 18:54 Fa1nT wrote: I don't see why people like the "dps buff" for fungal growth. The spells main use was the stun duration
Tanks siegeing? Fungal.
Big army running at your base, no army? Fungal
20 phoenix/muta in your base? Fungal
Dropship in your base? Fungal + infested marines
All these things are now nerfed, and in exchange, we get faster damage... Except that banelings already do fine against fungaled marines :/
If anything, 16 seconds for the 36 damage would be a real buff.
Consider: Mass Marines with Medivacs. Fungal just gets healed np. Now Marines should die in 2 fungals even with medivacs on them!
An alert has been added when the Spawn Larva buff expires.
anyone experienced this? how is the alert displayed?
|
On February 26 2011 18:58 Wesso wrote: Nobody responding to this?:
- An alert has been added when MULEs expire. - An alert has been added when the Chrono Boost buff expires. - An alert has been added when the Spawn Larva buff expires.
Seems a pretty big deal to me. Makes it zerg macro easier and perhaps toss will actually use all their chrono now...
Zerg already has / had a alert for that simply look @ howmany larve u have selected when producing units there isnt much of a difference there
|
On February 26 2011 18:57 MorroW wrote:Show nested quote +On February 26 2011 18:44 Liquid`TLO wrote: wow thanks for making Infestors even better Blizzard :D LOL im afraid they will be terrible broken now. it all depends how fast this projectile is tho. if its like an emp then i will laff my way to victory every game also removing amulett is gonna have a huge impact on protoss o.o mothership change and charge change are both great
its rather slow. there is a video in this thread somewhere. blink stalkers can dodge it easy.
plus and fast unit (stimmed marines >.>) will dodge it piss easy. so you have to predict the movement of the unit your aiming at.
actually i fear that the change will make marines have no counter in TvZ. with good marine control you can dodge both banelings AND infestors.... T>T
time will tell though
|
At first glance the protoss late game changes seem over the top, but tbh we'll have to see how it pans out. For example, it's hard for us to judge how big a change the zealot buff is - it could be a massive buff, as we all know his much zealots get kited in the late game by marauders. Getting guaranteed extra hits could make a massive difference.
I think the infestor changes are kinda cool. Does it still do the same damage to non-armoured units, but over a shorter time span? Cos a nerf to the damage would be lame : /
|
On February 26 2011 18:58 Wesso wrote: Nobody responding to this?:
- An alert has been added when MULEs expire. - An alert has been added when the Chrono Boost buff expires. - An alert has been added when the Spawn Larva buff expires.
Seems a pretty big deal to me. Makes it zerg macro easier and perhaps toss will actually use all their chrono now...
unless you stare @ the left of the screen text religiously, this literally makes 0 difference
|
Taking out the the ability to see the number of losses for players below masters league just sounds stupid. How will people evaluate other people for AT games, how will i know how bad my ally was in a RT game, how will a bad player know that they're really really bad or that they really need to watch pro replays? Finally why take the number of losses out of a game where the objective is to win?
|
On February 26 2011 19:03 Mike941 wrote: Taking out the the ability to see the number of losses for players below masters league just sounds stupid. How will people evaluate other people for AT games, how will i know how bad my ally was in a RT game, how will a bad player know that they're really really bad or that they really need to watch pro replays? Finally why take the number of losses out of a game where the objective is to win?
SC2 everybody is a winner!
|
On February 26 2011 18:58 Wesso wrote: Nobody responding to this?:
- An alert has been added when MULEs expire. - An alert has been added when the Chrono Boost buff expires. - An alert has been added when the Spawn Larva buff expires.
Seems a pretty big deal to me. Makes it zerg macro easier and perhaps toss will actually use all their chrono now...
It's not a sound alert. It's a bit of text at the left side the screen that literally no one looks at ever. You know where it says "Structure Complete/Upgrade Complete", but you never look because it's accompanied by a soundclip anyway? Yep.
|
actually, yeah guys.
the new overseer and broodlord costs are a mistake.
what was done is...
overlord + overseer cost = 150/100 (new cost)
corruptor + morph broodlord = 300/250 (new cost)
|
On February 26 2011 19:03 Mike941 wrote: Taking out the the ability to see the number of losses for players below masters league just sounds stupid. How will people evaluate other people for AT games, how will i know how bad my ally was in a RT game, how will a bad player know that they're really really bad or that they really need to watch pro replays? Finally why take the number of losses out of a game where the objective is to win?
Can't you just look at their league icon? I'd rather have a diamond AT partner with a sub-50% win rate than a plat with 53%...
|
I'm just going to quote an old post from may 2010 here (the topic was about EMP, but that's not really all that relevant as it degenerated to a huge mudfight as per usual in the strategy forum):
On May 04 2010 02:47 Ghostcom wrote:Show nested quote +On May 04 2010 02:33 ADAM.1 wrote: you didnt include depot in your timing.. lol this thread is fail, much like all the replicas..
I will speak on behalf of Terran "I'm sorry ghost is the counter to immortal. If you don't realize how strong the immortal is and that it needs a counter then you are probably in copper division. ATM, Protoss have the advantage over Terran... if you don't realize that you are probably in copper division or don't have Beta. Not that there is anything wrong with the copper division... but I wouldn't agree that copper division players would have a strong handle on what needs nerf and what is a direct counter"
Hi - please reread the 100 bad posts about Terran EMP too strong. Thank you enjoy TL Funny how many threads happend to pop up about the immortal being OP and that (plat) terrans with 2 ghosts couldn't hit 2 of them if their life depended on it - especially seing as it is undodgeable. Tbh, I think EMP is fine, BUT I would like to see both it and fungal growth dodgeable as I'm very much against "auto-win" buttons (a bit of an exaggeration, what I mean is abilities with a "damage" component that can't be avoided in any way). Seeing as how it wouldn't make sense to make EMP a "DoT" like storm, I would rather see the projectile from BW back (in before lolgoplayBW). This would allow for more micro and more though in the use of EMP. I'm aware that what I propose hereis a direct nerf to EMP (and hopefully fungal growth as well) but I feel it would be a good change nonetheless. Oh and I'm a random player as well, so this isn't just a P player who wants an easier time.
Now I only need to convince Blizzard about the EMP as well 
Don't like the amulet nerf though, but tbh I'm not too sure that it'll actually get through.
|
On February 26 2011 10:26 Stiver wrote: If ZvZ becomes nothing but instant banelings I might just swith to protoss =/
I hate ZvZ as it is.
Out of curiosity where are people getting this from? I see no where in the notes that the baneling time has changed. Although blizzard is notorious for Ninja Changes.
I think it is amusing all the toss complaining about the amulet upgrade. It seems to me that the templar route is comparable to the collosus route.
Twilight Council 50 sec ---> Templar archives 50sec ---> Research Storm 110sec and First set of high templar 5sec(warpin time) ----> Additional templar build in 45sec (warpgate cooldown time)
Robotics Facility 65 sec ---> Robotics Bay 65sec ---> Thermal Lance 140sec and First collosus 75sec
You can also build as many templars as you have gateways (and resources of course) as you want the moment your archives finishes so they can start building energy. While the collossus would take 75 game seconds to build. After including the increased build time of the the collosus tech your templar could have built energy for 100sec before the first collosus would of been out.
Low and behold that's 10sec less than the time it takes for you to get your storm upgrade anyway.
Additional templar that are built after the first batch will have 25-30sec to build energy during the time it takes for more collosus to build.
Collosus 300/200/6 cannot target air Templar 50/150/2 can target air
The disadvantage of fast templar has always been a slower observer. I think a t/z that scout a templar archives though are going to be more hesitant to move out because you already have the tech tree set up for dt as well.
Templar useless after the change? No definitely not. Just their usefulness decreases a little bit it is not eliminated.
|
On February 26 2011 19:04 Rampager wrote:Show nested quote +On February 26 2011 18:58 Wesso wrote: Nobody responding to this?:
- An alert has been added when MULEs expire. - An alert has been added when the Chrono Boost buff expires. - An alert has been added when the Spawn Larva buff expires.
Seems a pretty big deal to me. Makes it zerg macro easier and perhaps toss will actually use all their chrono now... It's not a sound alert. It's a bit of text at the left side the screen that literally no one looks at ever. You know where it says "Structure Complete/Upgrade Complete", but you never look because it's accompanied by a soundclip anyway? Yep.
Ahh thanks, I did think it was a sound alert.
|
On February 26 2011 19:04 Mutarisk wrote: actually, yeah guys.
the new overseer and broodlord costs are a mistake.
what was done is...
overlord + overseer cost = 150/100 (new cost)
corruptor + morph broodlord = 300/250 (new cost)
so you mean there is no increase on cost? is that confirmed?
|
On February 26 2011 19:04 TheTenthDoc wrote:Show nested quote +On February 26 2011 19:03 Mike941 wrote: Taking out the the ability to see the number of losses for players below masters league just sounds stupid. How will people evaluate other people for AT games, how will i know how bad my ally was in a RT game, how will a bad player know that they're really really bad or that they really need to watch pro replays? Finally why take the number of losses out of a game where the objective is to win? Can't you just look at their league icon? I'd rather have a diamond AT partner with a sub-50% win rate than a plat with 53%...
This is a very good thing imo, now people will start to actually play without the fear to mess up their stats!
Adios Ladder fear! Hello Ladder grind!
|
|
|
|