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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. |
On May 05 2011 21:25 Rorschach wrote:Show nested quote +On May 05 2011 18:07 Wyk wrote:On May 05 2011 17:14 dogmatix wrote: make feedback do 100 energy max too in my humble opinion Hey guys, dont skip this post! Yes lets gimp the toss spell caster even more. WHY would they ever make feedback only take 100 energy? Because the ghost drains max 100? Don't forget that the EMP drains mana/sheilds and is AOE whereas feedback targets a SINGLE unit. Make it area of effect like EMP and I will agree with you until then quite spouting nonsensical ideas...
agree.feedback shouldnt get nerfed because of this.
my fix for the whole issue:
decrease max energy of thors and make strike cannons much cheaper on energy.
like 100 max, strike cannons costs 75. the damage feedback can do to thors is capped now at 100, strike cannons are still usable without waiting forever,feedback still works, no big change done in any way.
solves the issue without affecting anything else.
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On May 05 2011 21:25 Rorschach wrote:Show nested quote +On May 05 2011 18:07 Wyk wrote:On May 05 2011 17:14 dogmatix wrote: make feedback do 100 energy max too in my humble opinion Hey guys, dont skip this post! Yes lets gimp the toss spell caster even more. WHY would they ever make feedback only take 100 energy? Because the ghost drains max 100? Don't forget that the EMP drains mana/sheilds and is AOE whereas feedback targets a SINGLE unit. Make it area of effect like EMP and I will agree with you until then quite spouting nonsensical ideas... feedback does damage and templar's main spell is still storm.
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On May 05 2011 21:33 BeMannerDuPenner wrote:Show nested quote +On May 05 2011 21:25 Rorschach wrote:On May 05 2011 18:07 Wyk wrote:On May 05 2011 17:14 dogmatix wrote: make feedback do 100 energy max too in my humble opinion Hey guys, dont skip this post! Yes lets gimp the toss spell caster even more. WHY would they ever make feedback only take 100 energy? Because the ghost drains max 100? Don't forget that the EMP drains mana/sheilds and is AOE whereas feedback targets a SINGLE unit. Make it area of effect like EMP and I will agree with you until then quite spouting nonsensical ideas... agree.feedback shouldnt get nerfed because of this. my fix for the whole issue: decrease max energy of thors and make strike cannons much cheaper on energy. like 100 max, strike cannons costs 75. the damage feedback can do to thors is capped now at 100, strike cannons are still usable without waiting forever,feedback still works, no big change done in any way. solves the issue without affecting anything else.
I like that. I would take that Change.
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Thor timings had the potential to be extremely unbalanced in PvT, blizzard apparently foresaw that and made this change. I'm not quite sure if this change is too much tho, it's still the PTR, if the made change is too big they can still change it too something else
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On May 05 2011 21:33 BeMannerDuPenner wrote:Show nested quote +On May 05 2011 21:25 Rorschach wrote:On May 05 2011 18:07 Wyk wrote:On May 05 2011 17:14 dogmatix wrote: make feedback do 100 energy max too in my humble opinion Hey guys, dont skip this post! Yes lets gimp the toss spell caster even more. WHY would they ever make feedback only take 100 energy? Because the ghost drains max 100? Don't forget that the EMP drains mana/sheilds and is AOE whereas feedback targets a SINGLE unit. Make it area of effect like EMP and I will agree with you until then quite spouting nonsensical ideas... agree.feedback shouldnt get nerfed because of this. my fix for the whole issue: decrease max energy of thors and make strike cannons much cheaper on energy. like 100 max, strike cannons costs 75. the damage feedback can do to thors is capped now at 100, strike cannons are still usable without waiting forever,feedback still works, no big change done in any way. solves the issue without affecting anything else. This does indeed sound like a good idea. ^ wish blizzard would take note.
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On May 05 2011 21:33 BeMannerDuPenner wrote:Show nested quote +On May 05 2011 21:25 Rorschach wrote:On May 05 2011 18:07 Wyk wrote:On May 05 2011 17:14 dogmatix wrote: make feedback do 100 energy max too in my humble opinion Hey guys, dont skip this post! Yes lets gimp the toss spell caster even more. WHY would they ever make feedback only take 100 energy? Because the ghost drains max 100? Don't forget that the EMP drains mana/sheilds and is AOE whereas feedback targets a SINGLE unit. Make it area of effect like EMP and I will agree with you until then quite spouting nonsensical ideas... agree.feedback shouldnt get nerfed because of this. my fix for the whole issue: decrease max energy of thors and make strike cannons much cheaper on energy. like 100 max, strike cannons costs 75. the damage feedback can do to thors is capped now at 100, strike cannons are still usable without waiting forever,feedback still works, no big change done in any way. solves the issue without affecting anything else.
Sounds great. Would still warrant the use of thors and buff HTs. I hope they'll do this, or at least not keep the current change.
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On May 05 2011 21:36 dust7 wrote:Show nested quote +On May 05 2011 21:25 Rorschach wrote:On May 05 2011 18:07 Wyk wrote:On May 05 2011 17:14 dogmatix wrote: make feedback do 100 energy max too in my humble opinion Hey guys, dont skip this post! Yes lets gimp the toss spell caster even more. WHY would they ever make feedback only take 100 energy? Because the ghost drains max 100? Don't forget that the EMP drains mana/sheilds and is AOE whereas feedback targets a SINGLE unit. Make it area of effect like EMP and I will agree with you until then quite spouting nonsensical ideas... feedback does damage and templar's main spell is still storm.
Is this your way of trying to refute what I am saying because its a really bad attempt on your part....
Also like EMP doesn't do damage to ALL toss units which have shields!
Storm also takes research whereas the ghost AOE spell comes with the ghost.....
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On May 05 2011 21:52 Darneck wrote:Show nested quote +On May 05 2011 21:33 BeMannerDuPenner wrote:On May 05 2011 21:25 Rorschach wrote:On May 05 2011 18:07 Wyk wrote:On May 05 2011 17:14 dogmatix wrote: make feedback do 100 energy max too in my humble opinion Hey guys, dont skip this post! Yes lets gimp the toss spell caster even more. WHY would they ever make feedback only take 100 energy? Because the ghost drains max 100? Don't forget that the EMP drains mana/sheilds and is AOE whereas feedback targets a SINGLE unit. Make it area of effect like EMP and I will agree with you until then quite spouting nonsensical ideas... agree.feedback shouldnt get nerfed because of this. my fix for the whole issue: decrease max energy of thors and make strike cannons much cheaper on energy. like 100 max, strike cannons costs 75. the damage feedback can do to thors is capped now at 100, strike cannons are still usable without waiting forever,feedback still works, no big change done in any way. solves the issue without affecting anything else. This does indeed sound like a good idea. ^ wish blizzard would take note.
happy that you guys like it. spread it around! 
sometimes if have some good ideas for this game ~
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On May 05 2011 22:01 BeMannerDuPenner wrote:Show nested quote +On May 05 2011 21:52 Darneck wrote:On May 05 2011 21:33 BeMannerDuPenner wrote:On May 05 2011 21:25 Rorschach wrote:On May 05 2011 18:07 Wyk wrote:On May 05 2011 17:14 dogmatix wrote: make feedback do 100 energy max too in my humble opinion Hey guys, dont skip this post! Yes lets gimp the toss spell caster even more. WHY would they ever make feedback only take 100 energy? Because the ghost drains max 100? Don't forget that the EMP drains mana/sheilds and is AOE whereas feedback targets a SINGLE unit. Make it area of effect like EMP and I will agree with you until then quite spouting nonsensical ideas... agree.feedback shouldnt get nerfed because of this. my fix for the whole issue: decrease max energy of thors and make strike cannons much cheaper on energy. like 100 max, strike cannons costs 75. the damage feedback can do to thors is capped now at 100, strike cannons are still usable without waiting forever,feedback still works, no big change done in any way. solves the issue without affecting anything else. This does indeed sound like a good idea. ^ wish blizzard would take note. happy that you guys like it. spread it around!  sometimes if have some good ideas for this game ~
Why is it that the longer the thread gets the more it becomes like a bnet forum thread? 
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On May 05 2011 17:03 Saechiis wrote: Here's an idea Blizzard, remove strike cannons from the game, Thors need no energy bar, tadaaaa!
The strike cannon spell is about as thought out as the Transformer movies, the only reason it's there is because Blizzard hopes it'll attract some 13 year old boys that actually think Transformers is a good movie. Every time the spell gets usage in a Matchup they nerf it (vs Ultralisks TvZ, make Ultra's unstunnable), then they're like "no-one is using it and we put a lot of thought into this unit with large cannons" so they buff it and when it actually gets (sporadically) used again, they nerf it back to it's sucky old self.
Worst thing is that High Templar with storm already counter pretty much every Terran unit composition, the nice thing about the energy removal was that Terran could rely on the Thor's resilience to storm to transition out of bio play, now that Templar can just feedback them again there's no reasonable next step in Terran play.
When is getting High Tempar ever going to be a bad idea from a counter perspective? Terran air clumps heavily and is thus highly susceptible to storm, ravens, bc's and banshees can all be fedback. Storm is obviously great against bio and medivacs can be fedback also. Ghost are a soft-counter relying on who's quicker to use their spell. The only two units that seem 'ok' to have are hellions and tanks and even those suffer heavily under storms, not to mention that Archons do great against both.
Long story short, stupid limiting change based around keeping a stupid spell in the game. Why can't Thors just NOT have a spell so they don't counter immortals and thus not get countered by HT's. How is removing a unit from a MU a better change than removing the (stupid) spell that causes all the problems? It isn't even an interesting spell to look at -_-' If they insist in keeping it in the game they could at least be sensible and make it so it can only hit air units, making pure mech actually good in TvZ and TvP.
they look at it the wrong way, they should have found a way to nerf the actual spell and not change it's use. same went with HTs, im sure it would have been better if they actually nerfed storm in a way and kept amulet in the game, it would have made for more balanced games (instead of "i have 4 bases i can warp hts everywhere and rape you" games) but also kept the variety and the transitions...and maybe even buffed archons too at the same time. no they prefer removing an option from a match up.
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On May 05 2011 21:25 Rorschach wrote:Show nested quote +On May 05 2011 18:07 Wyk wrote:On May 05 2011 17:14 dogmatix wrote: make feedback do 100 energy max too in my humble opinion Hey guys, dont skip this post! Yes lets gimp the toss spell caster even more. WHY would they ever make feedback only take 100 energy? Because the ghost drains max 100? Don't forget that the EMP drains mana/sheilds and is AOE whereas feedback targets a SINGLE unit. Make it area of effect like EMP and I will agree with you until then quite spouting nonsensical ideas...
dude its pretty stupid to compare feedback and emp. both casters have one singletarget and one aoespell so why do you compare them like that?
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Why do people complain about Thors being made useless then suggest removing 250mm instead? Thors without 250mm are trash, immortals demolish them.
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On May 05 2011 22:37 Yaotzin wrote: Why do people complain about Thors being made useless then suggest removing 250mm instead? Thors without 250mm are trash, immortals demolish them.
But this changes almost removes the 250mm as well. You have to wait 3 Minutes ingame Time to get enough Energy for 1 and then you have to wait even longer to get another one. It's not like anybody will use it anymore with how they are said to change it.
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On May 05 2011 22:37 Yaotzin wrote: Why do people complain about Thors being made useless then suggest removing 250mm instead? Thors without 250mm are trash, immortals demolish them.
Because i'd rather not have energy and no 250mm than energy and 250mm. The energy just makes the thors wear a giant sign that says "feedback here!"
I still feel like the immortal really hurts the TvP matchup. It's the reason we cant mech at all, it just forces terrans to go bio : / It limits the matchup rather than expanding it 
My suggestion is to redesign the 250mm somehow. It's only useful for 1 unit and it barely does more damage than just thor auto attack. Maybe just remove the stun and just have it do more damage. I dont know, removing it would be fine as well. Or as the guy earlier said to just make it cost less energy and have thors only have 100 max energy.
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Yes but why suggest something that makes Thors just as useless...
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I really don't think making it 150 energy makes it completely useless. Obviously it won't be used as much because it takes time to build up, but it just means the same I believe what they did with psy storm. You can't use off the bat, although it's not as extreme.
Thor, being beefy as it is has the ability to build up the energy for it more-so than high templar or infestors. Lowering the energy cost for 250mm might be beneficial, but I think they want it so that the Thor cannot do the same skill twice in a certain amount of time (Whatever time they were thinking of)
250mm is pretty devastating since it's meant to focus down and obliterate one unit, and is unavoidable once hit.
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On May 05 2011 21:33 BeMannerDuPenner wrote:Show nested quote +On May 05 2011 21:25 Rorschach wrote:On May 05 2011 18:07 Wyk wrote:On May 05 2011 17:14 dogmatix wrote: make feedback do 100 energy max too in my humble opinion Hey guys, dont skip this post! Yes lets gimp the toss spell caster even more. WHY would they ever make feedback only take 100 energy? Because the ghost drains max 100? Don't forget that the EMP drains mana/sheilds and is AOE whereas feedback targets a SINGLE unit. Make it area of effect like EMP and I will agree with you until then quite spouting nonsensical ideas... agree.feedback shouldnt get nerfed because of this. my fix for the whole issue: decrease max energy of thors and make strike cannons much cheaper on energy. like 100 max, strike cannons costs 75. the damage feedback can do to thors is capped now at 100, strike cannons are still usable without waiting forever,feedback still works, no big change done in any way. solves the issue without affecting anything else.
That makes too much sense to be a viable option
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Every time I read this thread I baulk at the inexplicable Protoss buffing.
They've been trying to nerf the Infestor for ages now, but it never goes through ... It's not the Infestor that is the issue. It is Fungal Growth. The spell is broken and there is a bug that does not appear to be fixed either. The spell should be able to hit but not snare (hold) air units. It makes no sense, and is ridiculously OP.
+ Show Spoiler [This will spoil TLO vs Spanishiwa] +Spanishiwa knew about this bug and managed to killed about 40 SCVs instantly and TLO never knew it because FG does not give an "under attack" warning ... lol. So ridiculous.
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On May 05 2011 22:56 Zhou wrote: I really don't think making it 150 energy makes it completely useless. Obviously it won't be used as much because it takes time to build up, but it just means the same I believe what they did with psy storm. You can't use off the bat, although it's not as extreme.
Thor, being beefy as it is has the ability to build up the energy for it more-so than high templar or infestors. Lowering the energy cost for 250mm might be beneficial, but I think they want it so that the Thor cannot do the same skill twice in a certain amount of time (Whatever time they were thinking of)
250mm is pretty devastating since it's meant to focus down and obliterate one unit, and is unavoidable once hit.
It's not devastating becuase Autoattack does about the same DPS , slightly less without costing 150 Energy.
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I'll disagree with that because I think 250mm is an ability that's meant to snipe out certain untis such as the immortal. Its arguable if that's the right decision that blizzard should have made, sure. But as of now, the 250mm 'can' be devastating in certain situations. The auto attack does the dps, but I think the stun (again, whether we agree or disagree with that being part of the game at all) is the big thing about it.
If it helps, I would agree with the change of lowering the initial energy cost with the maximum cost.
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