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Swarm Host - LotV

Forum Index > SC2 General
Post a Reply
Ch4lice
Profile Joined October 2015
7 Posts
March 11 2016 17:04 GMT
#1
Hi,

I'm pretty new to sc2, i'm doing hots campaign right now and i got to choose between carrion and creeper strains for SH.

That got me thinking again about the state of this unit on the ladder.
I saw a couple of videos featuring them, with droplords for harass or base/tech snipe.

For sure the meta isn't set in stone and possibly we'll see more use of them with time, but.. Yeah, maybe not anytime soon

Now, i don't think Blizz mentioned anything about the host for a while, as far as i know they don't intend to make any change with it.

I saw some discussions from the community about buffing it one way or another - locus damage, air attack, cost, etc.

What if the SH had the creepers abilities from the campaign?
You wouldn't need to make a tone of them to get some value.
The tunnel would give it good mobility and the creep spread would be handy for harass and support of the main army.

What are your thoughts?
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48326
Dungeontay
Profile Joined December 2015
126 Posts
March 11 2016 17:18 GMT
#2
Probably no bad idea. It just feels like the unit isn't needed anymore. There is no mech you have to counter (which was close to impossible anyway with its huge cooldown on the locust) and in ZvP you focus a lot more on lurkers or T3 tech like broodlords and ultras. I don't know if I am alone with my opinion, but thats just how it feels to me.
Zzz
Charoisaur
Profile Joined August 2014
Germany15883 Posts
March 11 2016 17:25 GMT
#3
I don't think swarmhosts should be forced into the meta when there is no role they need to fill.
Many of the coolest moments in sc2 happen due to worker harassment
redloser
Profile Joined May 2011
Korea (South)1721 Posts
March 11 2016 17:26 GMT
#4
IMO they should just reduce the cooldown of the ability, at the expense of its dps IF they believe it would be op. You should utilize the unit for five minutes or so to do some harassment, and it does not fare well with the lotv's fast gamespeed.
phodacbiet
Profile Joined August 2010
United States1740 Posts
March 11 2016 17:46 GMT
#5
Just make a thread titled "Make Swarmhost viable" and write an essay on why you should be able to make only swarm host like the good old HoTs day. But no, seriously. Swarm host produced some of the worst games in SC2 recorded history.It's like watching 5v5 League but with both teams sitting at their Fountain while watching the creep waves fight. Swarm hosts vs P/T/Z was the reason why HoTs was deader than my grandma. Let's not go back to that.
Beelzebub1
Profile Joined May 2015
1004 Posts
March 11 2016 18:12 GMT
#6
It just needs to be removed from the game pretty much, there is no way a unit with such a long cool down will ever be useful in a fast paced game.

Sucks that instead of tinkering with it the balance team just nerfed it into the ground to get rid of it, but since theres no real role lacking in the Zerg arsenal at this point I'm not really complaining, every race has at least 1 unit that's kinda bad.

Battle Cruisers? x]
Quateras
Profile Joined August 2012
Germany867 Posts
March 11 2016 18:35 GMT
#7
Honestly after all the changes the Swarm Host went through, it should be completely redesigned.
Get rid of spawning free units and make it something completely different.

I saw someone mention swarmhost beeing like a moving on field creep generator of some sort, and i kind of liked that idea a lot actually, seems zergy to me.

Anything with spawnming free units and long range will lead to the same issues we had before and the unfun part of it.
"If you don't know where you are going, you can never get lost."
chipmonklord17
Profile Joined February 2011
United States11944 Posts
March 11 2016 18:38 GMT
#8
I think with a slight cooldown buff players could use them against liberators in the same way protoss players shade adepts into units under liberation zones. The locust would do essentially the same thing, allow players to close distance to units under liberation zones without the units they're using getting hit
ejozl
Profile Joined October 2010
Denmark3340 Posts
March 11 2016 18:43 GMT
#9
It definitely should get something cool, since no amount of stat change will make it suddenly an exciting unit.
Give it like 3 abilities that share cooldown, locusts that burrow move into opponents base and is good vs buildings, broodlings that swarm the battlefield and force splash damage and one that spawns scourge that do pretty okay vs mutas and phoenix. All of these abilities should be terrible costwise, but the utility might make it worth getting.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
March 11 2016 18:46 GMT
#10
Blizzard has bigger problems to solve than making swam hosts viable. While they don't do much right now, they aren't actively a problem.
Beelzebub1
Profile Joined May 2015
1004 Posts
March 11 2016 19:15 GMT
#11
On March 12 2016 03:46 ZigguratOfUr wrote:
Blizzard has bigger problems to solve than making swam hosts viable. While they don't do much right now, they aren't actively a problem.


This x2, shit like better maps, helping Terran late game, helping Protoss take engagements against Lurkers, and better maps.

Did I say better maps twice?

Yea I did, because we need some better maps, Prion and Ulrena are like classic crap Blizzard maps that don't do anything good for balance.
Hexe
Profile Joined August 2014
United States332 Posts
March 11 2016 19:16 GMT
#12
Maybe they just send out 3x4 times the locusts and the locusts just reveal vision until they run out of energy or are killed. I use them for fun in 2s
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