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Russian Federation4295 Posts
On May 21 2014 21:07 MstrJinbo wrote:Show nested quote +On May 21 2014 04:59 VArsovskiSC wrote:Alright - next change = make Mothership gain Frenzy (though that name Frenzy should get changed to smoething less "zergy" I guess) ![](/mirror/smilies/puh2.gif) @Ramiz = actually instead of more HP - Nydus could just get +1 armor actually ![](/mirror/smilies/smile.gif) Or give zergs a building armor upgrade researched at the hive. Nydus worm was considered as unit in sc2 beta. And it's still like a unit in sc2 official unit section
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Hate Frenzy, really strong units should have severe weaknesses, rather boost their power, than removing their weakness.
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On May 21 2014 21:13 Existor wrote:Show nested quote +On May 21 2014 21:07 MstrJinbo wrote:On May 21 2014 04:59 VArsovskiSC wrote:Alright - next change = make Mothership gain Frenzy (though that name Frenzy should get changed to smoething less "zergy" I guess) ![](/mirror/smilies/puh2.gif) @Ramiz = actually instead of more HP - Nydus could just get +1 armor actually ![](/mirror/smilies/smile.gif) Or give zergs a building armor upgrade researched at the hive. Nydus worm was considered as unit in sc2 beta. And it's still like a unit in sc2 official unit section
Meh, the truth is I want an armor upgrade for spine and spore crawlers.
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These changes all seem like bandage patching.
Let's take this unit here, just this unit here, and have do so and so damage to that unit, but not to this one because.. of that reason. Then again, we're going to take this building and buff it only this kind of unit, but only by this amount, because we want it to counter this biological flying unit but not the other biological flying unit.
These changes. They don't feel pro at all.
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On May 21 2014 21:48 ejozl wrote: Hate Frenzy, really strong units should have severe weaknesses, rather boost their power, than removing their weakness.
But... the only weakness lost is that it can't be abducted.... Its still the same Broodlord....
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Russian Federation4295 Posts
On May 21 2014 23:44 Thieving Magpie wrote:Show nested quote +On May 21 2014 21:48 ejozl wrote: Hate Frenzy, really strong units should have severe weaknesses, rather boost their power, than removing their weakness. But... the only weakness lost is that it can't be abducted.... Its still the same Broodlord.... Broodlords also can't be stunned with fungal, only damaged
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On May 22 2014 00:55 Existor wrote:Show nested quote +On May 21 2014 23:44 Thieving Magpie wrote:On May 21 2014 21:48 ejozl wrote: Hate Frenzy, really strong units should have severe weaknesses, rather boost their power, than removing their weakness. But... the only weakness lost is that it can't be abducted.... Its still the same Broodlord.... Broodlords also can't be stunned with fungal, only damaged We will survive.
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On May 22 2014 01:07 -Archangel- wrote:Show nested quote +On May 22 2014 00:55 Existor wrote:On May 21 2014 23:44 Thieving Magpie wrote:On May 21 2014 21:48 ejozl wrote: Hate Frenzy, really strong units should have severe weaknesses, rather boost their power, than removing their weakness. But... the only weakness lost is that it can't be abducted.... Its still the same Broodlord.... Broodlords also can't be stunned with fungal, only damaged We will survive. Also I don't think I'd even notice the difference between a snared broodlord and one moving at regular speed.
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On May 21 2014 23:44 Thieving Magpie wrote:Show nested quote +On May 21 2014 21:48 ejozl wrote: Hate Frenzy, really strong units should have severe weaknesses, rather boost their power, than removing their weakness. But... the only weakness lost is that it can't be abducted.... Its still the same Broodlord.... haha, when i heard about this i thought it was the hydralisk frenzy from the campaign, and i was like WHAT? i think a lot of people might make the same mistake at first...
On May 21 2014 23:14 Incognoto wrote: These changes all seem like bandage patching.
Let's take this unit here, just this unit here, and have do so and so damage to that unit, but not to this one because.. of that reason. Then again, we're going to take this building and buff it only this kind of unit, but only by this amount, because we want it to counter this biological flying unit but not the other biological flying unit.
These changes. They don't feel pro at all. but... if a problem is specific... why would the fix not be specific? if your software is faulty, do you fix the code or ask windows to release a patch that makes your software work better? i realize there's something "clunky" about hotfixes like this, but it's much much better design from a gameplay standpoint IMO... how would it be "better" to make changes that affect things that aren't even part of the problem? you realize that's actually partly what CAUSED this, as spores killing broodlords so easily is a side effect of the muta vs muta patch?
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United States60190 Posts
On May 21 2014 23:14 Incognoto wrote: These changes all seem like bandage patching.
Let's take this unit here, just this unit here, and have do so and so damage to that unit, but not to this one because.. of that reason. Then again, we're going to take this building and buff it only this kind of unit, but only by this amount, because we want it to counter this biological flying unit but not the other biological flying unit.
These changes. They don't feel pro at all. Feels like a dota patch: "this attack is no longer an orb effect" or "this summon able unit now has a different armor type". Tiny, subtle changes that don't light the world on fire.
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On May 21 2014 04:50 Ramiz1989 wrote:Show nested quote +On May 21 2014 04:27 Existor wrote:On May 21 2014 04:23 purakushi wrote:On May 21 2014 04:04 Squat wrote:On May 21 2014 03:59 Existor wrote: Just nerf SH and buff Nydus, make it so SH can become a "jumping" siege unit. Add something new -_- Yeah because this would not at all get shut down in 5 seconds flat at the pro level. If I wanted to rely on gimmicks, I'd play protoss. +1 on buffing nydus. I've always wanted nyduses to cost less when built on creep. It works well with overlord creep spew. Also, whenever nyduses are built on creep, they do not globally announce their presence. Nah, just make it so rumbling Nydus Worm will not be visible on the minimap and/or make Nydus Worm be affected by ground armory upgrades For start, give Nydus more HP, it is utterly stupid and pathetic that Nydus is countered by pulling 10 workers. if we do this then we also have to nerf it in some other way, like putting a limit on how many units or how much supply can travel through a single worm. the reason 10 workers can counter a nydus worm is because 9 times out of 10 if you nydus into the main and there are no units there against a terran or protoss who's playing fairly standard by relying on frontal walls to keep the swarm out then the game will just end. it also gives the warpgate effect of near-instant reinforce speed
i agree nydus needs an overhaul, but making it easier to pop one into the main would literally just break the game in the same way that daedalus point v1 broke the game for protoss
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What about servos transformation, just get it into the actual game, interessting Helion based play is what terran needs , Making TvP and TvZ much more Playble and less punishable
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On May 22 2014 01:27 Plansix wrote:Show nested quote +On May 21 2014 23:14 Incognoto wrote: These changes all seem like bandage patching.
Let's take this unit here, just this unit here, and have do so and so damage to that unit, but not to this one because.. of that reason. Then again, we're going to take this building and buff it only this kind of unit, but only by this amount, because we want it to counter this biological flying unit but not the other biological flying unit.
These changes. They don't feel pro at all. Feels like a dota patch: "this attack is no longer an orb effect" or "this summon able unit now has a different armor type". Tiny, subtle changes that don't light the world on fire.
hmm so you're saying you can take match up which is currently lighting the world on fire (ZvZ swarm host) and fix it without light-on-fire-of-the-world change?
OK then, that's pretty pro.
But it still feels somewhat like band-aid solutions. then again SC2 is a game designed to be a cutting edge esport ^_^
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On May 22 2014 01:34 Incognoto wrote:Show nested quote +On May 22 2014 01:27 Plansix wrote:On May 21 2014 23:14 Incognoto wrote: These changes all seem like bandage patching.
Let's take this unit here, just this unit here, and have do so and so damage to that unit, but not to this one because.. of that reason. Then again, we're going to take this building and buff it only this kind of unit, but only by this amount, because we want it to counter this biological flying unit but not the other biological flying unit.
These changes. They don't feel pro at all. Feels like a dota patch: "this attack is no longer an orb effect" or "this summon able unit now has a different armor type". Tiny, subtle changes that don't light the world on fire. hmm so you're saying you can take match up which is currently lighting the world on fire (ZvZ swarm host) and fix it without light-on-fire-of-the-world change? OK then, that's pretty pro. But it still feels somewhat like band-aid solutions. then again SC2 is a game designed to be a cutting edge esport ^_^
The only problem with this patch is the implicit statements it makes.
For example, this will fix SH wars in ZvZ with the implicit statement that SH wars in TvZ and PvZ is fine. It also suggests that since the only change to the Hydralisk is its +bio air damage then it implicitly states that Blizz is fine with Zerg air play.
As to the explicit goals of their fixes they are on the mark.
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On May 22 2014 01:43 Thieving Magpie wrote:Show nested quote +On May 22 2014 01:34 Incognoto wrote:On May 22 2014 01:27 Plansix wrote:On May 21 2014 23:14 Incognoto wrote: These changes all seem like bandage patching.
Let's take this unit here, just this unit here, and have do so and so damage to that unit, but not to this one because.. of that reason. Then again, we're going to take this building and buff it only this kind of unit, but only by this amount, because we want it to counter this biological flying unit but not the other biological flying unit.
These changes. They don't feel pro at all. Feels like a dota patch: "this attack is no longer an orb effect" or "this summon able unit now has a different armor type". Tiny, subtle changes that don't light the world on fire. hmm so you're saying you can take match up which is currently lighting the world on fire (ZvZ swarm host) and fix it without light-on-fire-of-the-world change? OK then, that's pretty pro. But it still feels somewhat like band-aid solutions. then again SC2 is a game designed to be a cutting edge esport ^_^ The only problem with this patch is the implicit statements it makes. For example, this will fix SH wars in ZvZ with the implicit statement that SH wars in TvZ and PvZ is fine. It also suggests that since the only change to the Hydralisk is its +bio air damage then it implicitly states that Blizz is fine with Zerg air play. As to the explicit goals of their fixes they are on the mark. if i recall correctly from the initial announcement, blizzard conceded that swarm host zvp was worth looking at, but said or implied that the design implications for the matchup were too big to address before lotv. whether you believe that or agree is up to you, but i think it's a fair enough point
as for zvt? if swarm hosts are a problem, so are ravens :p imo the problem is mech is just too all-or-nothing, because of the lack of the mothership core like protoss has and lack of ability to mix bio and mech effectively, mech has close to zero mobility and needs to turtle even harder and stronger than protoss and rely on tank lines and defensive thors, which creates games that are either boring or one-sided or both
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I just notice something. If frenzied is to stop movement affects then Maruaders cant slow down ultras no more right? that means we can actually use T3 vs terran now?
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Russian Federation4295 Posts
On May 22 2014 14:44 CrayonSc2 wrote: I just notice something. If frenzied is to stop movement affects then Maruaders cant slow down ultras no more right? that means we can actually use T3 vs terran now? You are so slow. Ultralisks can't be slowed by Time Warp and Concussive Shells for a very long time ALREADY
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On May 22 2014 15:22 Existor wrote:Show nested quote +On May 22 2014 14:44 CrayonSc2 wrote: I just notice something. If frenzied is to stop movement affects then Maruaders cant slow down ultras no more right? that means we can actually use T3 vs terran now? You are so slow. Ultralisks can't be slowed by Time Warp and Concussive Shells for a very long time ALREADY
The new part would be that Marauders can't slow Broodlords anymore
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On May 22 2014 15:22 Existor wrote:Show nested quote +On May 22 2014 14:44 CrayonSc2 wrote: I just notice something. If frenzied is to stop movement affects then Maruaders cant slow down ultras no more right? that means we can actually use T3 vs terran now? You are so slow. Ultralisks can't be slowed by Time Warp and Concussive Shells for a very long time ALREADY im very slow.
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The new part would be that Marauders can't slow Broodlords anymore Except that both Ultralisks and Broodlords are in addition massive units.
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