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Blizzard's thoughts on Swarm Hosts - Page 22

Forum Index > SC2 General
1050 CommentsPost a Reply
Prev 1 20 21 22 23 24 53 Next
TaShadan
Profile Joined February 2010
Germany1981 Posts
May 07 2014 01:43 GMT
#421
They should buff the swarm host and add more free units for all factions!
Total Annihilation Zero
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2014-05-07 01:45:53
May 07 2014 01:45 GMT
#422
On May 07 2014 09:23 TT1 wrote:
abduct vs collosus is already broken so they should implement that change


Learn to micro templar and feedback then you'll never have to worry about it (not that hard and feedback good spell).

If that abduct nerf goes through I don't see vipers being used much vs protoss anymore.
When I think of something else, something will go here
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 07 2014 01:48 GMT
#423
On May 07 2014 07:15 Squat wrote:
Show nested quote +
On May 07 2014 07:13 AxiomBlurr wrote:
2 mineral per locust is reasonable.....

No it's not.


It's reasonable if you reduce the initial mineral cost of a locust.

It creates incentive not to spawn locust when not needed - rewarding those who manage, and also makes them more vulnerable to being caught out of position, which is much more interesting to watch, imo.

Make them cost 150/200 and it's 25 spawns til you break even. Also opportunity cost as you can use the excess minerals sooner to gain a better advantage. As soon as you don't need the locusts, stop spawning them.

Even making them 1 mineral per spawn would be OK. Just make there be SOME sort of cost to using them.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
May 07 2014 02:20 GMT
#424
I really like the immunity of massive units to abduct because its not logical at all. Blinding Cloud should be more of use i think.
AKMU / IU
Random_0
Profile Blog Joined August 2008
United States1163 Posts
May 07 2014 02:35 GMT
#425
I'm a bit concerned about Blizzard being overly influenced by only one game or a few games that just happened.

Correct me if I'm wrong, but I haven't seen a single swarmhost vs. swarmhost game in ProLeague or Code S. I'm not sure if it's Korean pros avoiding the really boring strats (like Jaedong vs. Stephano).

This suggests to me that swarmhost vs. swarmhost isn't a true problem yet, and that Blizzard should be patient to see if the players can work this out for themselves.
ZenithM
Profile Joined February 2011
France15952 Posts
May 07 2014 02:37 GMT
#426
Glad they're at least thinking about it.
And I think SH is bad even for matchups other than ZvZ, but well, it's a start :D
meenamjah
Profile Joined February 2012
Canada51 Posts
May 07 2014 02:47 GMT
#427
just make it so locusts can't attack each other.
Never delay until tomorrow what you can delay until next week.
TAMinator
Profile Joined February 2011
Australia2706 Posts
May 07 2014 03:12 GMT
#428
Viper change sounds terrible. Hydralisk change might make going muta in ZvZ really hard. Wont be an easy fix
Redfish
Profile Joined April 2010
United States142 Posts
May 07 2014 03:16 GMT
#429
On May 07 2014 11:35 Random_0 wrote:
I'm a bit concerned about Blizzard being overly influenced by only one game or a few games that just happened.

Correct me if I'm wrong, but I haven't seen a single swarmhost vs. swarmhost game in ProLeague or Code S. I'm not sure if it's Korean pros avoiding the really boring strats (like Jaedong vs. Stephano).

This suggests to me that swarmhost vs. swarmhost isn't a true problem yet, and that Blizzard should be patient to see if the players can work this out for themselves.


It's not just ZvZ, though. FireCake vs MaNa showed its ability to massively drag on ZvP as well. It just slows down any game it's a part of by such a huge amount because it's so polarizing - you need to do such a hard tech switch to deal with it and focus on that tech only otherwise you'll get run over.

Give it an energy or mineral cost, I'd say - time the energy so it has 12-15 spawns until they need recovery time, or make it cost 2 minerals per locust. That might seem like a lot, but really, 25 swarm hosts spawning at once would only be 100 minerals - all you'd need to get is one zealot or something to break even.

Free units are bad, free units with no cost on auto-spawn are absolutely horrible.
Ansinjunger
Profile Joined November 2010
United States2451 Posts
May 07 2014 03:16 GMT
#430
On May 07 2014 09:15 PiGStarcraft wrote:
Both suggestions are a bit off the mark, broods would still be weak to abduct if spores were nerfed, and muta harassment would be too strong.

Making massive units immune to abduct removes the point of the spell.

Just make broodlords immune to abduct.


They screwed snipe that way--hopefully it doesn't happen to abduct, though I wouldn't mind a slight range nerf.

Are we really hoping for broodlord vs broodlord to fix swarm host vs swarm host?


P.S. revert the snipe nerf to non-massive.
nsfazimi
Profile Joined August 2011
Malaysia8 Posts
May 07 2014 03:18 GMT
#431
My suggestion, blizzard need make swarm host like carrier. Any spawn unit like locust and broodlings require mineral such as interceptor from carrier. From my view for biggest tournement, any spawn unit from zerg make it harder to defend or counter unless they build a several spwan units.

Similar with unit high templer wth storm ability and infestor with fungal growth ability. More benefit to infestor because any enemy unit hit by fungal growth, they stop move and infestor keep fungal growth untill die. For high templer any enemy unit hit by storm, they can move. Suggestion for fungal growth at least let them enemy who hit by fungal growth have move 50% slower.

-copy paste my word from blizzard forum -
Big J
Profile Joined March 2011
Austria16289 Posts
May 07 2014 03:23 GMT
#432
Just no... Abduct is fine and needed like this, spores are fine as well.

Just redesign them to a regular GtG and possible GtA siege unit with 9-15range.
izmatic
Profile Joined November 2012
United States104 Posts
May 07 2014 03:40 GMT
#433
it just seems like both of there proposals dont adress anything... like they are just saying lets make more strats viable so that there is more chance of players staying away from the broken one that we refuse to touch. I think making massive units immune to abduct would be a big mistake.

not sure if this would work but what if they made abduct work on burrowed units? i dont think it would affect much but the swarmhost, (seems a waste to grab mines or roaches or the like) and seems to adress the issue a little more directly.
two wrongs dont make a right, and three rights make a left
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
May 07 2014 03:45 GMT
#434
What about giving a restriction in terms of count? eg., you can't go higher than, let's say, 10 swarm hosts?
BronzeKnee
Profile Joined March 2011
United States5226 Posts
Last Edited: 2014-05-07 03:55:36
May 07 2014 03:49 GMT
#435
On May 07 2014 02:53 Myles wrote:
I hate abduct as an ability, so I'd be fine with them making it not work on massive while buffing the other spells.


Yeah, it is a really terrible ability with very little counter play. I'm perfectly okay with it not being able to pull in massive units.

On May 07 2014 10:45 blade55555 wrote:
Show nested quote +
On May 07 2014 09:23 TT1 wrote:
abduct vs collosus is already broken so they should implement that change


Learn to micro templar and feedback then you'll never have to worry about it (not that hard and feedback good spell).

If that abduct nerf goes through I don't see vipers being used much vs protoss anymore.


Did you watch First versus Snute? If First can't do it reliably, then I definitely can't. It is too strong. At least implement some kind of counter play, like allow Stalkers to shoot down the tentacles that grip the Colossus.

I grow weary of spells that prevent counter play.
Scarecrow
Profile Blog Joined July 2009
Korea (South)9175 Posts
Last Edited: 2014-05-07 03:54:52
May 07 2014 03:54 GMT
#436
I really think they should look at locust crawlers instead so supply is freed up for producing the more interesting free units (IT's & Broodlings).
Yhamm is the god of predictions
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
May 07 2014 03:55 GMT
#437
As most people have said, the sole purpose of viper is abduct collosus/tempest/occasionally tank, cloud is hardly used. Change like this will render it useless. So toward the end of HotS zerg got one mostly useless unit and one most hated unit lol

It doesnt make sense that Blizz tries to fix a poorly designed unit WITHOUT touching its poor design. It's even more nonsensical that they cites a few ZvZs as the issue lol
BronzeKnee
Profile Joined March 2011
United States5226 Posts
May 07 2014 03:57 GMT
#438
On May 07 2014 12:55 Arceus wrote:
As most people have said, the sole purpose of viper is abduct collosus/tempest/occasionally tank, cloud is hardly used. Change like this will render it useless. So toward the end of HotS zerg got one mostly useless unit and one most hated unit lol


What else does Zerg have to counter the Colossus and Tempest?

The Corruptor. Therefore if the Viper does a better job than Corruptors... then it renders them useless. Either way Zerg ends up with a useless unit.
RaFox17
Profile Joined May 2013
Finland4581 Posts
May 07 2014 04:19 GMT
#439
On May 07 2014 12:49 BronzeKnee wrote:
Show nested quote +
On May 07 2014 02:53 Myles wrote:
I hate abduct as an ability, so I'd be fine with them making it not work on massive while buffing the other spells.


Yeah, it is a really terrible ability with very little counter play. I'm perfectly okay with it not being able to pull in massive units.

Show nested quote +
On May 07 2014 10:45 blade55555 wrote:
On May 07 2014 09:23 TT1 wrote:
abduct vs collosus is already broken so they should implement that change


Learn to micro templar and feedback then you'll never have to worry about it (not that hard and feedback good spell).

If that abduct nerf goes through I don't see vipers being used much vs protoss anymore.


Did you watch First versus Snute? If First can't do it reliably, then I definitely can't. It is too strong. At least implement some kind of counter play, like allow Stalkers to shoot down the tentacles that grip the Colossus.

I grow weary of spells that prevent counter play.

I´m of the same opinion. Force fields and time stop should be removed.
BronzeKnee
Profile Joined March 2011
United States5226 Posts
May 07 2014 04:23 GMT
#440
On May 07 2014 13:19 RaFox17 wrote:
Show nested quote +
On May 07 2014 12:49 BronzeKnee wrote:
On May 07 2014 02:53 Myles wrote:
I hate abduct as an ability, so I'd be fine with them making it not work on massive while buffing the other spells.


Yeah, it is a really terrible ability with very little counter play. I'm perfectly okay with it not being able to pull in massive units.

On May 07 2014 10:45 blade55555 wrote:
On May 07 2014 09:23 TT1 wrote:
abduct vs collosus is already broken so they should implement that change


Learn to micro templar and feedback then you'll never have to worry about it (not that hard and feedback good spell).

If that abduct nerf goes through I don't see vipers being used much vs protoss anymore.


Did you watch First versus Snute? If First can't do it reliably, then I definitely can't. It is too strong. At least implement some kind of counter play, like allow Stalkers to shoot down the tentacles that grip the Colossus.

I grow weary of spells that prevent counter play.

I´m of the same opinion. Force fields and time stop should be removed.


Indeed, add Fungal to the list and we got a game.
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