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On August 13 2013 05:04 AnomalySC2 wrote: Heh, if they think mech is weak then making vipers spawn with full energy certainly isn't going to help the situation any. Blinding Cloud > Siege Tanks. Abduct > Thors. They already nerfed Hell Bats. 0/0 vipers vs 2/2 or 3/3 Vikings will be the most amusing I have seen in a while. As they dance on the edge of battle and get popped like zit by Vikings that give no fucks.
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On August 13 2013 04:30 renaissanceMAN wrote:Show nested quote +On August 13 2013 04:28 Plansix wrote:On August 13 2013 04:27 renaissanceMAN wrote: Vipers will full energy? So they didn't learn anything from the HT Amulet upgrade?
The f... Oh its fine, they don't have storm. Lets talk about Hellbats and vikings upgrading as one. That's all fine and dandy, but Vipers will still be fucking amazing the instant they hatch. No other unit starts will full energy, I don't understand they're thinking. It is a buff, but actually fairly small, because consume works so quickly, I don't really mind because I am no good with mech in TvZ anyways, so it doesn't really affect me
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The first 2 are okay, but i think Vipers spawning with full energy is too much. and I'm a zerg player :p
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I like the general gist of these, but I don't think that the mech upgrades and Viper changes will affect too much. Well prepared zergs already have evos ready to turn in to energy as they spawn, so by the time they engage they're usually already at full. I also don't feel like the lack of a mech-skyterran transition is what's inhibiting mech atm. But I don't see the changes being harmful either. The overseer buff is welcomed.
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what i feel in this community is "anything good for protoss" -> fu blizzard you have no idea etc blabla "good for terran and zerg" -> ah nice thx etc blabla
.... really ? viper full energy seems totaly broken for me, air and groudn upgrades for terran are more midgamish when terran has 2k overgas and it only makes it easier for worse players etc etc ...
thumbs down on everything
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Instead of Viper full energy on hatch, they should make consume instant. Instead of channeled it should eat a set amount of hp and return a set amount of energy. This can be balanced by say doing 100hp = 50 energy or something.
Edit: How cool would it be if zerg pushes with viper support and uprooted crawlers to consume. Rewards creep spread and spell caster play.
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On August 13 2013 05:07 Plansix wrote:Show nested quote +On August 13 2013 05:04 AnomalySC2 wrote: Heh, if they think mech is weak then making vipers spawn with full energy certainly isn't going to help the situation any. Blinding Cloud > Siege Tanks. Abduct > Thors. They already nerfed Hell Bats. 0/0 vipers vs 2/2 or 3/3 Vikings will be the most amusing I have seen in a while. As they dance on the edge of battle and get popped like zit by Vikings that give no fucks.
lol true, I don't know why I didn't even think about the vikings receiving extra damage from the combined upgrades. Vipers are a cool unit to watch so I guess they are some good changes in the long run. It does make consume a bit of a pointless ability though, doesn't it?
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I would like to see Binding Cloud get the old Fungal snare effect. But then its basically Time Warp for zerg.
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On August 13 2013 05:08 Yonnua wrote: I like the general gist of these, but I don't think that the mech upgrades and Viper changes will affect too much. Well prepared zergs already have evos ready to turn in to energy as they spawn, so by the time they engage they're usually already at full. I also don't feel like the lack of a mech-skyterran transition is what's inhibiting mech atm. But I don't see the changes being harmful either. The overseer buff is welcomed.
The mech upgrades actually helps quite a bit in TvP for a whole slew of reasons.
They don't really do much in TvZ though.
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Viper with full energy when spawned is unnecessary, in my opinion. They already have Consume to build energy :s
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I think they should buff vikings on the ground and make them producible from a factory. Put all tank dmg as base dmg, increase thor aoe range. Now mech is viable.
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On August 13 2013 05:09 Drake wrote: what i feel in this community is "anything good for protoss" -> fu blizzard you have no idea etc blabla "good for terran and zerg" -> ah nice thx etc blabla
.... really ? viper full energy seems totaly broken for me, air and groudn upgrades for terran are more midgamish when terran has 2k overgas and it only makes it easier for worse players etc etc ...
thumbs down on everything
That's pretty easy to explain. Protoss are the most hated race on the ladder (from my experience).
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On August 13 2013 05:10 Diaresta wrote: Viper with full energy when spawned is unnecessary, in my opinion. They already have Consume to build energy :s
If Bliz wanted to adjust Vipers so that they're ready sooner why not just increase the rate at which Consume generates energy? Seems like a much simpler/cleaner buff.
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Buffing overseer's speed seems like a good idea, not so sure about the viper's change though. The mech buff won't change a whole lot, mech is non viable tvt excluded in HoTS.
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On August 13 2013 04:36 KawaiiRice wrote: i dont understand how overseer speed is supposed to help z keep up with 3 base bio rally when the biggest issue is the mechanical skill required/higher difficulty of controlling from z than t ? how in the world in what planet was detection the problem? did they ask a z pro and they were like "WE REALLY NEED OVERSEER SPEED" ??
Yeah, this won't have any impact on the current strategies in that match-up.
Hmm aside from you, I don't see other pros posting in this thread... Do you guys have other feedback channels, like emailing David Kim directly maybe?
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On August 13 2013 05:12 Vindicare605 wrote:Show nested quote +On August 13 2013 05:10 Diaresta wrote: Viper with full energy when spawned is unnecessary, in my opinion. They already have Consume to build energy :s If Bliz wanted to adjust Vipers so that they're ready sooner why not just increase the rate at which Consume generates energy? Seems like a much simpler/cleaner buff.
Make consume instant, reduce energy gained per hp lost.
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On August 13 2013 05:04 Cricketer12 wrote: Incredible, they are actually going to leave toss alone and see how things go for them, despite having 8 of the 16 seeds in season 2 finals and dominating europe Cherry picking statistics that support your interpretations is no way to make any kind of point.
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On August 13 2013 05:13 RifleCow wrote:Show nested quote +On August 13 2013 05:12 Vindicare605 wrote:On August 13 2013 05:10 Diaresta wrote: Viper with full energy when spawned is unnecessary, in my opinion. They already have Consume to build energy :s If Bliz wanted to adjust Vipers so that they're ready sooner why not just increase the rate at which Consume generates energy? Seems like a much simpler/cleaner buff. Make consume instant, reduce energy gained per hp lost.
That's definitely the wrong way to do it imo. That's way too strong. That means a single viper could use almost an infinite number of spells provided he was anywhere near a hive cluster.
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On August 13 2013 05:10 Diaresta wrote: Viper with full energy when spawned is unnecessary, in my opinion. They already have Consume to build energy :s
In the end of the day, I don't see this change going through. Maybe it will be an upgrade for starting energy like pathogen glands, or something.
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On August 13 2013 05:13 RifleCow wrote:Show nested quote +On August 13 2013 05:12 Vindicare605 wrote:On August 13 2013 05:10 Diaresta wrote: Viper with full energy when spawned is unnecessary, in my opinion. They already have Consume to build energy :s If Bliz wanted to adjust Vipers so that they're ready sooner why not just increase the rate at which Consume generates energy? Seems like a much simpler/cleaner buff. Make consume instant, reduce energy gained per hp lost.
Not instant... you can have Vipers from 0 to full energy in no time.
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