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On November 11 2014 00:54 BaronVonOwn wrote: The disruptor is basically a scarab you can micro. It's just as good but takes more skill. I'd be happy either way. Now that the disruptor is planned I'd say the Brood War unit protoss needs the most is the dragoon. It has much better combat stats than the stalker. It's possible that the immortal with its new shield can fill this role though. 200 hp shield gives the immortal a 67% increase in health, for 500 hp total. That's battlecruiser/carrier levels of hp.
Shield only lasts 3-4 seconds.
Dragoon was mainly able to survive because it can kite in BW. The marauder's concussive shell basically shuts any of that down. Blizzard, please remove concussive shell.
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If zerg is getting lurker and protoss is getting reaver, then uh, gimme... the medic!
On November 11 2014 01:00 purakushi wrote:Show nested quote +On November 11 2014 00:54 BaronVonOwn wrote: The disruptor is basically a scarab you can micro. It's just as good but takes more skill. I'd be happy either way. Now that the disruptor is planned I'd say the Brood War unit protoss needs the most is the dragoon. It has much better combat stats than the stalker. It's possible that the immortal with its new shield can fill this role though. 200 hp shield gives the immortal a 67% increase in health, for 500 hp total. That's battlecruiser/carrier levels of hp. Shield only lasts 3-4 seconds. Dragoon was mainly able to survive because it can kite in BW. The marauder's concussive shell basically shuts any of that down. Blizzard, please remove concussive shell.
But now we have slightly weaker but more mobile stalkers with blink which allows interesting tvp fights and chases and pvz attacks.
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On November 11 2014 01:00 purakushi wrote:Show nested quote +On November 11 2014 00:54 BaronVonOwn wrote: The disruptor is basically a scarab you can micro. It's just as good but takes more skill. I'd be happy either way. Now that the disruptor is planned I'd say the Brood War unit protoss needs the most is the dragoon. It has much better combat stats than the stalker. It's possible that the immortal with its new shield can fill this role though. 200 hp shield gives the immortal a 67% increase in health, for 500 hp total. That's battlecruiser/carrier levels of hp. Shield only lasts 3-4 seconds. Dragoon was mainly able to survive, because it can kite bio in BW. The marauder's concussive shell basically shuts any of that down. Blizzard, please remove concussive shell. Maybe have it so consussive shelld only effect biological units. Sentries could instead of that "reduce dmg" spell get another spell which removes the root from fungal and slow from marauders.
Aoe spell, removes the debuff and makes the effected units immune.
Would be fun with a dragoon-type-of unit for protoss. Hopefully immortal can maybe take its role. But that means the immortal needs to be redesigned.
What if the ability on immortal removes debuffs and makes the unit immune? Idk. There is potential here atleast.
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Bisutopia19137 Posts
Why not have the oracle harass ability change? Oracle must land like viking, moves slow in walk mode, and then can fire scarabs that deal much less damage on impact but still have scarab ai and must be built over time. Maybe an armor bonus for a landed oracle to considering how squishy they are.
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I voted they bring it back, but only on the condition Colossus, Void Rays and Force fields are junked
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On November 11 2014 01:06 Foxxan wrote:Show nested quote +On November 11 2014 01:00 purakushi wrote:On November 11 2014 00:54 BaronVonOwn wrote: The disruptor is basically a scarab you can micro. It's just as good but takes more skill. I'd be happy either way. Now that the disruptor is planned I'd say the Brood War unit protoss needs the most is the dragoon. It has much better combat stats than the stalker. It's possible that the immortal with its new shield can fill this role though. 200 hp shield gives the immortal a 67% increase in health, for 500 hp total. That's battlecruiser/carrier levels of hp. Shield only lasts 3-4 seconds. Dragoon was mainly able to survive, because it can kite bio in BW. The marauder's concussive shell basically shuts any of that down. Blizzard, please remove concussive shell. Maybe have it so consussive shelld only effect biological units.
Ya, I have also thought of this. I would be satisfied with this change.
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I love the reaver but I'm fine with it not being added... as long as the colossus gets a revamp, and the disruptor is more than a glorified mine.
I am still confused on what role the Collosus and the Disruptor should have? They are both tier 3, and both AOE, and thus both of them seem to overlap quite heavily.
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Anyway, I love pre xpac discussion.:D There are full of constructive discussions and feedbacks. I hope it keeps going like this in constrcutive fashion.
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On November 11 2014 01:25 Hider wrote:Show nested quote +I love the reaver but I'm fine with it not being added... as long as the colossus gets a revamp, and the disruptor is more than a glorified mine. I am still confused on what role the Collosus and the Disruptor should have? They are both tier 3, and both AOE, and thus both of them seem to overlap quite heavily. Disruptor should do more damage but you'd have to micro and possibly use a warp prism to rescue. So Colossus can do (slightly less than it does now) damage from afar, while disruptor is more like a manual scarab.
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On November 11 2014 01:25 Hider wrote:Show nested quote +I love the reaver but I'm fine with it not being added... as long as the colossus gets a revamp, and the disruptor is more than a glorified mine. I am still confused on what role the Collosus and the Disruptor should have? They are both tier 3, and both AOE, and thus both of them seem to overlap quite heavily. The disruptor gives protoss burst AOE damage, something which protoss does not have but the other races do (baneling, widow mine, siege tank). Hopefully it will allow protoss matchups to function more like ZvT with lots of battles rather than turtle-till-deathball. The colossus is more of a DPS unit, unlike the disruptor it has to be protected to do its damage which is a different playstyle. Not saying this playstyle ought to be removed from the game but I find it less fun.
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On November 11 2014 01:25 Hider wrote:Show nested quote +I love the reaver but I'm fine with it not being added... as long as the colossus gets a revamp, and the disruptor is more than a glorified mine. I am still confused on what role the Collosus and the Disruptor should have? They are both tier 3, and both AOE, and thus both of them seem to overlap quite heavily. Disruptor could work like a semi-widowmine for protoss. Mass blink stalkers + a few disruptors makes protoss able to be offensive? The disruptor can be used to zone units, make units run and lose dps that way.
Great synergy with forcefields and to some degree speed prism. Probably possible to harass with this unit abit like the reaver from broodwar.
Not sure it hits air? Obviously would still be rly hard. Hope to see more styles such as zealot/archon + disruptor.
Hope archons get better vs air so protoss doesnt have to make phoenixes vs zerg.
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I don't think this will be popular amongst sc2 Protoss players in general, as that would probably mean the colossus would be replaced with a seige unit that doesn;t a move around with your army in one big ball. I mean a lot of them like their a-movable siege units. Before any cries of "but pros don't a-move collussi blah, blah, blah" well of course no unit is just completely a-move with no micro potential, but as far as the colossus is concerned it is very much so for a siege unit.
Just wondering who in the ActiBlizz sc2 team actually thought that unit and warp gate was a good idea for sc2..
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Just watched exhibition match pre show. Dayvie said it himself that Collosus is being redesigned and he seems like he understand why the collossi suck too. That's a really good news. :D
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I didn't wanted to get there, but if people wanted BW in SC2 engine, they should play Starbow. Would love to see a "Reaver like" unit, but unlike the Lurker the Reaver overlaps too much with other units. But i do dislike the disruptor design, and i think bringing the Reaver back is better than that. How about exchanging the colossus for a unit that cannot walk over other units, cannot be targeted by air, and removing guardian shield (giving toss something else)? Well, protoss units won't be able to walk easily on the map, guess what? That is the intention, unit positioning becomes key, separate groups for the protoss arsenal, each doing its job in the right place, is the beauty of protoss micro ^^ edit, Immhey: My guess is that they underestimated the power that the SC2 engine and unit/building selection had over reducing micro potential. Lore wise, multiple unit types hanging around together in a deathball that doesn't work well separated is very protoss-like, same goes for warp-gate.
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Well the disruptor is terribly uninteresting, so anything else would be good imo. Right now it's just a HSM on the ground, run away a bit and it's a dud. And what the hell is up with the orb-fetishism for Protoss? MSC, replicant, oracle and to an extent the sentry are/were all just some damn glowing orb with some plates around, get a bit imaginative, sheesh.
I think with what they're bringing to T and Z, what protoss will really need is a solid early game unit, plain damage, nothing fancy. Either something that provides a very early harassing/delaying option, or is more meaty and useful for defense without reliance on FFs. Gateway preferred, so it doesn't force you down a tech path.
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On November 11 2014 01:25 Hider wrote:Show nested quote +I love the reaver but I'm fine with it not being added... as long as the colossus gets a revamp, and the disruptor is more than a glorified mine. I am still confused on what role the Collosus and the Disruptor should have? They are both tier 3, and both AOE, and thus both of them seem to overlap quite heavily. I think the Disruptor should be a micro-intensive AoE unit that has the potential to do a lot of damage (so I think it could use a reduced cost/increased damage), while the Colossus should be reworked to lose its air weakness, lose a lot of range, and make it slighlty faster so it can be micro'ed in battle, and lose some of its damage output. Basically Disruptor = more risk, more reward, and Colossus = less risk (easier to 1a around), less reward
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The Lurker will be literally useless. It's cost to get, the fact that you can move a marine so easily around it's spikes and all spells that can deal with them...... it is there just as an icon in my opinion.
As for the reaver, they already gave the protoss the warp prism range pick-up thingy to help harass and the reaver will never be like in Brood War. NO UNIT WILL BE!
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On November 11 2014 02:34 Moonsalt wrote: The Lurker will be literally useless. It's cost to get, the fact that you can move a marine so easily around it's spikes and all spells that can deal with them...... it is there just as an icon in my opinion.
As for the reaver, they already gave the protoss the warp prism range pick-up thingy to help harass and the reaver will never be like in Brood War. NO UNIT WILL BE! 200 HP = 3 storms.
And I think they'd be even more damaging than in BW because clumping. Hell, maybe it's meant to counter the deathball, especially if it gets hold position back.
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The lurker has 200hp and do 30dmg atm. Default 6range. 9range with an upgrade.
So its a really powerful unit atm.
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I suppose they could balance the reaver by lowering the scarab speed to something like 3-4 and putting it on a timer, so it's possible to run away from it like in Brood War. That seems to be the idea with the disruptor. I think there is some concern the reaver might be too OP in SC2 what with the balling AI. On the other hand Terran got a mostly intact siege tank and also has the widow mine, so I don't see why protoss can't have the reaver.
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