If they wish to nerf Thor increase the cooldown on the ability instead.
Patch 1.3.3 PTR - Page 151
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Massive units are not affected by concussive shells. If you think they are, you are wrong. It's SPORE crawlers that are being changed, not SPINE. Please read carefully. | ||
MockHamill
Sweden1798 Posts
If they wish to nerf Thor increase the cooldown on the ability instead. | ||
MyNameIsAlex
Greece827 Posts
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Blasterion
China10272 Posts
PS I am not saying anything about balance, just how they are killing off Terran play and limiting choices | ||
1st_Panzer_Div.
United States621 Posts
I'd also be okay if they gave broodmothers a speed increase or something like that, as is a late game zerg seems to be fairly weak in both TvZ and PvZ when both sides have a nice economy. And maybe someday they'll even make carriers not be worthless. Though they're probably still massed too often in team games. | ||
angra86
United States56 Posts
On May 04 2011 14:30 MockHamill wrote: The Thor change basically destroys TvP. The original changes in the patch was great, probably the best changes yet. Now they remove them and introduce completely horrible changes? Buffing Archons may be a good move but the Thor change basically remove the unit from the game. If they wish to nerf Thor increase the cooldown on the ability instead. I'd prefer them increase the cooldown or simply remove the ability from the game if they feel it's imbalanced due to thor timing attacks. Getting away from the thor change, I'm somewhat disappointed there have been no changes to seeker missile in any of these patches. There have been some fairly sweeping changes to high templars and infestors and it would be pretty awesome to see some changes that would make the raven's primary offensive ability get some use in high level play. | ||
space_yes
United States548 Posts
On May 04 2011 14:39 angra86 wrote: I'd prefer them increase the cooldown or simply remove the ability from the game if they feel it's imbalanced due to thor timing attacks. Getting away from the thor change, I'm somewhat disappointed there have been no changes to seeker missile in any of these patches. There have been some fairly sweeping changes to high templars and infestors and it would be pretty awesome to see some changes that would make the raven's primary offensive ability get some use in high level play. An interesting point, I'd like to see the seeker missile changed too. If I remember correctly they nerfed b/c of 2v2 during summer '10. | ||
GGPope
Australia367 Posts
The Thor getting its energy back...is a little saddening. I guess this certifies the Thors status as more of a lategame unit, considering it takes a little while to charge up to the strike cannon energy which makes them such an effective opening unit. I guess I'll just have to go back to using tank openers again. | ||
Jimbo77
139 Posts
as is a late game zerg seems to be fairly weak in both TvZ Zerg late game weak vs T... megalol ![]() | ||
nvrs
Greece481 Posts
I mean was that ability in there for that reason in the first place? I also don't understand why Terran are not allowed to have a single deathball strategy vs Protoss i.e. the race of the deathball. Terran and Zerg need to stop Protoss from massing their deathball (which also varies in composition), but Protoss need not to worry about a single unit that's hard to get? Absolutely retarded change | ||
Meborg
Netherlands50 Posts
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PraetorianX
Sweden780 Posts
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Cloak
United States816 Posts
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azn_dude1
162 Posts
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Blasterion
China10272 Posts
On May 04 2011 14:52 nvrs wrote: Oh cmmon Blizzard, you put an ability to a unit to make it weak? What kind of idiotic unit design is that? I mean was that ability in there for that reason in the first place? I also don't understand why Terran are not allowed to have a single deathball strategy vs Protoss i.e. the race of the deathball. Terran and Zerg need to stop Protoss from massing their deathball (which also varies in composition), but Protoss need not to worry about a single unit that's hard to get? Absolutely retarded change History of the Strike Cannon Strike Cannon used to be the Terran Psi Storm (that 1 shots Planetary Fortress at Siege Tank Range) (Channeled) Strike Cannon became a Stun lock 1 Shot spell without research (Channeled) Strike Cannon requires Research Thor Energy Removed Thor Energy Restored | ||
Sqq
Norway2023 Posts
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Falcor
Canada894 Posts
On May 04 2011 14:19 Ezekyle wrote: So basically, the situation is this: - race A figures out an awesome lategame deathball that cannot be beaten by race B - race A uses this in a couple of games and every race B player flips the fuck out - race B players say there's absolutely no counter to the deathball and that it needs to be nerfed into the ground, they go into great detail about how none of the supposed counters will ever work - race A players say that the balance is fine and a solution will be figured out Astute readers may notice that this scenario can apply to either ZvP or PvT. So if it's fine for Zerg to figure out how to beat void ray/collosus, why is it that the Protoss players can't just figure out how to beat thors? Allin him. Don't let him build up the deathball. Sacrifice void rays to keep the thor count down. Use something other than gateway/collosus. Use warp prisms moar. Archons are super imba against Terran now, they solve everything. Use carriers d00d. That's why the thor nerf is retarded. Because Blizzard is, on one hand, allowing the game to grow and develop rather than just nerf-hammering something once players of race B declare it imbalanced, while on the other hand they instantly remove the TvP deathball before Protoss players have had any chance to learn how to counter it. Basically, Protoss players are telling Zergs to learn how to deal with the Protoss deathball, so they have no right to complain about the Terran deathball when they've only had about two days to try to figure out counters to it, and Blizzard has absolutely no reason to remove a strategy before anyone's had a chance to figure it out. great post | ||
sc2olorin
292 Posts
the way it is being proposed now is a double blow to thors and will entirely eliminate them as viable | ||
SuperYo1000
United States880 Posts
On May 04 2011 14:53 Cloak wrote: Hah, I knew the Warpgate changes were too drastic for timings. Should try an Immortal rework next to fix PvP. bring back the 40 second immortal build time.....i miss those beta days | ||
JackOscar
Sweden50 Posts
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darmousseh
United States3437 Posts
Zerg got a huge infestor buff in order to deal with the death ball. Protoss lost their answer to thors when they lost their energy bar. There are multiple ways to deal with the protoss death ball (roach corrupter, ling baneling hydra, and now ling infestor). The only known way to deal with thors was to either have more immortals than they have thors (usually not possible) or make a lot of void rays in advance (also not likely). This opens up again the viability of going templar against terran and being able to beat terran mech (thor, hellion, banshee). Thors will still be insanely powerful after this because most likely terran will learn to keep their energy low on their thors in order to make sure feedback isn't too powerful. Overall a good change for the pvt matchup. | ||
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