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Zealots were a bit too weak vs Zerglings late game, so I think crackling nerf is fine. Overcharge, I really just want it at 35 energy, it's really the sweet spot I feel. Thors change make it too similar to Liberator. Parasitic Bomb, mb the nerf was needed, but it can still instant kill all, you just need 1.5x the number of Vipers now. Dno why they can't just leave it as strong as it needs to be, while removing the ability to stack. This way we might actually see the Abduct? See the Blinding Cloud? I feel like 2 abilities have been removed, because it's better to just rapid fire click this on everything air. They're really cool spells too.
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Guys, there are no Terrans in SSL and GSL. let's buff Pylons and do some negligable nerfs to Zerg!
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On December 19 2015 09:50 BiiG-Fr wrote: About PO:
0.89s-1 * 30dmg * 15s = 400 dmg (for 25 energy) = 0.89s-1 * 45dmg * 20s = 800 dmg (for 50 energy)
So I wonder what the purpose of this change is when it comes to defend an early aggression with PO?
Waiting out PO is the strongest tactic against it now since it cannot be spammed.
Still, this is a pretty shitty way to go about it. They more or less just made it more extreme.
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On December 19 2015 10:02 ejozl wrote:Show nested quote +On December 19 2015 09:50 BiiG-Fr wrote: About PO:
0.89s-1 * 30dmg * 15s = 400 dmg (for 25 energy) = 0.89s-1 * 45dmg * 20s = 800 dmg (for 50 energy)
So I wonder what the purpose of this change is when it comes to defend an early aggression with PO?
If you kill the Pylon and overkill and defending more places at once. Pylons counter everything Terran now with half the shots. lmao.
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On December 19 2015 09:39 Isarios wrote: =( Please don't nerf Vipers. They keep us from having to deal with incredibly hard to deal with mass air armies, which basically are only beaten more more mass air.
Lol... You dont say?
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United States12231 Posts
Showing MMR. Boy howdy. Talk about a 180 from their WoL stance where they adamantly said it would never, ever happen. Wow, wow, wow.
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MMR pr. race didn't happen yet, did it?
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On December 19 2015 10:07 ejozl wrote: Zealots were a bit too weak vs Zerglings late game, so I think crackling nerf is fine. Overcharge, I really just want it at 35 energy, it's really the sweet spot I feel. Thors change make it too similar to Liberator. Parasitic Bomb, mb the nerf was needed, but it can still instant kill all, you just need 1.5x the number of Vipers now. Dno why they can't just leave it as strong as it needs to be, while removing the ability to stack. This way we might actually see the Abduct? See the Blinding Cloud? I feel like 2 abilities have been removed, because it's better to just rapid fire click this on everything air. They're really cool spells too. This is something I have never understood. Why do the spells absolutely have to be a multiple of 25 ?
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I don't see the thor change actually being OP, the damage would be pretty big, but at the end of the day, thors still suck, wich plays a big factor. Altough I think a tank buff is way more needed to make mech actually playable, but its still a good change.
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If you kill the Pylon and overkill and defending more places at once.
You wont even try to kill a pylon with this kind of dps with an early push, and the mid game defense with 2 or 3 pylons on steroids will be even more insane!
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I know it's just a balance map but nerfing three things the same time for one race is a bit much.
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I really prefered GM and Master being the "same league". Once you hit the top 200 mark you get into GM. Staying rank 1 masters forever really isn't fun for anyone.
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On December 19 2015 10:19 Excalibur_Z wrote: Showing MMR. Boy howdy. Talk about a 180 from their WoL stance where they adamantly said it would never, ever happen. Wow, wow, wow.
the decision making team behind stuff like this is probably a different group of people compared to March 2010. Pardo really had a "keep 'em barefoot and pregnant in the kitchen" type of mindset. As time passes since his departure this kind of mindset amongst Pardo's former underlings at Blizz diminishes,
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You can buff thor anti-air to the moon and I still dont think people woud use them.. Too slow and clunky
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The correct solution to fix early game was to make MSC start with 0 energy. Cause with this patch the spell is weaker at mid-late game, a lot of units can destroy pylons fast..
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On December 19 2015 10:37 StarscreamG1 wrote: The correct solution to fix early game was to make MSC start with 0 energy. Cause with this patch the spell is weaker at mid-late game, a lot of units can the destroy pylons fast.
agreed!
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On December 19 2015 10:21 ejozl wrote: MMR pr. race didn't happen yet, did it?
Not yet, no.
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On December 19 2015 10:19 Excalibur_Z wrote: Showing MMR. Boy howdy. Talk about a 180 from their WoL stance where they adamantly said it would never, ever happen. Wow, wow, wow. Other games forcing their hand.
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On December 19 2015 10:25 BiiG-Fr wrote:You wont even try to kill a pylon with this kind of dps with an early push, and the mid game defense with 2 or 3 pylons on steroids will be even more insane! 2 Pylons for 50 energy did more damage. It's overall a nerf, but like I said they simply made a more extreme version that's weaker in effectiveness but stronger at what it's meant to do (defend early aggression). Still, just waiting out of range is a powerful strat since it can't be spammed now.
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If you really want mech play to be viable, you need incentives. Right now there are multiple counters to mech play yet other areas were nerfed.
There are 2 huge and glaring holes to this. You would need: 1)solid factory AA unit that can double as meatshield for tank that can respond to opposition air addition without having to go back to produce viking/air (hole for viper or broodlotd on Tvz and any stargate in tvp)
2) siege tanks need to hold ground
Maybe thor will fill the belated Aa role; but my worry is that big supply units often need critical number and the power goes down exponentially once down
Second part:siege tank needing to hold ground is big part- right now, siege tank is arguably the weakest siege unit of 3 races it trades most mobility while giving it least splash and firepower. We've seen few lurkers and meatshield front hold its own vs protoss army and others while siege tank is wholly ignored and blinked/charged in.
Solution isn't to give it medivac mobility so it's a glorified widow mine splash giver. Its to actually allow it to hold ground and prevent opponent from rushing in, just like lurker and Disruptor provides in each matchup
In addition to lack of firepower, siege tank had least health of siege units-which I think is right. 200 hp on lurker and Disruptor is bit much since they can take and give damage judt as well. Siege units really should have lower health since they are zoning tool that should hold ground but shouldn't be able to by itself without support. Also, right now, for tvz mech to work, there needs to be anti-viper, but problem is, viper can deal with both air, ground, and high priority target with para bomb, binding cloud, and abduct. In hots, it was balanced due to there being hard counter for it (vikings) to zone out vipers from putting binding cloud, but as of now, viper has lots of utility. Para bomb nerfing won't do much as air units are inherently weak in hp anyway and para bomb biggest strength is its huge aoe radius and stackability in addition to it being hard to tell which unit if affected. Terran air upgrade split affects this as vikings won't be able to kill vipers quickly enough and production is slow to begin with. If air is cleaned up, tank will be free meat to binding/abducts for big time. Same with big 6 supply thor and abduct pick offs.
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