• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:39
CET 20:39
KST 04:39
  • 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
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!40$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
StarCraft, SC2, HotS, WC3, Returning to Blizzcon! Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1694 users

LotV post-DH reactions - Page 12

Forum Index > SC2 General
Post a Reply
Prev 1 10 11 12 13 14 19 Next All
Kenny_mk
Profile Joined May 2015
50 Posts
November 30 2015 11:12 GMT
#221
On November 30 2015 19:44 deacon.frost wrote:

People have different styles and tastes. Right now the game is bad for me to play and I hate the map pool with an endless rage. I also feel like an idiot when I have to build pylons for defense... that's the most stupid thing in SC2 I have encountered and I played against mass warhounds. Also slower start would be cool(maybe 10 workers?)



Well yes,it's just i found it sad some people might leave cause i don't think we will get as many player in return..

And i have to agree the map pool make things a little random(since some maps are really race favored,and this depend of the match up so you can't vet..),im not a fan either..

And although i like the new overcharge (mb bit strong,but i don't feel it's that much), i think you should be able to spell it on the nexus too.. it should not be that strong since a part of the range will overlap with the nexus, and most of time it's not the best area to cover.. But yeah losing because you forgot to put a pylon at the back of your mineral line is pretty raging..
KOtical
Profile Joined January 2011
Germany451 Posts
November 30 2015 11:29 GMT
#222
On November 30 2015 20:12 Kenny_mk wrote:
Show nested quote +
On November 30 2015 19:44 deacon.frost wrote:

People have different styles and tastes. Right now the game is bad for me to play and I hate the map pool with an endless rage. I also feel like an idiot when I have to build pylons for defense... that's the most stupid thing in SC2 I have encountered and I played against mass warhounds. Also slower start would be cool(maybe 10 workers?)



Well yes,it's just i found it sad some people might leave cause i don't think we will get as many player in return..

And i have to agree the map pool make things a little random(since some maps are really race favored,and this depend of the match up so you can't vet..),im not a fan either..

And although i like the new overcharge (mb bit strong,but i don't feel it's that much), i think you should be able to spell it on the nexus too.. it should not be that strong since a part of the range will overlap with the nexus, and most of time it's not the best area to cover.. But yeah losing because you forgot to put a pylon at the back of your mineral line is pretty raging..


i totally disagree with your oppionon that you should be able to spell overcharge on nexus... with the high dmg output it got its absolutly dumb to put it on nexi, coz u cant kill a nexus as fast as u can kill pylons... that would totally break the game. also if u feel bad about losing a game coz u forgot to put a pylon near ur mineral line, tbh thats like the easiest thing to fix, by just building the damn pylon... protoss player first world problems...
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
November 30 2015 11:32 GMT
#223
On November 30 2015 20:12 Kenny_mk wrote:
Show nested quote +
On November 30 2015 19:44 deacon.frost wrote:

People have different styles and tastes. Right now the game is bad for me to play and I hate the map pool with an endless rage. I also feel like an idiot when I have to build pylons for defense... that's the most stupid thing in SC2 I have encountered and I played against mass warhounds. Also slower start would be cool(maybe 10 workers?)



Well yes,it's just i found it sad some people might leave cause i don't think we will get as many player in return..

And i have to agree the map pool make things a little random(since some maps are really race favored,and this depend of the match up so you can't vet..),im not a fan either..

And although i like the new overcharge (mb bit strong,but i don't feel it's that much), i think you should be able to spell it on the nexus too.. it should not be that strong since a part of the range will overlap with the nexus, and most of time it's not the best area to cover.. But yeah losing because you forgot to put a pylon at the back of your mineral line is pretty raging..

Using pylons for defense is just wrong. I don't like it, that doesn't make any sense. That's why Protoss has photon cannons. It's raping the lore and the game. I didn't like nexus overcharge but at least I didn't feel that it was forced. I was - OK, so nexus now has some cannons, why not, it's a big building and they learned a lesson from Terrans(PF). But pylon? PYLON? Really? That's like Indiana Jones in pyjamas the whole movie. Doing his taxes. In January. With a smile.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
Last Edited: 2015-11-30 11:38:54
November 30 2015 11:38 GMT
#224
PvP stalker/disruptor is what troubled me the most !

I think Disruptors should have energy, each shot costing 100, but a very fast regeneration rate, making it work in similar strength to the current CD but less spam-able, easier to read visually, and more interesting since you can either have double shots, or be baited into being 'starved' rather than just firing once every x seconds. This will make having fewer disruptors more valuable as they can reach 200/200 energy. Spamming multiple disruptors is still strong because you can fire more shots. Careless usage of this would punished though, because you'd have dead supply for a while until energy is back up to 100.

Energy units are neglected in the current design, which is sad. While they sometimes seem OP, Energy is great design compared to flat Cooldowns, and it would be a very conservative step compared to reworking other units in order to fight stalker/disruptor !!
Team Liquid
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 30 2015 11:43 GMT
#225
My top to fix list.
1st Map pool, give us boring, stable 7 standard maps so we can get a decent idea of the balance of each race.
2nd Rework a few units from all races to give them all stronger ground to air anti-air and make GtA the strongest form of AA.
3rd Add a medium armor tag and rework a few units as appropriate.
4th Revisit Ultralisks and their counters, especially in ZvT. Feels wrong to have only one decent counter, ideally all units for all races should have at least 2 and at most 3 counters (not hard counters). Its even more absurd that the late game air units like BCs and Carriers can hardly tickle Ultras and the only reason BCs could be decent is Yamato.
5th Adepts are way too efficient at killing workers and too difficult to stop.
6th Disrupters are very stupid in PvP and need a change. It produces boring games in the sense that the damage potential is so large that no one dares to commit to an actual engagement. Kind of like mech vs SH, the chance of failure was high enough that it discouraged mech from moving out instead of encouraging it to push forward, except this produces faster games. Overall result will be about the same in a few months from now, everyone will hate watching it.
7th Ravagers shouldn't be just hatch tech.
8th Nydus is still stupid and needs to lose the invincibility tag.
9th Liberators might need some tweaks, not sure witch, perhaps making them require a tech lab to start.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
November 30 2015 11:43 GMT
#226
On November 30 2015 20:38 Liquid`Snute wrote:
PvP stalker/disruptor is what troubled me the most !

I think Disruptors should have energy, each shot costing 100, but a very fast regeneration rate, making it work in similar strength to the current CD but less spam-able, easier to read visually, and more interesting since you can either have double shots, or be baited into being 'starved' rather than just firing once every x seconds. This will make having fewer disruptors more valuable as they can reach 200/200 energy. Spamming multiple disruptors is still strong because you can fire more shots. Careless usage of this would punished though, because you'd have dead supply for a while until energy is back up to 100.

Energy units are neglected in the current design, which is sad. While they sometimes seem OP, Energy is great design compared to flat Cooldowns, and it would be a very conservative step compared to reworking other units in order to fight stalker/disruptor !!

Also feedback dance (with Templars in Prism because of the movement speed)
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
KOtical
Profile Joined January 2011
Germany451 Posts
November 30 2015 11:43 GMT
#227
On November 30 2015 20:38 Liquid`Snute wrote:
PvP stalker/disruptor is what troubled me the most !

I think Disruptors should have energy, each shot costing 100, but a very fast regeneration rate, making it work in similar strength to the current CD but less spam-able, easier to read visually, and more interesting since you can either have double shots, or be baited into being 'starved' rather than just firing once every x seconds. This will make having fewer disruptors more valuable as they can reach 200/200 energy. Spamming multiple disruptors is still strong because you can fire more shots. Careless usage of this would punished though, because you'd have dead supply for a while until energy is back up to 100.

Energy units are neglected in the current design, which is sad. While they sometimes seem OP, Energy is great design compared to flat Cooldowns, and it would be a very conservative step compared to reworking other units in order to fight stalker/disruptor !!


agree, and btw good job commentaring snute! topic: stalker disruptor definitly needs a change... but i dont think energy costs on disruptors would change that much. high templars are way to slow to counter disruptors (with feedbacks then)
Elentos
Profile Blog Joined February 2015
55555 Posts
November 30 2015 11:45 GMT
#228
On November 30 2015 20:38 Liquid`Snute wrote:
PvP stalker/disruptor is what troubled me the most !

I think Disruptors should have energy, each shot costing 100, but a very fast regeneration rate, making it work in similar strength to the current CD but less spam-able, easier to read visually, and more interesting since you can either have double shots, or be baited into being 'starved' rather than just firing once every x seconds. This will make having fewer disruptors more valuable as they can reach 200/200 energy. Spamming multiple disruptors is still strong because you can fire more shots. Careless usage of this would punished though, because you'd have dead supply for a while until energy is back up to 100.

Energy units are neglected in the current design, which is sad. While they sometimes seem OP, Energy is great design compared to flat Cooldowns, and it would be a very conservative step compared to reworking other units in order to fight stalker/disruptor !!

But then you add another component to the dance, namely Feedback, no? I think this makes it even more difficult to control, because one moment of inattentiveness, one missed flank, and all your disruptors are suddenly useless (if not dead).
Every 60 seconds in Africa, a minute passes.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
November 30 2015 11:50 GMT
#229
On November 30 2015 20:45 Elentos wrote:
Show nested quote +
On November 30 2015 20:38 Liquid`Snute wrote:
PvP stalker/disruptor is what troubled me the most !

I think Disruptors should have energy, each shot costing 100, but a very fast regeneration rate, making it work in similar strength to the current CD but less spam-able, easier to read visually, and more interesting since you can either have double shots, or be baited into being 'starved' rather than just firing once every x seconds. This will make having fewer disruptors more valuable as they can reach 200/200 energy. Spamming multiple disruptors is still strong because you can fire more shots. Careless usage of this would punished though, because you'd have dead supply for a while until energy is back up to 100.

Energy units are neglected in the current design, which is sad. While they sometimes seem OP, Energy is great design compared to flat Cooldowns, and it would be a very conservative step compared to reworking other units in order to fight stalker/disruptor !!

But then you add another component to the dance, namely Feedback, no? I think this makes it even more difficult to control, because one moment of inattentiveness, one missed flank, and all your disruptors are suddenly useless (if not dead).

Ghost - templar dance is similar. You cannot EMP templars in Warp prisms the same way you cannot feedback balls of doom in Warp Prism
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Elentos
Profile Blog Joined February 2015
55555 Posts
November 30 2015 11:58 GMT
#230
On November 30 2015 20:50 deacon.frost wrote:
Show nested quote +
On November 30 2015 20:45 Elentos wrote:
On November 30 2015 20:38 Liquid`Snute wrote:
PvP stalker/disruptor is what troubled me the most !

I think Disruptors should have energy, each shot costing 100, but a very fast regeneration rate, making it work in similar strength to the current CD but less spam-able, easier to read visually, and more interesting since you can either have double shots, or be baited into being 'starved' rather than just firing once every x seconds. This will make having fewer disruptors more valuable as they can reach 200/200 energy. Spamming multiple disruptors is still strong because you can fire more shots. Careless usage of this would punished though, because you'd have dead supply for a while until energy is back up to 100.

Energy units are neglected in the current design, which is sad. While they sometimes seem OP, Energy is great design compared to flat Cooldowns, and it would be a very conservative step compared to reworking other units in order to fight stalker/disruptor !!

But then you add another component to the dance, namely Feedback, no? I think this makes it even more difficult to control, because one moment of inattentiveness, one missed flank, and all your disruptors are suddenly useless (if not dead).

Ghost - templar dance is similar. You cannot EMP templars in Warp prisms the same way you cannot feedback balls of doom in Warp Prism

Yeah but you need like 5+ disruptors in lategame PvP no? 3 warp prisms for your balls and 1 for your own templar?
Every 60 seconds in Africa, a minute passes.
Big J
Profile Joined March 2011
Austria16289 Posts
November 30 2015 11:58 GMT
#231
On November 30 2015 20:45 Elentos wrote:
Show nested quote +
On November 30 2015 20:38 Liquid`Snute wrote:
PvP stalker/disruptor is what troubled me the most !

I think Disruptors should have energy, each shot costing 100, but a very fast regeneration rate, making it work in similar strength to the current CD but less spam-able, easier to read visually, and more interesting since you can either have double shots, or be baited into being 'starved' rather than just firing once every x seconds. This will make having fewer disruptors more valuable as they can reach 200/200 energy. Spamming multiple disruptors is still strong because you can fire more shots. Careless usage of this would punished though, because you'd have dead supply for a while until energy is back up to 100.

Energy units are neglected in the current design, which is sad. While they sometimes seem OP, Energy is great design compared to flat Cooldowns, and it would be a very conservative step compared to reworking other units in order to fight stalker/disruptor !!

But then you add another component to the dance, namely Feedback, no? I think this makes it even more difficult to control, because one moment of inattentiveness, one missed flank, and all your disruptors are suddenly useless (if not dead).


Ghosts...

also it depends a lot on the numbers whether this introduces a good dynamic to begin with. Theo suggested something similar with charges in the beta and I did the math and it was kind of meh, Disruptors would still be able to combat constantly for 4-5mins before running out of regenerating charges.

Also I'm not sure we want them to have double shots...
Elentos
Profile Blog Joined February 2015
55555 Posts
November 30 2015 12:06 GMT
#232
On November 30 2015 20:58 Big J wrote:
Show nested quote +
On November 30 2015 20:45 Elentos wrote:
On November 30 2015 20:38 Liquid`Snute wrote:
PvP stalker/disruptor is what troubled me the most !

I think Disruptors should have energy, each shot costing 100, but a very fast regeneration rate, making it work in similar strength to the current CD but less spam-able, easier to read visually, and more interesting since you can either have double shots, or be baited into being 'starved' rather than just firing once every x seconds. This will make having fewer disruptors more valuable as they can reach 200/200 energy. Spamming multiple disruptors is still strong because you can fire more shots. Careless usage of this would punished though, because you'd have dead supply for a while until energy is back up to 100.

Energy units are neglected in the current design, which is sad. While they sometimes seem OP, Energy is great design compared to flat Cooldowns, and it would be a very conservative step compared to reworking other units in order to fight stalker/disruptor !!

But then you add another component to the dance, namely Feedback, no? I think this makes it even more difficult to control, because one moment of inattentiveness, one missed flank, and all your disruptors are suddenly useless (if not dead).


Ghosts...

also it depends a lot on the numbers whether this introduces a good dynamic to begin with. Theo suggested something similar with charges in the beta and I did the math and it was kind of meh, Disruptors would still be able to combat constantly for 4-5mins before running out of regenerating charges.

Also I'm not sure we want them to have double shots...

Specifically in PvP I don't see a lot of ghosts.

Honestly even if they had energy, I'm not sure if it's better to intentionally EMP disruptors or just EMP everything you can hit and dodge/focus down disruptors. People who prefer playing without ghosts probably still wouldn't make them if disruptors had energy.
Every 60 seconds in Africa, a minute passes.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-11-30 12:08:59
November 30 2015 12:08 GMT
#233
On November 30 2015 21:06 Elentos wrote:
Show nested quote +
On November 30 2015 20:58 Big J wrote:
On November 30 2015 20:45 Elentos wrote:
On November 30 2015 20:38 Liquid`Snute wrote:
PvP stalker/disruptor is what troubled me the most !

I think Disruptors should have energy, each shot costing 100, but a very fast regeneration rate, making it work in similar strength to the current CD but less spam-able, easier to read visually, and more interesting since you can either have double shots, or be baited into being 'starved' rather than just firing once every x seconds. This will make having fewer disruptors more valuable as they can reach 200/200 energy. Spamming multiple disruptors is still strong because you can fire more shots. Careless usage of this would punished though, because you'd have dead supply for a while until energy is back up to 100.

Energy units are neglected in the current design, which is sad. While they sometimes seem OP, Energy is great design compared to flat Cooldowns, and it would be a very conservative step compared to reworking other units in order to fight stalker/disruptor !!

But then you add another component to the dance, namely Feedback, no? I think this makes it even more difficult to control, because one moment of inattentiveness, one missed flank, and all your disruptors are suddenly useless (if not dead).


Ghosts...

also it depends a lot on the numbers whether this introduces a good dynamic to begin with. Theo suggested something similar with charges in the beta and I did the math and it was kind of meh, Disruptors would still be able to combat constantly for 4-5mins before running out of regenerating charges.

Also I'm not sure we want them to have double shots...

Specifically in PvP I don't see a lot of ghosts.

Honestly even if they had energy, I'm not sure if it's better to intentionally EMP disruptors or just EMP everything you can hit and dodge/focus down disruptors. People who prefer playing without ghosts probably still wouldn't make them if disruptors had energy.


yeah, but if you hit everything you are also going to hit disruptors with it for shield damange and energy. Having Protoss splash rely on mainly energy units doesn't sound like a very robust design too me with the ghost/bio dynamic in the game.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
November 30 2015 12:13 GMT
#234
At any rate it's pretty obvious that attacking into stalker/disruptor using stalker/disruptor so far has proved to be too stale imo. The balls are too frequent and risk-free to send off, and not enough ways to find ground.

Compare it to the Zerg infestor - if you run in with it and fungal something to lock it in place, most of the time the infestor will either die or be paperweight for ~40 seconds. Disruptor stand-off is basically infinite and blink cooldown is always there. PS. the infestor is also capable of double shots, that doesn't exactly make it super OP because after that, it's just not very useful.

The current PvP meta we saw was basically a display of what happens when you design RTS and put both teleport and delayed aoe damage on ridicilously short cooldowns instead making them energy abilities with limited use over time.

As much as people like to be able to skillfully preserve units forever, the design should promote units to eventually die in battles. Using energy is a fantastic tool to shape that tension over time ~

And if changing the disruptor makes it too weak in PvT vs bio, perhaps the gateway units or colo/immortal should get a buff instead of revolving the design around pinning everything on the disruptor. It seemingly can be quite all-or-nothing already ...
Team Liquid
PepperMintTea
Profile Joined November 2015
187 Posts
November 30 2015 12:17 GMT
#235
Snute do you have a direct line to the Blizzard SC2 team because I think all of these suggestions are fantastic and I hope DK and the rest take it into consideration.
Elentos
Profile Blog Joined February 2015
55555 Posts
November 30 2015 12:19 GMT
#236
I'm not sure if it's because of the marauder nerf or the general strength of the adept but gateway units already feel a lot stronger in TvP than ever before IMO. And any gateway buff is always going to be used for all-ins first. So I'd like them to buff something else if they had to in that case.
Every 60 seconds in Africa, a minute passes.
Big J
Profile Joined March 2011
Austria16289 Posts
November 30 2015 12:28 GMT
#237
On November 30 2015 21:13 Liquid`Snute wrote:
At any rate it's pretty obvious that attacking into stalker/disruptor using stalker/disruptor so far has proved to be too stale imo. The balls are too frequent and risk-free to send off, and not enough ways to find ground.

Compare it to the Zerg infestor - if you run in with it and fungal something to lock it in place, most of the time the infestor will either die or be paperweight for ~40 seconds. Disruptor stand-off is basically infinite and blink cooldown is always there. PS. the infestor is also capable of double shots, that doesn't exactly make it super OP because after that, it's just not very useful.

The current PvP meta we saw was basically a display of what happens when you design RTS and put both teleport and delayed aoe damage on ridicilously short cooldowns instead making them energy abilities with limited use over time.

As much as people like to be able to skillfully preserve units forever, the design should promote units to eventually die in battles. Using energy is a fantastic tool to shape that tension over time ~


And if changing the disruptor makes it too weak in PvT vs bio, perhaps the gateway units or colo/immortal should get a buff instead of revolving the design around pinning everything on the disruptor. It seemingly can be quite all-or-nothing already ...


I agree, but you are cutting into fundamental problems of disruptor design with frequent, massive damage to balance out a dodgeable shot and fundamental Protoss design decisions with high HP/low damage units with shields, blink, forcefield, recall, 6range prism pickups and whatnot.

People have voiced that opinion about disruptors being way too hit or miss since its introduction, the unit would need a fundamental different basic dynamic. You can play around with energy and fast energy regeneration, charges, cooldowns and whatnot, but at the end of the day it is probably going to stay a unit that either is played and dodged for an eternity (because blink is going to stay), or not played at all like the swarm host after its design-change that was done with a similar argumentation.
Wrath
Profile Blog Joined July 2014
3174 Posts
November 30 2015 12:30 GMT
#238
On November 30 2015 21:13 Liquid`Snute wrote:
At any rate it's pretty obvious that attacking into stalker/disruptor using stalker/disruptor so far has proved to be too stale imo. The balls are too frequent and risk-free to send off, and not enough ways to find ground.

Compare it to the Zerg infestor - if you run in with it and fungal something to lock it in place, most of the time the infestor will either die or be paperweight for ~40 seconds. Disruptor stand-off is basically infinite and blink cooldown is always there. PS. the infestor is also capable of double shots, that doesn't exactly make it super OP because after that, it's just not very useful.

The current PvP meta we saw was basically a display of what happens when you design RTS and put both teleport and delayed aoe damage on ridicilously short cooldowns instead making them energy abilities with limited use over time.

As much as people like to be able to skillfully preserve units forever, the design should promote units to eventually die in battles. Using energy is a fantastic tool to shape that tension over time ~

And if changing the disruptor makes it too weak in PvT vs bio, perhaps the gateway units or colo/immortal should get a buff instead of revolving the design around pinning everything on the disruptor. It seemingly can be quite all-or-nothing already ...


Regarding the stalemate, it is the disruptor fault not Stalkers blink. So if we need to focus on something it has to be on Disruptors. Now why disruptors are making such huge impact? Reason is their shot deals super heavy damage. Should it be nerfed? I think not yet. But what could be changed is how the shot work, it should explode on touch with enemy units. Phasing the shot into enemy units to force the highest damage is what forcing the blink retreat tactic to react and causing the stalemate.

This needs to be changed then we may see counter micro to sacrifice a unit to bare the Disruptor shot and give opportunity for the army to attack.
KOtical
Profile Joined January 2011
Germany451 Posts
November 30 2015 12:47 GMT
#239
i wonder why nobody did use the oracle traps in combination with disruptors, could be super strong, but i guess theyll need to snipe observers before...
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 30 2015 12:49 GMT
#240
Snute's energy idea for Disrupters is pretty neat and something I hadn't considered. Definitely something Blizzard should take into consideration sometime down the line.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Prev 1 10 11 12 13 14 19 Next All
Please log in or register to reply.
Live Events Refresh
LAN Event
18:00
Stellar Fest: Day 2
Lambo vs Clem
Scarlett vs TriGGeR
ByuN vs TBD
Zoun vs TBD
ComeBackTV 933
UrsaTVCanada647
IndyStarCraft 225
EnkiAlexander 59
Liquipedia
IPSL
18:00
Ro24 Group B
dxtr13 vs OldBoy
Napoleon vs Doodle
Liquipedia
PSISTORM Gaming Misc
16:55
FSL teamleague IC vs RR week17
Freeedom29
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 225
ROOTCatZ 221
BRAT_OK 80
MindelVK 34
Railgan 21
UpATreeSC 13
StarCraft: Brood War
Sea 2313
EffOrt 310
Hyun 78
Backho 55
Rock 35
HiyA 17
Dota 2
qojqva3585
League of Legends
KnowMe112
Counter-Strike
kRYSTAL_35
Heroes of the Storm
Khaldor322
Liquid`Hasu265
Other Games
Grubby1993
Beastyqt792
Fuzer 221
ArmadaUGS156
mouzStarbuck87
goatrope64
Trikslyr35
Organizations
Other Games
gamesdonequick642
Counter-Strike
PGL148
Other Games
BasetradeTV61
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• printf 54
• davetesta19
• StrangeGG 15
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• Airneanach51
• HerbMon 30
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2574
• Ler98
• lizZardDota256
League of Legends
• Nemesis3760
• imaqtpie2204
Other Games
• Shiphtur282
• tFFMrPink 12
Upcoming Events
BSL 21
22m
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
Replay Cast
3h 22m
Sparkling Tuna Cup
14h 22m
WardiTV Korean Royale
16h 22m
LAN Event
19h 22m
IPSL
22h 22m
JDConan vs WIZARD
WolFix vs Cross
BSL 21
1d
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d 13h
Wardi Open
1d 16h
WardiTV Korean Royale
2 days
[ Show More ]
Replay Cast
3 days
Kung Fu Cup
3 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.