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Austria24417 Posts
Has anyone ever tried hydras against an immortal/sentry all in? Just curious.
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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
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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 downReasoning: 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
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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".
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Thank god Blizzard is finally doing something, though I question if it's enough.
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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 downReasoning: 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.
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Wohoo, shitstorm of Forcefield QQ incoming in the next weeks.
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People should not be allowed to vote in these polls unless they played 50 games on the new server.
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How come the warp-prism is psionic and the raven is not ?
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Not the correct chance to seeker missile. DIssapointed tt.
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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)
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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.
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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.
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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.
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Make sentries, warp prisms and DTs non-psionic, and it will be ok.
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I like the nerf because I'll stop reading "zerg so op" when I'll win.
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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.
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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.
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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 downReasoning: 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.
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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 downReasoning: 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.
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