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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. At the end it's a matter of effort. Zerg isn't designed around abduct, but everything toss has from gateway units down is designed around force fields. They aren't going to redesign an entire third of the game.
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On May 07 2014 13:55 Daralii wrote:Show nested quote +On May 07 2014 13:19 RaFox17 wrote: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. At the end it's a matter of effort. Zerg isn't designed around abduct, but everything toss has from gateway units down is designed around force fields. They aren't going to redesign an entire third of the game. Protoss has the tools to cancel abducts with HT and tempest. Without abducts breaking toss would be nigh impossible and toss could turtle to ultimate death ball and a-move win.
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Allow for overseers to contaminate swarmhosts. The time it lasts could be adjusted to balance out any impact on early swarmhost strategies. It would fix the stalemate scenario no?
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On May 07 2014 14:00 EpidemicSC wrote: Allow for overseers to contaminate swarmhosts. The time it lasts could be adjusted to balance out any impact on early swarmhost strategies. It would fix the stalemate scenario no?
A legitimately clever idea.
Problem is having overseers get close enough to actually cast contaminate and not get wrecked by spores.
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I'd like to hear Blizzard's thoughts on the mutalisk specifically in ZvT.
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On May 07 2014 13:23 BronzeKnee wrote:Show nested quote +On May 07 2014 13:19 RaFox17 wrote: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. i dont want to insult you, but if you still have problems with the current fungal you really should learn how to micro your units.
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On May 07 2014 14:18 KingofGods wrote: I'd like to hear Blizzard's thoughts on the mutalisk specifically in ZvT.
We know they don't want to simply buff Mutalisks yet they want to improve muta play in ZvZ
That means they think Muta play is just fine in pvz and zvt
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On May 07 2014 14:10 FabledIntegral wrote:Show nested quote +On May 07 2014 14:00 EpidemicSC wrote: Allow for overseers to contaminate swarmhosts. The time it lasts could be adjusted to balance out any impact on early swarmhost strategies. It would fix the stalemate scenario no? A legitimately clever idea. Problem is having overseers get close enough to actually cast contaminate and not get wrecked by spores.
Edit: What i posted was a terrible idea, please ignore it.
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The first suggestion is fine, the second suggestion is really, really dumb. Vipers are actually a fun unit while Broodlords aren't. Why do they want those stupid free unit situations so damn much? It's completely retarded. I'd rather see something like a cost associated to the infinite units. If locusts would cost some money Zerg couldn't just park SH somewhere and have them spawn infinite locusts while T and P have to work their asses off to not lose shit. In return maybe a buff to locusts and faster burrow times upgrade to encourage mobile SH play?
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so basically instead of fixing the boring unit they want to adjust the fun unit that doesnt get used much anyways? blizzard please
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I've read some people suggesting a cost of 2 minerals per locust.. To be honest, that sounds quite reasonable to me, especially since zerg tends to build up a bank anyway late game, and Carriers don't create interceptors for free either.
On the whole I really hope that Blizzard gets rid of this free unit concept for zerg. It allows them to trade time for minerals, so basically zerg players get to build up a bank while the other races have to actively spend resources to keep fending off attacks.
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Brood Lords ruined WoL. Swarm Hosts ruined HotS. So I expect the mana cost to be removed on Infested Terrans for LotV.
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On May 07 2014 15:02 Tsubbi wrote: so basically instead of fixing the boring unit they want to adjust the fun unit that doesnt get used much anyways? blizzard please "We'll alter every other aspect of the game and make nearly every unit useless before ever admitting we were wrong."
-Blizzard 2014
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I am toss player but i think baneling drop and baneling mines its way to counter swarmhosts.Maybe some buff it?
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Stephano is forever burned into my brain because of those long ass matches at lonestar clash 3 against Petraeus. Maybe that's what he wanted to do to many people intentionally with those swarm hosts >.>
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1st change - been asking for this since HotS beta. Only affects ZvZ, actually encourages hydra play and hydras can actually effectively deal with mutalisks, now with the speed upgrade implemented too. Maybe you can see interesting play, even using nydus worms to help improve hydralisk's movement speed to deal with mutalisks too. Also at the same time makes mutalisks possible to use, unlike now where mutalisks get 3-shot by spores. With good multitasking and decisions mutalisks should be effective against zerg who goes for swarm host, and maybe still do decently against zerg who goes hydra until mid-late game.
Also why is it that blizzard keeps pushing for this free-unit concept for zerg? They did it with Broodlords in WoL, look at what happened in the end. Same thing with swarm hosts, and infinitely long ZvZs. Maybe make swarm hosts take energy to spawn locusts, or make them cost small amount of minerals.
2nd change seems dumb. I rather see viper play than broodlord play, and honestly it will be bloody hard for zerg to break protoss deathball without abduct on colossus/tempests. Maybe only make biological, massive unit immune to abduct? (Basically only broodlords)
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Stephano is forever burned into my brain because of those long ass matches at lonestar clash 3 against Petraeus. Maybe that's what he wanted to do to many people intentionally with those swarm hosts >.> Stephano our saviour ![[image loading]](https://pbs.twimg.com/profile_images/378800000443326246/32a2eb50fb0eb7629e9bd4c273da2de6_400x400.jpeg)
He retired for our sins...
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A good buff for the blinding cloud would be the possibility of moving it at a slow pace after throwing it, like it's a battle of micro between the opponent who is trying to save his units (that are faster than the cloud) from it and you trying to move the cloud to them like a hurricane. That could bring new strategies as well, like throwing it behind their army so you deny him a safe escape.
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Czech Republic12128 Posts
Blinding cloud is toxic for locusts(so their health is drained quickly) and SH cannot spawn locusts being under blinding cloud. I do not know whether this could help, just an idea .-)
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WE THINK SWARM HOSTS ARE A PROBLEM! *cue patch that does absolutely nothing about swarm hosts*
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