• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:04
CEST 23:04
KST 06:04
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO12 Preview: Cure, Zoun, Solar, Creator2[ASL19] Finals Preview: Daunting Task30[ASL19] Ro4 Recap : The Peak15DreamHack Dallas 2025 - Info & Preview21herO wins GSL Code S Season 1 (2025)18
Community News
Weekly Cups (May 19-25): Hindsight is 20/20?0DreamHack Dallas 2025 - Official Replay Pack7[BSL20] RO20 Group Stage2EWC 2025 Regional Qualifiers (May 28-June 1)9Weekly Cups (May 12-18): Clem sweeps WardiTV May3
StarCraft 2
General
DreamHack Dallas 2025 - Official Replay Pack Code S RO12 Preview: Cure, Zoun, Solar, Creator herO wins GSL Code S Season 1 (2025) DreamHack Dallas 2025 - Info & Preview RankedFTW - Site With Ladder Rankings Over Time
Tourneys
[GSL 2025] Code S:Season 2 - RO12 - Group A DreamHack Dallas 2025 SOOPer7s Showmatches 2025 StarCraft Evolution League (SC Evo Biweekly) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void Mutation # 472 Dead Heat
Brood War
General
Will foreigners ever be able to challenge Koreans? BGH auto balance -> http://bghmmr.eu/ GG Lan Party Bulgaria (Live in about 3 hours) BW General Discussion Recent recommended BW games
Tourneys
[ASL19] Grand Finals [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET [Megathread] Daily Proleagues [ASL19] Ro8 Day 4
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Path of Exile Stormgate/Frost Giant Megathread Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion!
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Yes Sir! How Commanding Impr…
TrAiDoS
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10879 users

Legacy of the Void Announced - Page 148

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 146 147 148 149 Next
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 01 2014 14:24 GMT
#2941
On December 01 2014 23:15 Hider wrote:
Show nested quote +
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.
Show nested quote +

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9364 Posts
December 01 2014 14:57 GMT
#2942
On December 01 2014 23:24 The_Red_Viper wrote:
Show nested quote +
On December 01 2014 23:15 Hider wrote:
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic


If you have 30+ Roaches, I don't think you are gonna turn all of them into Ravagers. They do not scale that well due to the fact that you need to cast each "bomb".
Maniak_
Profile Joined October 2010
France305 Posts
December 01 2014 15:02 GMT
#2943
On December 01 2014 23:57 Hider wrote:
Show nested quote +
On December 01 2014 23:24 The_Red_Viper wrote:
On December 01 2014 23:15 Hider wrote:
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic


If you have 30+ Roaches, I don't think you are gonna turn all of them into Ravagers. They do not scale that well due to the fact that you need to cast each "bomb".

They're not exactly free either
"They make psychiatrists get psychoanalyzed before they can get certified, but they don't make a surgeon get cut on. Does that seem right to you?" -- Jubal Early - Firefly
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 01 2014 15:06 GMT
#2944
On December 01 2014 23:57 Hider wrote:
Show nested quote +
On December 01 2014 23:24 The_Red_Viper wrote:
On December 01 2014 23:15 Hider wrote:
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic


If you have 30+ Roaches, I don't think you are gonna turn all of them into Ravagers. They do not scale that well due to the fact that you need to cast each "bomb".

Even if that is true, it doesn't change the fact that a ravager is a better roach.
A baneling isn't a better zergling
A lurker isn't a better hydra
A broodlord isn't a better corruptor
But a ravager is just that, a better roach :/
I don't really disagree that the ability is a nice idea, but the rest is lazy design imo
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
December 01 2014 15:27 GMT
#2945
On December 01 2014 23:57 Hider wrote:
Show nested quote +
On December 01 2014 23:24 The_Red_Viper wrote:
On December 01 2014 23:15 Hider wrote:
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic


If you have 30+ Roaches, I don't think you are gonna turn all of them into Ravagers. They do not scale that well due to the fact that you need to cast each "bomb".

Does the mouse scroll trick still work in SC2? Might work well with corrosive bile.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
December 01 2014 15:44 GMT
#2946
On December 02 2014 00:06 The_Red_Viper wrote:
Show nested quote +
On December 01 2014 23:57 Hider wrote:
On December 01 2014 23:24 The_Red_Viper wrote:
On December 01 2014 23:15 Hider wrote:
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic


If you have 30+ Roaches, I don't think you are gonna turn all of them into Ravagers. They do not scale that well due to the fact that you need to cast each "bomb".

Even if that is true, it doesn't change the fact that a ravager is a better roach.
A baneling isn't a better zergling
A lurker isn't a better hydra
A broodlord isn't a better corruptor
But a ravager is just that, a better roach :/
I don't really disagree that the ability is a nice idea, but the rest is lazy design imo

It costs extra supply so it might not be a better roach. Just because it still has similar strengths and weaknesses as a roach it does not mean it is a better roach. Roach has a different role than a ravager. You will not be doing early timing busts with mass ravagers like you can with roaches.
JCoto
Profile Joined October 2014
Spain574 Posts
December 01 2014 16:01 GMT
#2947
I'm with most of you.

The ravager is not only a better Roach. Even if it is true that it has better range, health, DPS and base speed than a Roach, and straight fighting control is basically the same.However, the Ravager has not the assault functionality of the Roach, having burrow movement (Stealth) and fast health regeneration (skirmisher). The ravager is more something like a moving siege unit, able to cast a mortar skillshot on the move.

If you considerate that, the Roach is a plain fighting unit that scalates into an skirmisher/assault unit.It is not able to stand well against antiarmored compositions (MMM, heavy mech/tanklines, well microed Zealot/Stalker/sentry, Stalker/sentry/immortal, Void ray/chargelot.The ravager is a frontal charge unit with siege breaking functionality. If you have observed closely, it is designed to crreate oportunities in situations where Roaches couldn't work. I think that with reasonable costs and balance, it could be a good addition, specially against MMM, Soultrains and ZvZ roach wars. It's not that difficult: regulate cost and tech requirements, and control ability usage.

IMAO, design-wise it is something like the hellbat: it adds optional functionality to a unit that in most cases is very straight and has many counters, but loosing their main strengths (in this case, burrow micro and regeneration) in the process of overcoming its previous counters. Roaches are quite dispensable, reheal very well when upgraded and have stealth possibilities. The ravager loses that traits (specially being dispensable) for firepower. So no, it's not simply a better roach. Basic stats aren't everything.

By the way, manual charge and reviewing Charge/ Concussive shells interaction is IMAO far much more interesting for the game than making the dual attack marauder. Otherwise, you are simply motivating the addition of sentries in the deathball. Drops will stay 99% the same, the tactic of pressuring/gaining upgrade advantage will be strict meta for terran, and lategame will be more protoss favoured. As a protoss I like the marauder dual-attack because I will be able to pressure much more with some sentries and All-ins are going to be simply crazy, but in terms of design, the interactions between the Protoss ball and the MMM ball are going to remain the same, now simply more protoss favored in terms of damage reduction. Reviewing the efficiency of kiting vs charge and maybe applying a slight nerf over the vs armored damage of the marauder is maybe a better way, specially with ultralisk armor buff incoming. Just do numbers or test the LotV custom mod.

If we don't review the basic interactions and the way units really work, what we are doing is just playing with math in most cases. Just like some governements do.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-12-01 16:07:16
December 01 2014 16:01 GMT
#2948
On December 02 2014 00:02 Maniak_ wrote:
Show nested quote +
On December 01 2014 23:57 Hider wrote:
On December 01 2014 23:24 The_Red_Viper wrote:
On December 01 2014 23:15 Hider wrote:
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic


If you have 30+ Roaches, I don't think you are gonna turn all of them into Ravagers. They do not scale that well due to the fact that you need to cast each "bomb".

They're not exactly free either

weeeeellll... these spam-click abilities like ITs and snipes haven't hindered players from massing such units yet. And compared to those, corrosive bile is like slowly slurping a margarita on a sunny beach.

And they aren't free, but how many you can morph will depend a lot on the end stats of that unit. Two comparisons:

Ravager(Roach)
165HP (+20)
12.31dps (+4.31)
6 range (+2)
+ corrosive bile ability
tech costs 200/0 (-100/100 for roach speed)

1 armor (+0)
2.75speed (+0.5/-0.25 after roach speed)
3 supply (+1)
100/100 cost (+25/75)

Ravager(Hydralisk)
165HP (+85)
6 range (+1/+0 after hydralisk range)
1armor (+1)
+ corrosive bile ability
tech costs 200/0 (-100/250 for the hydra upgrade+hydra den)

12.31dps (-3.69)
3 supply (+1)
2.75speed (+0.5/-0.0625 after hydralisk speed)
100/100 cost (+0/50)

So I don't think it is unrealistic that a Zerg will just eventually start to morph all his roaches into ravagers instead of going hydralisks with the current stats. The ravager right now on its own is like the roach+hydra combination, a little heavier on the unit costs, a little lighter on the tech costs and with a siege/splash option built in. I think roach+ravager is way more realistic than roach+hydra. And the ultimate goal of that army is probably like pure ravager as the backbone.
(a lot of that will have to be determined by how much Zerg needs antiair)
FeyFey
Profile Joined September 2010
Germany10114 Posts
December 01 2014 16:13 GMT
#2949
sounds like current TvZ to me, turn as much lings into banelings as possible, because they are more supply efficient. I guess I heard it wrong when they said that the Ravager does less damage then a Roach but has more range. But with the additional 1 supply it is true in a way. Siege tanks suck since their damage nerf because they are 3 supply. And there is so much that does more damage at less supply.
Hider
Profile Blog Joined May 2010
Denmark9364 Posts
December 01 2014 16:20 GMT
#2950

weeeeellll... these spam-click abilities like ITs and snipes haven't hindered players from massing such units yet. And compared to those, corrosive bile is like slowly slurping a margarita on a sunny beach.


Big difference between IT and Ravagers ability. WIth the former, precision really doesn't matter + it's only over a short time period where you can use them. With the Ravager, the CD is really low, so it's not practical to ever have more than 15-20 at once.
Freeborn
Profile Joined July 2010
Germany421 Posts
December 01 2014 16:40 GMT
#2951
On December 02 2014 00:06 The_Red_Viper wrote:
Show nested quote +
On December 01 2014 23:57 Hider wrote:
On December 01 2014 23:24 The_Red_Viper wrote:
On December 01 2014 23:15 Hider wrote:
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic


If you have 30+ Roaches, I don't think you are gonna turn all of them into Ravagers. They do not scale that well due to the fact that you need to cast each "bomb".

Even if that is true, it doesn't change the fact that a ravager is a better roach.
A baneling isn't a better zergling
A lurker isn't a better hydra
A broodlord isn't a better corruptor
But a ravager is just that, a better roach :/
I don't really disagree that the ability is a nice idea, but the rest is lazy design imo


Have to agree here. The ravager is a MUCH better roach actually. The supply cost is not really tragic until you are near maxed supply.
And when maxed it will still be a better roach simply because of the ridiculous aoe damage you can infilct. And the ability to hit air. Try playing the custom mod. I don't know if the CD is correct there, but aside from the mineral/gas cost, there is no reason you would ever have roach not turned into a ravager.

I also think that zerg is getting too many high supply units. If the ravager was still 2 supply but had no attack or a weak attack it would still be worth it and fulfill its role as siege and anti deathball unit.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-12-01 17:04:01
December 01 2014 16:50 GMT
#2952
On December 02 2014 01:20 Hider wrote:
Show nested quote +

weeeeellll... these spam-click abilities like ITs and snipes haven't hindered players from massing such units yet. And compared to those, corrosive bile is like slowly slurping a margarita on a sunny beach.


Big difference between IT and Ravagers ability. WIth the former, precision really doesn't matter + it's only over a short time period where you can use them. With the Ravager, the CD is really low, so it's not practical to ever have more than 15-20 at once.


I'm just testing this and with 30ravagers I'm can reach the limit (hence I can put all of them on cooldown). And that is just with spamming the ability, not with something like rapid fire hotkey trick. (watch the warp in at 1:20 seconds in the video below).


And the 60splash is quite a lot on top of the normal 1.5times dps of the roach that is going of meanwhile. You really don't need to hit often to make that efficient I think (also just making opponents run while your 6range units get a shot of isn't that bad.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-12-01 17:51:10
December 01 2014 17:49 GMT
#2953
On December 02 2014 01:40 Freeborn wrote:
Show nested quote +
On December 02 2014 00:06 The_Red_Viper wrote:
On December 01 2014 23:57 Hider wrote:
On December 01 2014 23:24 The_Red_Viper wrote:
On December 01 2014 23:15 Hider wrote:
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic


If you have 30+ Roaches, I don't think you are gonna turn all of them into Ravagers. They do not scale that well due to the fact that you need to cast each "bomb".

Even if that is true, it doesn't change the fact that a ravager is a better roach.
A baneling isn't a better zergling
A lurker isn't a better hydra
A broodlord isn't a better corruptor
But a ravager is just that, a better roach :/
I don't really disagree that the ability is a nice idea, but the rest is lazy design imo


Have to agree here. The ravager is a MUCH better roach actually. The supply cost is not really tragic until you are near maxed supply.
And when maxed it will still be a better roach simply because of the ridiculous aoe damage you can infilct. And the ability to hit air. Try playing the custom mod. I don't know if the CD is correct there, but aside from the mineral/gas cost, there is no reason you would ever have roach not turned into a ravager.

I also think that zerg is getting too many high supply units. If the ravager was still 2 supply but had no attack or a weak attack it would still be worth it and fulfill its role as siege and anti deathball unit.

I don't know if units with aoe attacks should be supply efficient because they are already strong in high numbers.
--
Also, the ability does 60dmg, but in the mod it was 40+40 to armored, which is super powerful vs stationary targets.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
ejozl
Profile Joined October 2010
Denmark3340 Posts
December 01 2014 19:13 GMT
#2954
I agree with the overall concern of the Ravager. The ability is super fun for both sides, but the unit itself needs to change.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Freeborn
Profile Joined July 2010
Germany421 Posts
December 01 2014 20:13 GMT
#2955
On December 02 2014 02:49 Grumbels wrote:
Show nested quote +
On December 02 2014 01:40 Freeborn wrote:
On December 02 2014 00:06 The_Red_Viper wrote:
On December 01 2014 23:57 Hider wrote:
On December 01 2014 23:24 The_Red_Viper wrote:
On December 01 2014 23:15 Hider wrote:
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic


If you have 30+ Roaches, I don't think you are gonna turn all of them into Ravagers. They do not scale that well due to the fact that you need to cast each "bomb".

Even if that is true, it doesn't change the fact that a ravager is a better roach.
A baneling isn't a better zergling
A lurker isn't a better hydra
A broodlord isn't a better corruptor
But a ravager is just that, a better roach :/
I don't really disagree that the ability is a nice idea, but the rest is lazy design imo


Have to agree here. The ravager is a MUCH better roach actually. The supply cost is not really tragic until you are near maxed supply.
And when maxed it will still be a better roach simply because of the ridiculous aoe damage you can infilct. And the ability to hit air. Try playing the custom mod. I don't know if the CD is correct there, but aside from the mineral/gas cost, there is no reason you would ever have roach not turned into a ravager.

I also think that zerg is getting too many high supply units. If the ravager was still 2 supply but had no attack or a weak attack it would still be worth it and fulfill its role as siege and anti deathball unit.

I don't know if units with aoe attacks should be supply efficient because they are already strong in high numbers.
--
Also, the ability does 60dmg, but in the mod it was 40+40 to armored, which is super powerful vs stationary targets.


You are right, maybe. There are different ways to go about balancing the ravager, but more supply is not a good way.
They could hav no attack and a higher CD. Or be changed to be very vulnerable with no armor and less HP.
Now they are basically a zerg version of an HT only with huge hp and high attack.

Or you could leave them as is and add a really long cooldown.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
December 01 2014 20:52 GMT
#2956
On December 02 2014 00:06 The_Red_Viper wrote:
Show nested quote +
On December 01 2014 23:57 Hider wrote:
On December 01 2014 23:24 The_Red_Viper wrote:
On December 01 2014 23:15 Hider wrote:
On December 01 2014 22:47 Grumbels wrote:
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?


One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.

The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach?
I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.


This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...

Yeah i don't agree at all.
The Ravager is a better roach, why would anyone ever WANT to build roaches now? Sure he might need to cause of money, but there really is no active decision involved now, the ravager is simply better.
I don't see how that is good design tbh.
I also don't like the medivac at all, but that is another topic


If you have 30+ Roaches, I don't think you are gonna turn all of them into Ravagers. They do not scale that well due to the fact that you need to cast each "bomb".

Even if that is true, it doesn't change the fact that a ravager is a better roach.
A baneling isn't a better zergling
A lurker isn't a better hydra
A broodlord isn't a better corruptor
But a ravager is just that, a better roach :/
I don't really disagree that the ability is a nice idea, but the rest is lazy design imo

There should be an upgrade for the ultralisk so that it can turn into a brutalisk. :p

Anyway, about the corrosive bile cooldown: the cooldown for blink is at 10 seconds too. It's possible that this is the default value Blizzard likes for these sort of abilities. What's the cooldown for the herc's grapple hook?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2014-12-01 23:14:40
December 01 2014 21:32 GMT
#2957
The stats about the Ravager ability are simply OP. AOE, 60 damage, breaking forcefields, 10 seconds cooldown, no cost.
The unit itself is fine. I would make it energy + very low cooldown based to be competitive but allowing some counters (Ghosts, Templars).

About the unit itself, it's in the line of supply efficiency of the roach, and the cost is much higher (at least double the cost) so there shouldn't be a problem at all in terms of meta. Roaches diserve some love too, not dying so easily and dealing a bit more damage. A ravager costs like 2 roaches, takes 1 more supply, has around 25% more health and 50% more damage and range (6). And it has not the health regeneration of the roach. At best, it's 1.5 roaches. The mortar aoe is what makes it wwwaaaaaay strong. Remove the ability damage/ AoE and watch its huge strength disappear.

BTW, you lose the AA efficiency of the Hydralisk and you are losing the possiblity of going Lurkers if you think about mass Ravager, and also burrow micro/burrow healing from the roach. I don't really see any OP or big advantage other than the Corrosive bile ability stats. It's simple to balance.

Again, the unit is fine, the ability is GOD. Apply brain, and balance comes. We'll have to trust Blizz brains u.u
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
December 02 2014 02:20 GMT
#2958
Look, if they want to make a large number of ravager not so OP, just remove the skill shot's damage to air units, so you have to build hydras, which will slow you down.
Make DC listen!
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
December 02 2014 03:37 GMT
#2959
On December 02 2014 01:01 JCoto wrote:
I'm with most of you.

The ravager is not only a better Roach. Even if it is true that it has better range, health, DPS and base speed than a Roach, and straight fighting control is basically the same.However, the Ravager has not the assault functionality of the Roach, having burrow movement (Stealth) and fast health regeneration (skirmisher). The ravager is more something like a moving siege unit, able to cast a mortar skillshot on the move.

If you considerate that, the Roach is a plain fighting unit that scalates into an skirmisher/assault unit.It is not able to stand well against antiarmored compositions (MMM, heavy mech/tanklines, well microed Zealot/Stalker/sentry, Stalker/sentry/immortal, Void ray/chargelot.The ravager is a frontal charge unit with siege breaking functionality. If you have observed closely, it is designed to crreate oportunities in situations where Roaches couldn't work. I think that with reasonable costs and balance, it could be a good addition, specially against MMM, Soultrains and ZvZ roach wars. It's not that difficult: regulate cost and tech requirements, and control ability usage.

IMAO, design-wise it is something like the hellbat: it adds optional functionality to a unit that in most cases is very straight and has many counters, but loosing their main strengths (in this case, burrow micro and regeneration) in the process of overcoming its previous counters. Roaches are quite dispensable, reheal very well when upgraded and have stealth possibilities. The ravager loses that traits (specially being dispensable) for firepower. So no, it's not simply a better roach. Basic stats aren't everything.

By the way, manual charge and reviewing Charge/ Concussive shells interaction is IMAO far much more interesting for the game than making the dual attack marauder. Otherwise, you are simply motivating the addition of sentries in the deathball. Drops will stay 99% the same, the tactic of pressuring/gaining upgrade advantage will be strict meta for terran, and lategame will be more protoss favoured. As a protoss I like the marauder dual-attack because I will be able to pressure much more with some sentries and All-ins are going to be simply crazy, but in terms of design, the interactions between the Protoss ball and the MMM ball are going to remain the same, now simply more protoss favored in terms of damage reduction. Reviewing the efficiency of kiting vs charge and maybe applying a slight nerf over the vs armored damage of the marauder is maybe a better way, specially with ultralisk armor buff incoming. Just do numbers or test the LotV custom mod.

If we don't review the basic interactions and the way units really work, what we are doing is just playing with math in most cases. Just like some governements do.


I agree especially with that last sentence. It sums up nicely how numbers in raw fighting efficiency are often misleading.

I want to answer on the chargelot issue though. I feel like if blizzard finally manages to lower the efficiency of colossus deathball stacking, they should look at chargelots a little. Currently zealots in general are just a mineral dump or a way to spend money while being low on ressources and high on production + a bunch of early push timings vs Z. I wished there was a way chargelots/zealots could be a bit more usable apart from dropping them into mineral lines. Like they could use a higher base movement speed or sth.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
December 02 2014 04:50 GMT
#2960
On December 02 2014 12:37 clickrush wrote:
Show nested quote +
On December 02 2014 01:01 JCoto wrote:
I'm with most of you.

The ravager is not only a better Roach. Even if it is true that it has better range, health, DPS and base speed than a Roach, and straight fighting control is basically the same.However, the Ravager has not the assault functionality of the Roach, having burrow movement (Stealth) and fast health regeneration (skirmisher). The ravager is more something like a moving siege unit, able to cast a mortar skillshot on the move.

If you considerate that, the Roach is a plain fighting unit that scalates into an skirmisher/assault unit.It is not able to stand well against antiarmored compositions (MMM, heavy mech/tanklines, well microed Zealot/Stalker/sentry, Stalker/sentry/immortal, Void ray/chargelot.The ravager is a frontal charge unit with siege breaking functionality. If you have observed closely, it is designed to crreate oportunities in situations where Roaches couldn't work. I think that with reasonable costs and balance, it could be a good addition, specially against MMM, Soultrains and ZvZ roach wars. It's not that difficult: regulate cost and tech requirements, and control ability usage.

IMAO, design-wise it is something like the hellbat: it adds optional functionality to a unit that in most cases is very straight and has many counters, but loosing their main strengths (in this case, burrow micro and regeneration) in the process of overcoming its previous counters. Roaches are quite dispensable, reheal very well when upgraded and have stealth possibilities. The ravager loses that traits (specially being dispensable) for firepower. So no, it's not simply a better roach. Basic stats aren't everything.

By the way, manual charge and reviewing Charge/ Concussive shells interaction is IMAO far much more interesting for the game than making the dual attack marauder. Otherwise, you are simply motivating the addition of sentries in the deathball. Drops will stay 99% the same, the tactic of pressuring/gaining upgrade advantage will be strict meta for terran, and lategame will be more protoss favoured. As a protoss I like the marauder dual-attack because I will be able to pressure much more with some sentries and All-ins are going to be simply crazy, but in terms of design, the interactions between the Protoss ball and the MMM ball are going to remain the same, now simply more protoss favored in terms of damage reduction. Reviewing the efficiency of kiting vs charge and maybe applying a slight nerf over the vs armored damage of the marauder is maybe a better way, specially with ultralisk armor buff incoming. Just do numbers or test the LotV custom mod.

If we don't review the basic interactions and the way units really work, what we are doing is just playing with math in most cases. Just like some governements do.


I agree especially with that last sentence. It sums up nicely how numbers in raw fighting efficiency are often misleading.

I want to answer on the chargelot issue though. I feel like if blizzard finally manages to lower the efficiency of colossus deathball stacking, they should look at chargelots a little. Currently zealots in general are just a mineral dump or a way to spend money while being low on ressources and high on production + a bunch of early push timings vs Z. I wished there was a way chargelots/zealots could be a bit more usable apart from dropping them into mineral lines. Like they could use a higher base movement speed or sth.


Chargelots/zealots are the shield of toss deathball buying time for stalkers and colossi to deal damage. That is their role. I agree that they deserve a higher base movement speed upon the charge upgrade, but that would only make them die sooner.
Make DC listen!
Prev 1 146 147 148 149 Next
Please log in or register to reply.
Live Events Refresh
BSL: GosuLeague
19:00
RO16 SWISS - Round 3
Semih vs cavapoo
Hejek vs TousaN
ZZZero.O157
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 244
Livibee 119
JuggernautJason101
StarCraft: Brood War
firebathero 286
ZZZero.O 157
Dota 2
Dendi2047
febbydoto9
Counter-Strike
fl0m1879
Stewie2K1161
flusha315
Super Smash Bros
C9.Mang0193
Heroes of the Storm
Grubby4297
Other Games
tarik_tv5241
summit1g2855
Beastyqt809
mouzStarbuck333
ToD269
ViBE107
QueenE54
NightEnD29
Organizations
StarCraft 2
angryscii 49
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• kabyraGe 278
• StrangeGG 71
• musti20045 2
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• Eskiya23 20
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21583
• Ler122
League of Legends
• Jankos1810
Other Games
• imaqtpie2262
• WagamamaTV285
Upcoming Events
PiGosaur Monday
2h 56m
GSL Code S
12h 26m
Cure vs Zoun
Solar vs Creator
The PondCast
12h 56m
Road to EWC
12h 56m
Online Event
17h 56m
Clem vs ShoWTimE
herO vs MaxPax
HupCup
17h 56m
Road to EWC
18h 56m
Road to EWC
1d
GSL Code S
1d 12h
GuMiho vs Bunny
ByuN vs SHIN
Road to EWC
1d 12h
[ Show More ]
Online Event
1d 15h
Road to EWC
1d 18h
Road to EWC
2 days
Replay Cast
2 days
Road to EWC
2 days
Road to EWC
2 days
Road to EWC
3 days
Road to EWC
3 days
CranKy Ducklings
3 days
Road to EWC
3 days
Replay Cast
4 days
Road to EWC
4 days
Sparkling Tuna Cup
4 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

ASL Season 19
DreamHack Dallas 2025
Calamity Stars S2

Ongoing

JPL Season 2
YSL S1
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 1
Heroes 10 EU
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

CSL Season 17: Qualifier 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.