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On September 24 2013 05:32 Suikakuju wrote: I honestly can´t see how this helps Zerg in struggle vs T and P. And I can tell that Zerg has a hard time right now, when I take a look at the win ratio and tournaments.
I am really sad right now even thou I don´t know how these changes turn out on public. But again meh!
You're joking ? If the widow mine nerf goes through, ZvT will instantly become at least slightly Zerg favored because current muta/ling/bane can only be fought with 4Ms. Zerg are already fine in ZvP so I can see Zerg becoming the next dominant race if the patch goes along those lines.
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On September 24 2013 05:34 MstrJinbo wrote:Show nested quote +On September 24 2013 05:31 ImperialFist wrote:On September 24 2013 05:23 Lumi wrote:On September 24 2013 05:15 Plansix wrote:On September 24 2013 05:09 TT1 wrote:On September 24 2013 05:08 KrazyTrumpet wrote: I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.
Every. Goddamned. Time.
*sigh* the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game In the opinion of TT1, balance master of the world. Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up. As Adam Savage would say "Until you test, you don't know." Not sure why you're compelled to take a condescending tone in this conversation =\ No, nobody needs to explain what testing means. Thanks for asking? Anyway, you're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no matter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can, why try to make sense first." No. There isn't a single good reason for us to stop perceiving what we are and that which is plain to see for a great many people here - there is some serious incompetence going on with the balance team. And it's not a secret. It's not like something we're just finding out. This just happens to be a particularly astonishingly absurd array of potential changes. It's Plansix, condescending is his specialty! He clearly sees himself as a prophet sent to TL to illuminate the masses. Gotta love him though! I thought it was because he was an android incapable of understanding the human emotion of balance rage 
lol:D
There can't be anyone close to posting as many comments on balance as Plansix, not even the entire community together has posted as much as him in balance related threads!
He is a hero!
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Just give tanks stim for a temporary burst of 2x attack speed! I'd watch that shit.
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On September 24 2013 05:30 DinoMight wrote: Dear David Kim,
I really hope that you or someone on your team reads this.
As a Protoss player and without any racial bias, I can tell you that Oracles are pretty much only used for cheese. This is because they kill workers INSANELY fast if they manage to sneak into a mineral line. As the enemy has more units to defend, they become less useful at killing workers. This is why people stop making them.
Oracles are really useful in the late game. Revelation is very helpful for keeping track of the enemy army. However, in any situation where revelation is useful, it's hard to imagine that 50 gas is going to break the bank. Therefore, if you want to make Oracles more useful in the late game, I would suggest buffing something that affects ONLY the late game, or something that cannot be abused in the early game.
Perhaps you could increase the Oracle's sigh range. This will allow it to find the enemy army and cast Revelation on it from a safe distance away. It will cure the most common reason for late game Oracle deaths (flying into a bunch of corruptors / Thors / Vikings) and will achieve the same goal of Saving the Protoss player some gas. But unlike a cost reduction, it will not allow the Oracle to be abused in the early game.
Regards,
DinoMight great approach. really appreciate what you wrote 
on the other hand... dont you think that players will just keep using observers for keeping track of the opponent's army? i think oracle needs a complete rework to be a viable non-cheese unit.
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On September 24 2013 05:31 Plansix wrote:Show nested quote +On September 24 2013 05:23 Lumi wrote:On September 24 2013 05:15 Plansix wrote:On September 24 2013 05:09 TT1 wrote:On September 24 2013 05:08 KrazyTrumpet wrote: I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.
Every. Goddamned. Time.
*sigh* the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game In the opinion of TT1, balance master of the world. Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up. As Adam Savage would say "Until you test, you don't know." Not sure why you're compelled to take a condescending tone in this conversation =\ You're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no ma tter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get the obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can." No. Please, its the standard "The fact that Blizzard is even thinking about it proves they have no idea." Testing is good, assuming is bad.
Are you just not interested in acknowledging the role of intuition in our lives or something? You're acting like before testing, we can't actually know something. Like oh we should all hush hush and wait until the theory of gravity is re-affirmed for us all. We know how this game works and what the suggested changes mean. That's how you come up with these ideas to begin with - off of some basis of intuition. The problem is that some of these ideas are clearly born out of ignorance - at least as much as it was born out of the presence of some frankly very rudimentary logic.. Do you think Blizzard actually knows best? They're the last ones to the party, always.
What's worse is that even the spirit of testing itself, better testing of ideas that actually have merit and relevance simply doesn't happen. Instead we're getting obviously ill-informed / ham-handed suggestions. We're not having "Test alllllllllllllll the changes out" party in our scene. We've been handed some garbage, and we don't need to test it have (well there won't actually ever be any) empirical proof in order to figure this out and have convictions about it. People do know things before they are tested. How do you think we come up with the notion to test things to begin with?
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And/or decreasing the build time from 20 to 15 seconds maybe, or an Armor increase so workers aren't so good at killing them. No.
Or in other words:
Hell no.
Nydus worms in their current form cannot be buffed so they are more than a gimmick. Being able to transport your entire army into the enemies main is not something that helps the game.
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On September 24 2013 05:36 Sissors wrote:Show nested quote +On September 24 2013 05:32 Suikakuju wrote: I honestly can´t see how this helps Zerg in struggle vs T and P. And I can tell that Zerg has a hard time right now, when I take a look at the win ratio and tournaments.
I am really sad right now even thou I don´t know how these changes turn out on public. But again meh! You don't see how a 2.5 times decrease of splash area of WM would help zerg? Maybe give zerg then control of terran supply depots so they can lower them? How much more of a buff do you want? Imagine baneling splash area was decreased by a factor of 2.5... Not to mention if I look at tournaments it doesn't look that bad.
Well actually I forgot to mention that the widow mine change is the only thing which is kinda good. But again in my eyes Zerg sucks gameplay and balance wise.
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On September 24 2013 05:30 Chaggi wrote:Show nested quote +On September 24 2013 05:25 rd wrote:On September 24 2013 05:20 Chaggi wrote:On September 24 2013 05:17 rd wrote:On September 24 2013 05:12 Chaggi wrote:On September 24 2013 05:09 rd wrote:On September 24 2013 05:06 Chaggi wrote:On September 24 2013 05:02 rd wrote:On September 24 2013 04:59 Chaggi wrote:On September 24 2013 04:54 rd wrote: [quote]
The DT buff doesn't really change DT all-ins at all. The timing might have a few seconds shaved off if they weren't made with a warp prism, but the solutions are still the same. Those all-ins were busted if the opponent made the right read and had detection. It's not hard to defend two bases from cloaked units. But now they're way faster out on the map, dodging overseers/observers/scans more easily, and (might) not immediately be dead if caught with detection. Pretty much everyone harassed with the much more tankier and cheaper chargelots anyways unless you're caught with your pants down (no static detection at fringe bases). I can see the logic in this buff, though putting them back into the archives would have probably have been a better buff IMO.
The oracle change however doesn't really fix anything. The unit itself is like a Raven, except instead of having late game usefulness, it comes with the coin-flip fragility of a Banshee. And it doesn't change the fact that Robo is still just a better tech path than Stargate. This WILL be a direct buff to stargate all-ins. So now, past 3-4 bases in TvP, I'm going to have DT's in my base, running around my production like invisible stimmed marines. Lovely. Like late game TvP wasn't hard enough. Or you could just have a turret up near a depot wall and watch your mini-map. Oh yes, my turret that's going to shoot the DT yes? So basically Terran's need to have a planetary or bunker in the production line with turrets at 3-4 bases because if the Terran decides to move out, and DT's in the base? lol No, the turret thats gonna show you the red blip on the mini-map so you can raise your depots, re-rally appropriately, and if you aren't way out of position, walk over with your army and clean-up. Cause TBH if you can't do that, the buffed DT could also be chargelots and it would make 0 difference if you can't react. You don't seem to understand that TvP from the Terran side is poking at the Protoss until a favorable engagement happens and that takes a lot of poking and proding around. A DT running around the production line means a rerally, or at 200/200 to break off a small group of units. Now, these DT's are running around at the speed of a stimmed marine with detection maybe scattered around. Sorry but if I raise my depot wall, they're gonna break through that in 5 seconds. It's not the fact that DT's can be in the production line, it's the fact that they're gonna be so much harder to handle while TvP late game is already a problem for the vast majority of Terrans. And what you don't understand is that I also play Terran, I don't need your perspective, and that if you can't deal with a DT because you leave nothing back to deal with run-by's, then chargelots are going to fuck up your world equally as hard. I don't really believe that you play Terran. Please give me a replay of you in late game TvP leaving units back preemptively to deal with chargelots/DT's in your production line. I'd like to see this. Map awareness/control is pretty important. Turns out chargelots and dt's don't magically warp-in and teleport to your mineral line (your main base mineral line, apparently), they have to travel there first, i.e., you can react. Blizzard can't be balancing for incompetence because you can't be fucked to make a line of depots and manage your rax re-rallies. + Show Spoiler + I'm not sure if you understand me because you keep trying to tell me it's my incompetence that I even let stuff in my base.
I'm not whining about that, not even close. DT/chargelot harass is one of the only forms of harass that a Protoss can do and they should be able to do it and it's great cause it's a very effective form of harass.
The problem is that these DT's, are now going to be the speed of stimmed marines, they're going to be invisible which means you're going to have to scan around and that handling them, even with stuff in place is going to be stupidly hard to handle unless your base is half filled with turrets, and even then, you don't normally have turrets in the middle of your fucking base. Now imagine from a Terran's PoV, which I know you're not actually playing Terran full time. There's a group of DT's running around in your base, that's scary enough. Now I have to dedicate a part of my army, either a rerally or a group from my main army to go hunt it down and kill it. Now I have to go there and hope it doesn't outrun my units, cause hey, they're just as fast now, WHILE concentrating on my main army in hopes that I don't get stormed and caught out of position.
Now that I've explained that to you, you're going to probably tell me OH MAKE SOME DEPOTS THAT'LL HOLD THEM OFF LOL.
I'm still waiting on that replay.
Check the Terran help me thread if you're having issues with dealing with run-bys. Nothing changes, cause the solution is still the exact same as before. You're allowing these units up into your main base with absolutely no reaction, and that is your problem. The DT speed changes nothing other than when you actually confront the unit with units of your own. If you have nothing there, and a DT is allowed to run into your main unopposed, it might as well should be a colossus run-by, because it makes 0 difference in practice.
On September 24 2013 05:31 Whatson wrote:Show nested quote +On September 24 2013 05:25 rd wrote:On September 24 2013 05:20 Chaggi wrote:On September 24 2013 05:17 rd wrote:On September 24 2013 05:12 Chaggi wrote:On September 24 2013 05:09 rd wrote:On September 24 2013 05:06 Chaggi wrote:On September 24 2013 05:02 rd wrote:On September 24 2013 04:59 Chaggi wrote:On September 24 2013 04:54 rd wrote: [quote]
The DT buff doesn't really change DT all-ins at all. The timing might have a few seconds shaved off if they weren't made with a warp prism, but the solutions are still the same. Those all-ins were busted if the opponent made the right read and had detection. It's not hard to defend two bases from cloaked units. But now they're way faster out on the map, dodging overseers/observers/scans more easily, and (might) not immediately be dead if caught with detection. Pretty much everyone harassed with the much more tankier and cheaper chargelots anyways unless you're caught with your pants down (no static detection at fringe bases). I can see the logic in this buff, though putting them back into the archives would have probably have been a better buff IMO.
The oracle change however doesn't really fix anything. The unit itself is like a Raven, except instead of having late game usefulness, it comes with the coin-flip fragility of a Banshee. And it doesn't change the fact that Robo is still just a better tech path than Stargate. This WILL be a direct buff to stargate all-ins. So now, past 3-4 bases in TvP, I'm going to have DT's in my base, running around my production like invisible stimmed marines. Lovely. Like late game TvP wasn't hard enough. Or you could just have a turret up near a depot wall and watch your mini-map. Oh yes, my turret that's going to shoot the DT yes? So basically Terran's need to have a planetary or bunker in the production line with turrets at 3-4 bases because if the Terran decides to move out, and DT's in the base? lol No, the turret thats gonna show you the red blip on the mini-map so you can raise your depots, re-rally appropriately, and if you aren't way out of position, walk over with your army and clean-up. Cause TBH if you can't do that, the buffed DT could also be chargelots and it would make 0 difference if you can't react. You don't seem to understand that TvP from the Terran side is poking at the Protoss until a favorable engagement happens and that takes a lot of poking and proding around. A DT running around the production line means a rerally, or at 200/200 to break off a small group of units. Now, these DT's are running around at the speed of a stimmed marine with detection maybe scattered around. Sorry but if I raise my depot wall, they're gonna break through that in 5 seconds. It's not the fact that DT's can be in the production line, it's the fact that they're gonna be so much harder to handle while TvP late game is already a problem for the vast majority of Terrans. And what you don't understand is that I also play Terran, I don't need your perspective, and that if you can't deal with a DT because you leave nothing back to deal with run-by's, then chargelots are going to fuck up your world equally as hard. I don't really believe that you play Terran. Please give me a replay of you in late game TvP leaving units back preemptively to deal with chargelots/DT's in your production line. I'd like to see this. Map awareness/control is pretty important. Turns out chargelots and dt's don't magically warp-in and teleport to your mineral line (your main base mineral line, apparently), they have to travel there first, i.e., you can react. Blizzard can't be balancing for incompetence because you can't be fucked to wall off your natural and manage your production rallies. Don't speak on behalf of Terrans in the first person unless you're one of several notable Korean pros, ty. Lol please, you're Protoss you can warp in 30 units at a time as long as you have a warp prism
If a protoss is allowed to mine and bank the necessary minerals to make 30 gateways, and then consistently warp 60 supply of units more than once from them, your problem extends beyond just the warp prism.
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On September 24 2013 05:32 Suikakuju wrote: I honestly can´t see how this helps Zerg in struggle vs T and P. And I can tell that Zerg has a hard time right now, when I take a look at the win ratio and tournaments.
I am really sad right now even thou I don´t know how these changes turn out on public. But again meh!
The WM change is huge for Zerg. It's probably the most frequently proposed change over the last few months.
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On September 24 2013 05:39 Lumi wrote:Show nested quote +On September 24 2013 05:31 Plansix wrote:On September 24 2013 05:23 Lumi wrote:On September 24 2013 05:15 Plansix wrote:On September 24 2013 05:09 TT1 wrote:On September 24 2013 05:08 KrazyTrumpet wrote: I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.
Every. Goddamned. Time.
*sigh* the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game In the opinion of TT1, balance master of the world. Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up. As Adam Savage would say "Until you test, you don't know." Not sure why you're compelled to take a condescending tone in this conversation =\ You're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no ma tter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get the obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can." No. Please, its the standard "The fact that Blizzard is even thinking about it proves they have no idea." Testing is good, assuming is bad. Are you just not interested in acknowledging the role of intuition in our lives or something? You're acting like before testing, we can't actually know something. Like oh we should all hush hush and wait until the theory of gravity is re-affirmed for us all. We know how this game works and what the suggested changes mean. That's how you come up with these ideas to begin with - off of some basis of intuition. The problem is that some of these ideas are clearly born out of ignorance. Do you think Blizzard actually knows best? They're the last ones to the party, always. What's worse is that even the spirit of testing itself, better testing of ideas that actually have merit and relevance simply doesn't happen. Instead we're getting obviously ill-informed / ham-handed suggestions. We're not having "Test alllllllllllllll the changes out" party in our scene. We've been handed some garbage, and we don't need to test it have (well there won't actually ever be any) empirical proof in order to figure this out and have convictions about it. People do know things before they are tested. How do you think we come up with the notion to test things to begin with?
Once again, if the community, and individuals, didn't have such absolutely horrible "intuition" about patch changes they might be taken a little more seriously.
As it stands, everyone is so bad at theory crafting that you might as well ignore absolutely every single one of them.
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I love them all  I hope they will do all those changes.
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Was really hoping for a baneling morph time decrease (after getting speed upgrade), a nydus cost decrease, or overlord drop cost decrease for Zerg
But... i guess i'll be speed tunneling under those forcefield with my roaches instead haha
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On September 24 2013 05:41 WolfintheSheep wrote:Show nested quote +On September 24 2013 05:39 Lumi wrote:On September 24 2013 05:31 Plansix wrote:On September 24 2013 05:23 Lumi wrote:On September 24 2013 05:15 Plansix wrote:On September 24 2013 05:09 TT1 wrote:On September 24 2013 05:08 KrazyTrumpet wrote: I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.
Every. Goddamned. Time.
*sigh* the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game In the opinion of TT1, balance master of the world. Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up. As Adam Savage would say "Until you test, you don't know." Not sure why you're compelled to take a condescending tone in this conversation =\ You're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no ma tter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get the obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can." No. Please, its the standard "The fact that Blizzard is even thinking about it proves they have no idea." Testing is good, assuming is bad. Are you just not interested in acknowledging the role of intuition in our lives or something? You're acting like before testing, we can't actually know something. Like oh we should all hush hush and wait until the theory of gravity is re-affirmed for us all. We know how this game works and what the suggested changes mean. That's how you come up with these ideas to begin with - off of some basis of intuition. The problem is that some of these ideas are clearly born out of ignorance. Do you think Blizzard actually knows best? They're the last ones to the party, always. What's worse is that even the spirit of testing itself, better testing of ideas that actually have merit and relevance simply doesn't happen. Instead we're getting obviously ill-informed / ham-handed suggestions. We're not having "Test alllllllllllllll the changes out" party in our scene. We've been handed some garbage, and we don't need to test it have (well there won't actually ever be any) empirical proof in order to figure this out and have convictions about it. People do know things before they are tested. How do you think we come up with the notion to test things to begin with? Once again, if the community, and individuals, didn't have such absolutely horrible "intuition" about patch changes they might be taken a little more seriously. As it stands, everyone is so bad at theory crafting that you might as well ignore absolutely every single one of them.
Largely, yes. I feel this sentiment. It certainly wouldn't hurt to invest in a bigger balance team, and to put far more effort into actually validating and experimenting with changes based off of the perspective not of the community at large, which is of course filled with newbery, but the players who are the best at the game.
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On September 24 2013 05:39 Sissors wrote:Show nested quote +And/or decreasing the build time from 20 to 15 seconds maybe, or an Armor increase so workers aren't so good at killing them. No. Or in other words: Hell no. Nydus worms in their current form cannot be buffed so they are more than a gimmick. Being able to transport your entire army into the enemies main is not something that helps the game. If individual nydus worms were more powerful in terms of loading/unloading speed, you could use them to essentially teleport your army around. (not saying it's a good change, but it's not purely gimmick/all-in) I actually think that they could be used for this purpose with the current balance, but the load/unload speed is too slow and people are too dumb to simply not send their zerglings into them first (so the ultralisks don't have to wait in queue while the nydus worm gets killed).
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On September 24 2013 05:39 Lumi wrote:Show nested quote +On September 24 2013 05:31 Plansix wrote:On September 24 2013 05:23 Lumi wrote:On September 24 2013 05:15 Plansix wrote:On September 24 2013 05:09 TT1 wrote:On September 24 2013 05:08 KrazyTrumpet wrote: I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.
Every. Goddamned. Time.
*sigh* the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game In the opinion of TT1, balance master of the world. Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up. As Adam Savage would say "Until you test, you don't know." Not sure why you're compelled to take a condescending tone in this conversation =\ You're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no ma tter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get the obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can." No. Please, its the standard "The fact that Blizzard is even thinking about it proves they have no idea." Testing is good, assuming is bad. Are you just not interested in acknowledging the role of intuition in our lives or something? You're acting like before testing, we can't actually know something. Like oh we should all hush hush and wait until the theory of gravity is re-affirmed for us all. We know how this game works and what the suggested changes mean. That's how you come up with these ideas to begin with - off of some basis of intuition. The problem is that some of these ideas are clearly born out of ignorance. Do you think Blizzard actually knows best? They're the last ones to the party, always. What's worse is that even the spirit of testing itself, better testing of ideas that actually have merit and relevance simply doesn't happen. Instead we're getting obviously ill-informed / ham-handed suggestions. We're not having "Test alllllllllllllll the changes out" party in our scene. We've been handed some garbage, and we don't need to test it have (well there won't actually ever be any) empirical proof in order to figure this out and have convictions about it. People do know things before they are tested. How do you think we come up with the notion to test things to begin with? I think WolfintheSheep handled this in a previous post, so I will keep it short.
We can us intuition to determine what changes will do. We just suck at it a whole bunch and the history of pros saying "that change won't do anything" has proven this. Once again, as Adam Savage, master of testing shit that people assume is true, would say "If you don't test, you don't know."
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On September 24 2013 04:50 a176 wrote: I'm getting pretty sick and tired of blizzard telling us what THEY want to see us use in games.
To be fair, it looks like they are responding to the recent tirade of stagnation/lack of diversity etc.
Like I said, David Kim needs better sound proof walls.
That said, these possible changes are likely extreme iterations of what may make it in. Let's not overeact like we always do.
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On September 24 2013 05:40 Squat wrote:Show nested quote +On September 24 2013 05:32 Suikakuju wrote: I honestly can´t see how this helps Zerg in struggle vs T and P. And I can tell that Zerg has a hard time right now, when I take a look at the win ratio and tournaments.
I am really sad right now even thou I don´t know how these changes turn out on public. But again meh! The WM change is huge for Zerg. It's probably the most frequently proposed change over the last few months.
It's over 60% decreased in radius. A perfect hit into the center of a clump of banelings will do less damage than a normal hit into the fringe of a clump of banelings currently does.
But it will make no difference.
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DTs can be used as an all in, as late game harass, as archons, or even as very high dps units mixed in when no detection is available. I dont see why they need a change. I like most of the changes. The burrow roach speed looks nice and I also like that they testing changes on the siege tank, even if the proposed changes might not be the optimal im still happy about it.
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Northern Ireland461 Posts
I don't see any reason why, instead of making Dark Templar passively as fast as a Warp Prism, they don't get the speed as a Cooldown based ability, good use of it surely increases the micro potential of the unit, rewarding good control and punishing bad control.
The oracle change does nothing for the unit at all apart from make it more desirable as an early gimmick, if they want it to be used more like a multiprong type attack, like Medivac drops, they should tweak it to better assume this role (Entomb a slightly nerfed Entomb might be nice?) instead of cutting the cost by 50 gas ._.
Mine change is nice.
Any tank buff is great, but would have preferred to see it buffed in a different way.
Mech upgrade amalgamation should have been implemented earlier given how little mech is seen outside of TvT in comparison to Bio.
Don't get the idea behind the roach change honestly.
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