Blizzard's thoughts on Swarm Hosts - Page 20
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Scarx
Germany49 Posts
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Josh_Video
Canada798 Posts
On May 07 2014 07:52 Scarx wrote: I mid be the only one who actually enjoys Swarm Host vs. Swarm Host... I stand beside you, brother. | ||
Footler
United States560 Posts
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Josh_Video
Canada798 Posts
On May 07 2014 08:02 Footler wrote: It sounds like they do want to remove/redesign the Swarm Host but possibly not until LotV. So why not make massive air units immune to abduct? I know Blizzard is not a fan of these kinds of changes but it might be the best band-aid fix until the LotV is out with the redesigned unit. Tempests, Carriers and Battlecruisers. Would make turtling with Protoss/Terran Air way better, since there is no way to attack into it or pull units out. | ||
[PkF] Wire
France24192 Posts
The first solution would be kind of acceptable. When David Kim says the effects on the other mus would be minor, if I'm not mistaken, there would be no effect at all ; which P or T unit is bio air ? If he's worried about imba phoenix + hydras strats in team play, let us reassure him : we don't care ![]() The second solution can't be acceptable. Colossi balls would become near impossible to deal with. Something like "air massive units become immune to abduct" sounds good especially because mothership would now become a legit counter to passive SH play a la Firecake, but that would make Tempests too good in the mu -and you can't really mess up with the Tempest massive attribute because of its bonus damage vs massive. If I was in charge of the game, given how useless Tempests are (I don't know any interesting strat relying on Tempests, they're just an unneeded addition to the Protoss ball) I'd just get rid of Tempests and make massive air units immune to abduct. It's not like you can't fight BL infestor without tempest nowadays and you may actually see carriers more often. Realistically though, I dunno what they can do without being too lame ("zerg massive immune to abduct" ?). On May 07 2014 02:58 Musicus wrote: I think they should just release a patch: "Broodlords are immune to abduct". Give them a passive like the Ultralisk, that says exactly that and be done with it. I don't think anybody would complain. That seems strange and lame, but the more I think about it the more I think yeah, no one would complain. Quick and easy, though not very elegant, way to solve the problem. | ||
Xinzoe
Korea (South)2373 Posts
On May 07 2014 08:12 [PkF] Wire wrote: I'm REALLY happy to see they're aware of the existence of a problem. The first solution would be kind of acceptable. When David Kim says the effects on the other mus would be minor, if I'm not mistaken, there would be no effect at all ; which P or T unit is bio air ? If he's worried about imba phoenix + hydras strats in team play, let us reassure him : we don't care ![]() The second solution can't be acceptable. Colossi balls would become near impossible to deal with. Something like "air massive units become immune to abduct" sounds good especially because mothership would now become a legit counter to passive SH play a la Firecake, but that would make Tempests too good in the mu -and you can't really mess up with the Tempest massive attribute because of its bonus damage vs massive. If I was in charge of the game, given how useless Tempests are (I don't know any interesting strat relying on Tempests, they're just an unneeded addition to the Protoss ball) I'd just get rid of Tempests and make massive air units immune to abduct. It's not like you can't fight BL infestor without tempest nowadays and you may actually see carriers more often. Realistically though, I dunno what they can do without being too lame ("zerg massive immune to abduct" ?). Tempests create some very fun 1 base PvT games :D | ||
MisterWinter
Switzerland5 Posts
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Rainmansc
Netherlands216 Posts
People will realise sooner or later that it is the new broodlord infestor. | ||
Josh_Video
Canada798 Posts
On May 07 2014 08:16 Rainmansc wrote: So when are we finally getting a anti air units vs the retarded BC/Raven play style that has been becoming popular lately? People will realise sooner or later that it is the new broodlord infestor. No, the new Broodlord Infestor is Swarmhost SporeCrawler. | ||
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NovemberstOrm
Canada16217 Posts
On May 07 2014 08:16 MisterWinter wrote: What about having the locusts not benefit from the attack and armor upgrades? This would me more consistent with infestors, and will probably solve these ZvZ late game issues. I don't think it would fix ZvZ sh vs sh and would just make Swarm Hosts weaker in the other match-ups which is not what should be changed. | ||
TMG26
Portugal2017 Posts
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B-rye88
Canada168 Posts
- Give SH 80 energy - Locusts cost 30 energy to spawn - Locusts move faster and have a reasonable lifespan - Change enduring locusts to another upgrade that prevents EMP/feedback from bringing a swarmhost below 30 energy. Prevents ghosts/HT from negating 30 supply of units prior and then engaging while still allowing them to mitigate the damage they cause. Facilitates seige-break play, mobile defense, micro. | ||
Ramiz1989
12124 Posts
On May 07 2014 08:18 Josh_Video wrote: No, the new Broodlord Infestor is Swarmhost SporeCrawler. I thought that new Broodlord Infestor were Widow Mines with Marauders against Protoss? :O | ||
Josh_Video
Canada798 Posts
On May 07 2014 08:32 B-rye88 wrote: Re-hash of my earlier post with an added idea. - Give SH 80 energy - Locusts cost 30 energy to spawn - Locusts move faster and have a reasonable lifespan - Change enduring locusts to another upgrade that prevents EMP/feedback from bringing a swarmhost below 30 energy. Prevents ghosts/HT from negating 30 supply of units prior and then engaging while still allowing them to mitigate the damage they cause. Facilitates seige-break play, mobile defense, micro. That would nerf swarmhosts to the point of making them useless. | ||
Lobotomist
United States1541 Posts
Making abduct not work on massive sounds terrible. People really don't want to see an increase in turtle styles which that would promote. | ||
B-rye88
Canada168 Posts
On May 07 2014 08:34 Josh_Video wrote: That would nerf swarmhosts to the point of making them useless. Feel free to tinker with numbers / damage to the point of viability. The idea is the design, not the effectiveness. | ||
Josh_Video
Canada798 Posts
On May 07 2014 08:36 B-rye88 wrote: Feel free to tinker with numbers / damage to the point of viability. The idea is the design, not the effectiveness. Maybe if they made them cost a less energy than 30, or maybe hold more than 80, because energy takes so long to replenish, especially if you are in the middle of a fight, then you just have 40 Swarmhosts without the ability to attack anything. | ||
pure.Wasted
Canada4701 Posts
On May 07 2014 08:39 Josh_Video wrote: Maybe if they made them cost a less energy than 30, or maybe hold more than 80, because energy takes so long to replenish, especially if you are in the middle of a fight, then you just have 40 Swarmhosts without the ability to attack anything. How is that different from the way SH is right now? If anything, this would be a huge buff because you'd be able to spawn locusts twice instantly at the beginning of an engagement, and one more time soon after, at which point the standard timer would kick in. You'd have three waves of locusts in the time it normally takes to have one. But those are just numbers. I certainly like the idea of SH having more counters, in this case HTs and Ghosts. Though it doesn't solve ZvZ since Zerg doesn't have any real anti-casters. But this is the sort of huge overhaul that Blizzard is not interested in right now. They're dumb for not being interested, and they're making a huge mistake, but it is what it is. | ||
[PkF] Wire
France24192 Posts
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Josh_Video
Canada798 Posts
On May 07 2014 08:46 pure.Wasted wrote: How is that different from the way SH is right now? If anything, this would be a huge buff because you'd be able to spawn locusts twice instantly at the beginning of an engagement, and one more time soon after, at which point the standard timer would kick in. You'd have three waves of locusts in the time it normally takes to have one. But those are just numbers. I certainly like the idea of SH having more counters, in this case HTs and Ghosts. Though it doesn't solve ZvZ since Zerg doesn't have any real anti-casters. But this is the sort of huge overhaul that Blizzard is not interested in right now. They're dumb for not being interested, and they're making a huge mistake, but it is what it is. I hadn't even considered spawning 3 at once. | ||
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