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LotV Design Changes announced - Page 12

Forum Index > SC2 General
907 CommentsPost a Reply
Prev 1 10 11 12 13 14 46 Next All
lastride
Profile Joined April 2014
2390 Posts
August 14 2016 20:57 GMT
#221
Some bw changes there I never liked the fact that sieged tanks could be lifted.
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2016-08-14 20:58:39
August 14 2016 20:58 GMT
#222
On August 15 2016 05:47 Thezzy wrote:
Hmmm, I wonder if this would make Hellion/Viking viable vs Protoss.
Vikings would now be less dangerous to overbuild vs Protoss since they'll wreck anything Mechanical that isn't an Immortal.
Blue Flame Hellbats would deal with any Zealots/Adepts. Colossi would die to Air Vikings.

I do wonder how this changes the early game TvP though.
As it stands, Protoss can still throw quite a few deadly openings that require different responses.

Proxy Oracle
Warp Prism + Adept
7gate Blink
DTs

A Cyclone was a relatively safe multiple use unit to help a defend against Oracles or Warp Prisms.
160 damage over 14 seconds? As if the Oracle or Warp Prism will stick around that long.
I suppose you could build two Cyclones now that they can be Reactored. Would also help against Stalkers.


180 health cyclone that doesn't need tech lab will help terran deal with protoss agression much faster. Also, the fact that the lock only works on air units will allow terran players to amove into an adept drop and have the cyclone auto lock the prism instead of casting it on an adept.

Overall terran changes seem very healthy.

Zerg changes seem uninspired, and protoss changes gimmicky, but as a terran player i'm just glad to see diversity added to terran.
Mnijykmirl
Profile Joined February 2010
United States299 Posts
August 14 2016 20:59 GMT
#223
I hope we see disruptor getting some attention before the end.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2016-08-14 21:04:48
August 14 2016 21:03 GMT
#224
My thoughts on the changes.

Cyclone: 3 out of 5:

Repurposing the Cyclone as a speedy, fragile anti-Armored unit to make them compliment the Hellion is good and all. However, I feel like restricting Lock On to only be an anti-air ability, and to no longer be autocastable is going to permanently damage Mech anti-air, which is desperately needed.

Siege Tank: 4 out of 5:

Buffing the Siege Tank's damage potential overall while simultaneously removing their drop potential can only be a good thing, As somebody who plays Random on ladder and who despises playing against Terran: Fuck Siegeivacs. They are incredibly overpowered, near-impossible to stop without significant anti-air, and turn all vs Terran matchups into a frustratingly cheesy clusterfuck.

However, I feel like the damage buff has been done wrong because of two critical issues:

1. 40 damage to Light will one-shot Zerglings. It's too powerful to justify.
2. The Archon still takes almost half as much damage, unlike in Brood War where it took a full 70 Explosive damage from Siege Tank fire. This is due to the Archon's unique status as a "neither Light nor Armored" unit. This change means that Archons will be able to take 9 hits before dying, as opposed to the 11 hits they could take before. Yet they still took 6 hits to kill back in BW.

Instead, I think their damage needs to be changed to the following:

70 damage (-35 vs Light)


This will allow them to do full damage to Archons. It will also allow them to do full damage to Ravagers without flagging them as Armoured, although Blizzard are doing this because ZvP...

Liberators: 2 out of 5:

Their anti-air potential has already been nerfed to uselessness against Armoured units and established Corruptors, Tempests, Void Rays, Battlecruisers and Vikings as their air-to-air counters. It doesn't need to be nerfed any further because they already suck against Mutalisks unless they've achieved a critical mass.

Thor: 0 out of 5

As far as I'm concerned, the Thor is one of those units that should just be removed from the game outright and replaced with a functional air-counter unit like the Goliath. Its bulky size, slow speed, cumbersome splash damage, and nerfed single target anti-air damage already makes it a shitty counter to air units, and only useful as a high cost meatshield against ground armies. Buffing the splash radius by 20% will just make it capable of hurting a few more mutalisks before they're hard-countered because lolololololol magic box.

This change does not fly well with me, especially when Liberator and Cyclone anti-air potential is being nerfed... TO THE GROUND, BABY!

Banshee: 1 out of 5

While I'll admit that Banshees are underused in later parts of the game, and the upgrade is too far a tech diversion to justify getting, Speedshees have stupidly good mobility with this upgrade which lets them quickly and easily snipe key units and bases.

Instead, I feel like Hyperflight Rotors needs to be removed and Blizzard needs to just not fix units that ain't broke.

Viking: 3 out of 5

Vikings definitely need a buff to their ground form. I'm not sure about making them anti-Armoured though. It basically means that mass Vikings can wipe out Stalkers and Roaches with absolute ease, which is a REALLY bad idea when they can land in a base en masse.

Battlecruiser: 3 out of 5:

And down goes the High Templar's usefulness against Sky Terran.

In all seriousness, this is a somewhat decent idea, but the most restrictive thing about the Battlecruiser is the fact that the Yamato Cannon needs to be unlocked with an upgrade.

Instead, I think they should lock Tactical Jump behind upgrades.

Raven: 3 out of 5

While any buff to the Raven is a good thing, I feel it would be a good unit if Seeker Missiles cost less energy, and didn't fizzle out like an unreliable sack of shit against anything remotely mobile. Instead, Seeker Missiles should perma-lock to their target and progressively chase them down before exploding. This could then lead to midgame Bio/Raven play as a SC2 form of SK Terran, because this time, the Raven would be able to do reliable splash damage, and reliably strong damage against key units like Ultralisks.

Tempest: 4 out of 5:

Nerfing their ground attack range was a must, although I'm not so sure about their Disruption Sphere ability. It seems far too powerful, and has far too long a duration.

Zealot: 0 out of 5:

The Zealot is one of those units that is incredibly powerful and doesn't need a buff at all. Instead, the Adept needs a nerf to ensure its use is only situational rather than replacing the Zealot. Adepts are used over Zealots because they:

1. Are ranged units. Although Zealots deal more DPS per unit, they actually deal less damage overall in most situations because they need to stick to their targets. Also, armour upgrades weaken their melee strikes a lot.
2. Have the exact same effective HP (combined Life and Shields) values and armour typing as a Zealot.
3. Have stupidly powerful mobility and harassment potential off the bat. Zealots have to research theirs.

Carrier: 5 out of 5:

Release Interceptor made them too powerful. It's good to put them back in check, while at the same time nerfing Interceptor cost and allowing Carriers to autobuild them.

Swarm Host: ? out of 5:

This one I can't judge because I never see Swarm Hosts used since their redesign. I personally liked the old design of the Swarm Host better, although I feel like Locusts needed a cost to morph or needed a slightly longer CD to pop than 20 seconds to make the Swarm Hosts temporarily vulnerable, because being able to indefinitely stall entire Protoss and Terran Mech deathballs with just 18 Swarm Hosts was broken.

Ravager: 1 out of 5

While I agree with this change in respect of ZvP and ZvT, I really don't like it with regards to ZvZ.

9 range Lurkers are already overpowered as fuck, and a Lurker line at present cannot be broken without a full-on tech switch to Brood Lords in ZvZ. Flagging the Ravager as an Armoured unit will make them take even more damage from Lurkers, which can already nuke them from existence.

Instead, I feel like the Ravager should retain its unique status as a "neither Light nor Armored" unit, but that Corrosive Bile should be buffed against Biological units instead.

Buffing Corrosive Bile damage to 80 against Biological units will basically mean that Lurkers can be 3-shotted instead of 4-shotted. This will make it easier to break Lurker contains without a Brood Lord tech switch, and improve Ravagers as a counter against Brood Lords.

Hydralisk: 5 out of 5:

Hydralisks need a speed buff both on and off creep, and they also need a range buff to increase their viability as core units. Personally though, I would have added a +biological damage modifier to their attack instead, to make them more useful against Terran bio, Zealots, and Mutalisks.

Baneling: 1 out of 5

This is another classic example of Blizzard fixing what ain't broke. Banelings are still a very good unit, and are one that force micro. Buffing their HP will only lead to more heavily Zerg favoured midgames.

Infestor: 4 out of 5

Allowing Infestors to use all their abilities whilst burrowed is a great idea, because this can once again make Neural Parasite viable, and adds a stealth element to using Fungal Growth.

However, I'm not so sure if I agree with Deep Tunnel as an ability. It feels overpowered, like you can just get vision, tunnel full energy Infestor hit squads into the enemy base, and stealth Fungal entire mineral lines to death.

Brood Lord: 5 out of 5:

This change is very well-justified, and might actually make Brood Lords counterable by ground forces. Where were these kinds of intelligent balance changes back in the Wings of Liberty days.

And some other unit issues that Blizzard should have addressed
  • Marauders - Splitting their attack into two was the dumbest decision David Kim ever made. It basically means that Armoured units, which intrinsically have more Armour, counter them, rather than the other way around.
  • Ultralisks - Ultralisks were fine back in Brood War, Wings of Liberty and Heart of the Swarm. Adding a +2 armour buff to Chitinous Plating has basically killed the viability of Terran and Protoss late game, because nothing short of mass air, mass Immortals or mass Lurkers can take down fully upgraded Ultralisks.
  • The drop/harassment meta. Blizzard made so many changes to how dropships work, that it's almost impossible to shut down or prevent drop harassment strategies. Medivac boost was one of those dumbass ideas from HotS which basically made Blink Stalker play in PvT mandatory to prevent a doom drop from outright killing you. Also, Overlord drop changes in LotV have basically made ling/bane drop cheese builds abrurdly overpowered because of their ability to outright bypass defensive positions. Oh, and don't even get me started on the new Warp Prism which can pick up units from range and flee danger easily as a result.
Kerence
Profile Joined May 2011
Sweden1817 Posts
August 14 2016 21:08 GMT
#225
Oh hey, actual big changes instead of just small balance ones. This could be good going forward.
I am here in the shadows.
Lexender
Profile Joined September 2013
Mexico2627 Posts
August 14 2016 21:17 GMT
#226
On August 15 2016 05:58 JackONeill wrote:
Show nested quote +
On August 15 2016 05:47 Thezzy wrote:
Hmmm, I wonder if this would make Hellion/Viking viable vs Protoss.
Vikings would now be less dangerous to overbuild vs Protoss since they'll wreck anything Mechanical that isn't an Immortal.
Blue Flame Hellbats would deal with any Zealots/Adepts. Colossi would die to Air Vikings.

I do wonder how this changes the early game TvP though.
As it stands, Protoss can still throw quite a few deadly openings that require different responses.

Proxy Oracle
Warp Prism + Adept
7gate Blink
DTs

A Cyclone was a relatively safe multiple use unit to help a defend against Oracles or Warp Prisms.
160 damage over 14 seconds? As if the Oracle or Warp Prism will stick around that long.
I suppose you could build two Cyclones now that they can be Reactored. Would also help against Stalkers.


180 health cyclone that doesn't need tech lab will help terran deal with protoss agression much faster. Also, the fact that the lock only works on air units will allow terran players to amove into an adept drop and have the cyclone auto lock the prism instead of casting it on an adept.

Overall terran changes seem very healthy.

Zerg changes seem uninspired, and protoss changes gimmicky, but as a terran player i'm just glad to see diversity added to terran.


Lock on will no longer be auto casted.
mikedebo
Profile Joined December 2010
Canada4341 Posts
August 14 2016 21:20 GMT
#227
Wow did Avilo get a job at Blizzard?
I NEED A PHOTOSYNTHESIS! ||| 'airtoss' is an anagram of 'artosis' ||| SANGHOOOOOO ||| "No Korea? No problem. I have internet." -- Stardust
Nebuchad
Profile Blog Joined December 2012
Switzerland12154 Posts
August 14 2016 21:22 GMT
#228
On August 15 2016 03:12 Solar424 wrote:
Nothing satisfies this man


If he doesn't find something wrong to say about Blizzard, he loses half his audience.
No will to live, no wish to die
Gullis
Profile Joined April 2012
Sweden740 Posts
Last Edited: 2016-08-14 21:33:35
August 14 2016 21:27 GMT
#229
He is sitting on his stream playing hallelujah music.
he seems pretty happy to me.
I would rather eat than see my children starve.
Blargh
Profile Joined September 2010
United States2101 Posts
August 14 2016 21:30 GMT
#230
But, why aren't adepts being changed?? I don't know why anyone would defend the adept. They are way too annoying of a unit.
bjornkavist
Profile Blog Joined June 2009
Canada1235 Posts
August 14 2016 21:33 GMT
#231
Make Seeker missles controllable, would be like SC2 scourge
https://soundcloud.com/bbols
seemsgood
Profile Joined January 2016
5527 Posts
August 14 2016 21:33 GMT
#232
HOLY SHIT HOLY SHIT HOLY SHIT!!!
I WAS LATE!!!!!
Hier
Profile Blog Joined November 2009
2391 Posts
August 14 2016 21:36 GMT
#233
The baneling change really seems to be one of the most drastic, and thus influential.
"But on a more serious note..." -everyone on this forum at some point.
ilikeredheads
Profile Joined August 2011
Canada1995 Posts
August 14 2016 21:38 GMT
#234
No changes to Adepts, Warp Prism, and Ultras

Blizzard pls.

Blargh
Profile Joined September 2010
United States2101 Posts
August 14 2016 21:39 GMT
#235
On August 15 2016 06:38 ilikeredheads wrote:
No changes to Adepts, Warp Prism, and Ultras

Blizzard pls.


It's sort of humorous, the units that people have the most complaints about don't even get a change.

Maybe they are going to try to make all the units as bad as those \o/
Skrita
Profile Joined May 2011
Czech Republic55 Posts
August 14 2016 21:40 GMT
#236
Buffing tanks and removing tankivacs. Is this a dream?
Elentos
Profile Blog Joined February 2015
55510 Posts
August 14 2016 21:43 GMT
#237
On August 15 2016 06:30 Blargh wrote:
But, why aren't adepts being changed?? I don't know why anyone would defend the adept. They are way too annoying of a unit.

Dayvie said they wanted to improve answers to adepts (tanks, banelings) rather than flatly making adepts worse
Every 60 seconds in Africa, a minute passes.
Dungeontay
Profile Joined December 2015
126 Posts
August 14 2016 21:48 GMT
#238
WHY?? WHY WOULD YOU BRING BACK THE MECH, STALEMATE CANCER?????
i mean, you cant even pick up your tanks as a bio player, to at least have that advantage against you meching opponent. Also making such huge revamps after 1 year already is just really blizzard looking insecure as fuck about what they do.

I guess the "sit back and let things develope first" talk isnt a thing anymore.
but really, why would you want to make bio unplayable and bring back boring stalemate games...

really didnt see anything positive about this changes
Zzz
Charoisaur
Profile Joined August 2014
Germany15918 Posts
August 14 2016 21:55 GMT
#239
On August 15 2016 06:30 Blargh wrote:
But, why aren't adepts being changed?? I don't know why anyone would defend the adept. They are way too annoying of a unit.

I like adepts I think they are a really fun unit.
Just the 2 base 8 gate adept allin is maybe slightly too strong.
Many of the coolest moments in sc2 happen due to worker harassment
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 14 2016 22:05 GMT
#240
Repurposing the Cyclone as a speedy, fragile anti-Armored unit to make them compliment the Hellion is good and all. However, I feel like restricting Lock On to only be an anti-air ability, and to no longer be autocastable is going to permanently damage Mech anti-air, which is desperately needed.

mech anti air after these changes:

- Thor - anti-light and anti-armored mode. Just fat and high health pool

- Liberators (easy anti air) with siege single-target attack mode

- vikings anti-armored in air and anti-mechanical on ground

- battlecruisers - 500 damage yamato and basic attacks + global blink

- widow mines for ambushes, traps or other stuff. Great damage vs protoss
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