"Mothership - Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds."
This is just weird. Seems like they want to nerf Archon toilets but the solution is not that great.
So basically when I see the gigantic Terran contain around my base I can now use Vortex as a defensive purpose and drag all of my units there and then be immortal for 1,5 seconds.
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?
Because Blizzard wants more players to play. People are afraid to play SC2 for many reasons be it the chance of being demoted, looking at your win loss ratio go badly, jitters, points go down, rage etc. The whole point of the bonus pool was designed to encourage players to play more and not feel so bad.
I just feel like every Pv matchup is going to be even more of a colossus fest now, but atleast drops in TvP are going to be more effective lategame now
On February 26 2011 19:31 cilinder007 wrote: I just feel like every Pv matchup is going to be even more of a colossus fest now, but atleast drops in TvP are going to be more effective lategame now
They buffed building health exactly because terran drops were too effective, and protoss and zerg had no chance to react.
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.
It's very slow
thanks for the vod. i take back what i said about broken. it might need abit extra tweaks but it seems like a nice change to me can already imagine blink micro and spread marines to dodge the projectile
It's fast enough that there's a cost to dodging: That you're not shooting for those few seconds. Even a missed fungal is still useful.
well think about it this way. marines will be running anyways because of banelings :p
but something awesome about this is that it takes 3 tank shots to kill the infestor now instead of 2
I was thinking more of Void Rays, but microing marines against Muta/Bane/Infestor/Ling will be insane.
Do you think the fungal change makes it possible for Zerg for beat a Colossus/Void Ray death ball, now?
i saw him abusing flux vanes and speed vrs to snipe hatches and kill hydras and then voila it got removed a few weeks later. Then he does amazing toilets in his game vs xlord and subsequent games and then all Protoss began to copy him, and now it's gone.
I suggest for him to cut all contact with David Kim. And for him to tell Catz not to rat on him as well cause from the stream, it seems he is in contact with David Kim a lot. =p
On February 26 2011 19:34 Xgorden wrote: With the Achon toilet nerf. Any word on if banelings still explode and do 0 damage?? And should this be the case in your opinion?
The units are untargettable so I assume no. Also I imagine the units can't even attack during these 1.5 seconds.
I really don't understand the amulet change and the viking flower change. Not at all. Why? I mean I have serious grudges against Terran in general. Infact if I went into full detail on my thoughts, I'd be banned pretty quick - suffice to say, I think T is majortly flawed That being said,... the viking flower was completely harmless, why on earth would they remove this?
As for the amulet removal - what? They nerfed the size of the storm area, it's not an instant damage and yet EMP which is free for ghosts at such a low tier goes unchanged? o_O? Who, what, why? huh?!
On February 26 2011 19:38 Cabinet Sanchez wrote: I really don't understand the amulet change and the viking flower change. Not at all. Why? I mean I have serious grudges against Terran in general. Infact if I went into full detail on my thoughts, I'd be banned pretty quick - suffice to say, I think T is majortly flawed That being said,... the viking flower was completely harmless, why on earth would they remove this?
As for the amulet removal - what? They nerfed the size of the storm area, it's not an instant damage and yet EMP which is free for ghosts at such a low tier goes unchanged? o_O? Who, what, why? huh?!
Because you can't warp in Ghosts anywhere on the map neither does EMP kill units. Thats why its unchanged.
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.
thanks for the vod. i take back what i said about broken. it might need abit extra tweaks but it seems like a nice change to me can already imagine blink micro and spread marines to dodge the projectile
It's fast enough that there's a cost to dodging: That you're not shooting for those few seconds. Even a missed fungal is still useful.
well think about it this way. marines will be running anyways because of banelings :p
but something awesome about this is that it takes 3 tank shots to kill the infestor now instead of 2
I was thinking more of Void Rays, but microing marines against Muta/Bane/Infestor/Ling will be insane.
Do you think the fungal change makes it possible for Zerg for beat a Colossus/Void Ray death ball, now?
i think its still gonna he hard to go toe to toe with a zerg deathball vs a prootss deathball but the the hydralisk, overlords (with baelings in them), ultralisk,corruptor and infestor had a nice buff here infact zvp in late game overall had a nice buff here
i think it would be be bad for gameplay if a zerg 200 was equally strong as a 200 toss but atm its very onesided to colosus voidray that u cant really do the "first 200 zerg to strike, then another 200 food to clean up" but now i can definitely see that happening
Looks like they are forcing toss players down the colossi road even more now no more warp in storms which where an incredibly useful defensive tool and a big part of game play. Wouldn't be surprised if win ratio of T in PvT shot up now.
I don't agree with the mothership nerf at all. It is the highest tech and most expensive protoss unit and it is already rarely gotten. I doubt it will ever be seen if the nerf goes through.
I'm fine with the improvements with the overall interface but wtf with khadryan amulet ? Everyone is complaining that P is too collossi only and they nerf HT ?
I understand it's pretty tough to nerf collossi without breaking the gmae because it's such an important unit in all mu currently but now they make it almost mandatory. I don't get it.