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On March 20 2013 12:03 Kastlo wrote: this evening I was thinking about the medivacs and the supposedly coming nerf. I was thinking about a solution and this popped out in my mind: Emergency thrusters would work as they do right now, but they would drain some energy while active, instead of just sprint when the botton is pressed. That, I think, would really give much less spamming of the "B" button leaving space to think when it's the right time to use it or not. For example: if I want the medivac to run from mid-map to the enemy's base I could: 1) use the ability to get there fast, but losing the chance to heal units when they actually drop or 2) go there much more slowly but with the ability to heal units.
What do you think about?
please no, feed back is the only thing that lets me deal with it, i think it should cost health to do, which would make the defences actually useful
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I play Terran and I really think Medivac need a nerf. It's ridiculously good in TvP especially from diamond to below. I can stop Protoss from getting the third base forever while dropping like 2-3 places. It's way too good and safe.
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On March 25 2013 14:48 tuho12345 wrote: I play Terran and I really think Medivac need a nerf. It's ridiculously good in TvP especially from diamond to below. I can stop Protoss from getting the third base forever while dropping like 2-3 places. It's way too good and safe. God, the Terran guilt tripping is so bad that even Terrans think they should never win (or you're a troll). If you're dropping 2-3 places at once and preventing Protoss from taking a 3rd, that's a good thing, you should be winning in this situation, and it's not too good and safe because other races have similarly easy strategies/tactics.
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Speedvacs should just take a little extra damage whenever they are in boost mode. I think that is all that would really have to be changed with that.
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On March 25 2013 15:11 MrMotionPicture wrote: Speedvacs should just take a little extra damage whenever they are in boost mode. I think that is all that would really have to be changed with that. That completely negates the purpose of the speed boost...
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I would assume this has already been mentioned, but I am not going through all the pages to find out.
I thought it would add an interesting dynamic if the speed boost on medivacs wasn't on a cooldown, rather it cost energy over time to use. It would add a risk to the reward of the booster.
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On March 25 2013 13:34 DemigodcelpH wrote: Has anyone noticed how absurdly powerful mass Swamhosts are?
Adding some other opinions on this:
You like a lot of other Zergs don't seem to realize how powerful these are. The only complaint/argument Zergs/spectators can really make against swarmhosts is that in low numbers they absolutely suck (<5-6) but when you reach like 10-11+ it's almost as if you have 1-2 extra bases worth of resources from having a free army every 25 seconds + whatever else.
Maybe you haven't seen or played the new swarmhost/corruptor strategy...if you get up to around 20-25 swarmhosts with all anti-air in the form of fungal/corruptors/queens it works really well vs P/T.
I agree with this, I think they are even more powerful than broodlords once figured out. yes it makes you immobile to some extent but so did broodlords and broodlords cant even go through nydus'
Once people actually start facing this strategy (understanding critical mass as opposed to low numbers of SH) in my opinion people will start to realize that it's absurdly powerful and abusive (Lair tech, and easily takes out fully upgraded ground armies with free units) when executed properly; part of the reason I think it's so abusive is that when Locust lifespan is upgraded they have no downtime, so it's impossible to engage unlike the Widow Mine. For those who have encountered it in proper form what are your thoughts?
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On March 25 2013 14:48 tuho12345 wrote: I play Terran and I really think Medivac need a nerf. It's ridiculously good in TvP especially from diamond to below. I can stop Protoss from getting the third base forever while dropping like 2-3 places. It's way too good and safe. you prob don't deserves to be in diamond if you can drop 2-3 places and not screw up big time elsewhere
I also don't think speed medivacs need a nerf, its really not that hard, and I'm handling them as terran.
If its a big problem for you, consider going startech or mutas, or get some base defense
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On March 25 2013 15:22 DemigodcelpH wrote:Show nested quote +On March 25 2013 13:34 DemigodcelpH wrote: Has anyone noticed how absurdly powerful mass Swamhosts are? Adding some other opinions on this: Show nested quote +You like a lot of other Zergs don't seem to realize how powerful these are. The only complaint/argument Zergs/spectators can really make against swarmhosts is that in low numbers they absolutely suck (<5-6) but when you reach like 10-11+ it's almost as if you have 1-2 extra bases worth of resources from having a free army every 25 seconds + whatever else.
Maybe you haven't seen or played the new swarmhost/corruptor strategy...if you get up to around 20-25 swarmhosts with all anti-air in the form of fungal/corruptors/queens it works really well vs P/T. Show nested quote +I agree with this, I think they are even more powerful than broodlords once figured out. yes it makes you immobile to some extent but so did broodlords and broodlords cant even go through nydus' Once people actually start facing this strategy (understanding critical mass as opposed to low numbers of SH) in my opinion people will start to realize that it's absurdly powerful and abusive (Lair tech, and easily takes out fully upgraded ground armies with free units) when executed properly; part of the reason I think it's so abusive is that when Locust lifespan is upgraded they have no downtime, so it's impossible to engage unlike the Widow Mine. For those who have encountered it in proper form what are your thoughts? Who else thinks that "critical number of units" is at the core of most problems in SC2?
The ability to concentrate units so much that they become "invulnerable" due to their firepower which will annihilate any enemy before they even have the chance to hit themselves and deal significant damage is just ridiculously bad for a strategy game. Sadly the Blizzard devs do not understand this or else they would really do something about the deathball and they certainly wouldnt have added another "free unit spawner" which could be massed.
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On March 25 2013 15:37 Rabiator wrote:Show nested quote +On March 25 2013 15:22 DemigodcelpH wrote:On March 25 2013 13:34 DemigodcelpH wrote: Has anyone noticed how absurdly powerful mass Swamhosts are? Adding some other opinions on this: You like a lot of other Zergs don't seem to realize how powerful these are. The only complaint/argument Zergs/spectators can really make against swarmhosts is that in low numbers they absolutely suck (<5-6) but when you reach like 10-11+ it's almost as if you have 1-2 extra bases worth of resources from having a free army every 25 seconds + whatever else.
Maybe you haven't seen or played the new swarmhost/corruptor strategy...if you get up to around 20-25 swarmhosts with all anti-air in the form of fungal/corruptors/queens it works really well vs P/T. I agree with this, I think they are even more powerful than broodlords once figured out. yes it makes you immobile to some extent but so did broodlords and broodlords cant even go through nydus' Once people actually start facing this strategy (understanding critical mass as opposed to low numbers of SH) in my opinion people will start to realize that it's absurdly powerful and abusive (Lair tech, and easily takes out fully upgraded ground armies with free units) when executed properly; part of the reason I think it's so abusive is that when Locust lifespan is upgraded they have no downtime, so it's impossible to engage unlike the Widow Mine. For those who have encountered it in proper form what are your thoughts? Who else thinks that "critical number of units" is at the core of most problems in SC2? The ability to concentrate units so much that they become "invulnerable" due to their firepower which will annihilate any enemy before they even have the chance to hit themselves and deal significant damage is just ridiculously bad for a strategy game. Sadly the Blizzard devs do not understand this or else they would really do something about the deathball and they certainly wouldnt have added another "free unit spawner" which could be massed.
Personally I only find protoss have this problem with storms + colossus. But swarm host is pretty easy to deal with as terran so far, you abuse the mobility. If the zerg is massing SH, go blink or warp prism for harass. Since a huge supply is in swarm host there's very little way for the zerg to defend
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On March 25 2013 15:40 iky43210 wrote:Show nested quote +On March 25 2013 15:37 Rabiator wrote:On March 25 2013 15:22 DemigodcelpH wrote:On March 25 2013 13:34 DemigodcelpH wrote: Has anyone noticed how absurdly powerful mass Swamhosts are? Adding some other opinions on this: You like a lot of other Zergs don't seem to realize how powerful these are. The only complaint/argument Zergs/spectators can really make against swarmhosts is that in low numbers they absolutely suck (<5-6) but when you reach like 10-11+ it's almost as if you have 1-2 extra bases worth of resources from having a free army every 25 seconds + whatever else.
Maybe you haven't seen or played the new swarmhost/corruptor strategy...if you get up to around 20-25 swarmhosts with all anti-air in the form of fungal/corruptors/queens it works really well vs P/T. I agree with this, I think they are even more powerful than broodlords once figured out. yes it makes you immobile to some extent but so did broodlords and broodlords cant even go through nydus' Once people actually start facing this strategy (understanding critical mass as opposed to low numbers of SH) in my opinion people will start to realize that it's absurdly powerful and abusive (Lair tech, and easily takes out fully upgraded ground armies with free units) when executed properly; part of the reason I think it's so abusive is that when Locust lifespan is upgraded they have no downtime, so it's impossible to engage unlike the Widow Mine. For those who have encountered it in proper form what are your thoughts? Who else thinks that "critical number of units" is at the core of most problems in SC2? The ability to concentrate units so much that they become "invulnerable" due to their firepower which will annihilate any enemy before they even have the chance to hit themselves and deal significant damage is just ridiculously bad for a strategy game. Sadly the Blizzard devs do not understand this or else they would really do something about the deathball and they certainly wouldnt have added another "free unit spawner" which could be massed. Personally I only find protoss have this problem with storms + colossus. But swarm host is pretty easy to deal with as terran so far, you abuse the mobility. If the zerg is massing SH, go blink or warp prism for harass. Since a huge supply is in swarm host there's very little way for the zerg to defend Well "critical number" was the reason why Infestors were so terrible and it is the same thing for Banelings.
The whole point is that without critical numbers being possible you would not need to adjust the units. Infestors could still have Fungal without projectile speed and so on. This would make balancing units MUCH easier ...
On March 25 2013 15:08 aksfjh wrote:Show nested quote +On March 25 2013 14:48 tuho12345 wrote: I play Terran and I really think Medivac need a nerf. It's ridiculously good in TvP especially from diamond to below. I can stop Protoss from getting the third base forever while dropping like 2-3 places. It's way too good and safe. God, the Terran guilt tripping is so bad that even Terrans think they should never win (or you're a troll). If you're dropping 2-3 places at once and preventing Protoss from taking a 3rd, that's a good thing, you should be winning in this situation, and it's not too good and safe because other races have similarly easy strategies/tactics. Its not about winning but rather about how you win. Medivac drops are too safe, too risk-free and thus have the feeling of cheese around them. Zerg should feel the same about Banelings or their free unit spawners and Protoss should do it for Forcefield-ramp-blocking and Warp Gate tactics, but apparently only Terran players have any sort of decency.
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Vatican City State733 Posts
On March 25 2013 15:45 Rabiator wrote:Show nested quote +On March 25 2013 15:40 iky43210 wrote:On March 25 2013 15:37 Rabiator wrote:On March 25 2013 15:22 DemigodcelpH wrote:On March 25 2013 13:34 DemigodcelpH wrote: Has anyone noticed how absurdly powerful mass Swamhosts are? Adding some other opinions on this: You like a lot of other Zergs don't seem to realize how powerful these are. The only complaint/argument Zergs/spectators can really make against swarmhosts is that in low numbers they absolutely suck (<5-6) but when you reach like 10-11+ it's almost as if you have 1-2 extra bases worth of resources from having a free army every 25 seconds + whatever else.
Maybe you haven't seen or played the new swarmhost/corruptor strategy...if you get up to around 20-25 swarmhosts with all anti-air in the form of fungal/corruptors/queens it works really well vs P/T. I agree with this, I think they are even more powerful than broodlords once figured out. yes it makes you immobile to some extent but so did broodlords and broodlords cant even go through nydus' Once people actually start facing this strategy (understanding critical mass as opposed to low numbers of SH) in my opinion people will start to realize that it's absurdly powerful and abusive (Lair tech, and easily takes out fully upgraded ground armies with free units) when executed properly; part of the reason I think it's so abusive is that when Locust lifespan is upgraded they have no downtime, so it's impossible to engage unlike the Widow Mine. For those who have encountered it in proper form what are your thoughts? Who else thinks that "critical number of units" is at the core of most problems in SC2? The ability to concentrate units so much that they become "invulnerable" due to their firepower which will annihilate any enemy before they even have the chance to hit themselves and deal significant damage is just ridiculously bad for a strategy game. Sadly the Blizzard devs do not understand this or else they would really do something about the deathball and they certainly wouldnt have added another "free unit spawner" which could be massed. Personally I only find protoss have this problem with storms + colossus. But swarm host is pretty easy to deal with as terran so far, you abuse the mobility. If the zerg is massing SH, go blink or warp prism for harass. Since a huge supply is in swarm host there's very little way for the zerg to defend Well "critical number" was the reason why Infestors were so terrible and it is the same thing for Banelings. The whole point is that without critical numbers being possible you would not need to adjust the units. Infestors could still have Fungal without projectile speed and so on. This would make balancing units MUCH easier ... Show nested quote +On March 25 2013 15:08 aksfjh wrote:On March 25 2013 14:48 tuho12345 wrote: I play Terran and I really think Medivac need a nerf. It's ridiculously good in TvP especially from diamond to below. I can stop Protoss from getting the third base forever while dropping like 2-3 places. It's way too good and safe. God, the Terran guilt tripping is so bad that even Terrans think they should never win (or you're a troll). If you're dropping 2-3 places at once and preventing Protoss from taking a 3rd, that's a good thing, you should be winning in this situation, and it's not too good and safe because other races have similarly easy strategies/tactics. Its not about winning but rather about how you win. Medivac drops are too safe, too risk-free and thus have the feeling of cheese around them. Zerg should feel the same about Banelings or their free unit spawners and Protoss should do it for Forcefield-ramp-blocking and Warp Gate tactics, but apparently only Terran players have any sort of decency.
Did I really just see a complaint about banelings? Really? What is this, 2010 pre-Foxer?
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The more pro games I see the less convinced I am there's anything OP about Terran right now. Protoss and Zerg are adapting fairly quickly for the most part.
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On March 25 2013 15:59 RDaneelOlivaw wrote:Show nested quote +On March 25 2013 15:45 Rabiator wrote:On March 25 2013 15:40 iky43210 wrote:On March 25 2013 15:37 Rabiator wrote:On March 25 2013 15:22 DemigodcelpH wrote:On March 25 2013 13:34 DemigodcelpH wrote: Has anyone noticed how absurdly powerful mass Swamhosts are? Adding some other opinions on this: You like a lot of other Zergs don't seem to realize how powerful these are. The only complaint/argument Zergs/spectators can really make against swarmhosts is that in low numbers they absolutely suck (<5-6) but when you reach like 10-11+ it's almost as if you have 1-2 extra bases worth of resources from having a free army every 25 seconds + whatever else.
Maybe you haven't seen or played the new swarmhost/corruptor strategy...if you get up to around 20-25 swarmhosts with all anti-air in the form of fungal/corruptors/queens it works really well vs P/T. I agree with this, I think they are even more powerful than broodlords once figured out. yes it makes you immobile to some extent but so did broodlords and broodlords cant even go through nydus' Once people actually start facing this strategy (understanding critical mass as opposed to low numbers of SH) in my opinion people will start to realize that it's absurdly powerful and abusive (Lair tech, and easily takes out fully upgraded ground armies with free units) when executed properly; part of the reason I think it's so abusive is that when Locust lifespan is upgraded they have no downtime, so it's impossible to engage unlike the Widow Mine. For those who have encountered it in proper form what are your thoughts? Who else thinks that "critical number of units" is at the core of most problems in SC2? The ability to concentrate units so much that they become "invulnerable" due to their firepower which will annihilate any enemy before they even have the chance to hit themselves and deal significant damage is just ridiculously bad for a strategy game. Sadly the Blizzard devs do not understand this or else they would really do something about the deathball and they certainly wouldnt have added another "free unit spawner" which could be massed. Personally I only find protoss have this problem with storms + colossus. But swarm host is pretty easy to deal with as terran so far, you abuse the mobility. If the zerg is massing SH, go blink or warp prism for harass. Since a huge supply is in swarm host there's very little way for the zerg to defend Well "critical number" was the reason why Infestors were so terrible and it is the same thing for Banelings. The whole point is that without critical numbers being possible you would not need to adjust the units. Infestors could still have Fungal without projectile speed and so on. This would make balancing units MUCH easier ... On March 25 2013 15:08 aksfjh wrote:On March 25 2013 14:48 tuho12345 wrote: I play Terran and I really think Medivac need a nerf. It's ridiculously good in TvP especially from diamond to below. I can stop Protoss from getting the third base forever while dropping like 2-3 places. It's way too good and safe. God, the Terran guilt tripping is so bad that even Terrans think they should never win (or you're a troll). If you're dropping 2-3 places at once and preventing Protoss from taking a 3rd, that's a good thing, you should be winning in this situation, and it's not too good and safe because other races have similarly easy strategies/tactics. Its not about winning but rather about how you win. Medivac drops are too safe, too risk-free and thus have the feeling of cheese around them. Zerg should feel the same about Banelings or their free unit spawners and Protoss should do it for Forcefield-ramp-blocking and Warp Gate tactics, but apparently only Terran players have any sort of decency. Did I really just see a complaint about banelings? Really? What is this, 2010 pre-Foxer?
Maybe only at lower levels? Though not sure should that be taken into considering when balancing (it should be during design however). Free units, and other things are anti-micro, are not great design ideas though.
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On March 25 2013 16:02 Empirimancer wrote: The more pro games I see the less convinced I am there's anything OP about Terran right now. Protoss and Zerg are adapting fairly quickly for the most part.
The balance seems to be quite OK right now, but we'll have to wait for GSL. The biggest problem right now is that ZvZ is beyond stupid.
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On March 25 2013 16:12 Big J wrote:Show nested quote +On March 25 2013 16:02 Empirimancer wrote: The more pro games I see the less convinced I am there's anything OP about Terran right now. Protoss and Zerg are adapting fairly quickly for the most part.
The balance seems to be quite OK right now, but we'll have to wait for GSL. The biggest problem right now is that ZvZ is beyond stupid.
Have you seen PvP?
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On March 25 2013 16:05 Thrillz wrote:Show nested quote +On March 25 2013 15:59 RDaneelOlivaw wrote:On March 25 2013 15:45 Rabiator wrote:On March 25 2013 15:40 iky43210 wrote:On March 25 2013 15:37 Rabiator wrote:On March 25 2013 15:22 DemigodcelpH wrote:On March 25 2013 13:34 DemigodcelpH wrote: Has anyone noticed how absurdly powerful mass Swamhosts are? Adding some other opinions on this: You like a lot of other Zergs don't seem to realize how powerful these are. The only complaint/argument Zergs/spectators can really make against swarmhosts is that in low numbers they absolutely suck (<5-6) but when you reach like 10-11+ it's almost as if you have 1-2 extra bases worth of resources from having a free army every 25 seconds + whatever else.
Maybe you haven't seen or played the new swarmhost/corruptor strategy...if you get up to around 20-25 swarmhosts with all anti-air in the form of fungal/corruptors/queens it works really well vs P/T. I agree with this, I think they are even more powerful than broodlords once figured out. yes it makes you immobile to some extent but so did broodlords and broodlords cant even go through nydus' Once people actually start facing this strategy (understanding critical mass as opposed to low numbers of SH) in my opinion people will start to realize that it's absurdly powerful and abusive (Lair tech, and easily takes out fully upgraded ground armies with free units) when executed properly; part of the reason I think it's so abusive is that when Locust lifespan is upgraded they have no downtime, so it's impossible to engage unlike the Widow Mine. For those who have encountered it in proper form what are your thoughts? Who else thinks that "critical number of units" is at the core of most problems in SC2? The ability to concentrate units so much that they become "invulnerable" due to their firepower which will annihilate any enemy before they even have the chance to hit themselves and deal significant damage is just ridiculously bad for a strategy game. Sadly the Blizzard devs do not understand this or else they would really do something about the deathball and they certainly wouldnt have added another "free unit spawner" which could be massed. Personally I only find protoss have this problem with storms + colossus. But swarm host is pretty easy to deal with as terran so far, you abuse the mobility. If the zerg is massing SH, go blink or warp prism for harass. Since a huge supply is in swarm host there's very little way for the zerg to defend Well "critical number" was the reason why Infestors were so terrible and it is the same thing for Banelings. The whole point is that without critical numbers being possible you would not need to adjust the units. Infestors could still have Fungal without projectile speed and so on. This would make balancing units MUCH easier ... On March 25 2013 15:08 aksfjh wrote:On March 25 2013 14:48 tuho12345 wrote: I play Terran and I really think Medivac need a nerf. It's ridiculously good in TvP especially from diamond to below. I can stop Protoss from getting the third base forever while dropping like 2-3 places. It's way too good and safe. God, the Terran guilt tripping is so bad that even Terrans think they should never win (or you're a troll). If you're dropping 2-3 places at once and preventing Protoss from taking a 3rd, that's a good thing, you should be winning in this situation, and it's not too good and safe because other races have similarly easy strategies/tactics. Its not about winning but rather about how you win. Medivac drops are too safe, too risk-free and thus have the feeling of cheese around them. Zerg should feel the same about Banelings or their free unit spawners and Protoss should do it for Forcefield-ramp-blocking and Warp Gate tactics, but apparently only Terran players have any sort of decency. Did I really just see a complaint about banelings? Really? What is this, 2010 pre-Foxer? Maybe only at lower levels? Though not sure should that be taken into considering when balancing (it should be during design however). Free units, and things other things are anti-micro, are not great design ideas though.
burst damage is antimicro and a great concept... any kind of caster unit is a similar concept to "free units" ("free damage HSM/Fungal/Storm/Feedback", "free HP healing"). Widow mines are a similar concept to "free units" (balanced to do one shot, capable of doing another one)
The only reason people don't like "free units and antimicro spells" is because the Infestor was plainly overpowered. There is absolutly nothing wrong with fungal and ITs in HotS right now. They make for fun gameplay.
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On March 25 2013 16:15 Thrillz wrote:Show nested quote +On March 25 2013 16:12 Big J wrote:On March 25 2013 16:02 Empirimancer wrote: The more pro games I see the less convinced I am there's anything OP about Terran right now. Protoss and Zerg are adapting fairly quickly for the most part.
The balance seems to be quite OK right now, but we'll have to wait for GSL. The biggest problem right now is that ZvZ is beyond stupid. Have you seen PvP?
yeah and I think that is being played suboptimally right now, because people are still figuering what to do. It's not like ZvZ where everybody does the exact same thing, because nothing else is possible. I have seen phoenix and archons and stalkers and void rays all being core units in a lot of situations. People complain about void ray vs void ray battles, but as far as I know archons and phoenix both catch and beat them, so I think it's too early to call right now. To counter mutas, you need 2-3 infestors+mass hydra at each location (or mass corruptors at each location would theoretically be possible as well). I mean it's like playing PvZ against mass mutalisks, but without blink, archons and to zone them out with storm you need multiple templars. And Stalker tech costs you 450/400 (Hydra Den+Upgrades). --> There is not a lot that you can theoretically do once a player has reached mutas, so the game is quite settled.
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ZvZ is just so boring and bland at the moment, and most players on the NA server at high master seems to play zerg just to make matters worse.
ZvT is really fun right now and I really think the only thing that breaks the matchup is medivac boosters not having any drawback whatsoever, I've gotten used to the mines and sometimes it really seems to hurt the terran if you have good ling micro and extend the lings that are in front that get detonated so that they explode on the bio. Definitely my favorite matchup right now.
ZvP is really really broken on maps like akilon wastes where the toss can get an extremely fast third but on most maps they will need to make a standing army in order to defend vs roach/hydra or hydra/ling attacks and the matchup can be really fun to play (maps like neo planet S and whirlwind are fun to play ZvP on). Void rays are obviously too strong right now though and I'm guessing blizz will take a look into them.
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I've only seen a handful of pro hots games and very few Protoss games, but I am struggling as a Protoss to deal with dia-masters terrans being able to abuse mine drops (loosing nothing and either forcing you to stop mineing or killing probes) or zergs going muta (even if you open stargate) and just building so many you can never safely move your phonex to chase and so that they can take a storm, back off and come back a few seconds later with full health.
One of the main aims with hots was to give Protoss some harass, but Zergs 9 times out of 10 have spores and at least a queen and terrans only need a mine and suddenly you're going to struggle to make any gain from building them... And using them for detection vs swarm hosts is actually so hard it dsnt seem worth it. So all I've been doing is opening phonex as they seem the only viable and transitional harass unit for Protoss, but becuse mutas as so much better opening phonex dsnt actually force the Zerg to build hydras or really anything and as long as they play safe will only loose a few overlords.
I'm not crying imbalance, I'm just really not sure what to open vs Z atm becuse if you open robo they can go for viper/roach/hydra if you open Templar your going to struggle to actually attack becuse of storm dodging, and opening air delays your splash dmg units, with little benefit.
The only counter argument to this is that a 3based maxed void-ray collosus Templar army is insane, which I agree with... But it's the worst and most boring way to play the game, and kind of accepts that harass for Protoss is the same as it ever was only becuse of the VR buff going stargate is just better...
------------------------ As for my own general balance complaints; Void rays are dumb and have ruined pvp Medivacs are insane and mine drops have no down side, but massive upside Mutas are kind of a problem, but it could just be me being terrible
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