• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:47
CET 17:47
KST 01:47
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - RO16 Groups A & B Preview1TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation10Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RSL Season 3 - RO16 Groups A & B Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time?
Tourneys
RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle [ASL20] Ask the mapmakers — Drop your questions BW General Discussion Terran 1:35 12 Gas Optimization BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Current Meta PvZ map balance How to stay on top of macro?
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1877 users

Call to Action: Balance Testing (2012/11/20) - Page 25

Forum Index > SC2 General
1876 CommentsPost a Reply
Prev 1 23 24 25 26 27 94 Next
Olli
Profile Blog Joined February 2012
Austria24422 Posts
November 21 2012 12:14 GMT
#481
Has anyone ever tried hydras against an immortal/sentry all in? Just curious.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2012-11-21 12:15:59
November 21 2012 12:15 GMT
#482
On November 21 2012 11:31 avilo wrote:
Show nested quote +
On November 21 2012 11:26 Plansix wrote:
On November 21 2012 11:21 avilo wrote:
Raven change does nothing. Blizzard is completely out of the loop or is too stubborn to really listen about why ravens suck. Sure, you don't research it now! Great! Absolutely nothing changes in the amount of time it takes for a raven to accumulate hunter seeker energy.

Nothing also changes in terms of unit interactions/unit compositions. There was never a problem before "oh i don't have seeker missile research!" The problem is the time it takes to accumulate energy to make the raven pay itself off.

Quite disappointing. I know a lot of uninformed people here though will eat this up like candy and think something got better when it has not.


One day I am going to compile all of avilo's quotes when it comes to balance changes and line them up. What would we learn? All balance changes have done nothing or hurt terran.

At least he is consistent.


It's nice to attack someone instead of their valid points. Look at the change objectively. It reduces a 150/150 cost in terms of infrastructure/tech to be set up to get ravens.




I'd be nice if you had valid points about balance.

That said, I love the changes. I'm interested in the secondary effects of these changes (like fungal no longer revealing DTs letting phoenix DT possibly do better etc). Fun to see how this'll pan out
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
November 21 2012 12:15 GMT
#483
On November 21 2012 21:10 MiND.GaMeS wrote:
Show nested quote +
On November 21 2012 20:54 Clbull wrote:
Here's the way I see it

+ Show Spoiler +
Fungal change. Partially a thumbs-down.

Reasoning:

It's great that fungal growth may no longer affect archons, a unit that already has damage bonuses against every single unit in the Zerg arsenal out of the ideological lack of mechanical units for the Zerg.

However, this is going to greatly imbalance PvZ in favour of Protoss. As STParting already showed, the immortal/sentry all in is already the go-to tactic for Protoss, having achieved something stupid like a 60-0 win rate in PvZ because of it and having very few professionals capable of even countering the push even when they *know* it's coming. Unless they change the Sentry to a non-Psionic unit, this means that the one unit that could unanimously close the timing for the Sentry Immortal all in would suddenly be useless. How are you going to fungal all those sentries and shut them down quick when Sentries are immune to Fungal?

The only other solution would be Mutalisks but a lot of Protosses are quickly discovering that warping in Stalkers is a very powerful option against virtually anything. And with 7 gateways, you can warp in ALL THE STALKERS.

In all seriousness, I think the Fungal change would be good if Medivacs were considered Psionic and Sentries weren't. Because this is going to empower mid and late game Protoss so hard. When a 4-sentry drop cannot be shut down at all because of good forcefields and the inability to fungal the sentries, or when a few key fungals cannot shut down that group of fucking pain-in-the-dick sentries that are forcefielding your ramp whilst the entire protoss army is raping your natural AND main with no resistance whatsoever... it's going to be a bigger fuck-you to Zerg.

Another big issue is that Dark Templar cannot be fungalled. This means that the Bisu Build or at least some variation of it could finally be theoretically viable if you snipe all the mobile detection.

How would I change it:

I'd change what units are considered Psionic and not Psionic. I'd make Medivacs and Ravens Psionic and remove the Psionic tag from Sentries to balance this out.

Seeker Missile change: HEAVY thumbs down

Reasoning:

It's simply not a good enough change. Seeker Missile is such a useless, underpowered ability that it's shocking that Blizzard hasn't either just scrapped it or actually done something with it. First of all, let's relay some basic facts about splash damage.

Fungal Growth, deals 30 damage (7.5 dps) or 40 to Armored (10 dps) over 4 seconds and ROOTS the enemy. Costs 75 Energy. A single Fungal does 0.46666666667 points of damage per energy consumed per unit. This value doesn't change because you cannot "partially dodge" a fungal. Any unit hit by it is fucked either way.

Psionic Storm, deals 80 damage (20 dps) over 4 seconds. Costs 75 Energy. A single psistorm does 1.0666666667 points of damage per energy consumed per unit. This value does fluctuate depending on how well your opponent micros and partially dodges storm. This still makes Psionic Storm the most efficient damage dealing spell by far. Even if you dodge over 50% of it, it will deal about the same damage as a Fungal Growth.

And now to the piece of shit known as Seeker Missile. Based on this chart ripped straight from Liquipedia., it does 100 damage right in its epicentre, 50 damage near the epicentre and 25 damage about 1.5 Range away from the epicentre. To call Seeker Missile a shitty ability is an understatement.

Seeker Missile costs 125 Energy. This means that right in its epicentre it only deals 0.8 damage per energy consumed. Plus it will only hit a large amount of units due to retarded micro, let's say if you clump up mutalisks. it won't even one-shot them! Even from a range that is literally dry-humping the exact pinpoint of the explosion, Seeker Missile will still only deal 0.4 damage per energy point. And when you go further from that? It's like comparing a nine-inch schlong to a two-inch micropenis.

And what if I were to tell you that some fast units can outright dodge it and make your 125 Energy fucking useless? Or that the ability has a minuscule 5 Range compared to Fungal Growth's 9, Feedback's 9, and Psionic Storm's 9? Meaning that you can actually get hard-countered by fungal spam and not land a SINGLE Seeker Missile upon Infestors? Or that one feedback can INSTAGIB a Raven?

How would I change it:

I would consider two options, either

1. A gigantic buff to Seeker Missile, including the following patch changes:

- Cost decreased to 75 Energy, from 125 Energy.
- No upgrade required to use.
- The damage of the ability being changed to deal 100 damage to its target and 40 damage as splash damage in a similar radius to Fungal Growth/Psionic Storm. Of course it would be lower because Terran have higher
- The speed of the projectile has been increased so it can no longer be dodged but rather gives the opponent time to react so that they can spread units out.
- The range increased to 9, from 5.


No offense but now that you spend so much time on writing this - i don't say EVERYTHING is, but for the most part it's crap - go and play the custom map. Did you even ever lost a game against ravens so that you can say it's bull that ravens can now use hunter seeker without an upgrade? I don't think so.

In my eyes it's too much that the warp prism can't be stopped by fungal but the medivac can. In whatever direction they wanna pull this, both units have to be threated the same because they are both dropping units so its kinda unfair to give one of them an advantage vs fungal.

The other thing you talk about: At the very first moment i thought it might be unfair that sentries are immune to fungals but the more i think about it, it's a good change. If you think about the INfestor and make a list of the units that this one single unit can counter, it's a list that nearly has every single unit in the game on it. This my friend is the shocking truth. Infestors at the current state can counter probrably every army composition in the game and yet you cry because they removed some of the units it hardcounters?

Another thing i wanna say is that you say infestor is the only way to stop sentry/immortal... this my friend tells me how much you actually play the game and it's not very much it seems to me. That's total crap. Even from an observers point of view: Did you actually watched the most recent GSL games or the WCS games with parting involved? Parting lost a ton of games with his push most recently and in nearly all of these games the answer to that push were just better decision making by the zerg and overall just to finally make army before the 11 minute mark (thats what zerg tend to do before that). Zerg who held that push always made army earlier and just intercepted the army on its way to the zerg base to make him use forcefields too early because without FFs the push isn't even scary.


Either way, it's going to take several minutes for a newly-deployed Raven to accumulate enough energy to even use Seeker Missile. And removing a 150:150 upgrade cost will not magically fix every single problem the unit currently has in TvZ and TvP
Vapaach
Profile Joined February 2011
Finland994 Posts
Last Edited: 2012-11-21 12:20:19
November 21 2012 12:15 GMT
#484
On November 21 2012 20:54 Clbull wrote:



Which leads to another huge counterargument. If you spot infestors, you can merely just use defensive forcefields to outright prevent ling attacks, warp in 7 more sentries meaning 7 more immediately-available forcefields, and 7 more fungal-immune units. Eventually, because you've delayed Roach production so hard, getting roaches out won't even matter anymore due to the 20+ sentries you have


Having 40+ supply on low-dps and low health units won't do the protoss much good, not to mention spending 2000 gas. What you are suggesting seems highly ridiculous to be honest. Just massing roaches at that point would mean that your army is way stronger than the protosses, and when the energy would be worn out the army would be extremely fragile. I also don't understand how only infestors could solve this "7 sentry warp-in issue".
If you never try you never know. Sase - Mana - TLO - WhiteRa - Naniwa - Sheth - HuK
DemigodcelpH
Profile Joined August 2011
1138 Posts
November 21 2012 12:17 GMT
#485
Thank god Blizzard is finally doing something, though I question if it's enough.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2012-11-21 12:20:15
November 21 2012 12:19 GMT
#486
On November 21 2012 20:54 Clbull wrote:
Here's the way I see it

Fungal change. Partially a thumbs-down.

Reasoning:

It's great that fungal growth may no longer affect archons, a unit that already has damage bonuses against every single unit in the Zerg arsenal out of the ideological lack of mechanical units for the Zerg.

However, this is going to greatly imbalance PvZ in favour of Protoss. As STParting already showed, the immortal/sentry all in is already the go-to tactic for Protoss, having achieved something stupid like a 60-0 win rate in PvZ because of it and having very few professionals capable of even countering the push even when they *know* it's coming. Unless they change the Sentry to a non-Psionic unit, this means that the one unit that could unanimously close the timing for the Sentry Immortal all in would suddenly be useless. How are you going to fungal all those sentries and shut them down quick when Sentries are immune to Fungal?

The only other solution would be Mutalisks but a lot of Protosses are quickly discovering that warping in Stalkers is a very powerful option against virtually anything. And with 7 gateways, you can warp in ALL THE STALKERS.

In all seriousness, I think the Fungal change would be good if Medivacs were considered Psionic and Sentries weren't. Because this is going to empower mid and late game Protoss so hard. When a 4-sentry drop cannot be shut down at all because of good forcefields and the inability to fungal the sentries, or when a few key fungals cannot shut down that group of fucking pain-in-the-dick sentries that are forcefielding your ramp whilst the entire protoss army is raping your natural AND main with no resistance whatsoever... it's going to be a bigger fuck-you to the Zerg.

On the plus side, at least it affects DTs and Ghosts, meaning that more mobile detection will actually be mandatory instead of two potentially late game cloaked units being ROFLstomped. One theoretical tactic would be to snipe all the Overseers, cloak ghosts and then let it rip upon the Zerg army.

Plus in terms of TvZ, imagine a macrohard Terran with about 30 marauders and 30+ Ghosts against a ling bane infestor brood lord army?

How would I change it:

I'd change what units are considered Psionic and not Psionic. I'd make Medivacs and Ravens Psionic and remove the Psionic tag from Sentries to balance this out.

Seeker Missile change: HEAVY thumbs down

Reasoning:

It's simply not a good enough change. Seeker Missile is such a useless, underpowered ability that it's shocking that Blizzard hasn't either just scrapped it or actually done something with it. First of all, let's relay some basic facts about splash damage.

Fungal Growth, deals 30 damage (7.5 dps) or 40 to Armored (10 dps) over 4 seconds and ROOTS the enemy. Costs 75 Energy. A single Fungal does 0.46666666667 points of damage per energy consumed per unit. This value doesn't change because you cannot "partially dodge" a fungal. Any unit hit by it is fucked either way.

Psionic Storm, deals 80 damage (20 dps) over 4 seconds. Costs 75 Energy. A single psistorm does 1.0666666667 points of damage per energy consumed per unit. This value does fluctuate depending on how well your opponent micros and partially dodges storm. This still makes Psionic Storm the most efficient damage dealing spell by far. Even if you dodge over 50% of it, it will deal about the same damage as a Fungal Growth.

And now to the piece of shit known as Seeker Missile. Based on this chart ripped straight from Liquipedia., it does 100 damage right in its epicentre, 50 damage near the epicentre and 25 damage about 1.5 Range away from the epicentre. To call Seeker Missile a shitty ability is an understatement.

Seeker Missile costs 125 Energy. This means that right in its epicentre it only deals 0.8 damage per energy consumed. Plus it will only hit a large amount of units due to retarded micro, let's say if you clump up mutalisks. it won't even one-shot them! Even from a range that is literally dry-humping the exact pinpoint of the explosion, Seeker Missile will still only deal 0.4 damage per energy point. And when you go further from that? It's like comparing somebody with a nine-inch schlong to somebody with a two-inch micropenis his penis amputated.

And what if I were to tell you that some fast units can outright dodge it and make your 125 Energy fucking useless? Or that the ability has a minuscule 5 Range compared to Fungal Growth's 9, Feedback's 9, and Psionic Storm's 9? Meaning that you can actually get hard-countered by fungal spam and not land a SINGLE Seeker Missile upon Infestors? Or that one feedback can INSTAGIB a Raven?

How would I change it:

I would consider two options, either

1. A gigantic buff to Seeker Missile, including the following patch changes:

- Cost decreased to 75 Energy, from 125 Energy.
- No upgrade required to use.
- The damage of the ability being changed to deal 100 damage to its target and 40 damage as splash damage in a similar radius to Fungal Growth/Psionic Storm. Of course it would be lower because Terran have higher
- The speed of the projectile has been increased so it can no longer be dodged but rather gives the opponent time to react so that they can spread units out.
- The range increased to 9, from 5.

or 2. Remove Seeker Missile and give Ravens a Brood War ability.... Irradiate


Wow, this guy hit the nail 100000% on the head! Perfect analyses, perfect suggestions. Terran has no real scary spellcasters atm. The ghost is decent, but not half as scary as infestors and HT's. The raven could function as the awesome spellcaster that terrans need. Another plus is that it's not a boring unit at all.

1 problem with HSM being so easy to get, is that unit-splitting is kinda hard on low levels, so the missile would be too imbalanced there. Then we can opt for your last suggestion: irradiate!

I really hope blizzard takes a serious look at this post, because the raven being awesome is exactly what we terrans need atm.
Big J
Profile Joined March 2011
Austria16289 Posts
November 21 2012 12:23 GMT
#487
Wohoo, shitstorm of Forcefield QQ incoming in the next weeks.
achan1058
Profile Joined February 2012
1091 Posts
November 21 2012 12:23 GMT
#488
People should not be allowed to vote in these polls unless they played 50 games on the new server.
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
November 21 2012 12:24 GMT
#489
How come the warp-prism is psionic and the raven is not ?
Terran & Potato Salad.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
November 21 2012 12:24 GMT
#490
Not the correct chance to seeker missile. DIssapointed tt.
Sjokola
Profile Joined November 2010
Netherlands800 Posts
November 21 2012 12:24 GMT
#491
I really like the raven buff. It makes it easier to transition into them. Now you just need the energy upgrade (and building armor, range and durable materials)
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-11-21 12:25:24
November 21 2012 12:25 GMT
#492
On November 21 2012 21:14 DarkLordOlli wrote:
Has anyone ever tried hydras against an immortal/sentry all in? Just curious.

Doesn't matter, a critical mass of Forcefield makes them just as ineffective as Roaches, even moreso since they are more expensive.
PandaMonk
Profile Joined June 2011
United States300 Posts
November 21 2012 12:29 GMT
#493
No way that psionic thing can go through, it's way too much of a nerf. If blizz wants to nerf the infested they have to change th other races too, seeing a Zergs are so dependent on the infestor. Same goes for force fields.
ekus
Profile Joined August 2011
Germany1 Post
November 21 2012 12:31 GMT
#494
Wtf? If this patch goes online, Zerg will be by far the worst race. It will be even harder to defend 2Base Immortal Sentry all in, you can´t kill warprismas (with speeed upgrade), dts and ghost cloaking will be so strong ( Ghost just snipe 5 Overseers so fast and cant be attacked after). It is so silly to nerf Zerg that hard, especially after Zerg doesnt even have a real advantage against Protoss.
Tuczniak
Profile Joined September 2010
1561 Posts
Last Edited: 2012-11-21 12:32:58
November 21 2012 12:32 GMT
#495
Make sentries, warp prisms and DTs non-psionic, and it will be ok.
Insoleet
Profile Joined May 2012
France1806 Posts
November 21 2012 12:33 GMT
#496
I like the nerf because I'll stop reading "zerg so op" when I'll win.
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2012-11-21 12:46:17
November 21 2012 12:33 GMT
#497
On November 21 2012 20:53 AbideWithMe wrote:
Show nested quote +
On November 21 2012 20:48 Mallement wrote:
On November 21 2012 20:45 AbideWithMe wrote:
On November 21 2012 20:37 Zerg.Zilla wrote:
On November 21 2012 20:32 FinalForm wrote:
remember this is the same company that wanted to give queens 50 starting energy, they don't know what they're doing

Pretty much this xD...also how come one unit (Banshee) can be detected with fungal and (DT) another clocked unit can't...
Plus why is Warp Prism considered a psionic unit?!It's a fucking transport building (or ship) and the medivac (plus it heals units)is not?

Because Blizzard has no idea what they are doing and are largely inconsistent in lore and classification. Before patch 1.4.3 "psionic" didn't even have any use or significance at all. It was a pure "flavor" attribute.
With going for something that radical they have put a lot of problems on their "lore designers". How can you possibly coherently explain that something like a warp prism is not affected by fungal while a colosses and CARRIERS!!!! are.
Even more stupid is the following: Why can't a queen be fungaled but all other zerg units aside from infestors can? What makes a queen immune to fungal. I dare anybody to find a coherent explanation for this.

But it's all good. As I said this is a pure troll change and won't go live at all. I'm actually happy that they just put it on some balance map and didn't ruin hots beta with it even further.



Do you play alot of RPG games?... you seem the type.

No, not at all. But I played quite a bit of Diablo and just finished the WoL campaign again for the like tenth time. Does that count? XD
It is evident that balance is more important than lore but Blizzard goes to show with crap like calling the queen psionic for some stupid reason and then making a change affecting all psionic units that they don't really think everything they do completely through.
This happened before with the Ghost snipe change. Why is snipe suddently supposed to do more damage to queens but no damage to archons where it would actually matter. Why are DTs more prone to snipe than zealots? It doesn't really make sense.

Show nested quote +
On November 21 2012 20:47 Derrida wrote:
On November 21 2012 20:45 AbideWithMe wrote:
On November 21 2012 20:37 Zerg.Zilla wrote:
On November 21 2012 20:32 FinalForm wrote:
remember this is the same company that wanted to give queens 50 starting energy, they don't know what they're doing

Pretty much this xD...also how come one unit (Banshee) can be detected with fungal and (DT) another clocked unit can't...
Plus why is Warp Prism considered a psionic unit?!It's a fucking transport building (or ship) and the medivac (plus it heals units)is not?

Because Blizzard has no idea what they are doing and are largely inconsistent in lore and classification. Before patch 1.4.3 "psionic" didn't even have any use or significance at all. It was a pure "flavor" attribute.
With going for something that radical they have put a lot of problems on their "lore designers". How can you possibly coherently explain that something like a warp prism is not affected by fungal while a colosses and CARRIERS!!!! are.
Even more stupid is the following: Why can't a queen be fungaled but all other zerg units aside from infestors can? What makes a queen immune to fungal. I dare anybody to find a coherent explanation for this.

But it's all good. As I said this is a pure troll change and won't go live at all. I'm actually happy that they just put it on some balance map and didn't ruin hots beta with it even further.


Well, Queen being immune makes sense to me, she being the 'Queen' of the race and all.

Hm. Roach being immune makes sense to me, she being the 'Roach' of the race and all. RIGHT???? XD

Mind you I'm not talking about the Queen of Blades. The queen being the regularly staple unit in SC2 MP it is it has really no right to have such a special feature.
You could argue every Zerg caster is psionic but then that wouldn't fit with the overseer which should be psionic if anything.



You do well with staying away from rpgs. That something with a psionic aura is immune to something coming from a psionic unit is pretty easy to explain. But you could ask why stim increases the attack speed of the marine for that matter, to make it more challenging. Not that it is a challenge to explain.
At the end it is pretty easy to explain why a unit with psionic capabilites can protect itself from being affected by spores that will render those without this protection helpless from its effect. Be it a Pilot of a giant thors or the ai core of the colossus.


On November 21 2012 21:14 DarkLordOlli wrote:
Has anyone ever tried hydras against an immortal/sentry all in? Just curious.


They currently work perfect as an early t2 transition unit. So yes they are way better at dealing with it then staying on short ranged t1 units. And they make the immortal sentry play more risky, as there will be a huge timing for a hydra conter. Can't talk about high level though, on Master level Immortal Sentry is fairly easy to hold with Hydra tech.
It is probably a good indication though, that you slowly start to see some use of it. Maybe the people facing Parting will pick it up and don't give up after the first tries. Only then you could truly say it works.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
November 21 2012 12:34 GMT
#498
On November 21 2012 21:31 ekus wrote:
Wtf? If this patch goes online, Zerg will be by far the worst race. It will be even harder to defend 2Base Immortal Sentry all in, you can´t kill warprismas (with speeed upgrade), dts and ghost cloaking will be so strong ( Ghost just snipe 5 Overseers so fast and cant be attacked after). It is so silly to nerf Zerg that hard, especially after Zerg doesnt even have a real advantage against Protoss.

It takes eight snipes to kill an Overseer. Overseers are not considered Psionic, have 200HP, and Snipe only deals 25 damage to non-Psionic units.
achan1058
Profile Joined February 2012
1091 Posts
Last Edited: 2012-11-21 12:35:31
November 21 2012 12:34 GMT
#499
On November 21 2012 21:19 Snowbear wrote:
Show nested quote +
On November 21 2012 20:54 Clbull wrote:
Here's the way I see it

Fungal change. Partially a thumbs-down.

Reasoning:

It's great that fungal growth may no longer affect archons, a unit that already has damage bonuses against every single unit in the Zerg arsenal out of the ideological lack of mechanical units for the Zerg.

However, this is going to greatly imbalance PvZ in favour of Protoss. As STParting already showed, the immortal/sentry all in is already the go-to tactic for Protoss, having achieved something stupid like a 60-0 win rate in PvZ because of it and having very few professionals capable of even countering the push even when they *know* it's coming. Unless they change the Sentry to a non-Psionic unit, this means that the one unit that could unanimously close the timing for the Sentry Immortal all in would suddenly be useless. How are you going to fungal all those sentries and shut them down quick when Sentries are immune to Fungal?

The only other solution would be Mutalisks but a lot of Protosses are quickly discovering that warping in Stalkers is a very powerful option against virtually anything. And with 7 gateways, you can warp in ALL THE STALKERS.

In all seriousness, I think the Fungal change would be good if Medivacs were considered Psionic and Sentries weren't. Because this is going to empower mid and late game Protoss so hard. When a 4-sentry drop cannot be shut down at all because of good forcefields and the inability to fungal the sentries, or when a few key fungals cannot shut down that group of fucking pain-in-the-dick sentries that are forcefielding your ramp whilst the entire protoss army is raping your natural AND main with no resistance whatsoever... it's going to be a bigger fuck-you to the Zerg.

On the plus side, at least it affects DTs and Ghosts, meaning that more mobile detection will actually be mandatory instead of two potentially late game cloaked units being ROFLstomped. One theoretical tactic would be to snipe all the Overseers, cloak ghosts and then let it rip upon the Zerg army.

Plus in terms of TvZ, imagine a macrohard Terran with about 30 marauders and 30+ Ghosts against a ling bane infestor brood lord army?

How would I change it:

I'd change what units are considered Psionic and not Psionic. I'd make Medivacs and Ravens Psionic and remove the Psionic tag from Sentries to balance this out.

Seeker Missile change: HEAVY thumbs down

Reasoning:

It's simply not a good enough change. Seeker Missile is such a useless, underpowered ability that it's shocking that Blizzard hasn't either just scrapped it or actually done something with it. First of all, let's relay some basic facts about splash damage.

Fungal Growth, deals 30 damage (7.5 dps) or 40 to Armored (10 dps) over 4 seconds and ROOTS the enemy. Costs 75 Energy. A single Fungal does 0.46666666667 points of damage per energy consumed per unit. This value doesn't change because you cannot "partially dodge" a fungal. Any unit hit by it is fucked either way.

Psionic Storm, deals 80 damage (20 dps) over 4 seconds. Costs 75 Energy. A single psistorm does 1.0666666667 points of damage per energy consumed per unit. This value does fluctuate depending on how well your opponent micros and partially dodges storm. This still makes Psionic Storm the most efficient damage dealing spell by far. Even if you dodge over 50% of it, it will deal about the same damage as a Fungal Growth.

And now to the piece of shit known as Seeker Missile. Based on this chart ripped straight from Liquipedia., it does 100 damage right in its epicentre, 50 damage near the epicentre and 25 damage about 1.5 Range away from the epicentre. To call Seeker Missile a shitty ability is an understatement.

Seeker Missile costs 125 Energy. This means that right in its epicentre it only deals 0.8 damage per energy consumed. Plus it will only hit a large amount of units due to retarded micro, let's say if you clump up mutalisks. it won't even one-shot them! Even from a range that is literally dry-humping the exact pinpoint of the explosion, Seeker Missile will still only deal 0.4 damage per energy point. And when you go further from that? It's like comparing somebody with a nine-inch schlong to somebody with a two-inch micropenis his penis amputated.

And what if I were to tell you that some fast units can outright dodge it and make your 125 Energy fucking useless? Or that the ability has a minuscule 5 Range compared to Fungal Growth's 9, Feedback's 9, and Psionic Storm's 9? Meaning that you can actually get hard-countered by fungal spam and not land a SINGLE Seeker Missile upon Infestors? Or that one feedback can INSTAGIB a Raven?

How would I change it:

I would consider two options, either

1. A gigantic buff to Seeker Missile, including the following patch changes:

- Cost decreased to 75 Energy, from 125 Energy.
- No upgrade required to use.
- The damage of the ability being changed to deal 100 damage to its target and 40 damage as splash damage in a similar radius to Fungal Growth/Psionic Storm. Of course it would be lower because Terran have higher
- The speed of the projectile has been increased so it can no longer be dodged but rather gives the opponent time to react so that they can spread units out.
- The range increased to 9, from 5.

or 2. Remove Seeker Missile and give Ravens a Brood War ability.... Irradiate


Wow, this guy hit the nail 100000% on the head! Perfect analyses, perfect suggestions. Terran has no real scary spellcasters atm. The ghost is decent, but not half as scary as infestors and HT's. The raven could function as the awesome spellcaster that terrans need. Another plus is that it's not a boring unit at all.

1 problem with HSM being so easy to get, is that unit-splitting is kinda hard on low levels, so the missile would be too imbalanced there. Then we can opt for your last suggestion: irradiate!

I really hope blizzard takes a serious look at this post, because the raven being awesome is exactly what we terrans need atm.

Funny thing is, maybe terran needs a buff at just lower level, seeing how Korean terrans are doing just fine in places like GSL. This might be the exact buff they need. Just a random thought.
Godwrath
Profile Joined August 2012
Spain10131 Posts
November 21 2012 12:34 GMT
#500
On November 21 2012 21:19 Snowbear wrote:
Show nested quote +
On November 21 2012 20:54 Clbull wrote:
Here's the way I see it

Fungal change. Partially a thumbs-down.

Reasoning:

It's great that fungal growth may no longer affect archons, a unit that already has damage bonuses against every single unit in the Zerg arsenal out of the ideological lack of mechanical units for the Zerg.

However, this is going to greatly imbalance PvZ in favour of Protoss. As STParting already showed, the immortal/sentry all in is already the go-to tactic for Protoss, having achieved something stupid like a 60-0 win rate in PvZ because of it and having very few professionals capable of even countering the push even when they *know* it's coming. Unless they change the Sentry to a non-Psionic unit, this means that the one unit that could unanimously close the timing for the Sentry Immortal all in would suddenly be useless. How are you going to fungal all those sentries and shut them down quick when Sentries are immune to Fungal?

The only other solution would be Mutalisks but a lot of Protosses are quickly discovering that warping in Stalkers is a very powerful option against virtually anything. And with 7 gateways, you can warp in ALL THE STALKERS.

In all seriousness, I think the Fungal change would be good if Medivacs were considered Psionic and Sentries weren't. Because this is going to empower mid and late game Protoss so hard. When a 4-sentry drop cannot be shut down at all because of good forcefields and the inability to fungal the sentries, or when a few key fungals cannot shut down that group of fucking pain-in-the-dick sentries that are forcefielding your ramp whilst the entire protoss army is raping your natural AND main with no resistance whatsoever... it's going to be a bigger fuck-you to the Zerg.

On the plus side, at least it affects DTs and Ghosts, meaning that more mobile detection will actually be mandatory instead of two potentially late game cloaked units being ROFLstomped. One theoretical tactic would be to snipe all the Overseers, cloak ghosts and then let it rip upon the Zerg army.

Plus in terms of TvZ, imagine a macrohard Terran with about 30 marauders and 30+ Ghosts against a ling bane infestor brood lord army?

How would I change it:

I'd change what units are considered Psionic and not Psionic. I'd make Medivacs and Ravens Psionic and remove the Psionic tag from Sentries to balance this out.

Seeker Missile change: HEAVY thumbs down

Reasoning:

It's simply not a good enough change. Seeker Missile is such a useless, underpowered ability that it's shocking that Blizzard hasn't either just scrapped it or actually done something with it. First of all, let's relay some basic facts about splash damage.

Fungal Growth, deals 30 damage (7.5 dps) or 40 to Armored (10 dps) over 4 seconds and ROOTS the enemy. Costs 75 Energy. A single Fungal does 0.46666666667 points of damage per energy consumed per unit. This value doesn't change because you cannot "partially dodge" a fungal. Any unit hit by it is fucked either way.

Psionic Storm, deals 80 damage (20 dps) over 4 seconds. Costs 75 Energy. A single psistorm does 1.0666666667 points of damage per energy consumed per unit. This value does fluctuate depending on how well your opponent micros and partially dodges storm. This still makes Psionic Storm the most efficient damage dealing spell by far. Even if you dodge over 50% of it, it will deal about the same damage as a Fungal Growth.

And now to the piece of shit known as Seeker Missile. Based on this chart ripped straight from Liquipedia., it does 100 damage right in its epicentre, 50 damage near the epicentre and 25 damage about 1.5 Range away from the epicentre. To call Seeker Missile a shitty ability is an understatement.

Seeker Missile costs 125 Energy. This means that right in its epicentre it only deals 0.8 damage per energy consumed. Plus it will only hit a large amount of units due to retarded micro, let's say if you clump up mutalisks. it won't even one-shot them! Even from a range that is literally dry-humping the exact pinpoint of the explosion, Seeker Missile will still only deal 0.4 damage per energy point. And when you go further from that? It's like comparing somebody with a nine-inch schlong to somebody with a two-inch micropenis his penis amputated.

And what if I were to tell you that some fast units can outright dodge it and make your 125 Energy fucking useless? Or that the ability has a minuscule 5 Range compared to Fungal Growth's 9, Feedback's 9, and Psionic Storm's 9? Meaning that you can actually get hard-countered by fungal spam and not land a SINGLE Seeker Missile upon Infestors? Or that one feedback can INSTAGIB a Raven?

How would I change it:

I would consider two options, either

1. A gigantic buff to Seeker Missile, including the following patch changes:

- Cost decreased to 75 Energy, from 125 Energy.
- No upgrade required to use.
- The damage of the ability being changed to deal 100 damage to its target and 40 damage as splash damage in a similar radius to Fungal Growth/Psionic Storm. Of course it would be lower because Terran have higher
- The speed of the projectile has been increased so it can no longer be dodged but rather gives the opponent time to react so that they can spread units out.
- The range increased to 9, from 5.

or 2. Remove Seeker Missile and give Ravens a Brood War ability.... Irradiate


Wow, this guy hit the nail 100000% on the head! Perfect analyses, perfect suggestions. Terran has no real scary spellcasters atm. The ghost is decent, but not half as scary as infestors and HT's. The raven could function as the awesome spellcaster that terrans need. Another plus is that it's not a boring unit at all.

1 problem with HSM being so easy to get, is that unit-splitting is kinda hard on low levels, so the missile would be too imbalanced there. Then we can opt for your last suggestion: irradiate!

I really hope blizzard takes a serious look at this post, because the raven being awesome is exactly what we terrans need atm.


Yes, because what the game needs is ridiculous spellcasters. TvT is the only really good match up because spellcasters are not that dominant.
Prev 1 23 24 25 26 27 94 Next
Please log in or register to reply.
Live Events Refresh
Next event in 8h 13m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 270
TKL 239
SteadfastSC 130
BRAT_OK 69
ProTech40
MindelVK 14
StarCraft: Brood War
Calm 4092
firebathero 740
Sea 596
Rush 240
Soulkey 129
Yoon 129
hero 129
Dewaltoss 51
Aegong 42
ajuk12(nOOB) 13
Dota 2
Gorgc4647
qojqva2944
singsing2059
Dendi889
Counter-Strike
oskar95
Other Games
B2W.Neo1171
hiko530
Lowko437
DeMusliM340
Hui .338
Fuzer 222
Liquid`VortiX147
Sick131
QueenE55
Trikslyr46
fpsfer 2
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• poizon28 30
• Hinosc 14
• iHatsuTV 3
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1728
• WagamamaTV383
• lizZardDota230
League of Legends
• Nemesis2719
• TFBlade753
Other Games
• Shiphtur117
Upcoming Events
PiGosaur Cup
8h 13m
RSL Revival
17h 13m
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
19h 13m
GuMiho vs MaNa
herO vs ShoWTimE
Classic vs TBD
CranKy Ducklings
1d 17h
RSL Revival
1d 17h
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
1d 19h
Cure vs Reynor
IPSL
2 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
2 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
2 days
RSL Revival
2 days
Reynor vs sOs
Maru vs Ryung
[ Show More ]
Kung Fu Cup
2 days
WardiTV Korean Royale
2 days
BSL 21
3 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
3 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
4 days
WardiTV Korean Royale
4 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.