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March 18th 2013: David Kim's HotS Thoughts - Page 5

Forum Index > SC2 General
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ffadicted
Profile Joined January 2011
United States3545 Posts
March 18 2013 17:38 GMT
#81
You can't buff corruptors when they turn into brood lords imo
SooYoung-Noona!
avilo
Profile Blog Joined November 2007
United States4100 Posts
March 18 2013 17:39 GMT
#82
On March 19 2013 02:35 TimENT wrote:
Show nested quote +
On March 19 2013 02:19 avilo wrote:
On March 19 2013 01:45 Zelniq wrote:
yeah.. well I really wish they'd take this "stronger, aggressive attack method potential = exciting/interesting" idea to zerg..they have this great idea of a building called nydus but unfortunately it's completely reliant on either the opponent not spotting it, or you putting it in a safe place (such as outside their base) that adds only a small amount of aggressive potential that essentially, from the defender's POV, is the same as defending any normal frontal attack

that and maybe zerg drops could use a little boost as well. all the same arguments that d.kim made there apply to these things really.

i'd advocate protoss buffs but they already got theirs in WoL, and have a lot of potential with speedy, more healthy warp prisms, and proxy pylons being a low cost/low tech way to be aggressive as well


Faster mutalisks with regeneration enabling muta ling baneling play to be more viable. (it already was anyways, just better now).
Buffed ultralisks that can two shot marines and are an aggressive unit.
12 range infestor to support ultras.
A viper that shuts down defensive units allowing you to be aggressive where previously not possible with speed hydras.
Tier 1 burrow.

You did get some new aggressive things, if you choose not to use them that's on you and other Zergs. Life and the top tier Zergs already have started to use them.

As for the metagame, look forward in the next two weeks for oracle dice roll PvT to "evolve" if you can call it that into a match-up where every game is, "did he go oracle? did he build more than 1? or is he doing a different all-in? do i build turrets or no?"

TvZ will be more refined bio+mine play and mech + speed burrow will start cropping up very soon.

As for PvZ, Zergs probably will start using mass drop a lot more considering hydras are better in general.

And a sigh of relief to every Terran play on earth who thought that blizzard would make the mistake of nerfing Terran blindly again. Speed medivacs are already being dealt with quite well by SPEED MUTALISKS and stargate openings from Protoss.

And yes, i'm advocating everyone call them "speed mutalisks" because for some reason everyone is acting as if medivacs were the only unit that received a speed buff which is untrue.


I think he wishes there was a way to make ground units more consistent in the early/mid/late game in a similar way that Terran gets to do that with Speedvacs. Like I posted earlier in this thread, I think that overlord speed and overlord drops should be merged into the same upgrade. Maybe Blizz could give overlords a hive tech upgrade as well that makes them more durable. This is from a spectators perspective. I want to see MORE drops like the Innovation v Flash match, IN ALL MATCHUPS.


There are very effective roach/ling aggro options, roach/baneling bust, ling/bane bust, roach burrow, ling/bane with fast burrow for baneling mines.

There's quite a bit of Zerg aggression that was always there it's just some players opt to never do it because they think it's too risky when the more abusive Zergs will do "all-ins" like this quite often because if you kill at least 8 SCVS (which you often can) then you equalize or are ahead with not much drawback.

And then there's mutas :D they're faster. Oh and overlord speed is tier1, it's almost a form of indirect aggression or passive-aggro when you see speed overlords flying around your base like 5 min in and laying creep at every expo on the map lol.
Sup
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
March 18 2013 17:42 GMT
#83
Way to fix medivacs and still retain its purpose and aggressive use.

1. Remove cooldown with afterburners (so you can use it right after another one is finished)
2. When medivac is done you get three (3) times to use it.
3. Recharge costs of half your medivac energy to get 3 more.

Buff and nerf same time
Empirimancer
Profile Joined July 2011
Canada1024 Posts
March 18 2013 17:45 GMT
#84
How about, Nydus Worm can only be spawned on creep, but costs 25 minerals and 25 gas?

Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 18 2013 17:47 GMT
#85
On March 19 2013 02:39 avilo wrote:
Show nested quote +
On March 19 2013 02:35 TimENT wrote:
On March 19 2013 02:19 avilo wrote:
On March 19 2013 01:45 Zelniq wrote:
yeah.. well I really wish they'd take this "stronger, aggressive attack method potential = exciting/interesting" idea to zerg..they have this great idea of a building called nydus but unfortunately it's completely reliant on either the opponent not spotting it, or you putting it in a safe place (such as outside their base) that adds only a small amount of aggressive potential that essentially, from the defender's POV, is the same as defending any normal frontal attack

that and maybe zerg drops could use a little boost as well. all the same arguments that d.kim made there apply to these things really.

i'd advocate protoss buffs but they already got theirs in WoL, and have a lot of potential with speedy, more healthy warp prisms, and proxy pylons being a low cost/low tech way to be aggressive as well


Faster mutalisks with regeneration enabling muta ling baneling play to be more viable. (it already was anyways, just better now).
Buffed ultralisks that can two shot marines and are an aggressive unit.
12 range infestor to support ultras.
A viper that shuts down defensive units allowing you to be aggressive where previously not possible with speed hydras.
Tier 1 burrow.

You did get some new aggressive things, if you choose not to use them that's on you and other Zergs. Life and the top tier Zergs already have started to use them.

As for the metagame, look forward in the next two weeks for oracle dice roll PvT to "evolve" if you can call it that into a match-up where every game is, "did he go oracle? did he build more than 1? or is he doing a different all-in? do i build turrets or no?"

TvZ will be more refined bio+mine play and mech + speed burrow will start cropping up very soon.

As for PvZ, Zergs probably will start using mass drop a lot more considering hydras are better in general.

And a sigh of relief to every Terran play on earth who thought that blizzard would make the mistake of nerfing Terran blindly again. Speed medivacs are already being dealt with quite well by SPEED MUTALISKS and stargate openings from Protoss.

And yes, i'm advocating everyone call them "speed mutalisks" because for some reason everyone is acting as if medivacs were the only unit that received a speed buff which is untrue.


I think he wishes there was a way to make ground units more consistent in the early/mid/late game in a similar way that Terran gets to do that with Speedvacs. Like I posted earlier in this thread, I think that overlord speed and overlord drops should be merged into the same upgrade. Maybe Blizz could give overlords a hive tech upgrade as well that makes them more durable. This is from a spectators perspective. I want to see MORE drops like the Innovation v Flash match, IN ALL MATCHUPS.


There are very effective roach/ling aggro options, roach/baneling bust, ling/bane bust, roach burrow, ling/bane with fast burrow for baneling mines.

There's quite a bit of Zerg aggression that was always there it's just some players opt to never do it because they think it's too risky when the more abusive Zergs will do "all-ins" like this quite often because if you kill at least 8 SCVS (which you often can) then you equalize or are ahead with not much drawback.

And then there's mutas :D they're faster. Oh and overlord speed is tier1, it's almost a form of indirect aggression or passive-aggro when you see speed overlords flying around your base like 5 min in and laying creep at every expo on the map lol.

sorry should have been more clear, I meant a stronger potential in transports..similar to warp prism buff in WoL and speed boost in medivac.

also can you stop calling Fungal 12 range it's a little misleading as at range 12 you're only able to fungal like 1 unit (fyi he's combining range of fungal, with radius of the fungal spell). it's like saying psi storm is 10.5 range but only hits 1 unit at that range -_-
ModeratorBlame yourself or God
Taefox
Profile Joined March 2010
1533 Posts
Last Edited: 2013-03-18 17:50:41
March 18 2013 17:49 GMT
#86
I feel this thread will become ' How to nerf Medivac Afterburn ' thread which is really bad
@taefoxy
TimENT
Profile Joined November 2012
United States1425 Posts
Last Edited: 2013-03-18 17:51:58
March 18 2013 17:50 GMT
#87
On March 19 2013 02:39 avilo wrote:
Show nested quote +
On March 19 2013 02:35 TimENT wrote:
On March 19 2013 02:19 avilo wrote:
On March 19 2013 01:45 Zelniq wrote:
yeah.. well I really wish they'd take this "stronger, aggressive attack method potential = exciting/interesting" idea to zerg..they have this great idea of a building called nydus but unfortunately it's completely reliant on either the opponent not spotting it, or you putting it in a safe place (such as outside their base) that adds only a small amount of aggressive potential that essentially, from the defender's POV, is the same as defending any normal frontal attack

that and maybe zerg drops could use a little boost as well. all the same arguments that d.kim made there apply to these things really.

i'd advocate protoss buffs but they already got theirs in WoL, and have a lot of potential with speedy, more healthy warp prisms, and proxy pylons being a low cost/low tech way to be aggressive as well


Faster mutalisks with regeneration enabling muta ling baneling play to be more viable. (it already was anyways, just better now).
Buffed ultralisks that can two shot marines and are an aggressive unit.
12 range infestor to support ultras.
A viper that shuts down defensive units allowing you to be aggressive where previously not possible with speed hydras.
Tier 1 burrow.

You did get some new aggressive things, if you choose not to use them that's on you and other Zergs. Life and the top tier Zergs already have started to use them.

As for the metagame, look forward in the next two weeks for oracle dice roll PvT to "evolve" if you can call it that into a match-up where every game is, "did he go oracle? did he build more than 1? or is he doing a different all-in? do i build turrets or no?"

TvZ will be more refined bio+mine play and mech + speed burrow will start cropping up very soon.

As for PvZ, Zergs probably will start using mass drop a lot more considering hydras are better in general.

And a sigh of relief to every Terran play on earth who thought that blizzard would make the mistake of nerfing Terran blindly again. Speed medivacs are already being dealt with quite well by SPEED MUTALISKS and stargate openings from Protoss.

And yes, i'm advocating everyone call them "speed mutalisks" because for some reason everyone is acting as if medivacs were the only unit that received a speed buff which is untrue.


I think he wishes there was a way to make ground units more consistent in the early/mid/late game in a similar way that Terran gets to do that with Speedvacs. Like I posted earlier in this thread, I think that overlord speed and overlord drops should be merged into the same upgrade. Maybe Blizz could give overlords a hive tech upgrade as well that makes them more durable. This is from a spectators perspective. I want to see MORE drops like the Innovation v Flash match, IN ALL MATCHUPS.


There are very effective roach/ling aggro options, roach/baneling bust, ling/bane bust, roach burrow, ling/bane with fast burrow for baneling mines.

There's quite a bit of Zerg aggression that was always there it's just some players opt to never do it because they think it's too risky when the more abusive Zergs will do "all-ins" like this quite often because if you kill at least 8 SCVS (which you often can) then you equalize or are ahead with not much drawback.

And then there's mutas :D they're faster. Oh and overlord speed is tier1, it's almost a form of indirect aggression or passive-aggro when you see speed overlords flying around your base like 5 min in and laying creep at every expo on the map lol.


Mutalisks and ling runbys are great for spectators in the same way that speedvacs are. But at some point mutalisks and lings lose their aggressive capabilities where speedvacs don't. I just wish there was a way for Zerg to keep that aggressive capability beyond hive tech and 3/3 marines. I truly believe that this potential lies in overlords/burrow.
As for roach/bane and bane busts. These really aren't the aggression tactics that spectators love. They are the equivalent to 4 medivac timings vs P or gateway timings v T. My point is that in that situation if T is unable to do damage with that 4 medivac push at 10 minutes, he can take a step back and be aggressive in multiple spots. I want to see Z unable to do damage with that roach bane, and be able to take a step back and transition into more capable drops or burrow. You know what I mean? It's great for spectators when they can back off an be aggressive later.

This brings me to my next point. Warp prisms for P could use little help as well
Barcelona / Arsenal Fan!
centergoliath4
Profile Joined March 2013
37 Posts
Last Edited: 2013-03-18 17:52:26
March 18 2013 17:50 GMT
#88
heres my nydus redesign idea since many people in here seem to be talking about a "possible more exciting nydus, but still balanced with lots of aggression"

fast cheap tactical strikes. big scary doomworms just blasting your enemies mainbase and wrecking havock on him

thats what nydus was meant to be!

100/50 cost to plop 12 zergslings in your enemies mainbase. when you feel the times right (with 60 second charges) and the nydus gets stronger every 30 seconds

Nydus redesigned. Zerg can now only have 1 nydus network alive (like mothership).

nydus network costs 50/100

Nydus networks spawn with 1 charge. Every 60 seconds they get a new charge (max of 2 charges). Cooldown stops counting if 2 charges are reached (begins once a charge is used)

Spawn nydus worm uses a charge to cast (no cooldown). Costs 100/50 to use. May be placed ANYWHERE without vision needed. If building is blocking it says "cannot place". If unit is blocking it pushes the unit

Nydus worms now spawn INSTANTLY (no buildtime)

Nydus worms spawn with 6 charges. Each charge lets them unload 1 food (zerglings deplete half a charge per unload). They gain 6 charges every 30 seconds (max of 24). Unload may be put on autocast. Theres a "big unload" button which gives highest food units priority

Nydus worm may need health reduction.

ALSO, i realize this new nydus is pretty powerful and maybe needs other balancing nerfs as well

Here is one idea i have. Possibly make it so NYDUS WORMS are always permanently revealed to the enemy (like when you have no nexus). this could give the slight nerf mass nydus might need to make it possible to move out on the map against them

Also zergs tumoring the map might be OP with this nydus. Possibly make it so nydus worms no longer make creep. This means a zerg needs to spend another 75 minerals (proxy hatch) to get down a proxy tumor which IMO seems ok to me since he also uses 3 charges on the nydus worm to do it.
Rainling
Profile Joined June 2011
United States456 Posts
March 18 2013 17:51 GMT
#89
On March 19 2013 02:45 Empirimancer wrote:
How about, Nydus Worm can only be spawned on creep, but costs 25 minerals and 25 gas?


That's a nice idea, but the issue is overlords can drop creep at lair tech, so you can have instant creep wherever you want to create a nydus.
Havik_
Profile Joined November 2011
United States5585 Posts
March 18 2013 17:51 GMT
#90
There should be no balance changes until after the first Hots GSL, which ends in mid May. Changing anything after this tournament would be just stupid. If they want to test things on the PTR though, that's fine.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
March 18 2013 17:53 GMT
#91
On March 19 2013 02:51 Rainling wrote:
Show nested quote +
On March 19 2013 02:45 Empirimancer wrote:
How about, Nydus Worm can only be spawned on creep, but costs 25 minerals and 25 gas?


That's a nice idea, but the issue is overlords can drop creep at lair tech, so you can have instant creep wherever you want to create a nydus.


What if you could only create nydus next to creep tumor and/or hatchery. That would eliminate instant creep problem.
Spoink
Profile Joined December 2012
Austria150 Posts
March 18 2013 17:54 GMT
#92
Nice!
In my opinion the right approach atm.
Ctesias
Profile Joined December 2012
4595 Posts
March 18 2013 17:54 GMT
#93
Glad to hear that they won't make any rash decisions on balance yet. Agree completely on the fun-factor of aggressive play.
Flash | Mvp
Lorch
Profile Joined June 2011
Germany3685 Posts
Last Edited: 2013-03-18 17:57:26
March 18 2013 17:56 GMT
#94
Just add scorges, they would fix zerg problems in every matchup:

vs Terran: Even though speed medivacs aren't the main concern of zvt atm, it's still a fact that even if you go muta you get to shoot them a few times and then they just boost away, thus while you can deflect drops you can't punish terran, with scorges if you c onnect once you should be able to kill the medivac. Plus it would make all the boosting away in your medivacs after taking a bad engagement a lot harder to do.

vs Protoss: Corrupters are trash vs void rays and hydras get stormed away, we saw at iem that void rays clump like fuck so fungal is a good tool (though feedback can deal with that as well), I feel like fungal + scourge should give zerg a fair chance vs air toss. Should also help a lot with speed prisms, and make muta vs phoenix a lot more dynamic then range phoenix killing all the mutas while corrupters are too slow to catch up.

vs Zerg: Right now muta vs muta in zvz is who has more, sometimes there is an upgrade timing, sometimes having your lings soak up some bounces helps, scourge would obviously make the matchup way way more interesting, and I feel like fungal + scourge would open up non-muta based armies too.

Obviously you can't just add supply free cheap as fuck bw scourges into a game with larva inject, but I feel like if tweaked right they would help out zerg a lot atm. Sadly blizzard will never add a unit via patch so we'll have to wait till legacy of the void...

Other than that, good to hear that they are actually smart and wait now, I feel like a lot of earlier star 2 patches were made without much thought and giving the game time to balance out, I really thought we'd see a medivac nerf this/next week, but I'm super happy they chill and wait.
TimENT
Profile Joined November 2012
United States1425 Posts
March 18 2013 17:58 GMT
#95
On March 19 2013 02:56 Lorch wrote:
Just add scorges, they would fix zerg problems in every matchup:

vs Terran: Even though speed medivacs aren't the main concern of zvt atm, it's still a fact that even if you go muta you get to shoot them a few times and then they just boost away, thus while you can deflect drops you can't punish terran, with scorges if you c onnect once you should be able to kill the medivac. Plus it would make all the boosting away in your medivacs after taking a bad engagement a lot harder to do.

vs Protoss: Corrupters are trash vs void rays and hydras get stormed away, we saw at iem that void rays clump like fuck so fungal is a good tool (though feedback can deal with that as well), I feel like fungal + scourge should give zerg a fair chance vs air toss. Should also help a lot with speed prisms, and make muta vs phoenix a lot more dynamic then range phoenix killing all the mutas while corrupters are too slow to catch up.

vs Zerg: Right now muta vs muta in zvz is who has more, sometimes there is an upgrade timing, sometimes having your lings soak up some bounces helps, scourge would obviously make the matchup way way more interesting, and I feel like fungal + scourge would open up non-muta based armies too.

Obviously you can't just add supply free cheap as fuck bw scourges into a game with larva inject, but I feel like if tweaked right they would help out zerg a lot atm. Sadly blizzard will never add a unit via patch so we'll have to wait till legacy of the void...


I really wish Blizz had just removed Corruptors and added Scourge in HotS. Sighhh hopefully in LotV
Barcelona / Arsenal Fan!
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
March 18 2013 17:59 GMT
#96
On March 19 2013 02:42 Too_MuchZerg wrote:
Way to fix medivacs and still retain its purpose and aggressive use.

1. Remove cooldown with afterburners (so you can use it right after another one is finished)
2. When medivac is done you get three (3) times to use it.
3. Recharge costs of half your medivac energy to get 3 more.

Buff and nerf same time

or why not just link it to energy directly and play with the numbers instead of some weird system? make it like every other spell in the game ;P
VERY FRAGILE, LIKE A BABY PANDA EGG
Sabu113
Profile Blog Joined August 2009
United States11071 Posts
March 18 2013 17:59 GMT
#97
On March 19 2013 02:49 Porishan wrote:
I feel this thread will become ' How to nerf Medivac Afterburn ' thread which is really bad


Would you prefer us to mindlessly praise HoTS as BW reborn and amazing while meanwhile being superior to BW? There's a primal sort of defensiveness with the SC2 community with regard to its game. A sort of insecurity that any mention of something that might be bad about the game. Mix that in with an anxiety regarding LoL and it leads to a weird sort of collective schizophrenia.

So they're aware something isn't quite right but the game is so complex that it isn't obviously a problem yet.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
March 18 2013 17:59 GMT
#98
On March 19 2013 01:42 Plansix wrote:
Show nested quote +
On March 19 2013 01:38 LgNKami wrote:
I think the only people that complain are the people who are too lazy to adapt on ladder. For some reason, ladder has turned into a macrofest where if you're aggressive, you're cheesy. I'm glad to see that shit is starting to change. I feel that the way the game is going right now is in the right direction.


Agreed, or people who want to do one build forever. I have a friend who is super pissed he can't always take a fast third(as zerg) against terran every game because of widow mines. He acts like it is the end of the world, but I know that he is just grumpy that he can't macro his way to A-move glory.

Personally, I'm really bad at two control groups on two different screens, but I am willing to work on that if it means I don't have play the tutle game any more.


Ive had people rage at me in masters, and i mean like really crazy rage all caps 20+ lines about me being an "all in faggot" when they take a fourth cc from 7 marines and a tank then go straight 4-5 factory mech in front of my observers without ever scanning or pressuring me and i kill them. Apparently i was supposed to react by taking a fourth nexus at 7:30, who would have known.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
March 18 2013 18:02 GMT
#99
On March 19 2013 02:59 MCDayC wrote:
Show nested quote +
On March 19 2013 02:42 Too_MuchZerg wrote:
Way to fix medivacs and still retain its purpose and aggressive use.

1. Remove cooldown with afterburners (so you can use it right after another one is finished)
2. When medivac is done you get three (3) times to use it.
3. Recharge costs of half your medivac energy to get 3 more.

Buff and nerf same time

or why not just link it to energy directly and play with the numbers instead of some weird system? make it like every other spell in the game ;P


Because this requires more clicking (which increases micromanagement+fail possibilities) plus you can escape with your medivac if feedbacked (if charges left) or used all for healing.
centergoliath4
Profile Joined March 2013
37 Posts
Last Edited: 2013-03-18 18:03:05
March 18 2013 18:02 GMT
#100
On March 19 2013 01:43 lichter wrote:
Show nested quote +
On March 19 2013 01:40 TimENT wrote:
Some things I'd love to see from Blizz regarding 'super aggressive play' that is extremely fun to watch:

-Corruptors are SO boring in the game at the moment. Please implement a change that makes them powerful from a players point of view, and captivating to watch as an audience member. This could also affect Mutafests in ZvZ, speedvacs, and airtoss.

-Warp Prisms have so much potential! Maybe increase their pre-upgrade speed and make their speed upgrade cheaper/earlier?

-Void rays are also SO boring to watch. Their 'micro potential' really isn't very interesting. As with corruptors, please implement a change that makes them powerful from a players point of view, and captivating to watch as an audience member.

-Some way to keep nydus worms the same in games where the Zerg cheeses, but make them more usable throughout the game in general.


They've mentioned before that they are always looking at the corruptor and agree that it's a boring unit that Zergs hate to use unless going Broodlords and have no choice. Unfortunately it looks like they can't find a solution for it.

Most good Protoss use warp prisms all the time.

Void Rays are more interesting now than before, but yeah some more micro potential for the skill would be nice.

Nydus is BW required creep to be built and that's why it was so cheap. In SC2 you only need vision, so making it cheaper would break it. Maybe make it cheaper to be built on creep but more expensive out of it?



Also here is my idea make corrupters exciting


1) Corruption removed

2) new ability added. Reality Rift. The corrupter stands still and channels the ability to 3 seconds, after which it instantly teleports to any location on the map. Infinite range, no vision required, 3 minute cooldown.

3) broodlord morph time reduced to 10 seconds.


Would this REALLY be OP? I dont know. But would add a cool element of rifting corrupters and putting 1-2 broodlords at an expansion really quickly causing some havock.

Also rifting corrupters to kill drops.
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