Blizzard's Potential Balance Test Map Changes - Page 5
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bjornkavist
Canada1235 Posts
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EnderSword
Canada669 Posts
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Usernameffs
Sweden107 Posts
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phodacbiet
United States1739 Posts
On April 23 2013 10:54 Usernameffs wrote: What would happen if burrow was already research allt he time? Everything about zerg would be more fun to watch and more micro intensive, even early pools in zvz with burrowing drones and lings would be nice to see. It would probably be bad for zvp if you do 10 pool but if they can fix that somehow it would be crazy. 10 pool 10 gas just to get burrow? Dont see it working O_O. But it would make earlier agression for zerg more viable (2 base stuff) | ||
AnachronisticAnarchy
United States2957 Posts
On April 23 2013 10:04 -Kyo- wrote: Probably the fact that this does not address the issues most players have been speaking about. TvZ, Medivacs, PvZ lategame etc. I play protoss and I'll be the first to tell you: If I max and am just sitting on 4 base banking money you're more than likely going to lose sooner or later as the zerg. It's pretty awful. Burrow sounds interesting, though I don't really see the point. I think it may produce some nice gimmick plays for a short while but they'll just be fringe status/not part of main builds. Oracle buff??? Why??? .... I don't even understand that one :/ Well, hopefully they decide to take the majority of all pro gamers opinions and look into the things I noted at the top... Especially considering people have been saying the same things since beta and they've not been addressed yet... @_@;; To be entirely fair about the protoss problem, a blue poster recently made a guide on how to beat late-game protoss. The way he says it, it seems he is good enough at killing protoss deathballs that he actually wants to get to that stage in the game. | ||
IcedBacon
Canada906 Posts
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playa
United States1284 Posts
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Munk200
United States52 Posts
If they just buffed the hydra, like everyone has asked them to do since the WoL beta, then zerg would actually have options, and not be forced into mutas, but they would still be an option. On top of that, better hydras would make it so zerg could actually fight Air toss, and Air Terran armys. | ||
phodacbiet
United States1739 Posts
On April 23 2013 10:59 Munk200 wrote: Increasing the +bio to spores is not the correct answer to make the game better. Yes, it is true if you make spores do 50, 80, 100, or whatever high damage you want to vs bio, it will stop the muta vs muta in ZvZ. However it will also completely remove the option of a zerg making mutas in ZvZ. If they just buffed the hydra, like everyone has asked them to do since the WoL beta, then zerg would actually have options, and not be forced into mutas, but they would still be an option. On top of that, better hydras would make it so zerg could actually fight Air toss, and Air Terran armys. But that would mean that blizzard knows what they are doing! Can't they just buff something random instead for consistency purpose? They should just buff mothership O_O why is that unit even still there | ||
a176
Canada6688 Posts
Why not use something unique like, Acid Spores on spore crawlers? (each attack lowers attack speed of target, stackable to certain amount). | ||
BearStorm
United States795 Posts
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SeaSmoke
United States326 Posts
On April 23 2013 10:53 Markwerf wrote: This is so true, they are incredibly dull yet still fairly tasking to use completely effectively because of the most boring +dmg skill in the game. Corrupt should be passive or the ability should be altered completely to do AoE air damage for example which would automatically put a halt to muta wars and mass air PvZ as it would counter high air counts. Corrupters are horrible. Anti air specialists that are really only good vs massive. Let's compare the races anti air specialists: Viking: Great damage, great range, decent rate of fire, bonus dmg vs armored (a lot of units). Can land for ground damage in a pinch. Phoenix: Super fast, has range upgrade, good rate of fire, bonus vs light (a lot of units) and can fire while moving. Graviton beam brings units from ground to air (can be useful vs ground). Overall great unit, used a lot. Corruptor: Slow, poor range, poor rate of fire. Bonus vs massive (a few units). Corruption ability (yay?). Is armored so vikings and voids do bonus damage vs it (voids totally rape them w/ charge). | ||
Goldfish
2230 Posts
On April 23 2013 10:18 Wombat_NI wrote: That spore + bio damage is actually a really smart idea. Hadn't thought of that myself, seems sensible. I like making the Oracles better too. At present they strike me as a gimmicky unit that benefits from hidden tech and proxying, I'd rather have a unit that is more useful even if spotted. Spores already do bonus against Bio (15 + 15 to bio), they're thinking of increasing the bio damage further. Personally, I still just say do it the BW way and just throw in Scourges, make Mutalisk be able to be controlled/microed like in BW, and call it a day >.>. On April 23 2013 11:02 SeaSmoke wrote: Corrupters are horrible. Anti air specialists that are really only good vs massive. Let's compare the races anti air specialists: Viking: Great damage, great range, decent rate of fire, bonus dmg vs armored (a lot of units). Can land for ground damage in a pinch. Phoenix: Super fast, has range upgrade, good rate of fire, bonus vs light (a lot of units) and can fire while moving. Graviton beam brings units from ground to air (can be useful vs ground). Overall great unit, used a lot. Corruptor: Slow, poor range, poor rate of fire. Bonus vs massive (a few units). Corruption ability (yay?). Is armored so vikings and voids do bonus damage vs it (voids totally rape them w/ charge). The solution to Corruptors being bad is to add back the Devourer (which totally looks cool in SC2... it's like some sort of ladybug + bee + mutalisk flying Zerg unit). I'm not some "bring back all BW units" kind of person. Lurker should stay in BW (Lurker worked in BW but in SC2, I don't think it would really add much in terms of gameplay). Reaver should definitely be added. Medic is redundant with Medivac (and Medivacs are cooler IMO). However, the Devourer... that looks sick. Needs to be added back to SC2 ASAP just because it looks cool (IMO, I know some people are like "it doesn't look menacing anymore" but hey... it looks like a giant flying bug flower thing which is what Zerg needs right now). | ||
whoso
Germany523 Posts
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SeaSmoke
United States326 Posts
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psychotics
United States184 Posts
On April 23 2013 09:31 DemigodcelpH wrote: Blizzard is doing quite well. Rather reasonable I suppose. A buff to burrow could be problematic though especially because they don't have a concrete reason for doing so. its a potential change because they want to see if they can open up more options. not all changes need to be to "fix" a problem. i like the idea of faster/cheaper burrow. would love to see some cool burrow tactics early game to kinda break the 3 hatch no gas play we see in zvp and the ultra defensive early game zvt. possible burrow banes early game zvz could be interesting as well who knows. | ||
achan1058
1091 Posts
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Usernameffs
Sweden107 Posts
On April 23 2013 10:54 phodacbiet wrote: Can't they just buff hydra's anti air? I dont want to mass spores to kill toss's air -.- 10 pool 10 gas just to get burrow? Dont see it working O_O. But it would make earlier agression for zerg more viable (2 base stuff) I was thinking have it from the start without research like tanks have siege. | ||
Fig
United States1324 Posts
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SeaSmoke
United States326 Posts
On April 23 2013 11:08 achan1058 wrote: Just theory crafting: Why not +bio on hydras? That way it won't impact the rest of the match up. Zealots, marines, marauders, hellbats...actually, I like this idea (zerg player). | ||
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