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Active: 4973 users

Blizzard's thoughts on Swarm Hosts - Page 12

Forum Index > SC2 General
1050 CommentsPost a Reply
Prev 1 10 11 12 13 14 53 Next
looken
Profile Joined September 2011
727 Posts
May 06 2014 19:25 GMT
#221
Make massive units immune to abduct? That sounds kinda strange. I mean what would you want to abduct if not massive units? Only MSC and tanks come to mind...
"Jingle Bells, Tasteless smells" Artosis 17.12.15
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
May 06 2014 19:25 GMT
#222
I would like to see an option for zerg to counter mech other then swarm host so that they maby could remove it.
The harder it becomes, the more you should focus on the basics.
ACrow
Profile Joined October 2011
Germany6583 Posts
May 06 2014 19:27 GMT
#223
On May 07 2014 04:08 LingBlingBling wrote:
Viper abduct is like actually needed in top level Korean PVZ, Protoss is already hard to break in the late game for zerg as they have garbage anti air vs protoss deathball and have to go into swarm host/viper or muta/corrupter/viper ect and yank slowly the massive units of protoss.

Is Swarm host in zvz really a thing?? Come on now no one in NA or Korea uses it. Blizzard really considering making drastic changes because a few obnoxious EU pros are using it to stall out Tournaments??? ZvZ for rest of the world is roach vs roach muta into roach ect. Stephano is like the only person along with a few EU players that do that anyways, and they do it to make the other guy mad lol.

Stephano is also an EU player lol
It's not like it is a particular fun unit in the non-mirrors either, even if it is not a balance issue there - if they won't do a complete redesign now, I hope they'll do it in LotV. I'm all for long macro games, but free units is not the way to do it, BL/infestor times should have taught this already.
Get off my lawn, young punks
B-rye88
Profile Joined October 2013
Canada168 Posts
Last Edited: 2014-05-06 19:32:08
May 06 2014 19:28 GMT
#224
Thought's on giving swarmhosts something like 20 energy, locusts cost 5 energy per shot, locus ability must be cast and has a reasonably small cooldown (can't save energy and spam locusts, but better than current rate of 'fire'), and give them a slow burrowed movement speed?

Purpose: Limits ability of emp/feedback to totally fuck em over, gives ability and incentive for mobility on both sides, enables bursts of siege damage.

(Tweak numbers to whatever you think is viable to accomplish the goals).

EDIT: Added 'Purpose' header for clarity.
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
May 06 2014 19:28 GMT
#225
On May 07 2014 04:25 looken wrote:
Make massive units immune to abduct? That sounds kinda strange. I mean what would you want to abduct if not massive units? Only MSC and tanks come to mind...

yeah I feel like that kind of defeats the purpose. also the only reason I wouldnt want to see it all biological immune is because I've seen people use abduct on other vipers and on infestors which seems kind of useful at times
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
Squat
Profile Joined September 2013
Sweden7978 Posts
May 06 2014 19:28 GMT
#226
On May 07 2014 04:14 Plansix wrote:
Show nested quote +
On May 07 2014 04:12 Ganseng wrote:
as for the late game protoss deathball, i think it could be fixed by making tempests more expensive and buffing broodlords/corruptors a little bit... but that's just my opinion slightly off topic

When has this been a problem recently in any pro match? Not really an issue.

It's not necessarily a huge problem now, but making colossi and tempests immune to abduct completely breaks zerg late game vs toss. It's an absolutely essential tool.
"Digital. They have digital. What is digital?" - Donald J Trump
Naphal
Profile Joined December 2010
Germany2099 Posts
May 06 2014 19:29 GMT
#227
Who would have thought free units could be this annoying... had only there been similar problems before...
MajorBiscuit
Profile Joined April 2010
83 Posts
May 06 2014 19:29 GMT
#228
On May 07 2014 04:28 B-rye88 wrote:
Thought's on giving swarmhosts something like 20 energy, locusts cost 5 energy per shot, locus ability must be cast and has a reasonably small cooldown (can't save energy and spam locusts, but better than current rate of 'fire'), and give them a slow burrowed movement speed?

Limits ability of emp/feedback to totally fuck em over, gives ability and incentive for mobility on both sides, enables bursts of siege damage.

(Tweak numbers to whatever you think is viable to accomplish the goals).


My thoughts as well.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 06 2014 19:31 GMT
#229
On May 07 2014 04:28 Squat wrote:
Show nested quote +
On May 07 2014 04:14 Plansix wrote:
On May 07 2014 04:12 Ganseng wrote:
as for the late game protoss deathball, i think it could be fixed by making tempests more expensive and buffing broodlords/corruptors a little bit... but that's just my opinion slightly off topic

When has this been a problem recently in any pro match? Not really an issue.

It's not necessarily a huge problem now, but making colossi and tempests immune to abduct completely breaks zerg late game vs toss. It's an absolutely essential tool.

Yeah, I would rather they go half way and just say that massive units are pulled a shorter distance. Not only does it make sense, it still makes the ability useful. It seems a better middle of the road change.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
oneill12
Profile Joined February 2012
Romania1222 Posts
May 06 2014 19:31 GMT
#230
They don't see a high percentage of games lasting more than 25 minutes at below Masters level.

A. Duh

B. That's not the level the community is watching games at
Gamlet
Profile Joined December 2012
Ukraine336 Posts
Last Edited: 2014-05-06 19:35:36
May 06 2014 19:31 GMT
#231
I have some idea.Passive abilty..+1 cannon range in invis-radius .Abduct nerf looks good.Only for mothership.I think.Maybe old recall.
Kiev
LingBlingBling
Profile Joined December 2012
United States353 Posts
Last Edited: 2014-05-06 19:34:00
May 06 2014 19:32 GMT
#232
I just don't want them to break things in ZVP. I have no problem if they want to mess around with certain changes that only affect zvz like the hydra change. Edit ( I guess it would also affect Terran bio units).
I just hope they don't consider the viper change, or like another person suggested give broodlords the same buff ultra has for being immune to yanking.
Remember our motto: We ain't got it.
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2014-05-06 19:33:06
May 06 2014 19:32 GMT
#233
On May 07 2014 04:16 Ercster wrote:
Show nested quote +
On May 07 2014 04:10 Squat wrote:
On May 07 2014 04:08 Ercster wrote:
On May 07 2014 04:05 Falling wrote:
On May 07 2014 03:54 Thieving Magpie wrote:
On May 07 2014 03:52 ZigguratOfUr wrote:
On May 07 2014 03:47 Ercster wrote:
Would capping the amount of swarm hosts you can have at once help? I'm not talking about increasing their supply cost, but just making it so you can only have something like 15-20 out at a time?


Changes like this are just poor design. You end up with a ton of unintuitive corner cases, which makes learning the game much harder. All changes need to make sense when compared to previously existing changes.

You could presumably design a balanced game where each unit deals a different amount of damage to each other unit, and with weird unit caps to each unit but it would be way too restrictive and confusing to play.


Not that I agree with him (its one of the dumber ideas I've heard) but the unit limit has already been done with the Mothership and the Mothership Core. Blizz is already okay with arbitrary non-supply limitations in the number of units.

It's still not a good solution. It basically acknowledges that they've made a unit that snowballs too well, but doesn't change the underlying cause on why it snowballs. Plus the swarmhost doesn't really even have special spells that would make it even feel like a hero unit like the Mothership. (And I never liked the idea of a mothership in the first place.)

I mean, realistically this could be the solution to any unit composition problem. Marauders are too good and Terran will only make pure marauders to snipe everything on the ground and shrug off air attacks. Solution? You can only make 20 marauders... or fix the reason why Terran only goes marauders every game.

It sounds like they want a short term fix, though. Long term would be to change what makes them good in a comp, and that doesn't seem likely in this expansion. It's kinda the reason why I presented the idea of the unit cap. It wasn't to be the end all solution to the unit, but for the time being it might fix the problems it has until they decide to rework the unit.

A short term fix that doesn't fuck up zerg late game is preferable, and available. Make BLs immune to abduct. Done.

"- Change the Viper’s Abduct ability to make massive units immune to it.
o By making Brood Lords immune to Abduct, we’d solve the stalemate. Late game ZvZ would be mostly about who wins in the air.
o There are downsides -- Abduct is a really cool ability, and it is something Zerg needs vs. Colossi in PvZ.
o To address that, we’d consider a potential buff to Blinding Cloud so that Vipers would still be a valuable utility unit in the ZvP matchup."

To me, it doesn't seem like they're capable of doing that otherwise it would have been suggested instead of all massive units. And I don't think applying it to all massive units would be helpful.

What prevents them from just making the broodlord immune exclusively? Ultras are immune to roots and snares.
"Digital. They have digital. What is digital?" - Donald J Trump
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
May 06 2014 19:33 GMT
#234
On May 07 2014 04:25 sabas123 wrote:
I would like to see an option for zerg to counter mech other then swarm host so that they maby could remove it.

The Viper should be the key IMO. Some sort of ling roach hidra combo on the ground and blinding cloud. That spell could force tanks to spread out so helping Zerg and making the game look cool at the same time. So much potential there instead of the retarded SH Raven crap we see.
Head Coach Park: "They should buff tanks!"
Isualin
Profile Joined March 2011
Germany1903 Posts
Last Edited: 2014-05-06 19:34:21
May 06 2014 19:33 GMT
#235
I hope they completely remove swarm host like they did to warhounds at LotV. We are most likely stuck with this replacement for broodlord-infestor bulls***. Who came up with the idea that more free units would help the right game after BL-Infestor era anyway.
| INnoVation | The literal god TY | ByuNjwa | LRSL when? |
BisuDagger
Profile Blog Joined October 2009
Bisutopia19379 Posts
May 06 2014 19:33 GMT
#236
The real solution is to put back in burrow charge from HoTS beta.



Put this in and now it's "Suprise Swarmhosts!"
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Iksf
Profile Joined March 2011
United Kingdom444 Posts
May 06 2014 19:34 GMT
#237
Please fire this guy

User was warned for this post
Rikudou
Profile Joined April 2014
Germany151 Posts
May 06 2014 19:34 GMT
#238
i want Muta vs Muta back! it is waaaaaay better than roach vs roach and the ling fights are really exciting to watch and to play as a zerg!
Is this real Life? No, it's StartaleLife!!!
looken
Profile Joined September 2011
727 Posts
May 06 2014 19:35 GMT
#239
i don't get why they don't implement race specific classification. zerg could have something like "hive-mind", protoss "telepathy" and for terrans, well add "mammal". it would allow them to change stuff with surgical precision. you want broodlords to be immune to abduct? easy, make massive AND hive-mind units immune to abduct. OK it would also make ultras immune, but they are melee anyways and it wouldn't affect the other match ups in the slightest.
"Jingle Bells, Tasteless smells" Artosis 17.12.15
mikumegurine
Profile Joined May 2013
Canada3145 Posts
Last Edited: 2014-05-06 19:37:57
May 06 2014 19:36 GMT
#240
only Broodlords immune to abduct

not all massive immune to abduct

ONLY broodlords, and this solves majority of SH turtling for a draw

just Give broodlords a passive that makes them immune to abduct or something
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