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Active: 2215 users

6 possible balance changes - David Kim - Page 68

Forum Index > SC2 General
1350 CommentsPost a Reply
Prev 1 66 67 68
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
September 25 2013 19:13 GMT
#1341
On September 26 2013 04:00 KrazyTrumpet wrote:
I mean, trying to buff Revelation is nice and all, but I can't really imagine a situation in which I would rather use Revelation instead of having better Observer placement. idk, perhaps I'm underestimating things. My dream would be to have Stargate tech be so viable that you can skip out on Robo tech entirely if you choose to

These Oracle changes are 10x better than a gas cost reduction though, that's for damn sure.


I don't think the Revelation change is meant to be a dramatic, "now the Oracle is a core lategame unit" type change. More just a nice little buff for players who do keep their Oracles alive throughout the game. I am intrigued to see whether we start seeing more Revelation+Tempest shenanigans though, since they synergize pretty well.

I 100% agree that it would be really cool if Stargate play was fully viable throughout the game, and not in a "mass Void Rays and a-move" them way, but rather with units like Pheonixes and Oracles that are constantly active out on the map harassing and picking off units and really rewarding players with good apm/multitasking.

He drone drone drone. Me win. - ogsMC
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
September 25 2013 19:29 GMT
#1342
Kill the deathball
FlashDave.999 aka Star
Cheren
Profile Blog Joined September 2013
United States2911 Posts
September 25 2013 19:33 GMT
#1343
Already stated my thoughts on reddit:

I think a better Oracle change is to change it from 60 shield/100 HP to 100 shield/60 HP.
Then you can send it in to harass, fly away and regen, and repeat, kind of like Zergs with mutas. Right now it's too much of a "one off" unit, and both proposed changes just make it arrive earlier.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 25 2013 20:20 GMT
#1344
Double the time Revelation lasts, marginally increase the cast range, I bet you'd see a lot more of it.

Couldn't hurt to make oracles less shitty to micro. Impossible to control. Might even be worth a nerf if you could let them dart in and out of hitting shit.
DusTerr
Profile Blog Joined January 2011
2520 Posts
September 25 2013 20:42 GMT
#1345
On September 26 2013 04:12 AnomalySC2 wrote:
Show nested quote +
On September 26 2013 03:00 Grim Hatter wrote:
David Kim: WM are too stronk! I have idea i will make them useless...


Not useless. Just not the one stop shop for Terran aoe. Picture spread out mine fields with spread tanks as support while kiting/splitting bio. Maybe a drop or 2 at the same time.


One big problem with siege tanks is the non-healable splash (against themselves and/or mines). Once lings get close tanks; A) don't do any damage or B) kill each other.
The other is mutalisks. Each mine shot will kill a single mutalisk and do almost 1/3 splash damage (counting muta regen or armor). With the radius nerf it'll hardly hit anything (especially with magic boxing).

I'm not saying don't nerf mines... I'd just like to see some AA buff (remember that mutalisks have been buffed since WoL).
Crisium
Profile Blog Joined February 2010
United States1618 Posts
September 25 2013 20:54 GMT
#1346
On September 26 2013 05:20 FabledIntegral wrote:
Double the time Revelation lasts, marginally increase the cast range, I bet you'd see a lot more of it.

Couldn't hurt to make oracles less shitty to micro. Impossible to control. Might even be worth a nerf if you could let them dart in and out of hitting shit.


Revelation already lasts an absurdly long time, to be honest.
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
S1eth
Profile Joined November 2011
Austria221 Posts
September 25 2013 21:08 GMT
#1347
On September 26 2013 05:42 DusTerr wrote:
Show nested quote +
On September 26 2013 04:12 AnomalySC2 wrote:
On September 26 2013 03:00 Grim Hatter wrote:
David Kim: WM are too stronk! I have idea i will make them useless...


Not useless. Just not the one stop shop for Terran aoe. Picture spread out mine fields with spread tanks as support while kiting/splitting bio. Maybe a drop or 2 at the same time.


One big problem with siege tanks is the non-healable splash (against themselves and/or mines). Once lings get close tanks; A) don't do any damage or B) kill each other.
The other is mutalisks. Each mine shot will kill a single mutalisk and do almost 1/3 splash damage (counting muta regen or armor). With the radius nerf it'll hardly hit anything (especially with magic boxing).

I'm not saying don't nerf mines... I'd just like to see some AA buff (remember that mutalisks have been buffed since WoL).


Widow mine attack ignores armor (it is a spell). However, the splash against mutalisks is neglibile unless you can kill them. (=4 mine hits, or 3 mine hits + other units) as they'll come back fully healed in 40 seconds.
And mutalisks with overseers are pretty effective at taking out mines without taking damage.
Skynx
Profile Blog Joined January 2013
Turkey7150 Posts
September 25 2013 21:24 GMT
#1348
DT and oracle buffs are scary tbh. On the other hand, I will be delighted to see some tanks again ^^
"When seagulls follow the troller, it is because they think sardines will be thrown into the sea. Thank you very much" - King Cantona | STX 4 eva
Disarm22
Profile Joined January 2011
United States151 Posts
September 25 2013 21:36 GMT
#1349
absolutely ridiculous. i have no clue what blizzard is thinking with some of these possible changes. not once have i ever heard anyone complain that DT's are too slow and that oracles are too expensive. blizzard needs to focus on nerfing the op units like mines and find ways to make the units no one uses...more viable. Nydus canal, bc's, carriers, thors, swarm hosts...these are units we rarely see used at the pro level. why buff dt's and oracles? they are already popular and effective. why even bother going siege tank or use hunter seeker missile when you have mines? mines are an obvious problem. Why should a zerg player have to sacrifice any units to bait out the mine? if i know a mine is there and i have detection, my roaches should be able to out range it. If a terran knows there are burrowed banes, he scans, and kills them...he does not have to sacrifice a marine or damage a marauder to kill them.... Blizzard has made certain units so effective that they completely negate the need to use higher tech units. I remember in BW, marines could not take on an ultra. A teir 3 zerg army on 5+ bases in sc2 should require way more than upgraded tier 1 bio/mine to defeat. Why bother teching to hive when ling/bane/muta or roach/hydra is no more effective than ultras or broods at fighting a bio/mine army...
Cliiiiiiide!
14pool
Profile Joined September 2013
Canada7 Posts
September 25 2013 21:38 GMT
#1350
Very exciting! It'll be nice to see mech be more viable.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 25 2013 21:38 GMT
#1351
Locking because of this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=430261
Administrator~ Spirit will set you free ~
Prev 1 66 67 68
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