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I can say that with my macro ways i can nowhere make use of those cheaper upgrades in situations where i play solid and it still is impossible to gain intel to prevent loses.
The core problems and costs how the races work needs some tweaks for all races and upgrades to make the chances more even.
This buff equals nearly the blueflame icon change to be honest.
If Blizzard wants to know whats wrong i cant say it off the bat but i dont invest also time into math changes for allot of units if it simply gets ignored or closed like all other sugestions.
On the other hand the EMP change was needed the cost effectiveness of a ghost vs Protoss is ridicilous and i can already say that this will fix 2 % of the flaw in PvT.
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Unless they patch in some free lessons for Protosses, it won't make a difference until high high GM anyway (:
No, but really, shields I understand - but the rest? Do they want to make 2 base play the standard? Were Ps having problems with getting ups? (Could be, I'd rather blame it on inexperience past 15 min games rather than cost, though)
Well whatevs', EMPs gonna need a bit more practice now.
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On October 26 2011 16:48 tsango wrote: the change to shield costs is definately warranted, the changes in the costs of the others is a small change anyway so i dont think it will change very much. interesting to change the radius of emp, i still think ghosts will continue to be an integral terran unit in TvP.
It's not like you can win a TvP-lategame without Ghosts of course they will stay in terran armies because you can't play without them.
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The shields change is awesome! I might actually get the upgrade for my archons now.
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On October 26 2011 16:47 AsBan wrote: what is the point of sheild upgrades, you dont have sheild vs terran anyway. pvz it will be usefull
Anything to increase armor is invaluable against marines.
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On October 26 2011 16:40 Belisarius wrote:Show nested quote +On October 26 2011 16:35 TheDraken wrote:On October 26 2011 15:31 Runaground wrote: Now area has been reduced from 12 to 7, it's HUGE nerf. I have no idea how much ghosts you should have to successfully and fast EMP the toss army.
really now? it's incredible to me how so many terrans can truly believe that they deserve to have a completely broken ability as if it was some right. the notion that being able to EMP the entire toss army is some kind of requirement is absolute garbage. that's the equivalent of a protoss complaining that 1 or 2 templars should be able to effectively cast storm over an entire terran army and have it work with 90% efficacy. EMP should be used as an energy draining ability and a focused shield-removal on specific units... not some "HERP DERP I DRAIN 3000 HP WITH MY INSTASPELL". i think 7 radius is perfectly fine for a spell that requires no research and can be cast from such a safe distance with a cloakable unit. Thank God it's not actually 7 radius... Otherwise, I rather agree. EMP's job shouldn't be to efficiently soften and/or disable the whole protoss army. The Terran ball can still trade effectively with shielded gateway, they've just had the luxury of not needing to do so. EMP should there to target casters, not a whole race, and that seems to be where this change puts it.
yeah i tend to agree with you on this, i'd love to see terrans who are in the habit of haphazardly throwing around EMP's like bank bonuses pre-gfc try and get feedbacks off against enemy casters. By reducing the radius you dont reduce the core competancy of the ability, you just increase the skill cap in using it, imo it could have even gone to 1.25 or 1.0 given how many T's have reverted to just spamming it over an entire toss army.
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Now delete snipe from ghost and it's all right.
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To all the people saying that stalkers scale less with attack upgrades vs roaches : damage also depends on attack speed. Roaches attack every 2 seconds. So they have less dps than stalker even with upgrades since stalkers also have bonus vs roaches. Admittedly, marauders DO have almost the same attack speed as compared to stalkers.
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more and more power to protoss :| and more unit terran nerfed its sad
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Why are you all complaining about the protoss changes? There is no change to research time. They get a stalker extra when they upgrade 2/2, that is all. Hardly noticeably.
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for PvT it probably is fine but this decreases the effective range advantage of EMP over Fungal growth to 0.5, this in addition to the decreased impact an EMP will make vs mass infestors will make infestor play even way stronger than it currently is.
This in addition to an as of yet not widespread known technique to almost instantely spam dozens of infested terrans (quite a bit faster than what you usually see) sounds like a lot of trouble.
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On October 26 2011 06:30 ProxyKnoxy wrote: EMP radius reduced by .5 - will that actually change anything seeing as 3/4 ghosts are enough to blanket an army anyway? It's a perfect change, one that is enough of nerf to make EMP not as imba but still a decent good spell overall.
But as someone mentioned, this might make TvZ endgame shift more towards zerg
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TvZ ghost are too strong imo. Snipe is just much better than emp, combined they can kite with their vikings forever. TvP it seems pretty strong that 5 ghosts can potentially do an instant 1000 damage + removing guardian shield + removing storms.
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On October 26 2011 16:35 TheDraken wrote:Show nested quote +On October 26 2011 15:31 Runaground wrote: Now area has been reduced from 12 to 7, it's HUGE nerf. I have no idea how much ghosts you should have to successfully and fast EMP the toss army.
really now? it's incredible to me how so many terrans can truly believe that they deserve to have a completely broken ability as if it was some right. the notion that being able to EMP the entire toss army is some kind of requirement is absolute garbage. that's the equivalent of a protoss complaining that 1 or 2 templars should be able to effectively cast storm over an entire terran army and have it deal instant damage. EMP should be used as an energy draining ability and a focused shield-removal on specific units... not some "HERP DERP I DRAIN 3000 HP WITH MY INSTASPELL". i think 1.5 radius is perfectly fine for a spell that requires no research and can be cast from such a safe distance with a cloakable unit. Edit: radius correction
I agree with this post. It's Blizzards fault however for letting EMP last so long broken because now people think that's how it should be.
I think no one should complain about the ghost nerf. It's common sense dudes.
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I never noticed the fade in the first place, but does this mean they are removing it or keeping it in for longer? i dont get it
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On October 26 2011 16:35 TheDraken wrote:Show nested quote +On October 26 2011 15:31 Runaground wrote: Now area has been reduced from 12 to 7, it's HUGE nerf. I have no idea how much ghosts you should have to successfully and fast EMP the toss army.
really now? it's incredible to me how so many terrans can truly believe that they deserve to have a completely broken ability as if it was some right. the notion that being able to EMP the entire toss army is some kind of requirement is absolute garbage. that's the equivalent of a protoss complaining that 1 or 2 templars should be able to effectively cast storm over an entire terran army and have it deal instant damage. EMP should be used as an energy draining ability and a focused shield-removal on specific units... not some "HERP DERP I DRAIN 3000 HP WITH MY INSTASPELL". i think 1.5 radius is perfectly fine for a spell that requires no research and can be cast from such a safe distance with a cloakable unit. Edit: radius correction
Agreed.. as much as I approve of clumped units get punished by EMP, it was kind of stupid how even a properly spread army got blanketed so easily.
And I do mean "properly." Spreading out too much as toss is just as bad (if not worse) as clumping up.
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ok that's good for toss.... how about zerg? the snipe ability is too overpowered vs zerg. Fix either range so it's equal too broodlords or make it so that you can only use once every 5 minutes.
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About time they nerfed EMP..
Next patch, give Snipe a short cooldown. Stupid that ghosts counter everything zerg with EMP vs infestors and snipe vs high value targets.
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I'm quite sure that the cheaper upgrades will be tweaked more if we end up having triple forge except people still don't remember that both terran and zerg upgrades are better simply because during an actual battle they have more of an effect - do people not remmeber the thread wherein it was theorized and tested how protoss 2/2/0 loses to 2/2 zerg and so does 2/2/1 < 2/2/.
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On October 26 2011 17:07 SilverforceX wrote: About time they nerfed EMP..
Next patch, give Snipe a short cooldown. Stupid that ghosts counter everything zerg with EMP vs infestors and snipe vs high value targets.
Play terran against broodlord infestor, then come back and ask for a snipe nerf. Infestor broodlord is impossible to beat if you are not ahead, so a nerf to this composition would be nice...
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