On August 15 2016 18:21 WhosQuany wrote: .. Dark Templar:
Don't know about giving them "Blink" doesn't feel right
How about not having a Dark Shrine for the requirement of Dark Templar
Remove Dark Shrine like in BW Dark Templar can be built from Templar Archives
this way an you never now if a Protoss is going Storm or getting Dark Templar or both ..
Joking.... right? DT is such a bullshit unit and can simply win the game on the spot just because the opponent lack detection. With lower requirements you better just build turrents everywhere because you never know if he may build one and you lack energy for scans.
I thought cyclones would be changed to counter ultras. What is the dps a 3-3 cyclone would have against a 7-3 ultra now?
If you are considering situation where ultras have +3 armor and chitinous plating then cyclones will do 5 dps vs ultras without +3 attack, and 10 dps with +3 attack. Yeah, cyclones won't counter ultras, but for this task you will have tanks and liberators, and ghosts.
First reaction is hype. Most hype since WoL was announced probably Never thought they would go ahead and make huge changes like these.
Then after a careful read... Feels like protoss gets the shaft yet again, with terran and zergs buffs across the board while toss gets blink DTs (lolwat) and slightly faster zealots. People hate DTs already, and giving a gimmick unit a gimmick ability is redundant. Tempests get a new ability that replaces the long range attack vs ground, which means their role stays the exact same.
With buffed tanks, cyclones, hydras and banes... Blink DTs is not what protoss needs. What protoss needs is the shade ability for zealots.
Edit: Oh yeah cyclone numbers will be tweaked no doubt, so they aren't blatantly OP. Probably also increase the cost.
Then after a careful read... Feels like protoss gets the shaft yet again, with terran and zergs buffs across the board while toss gets blink DTs (lolwat) and slightly faster zealots. People hate DTs already, and giving a gimmick unit a gimmick ability is redundant. Tempests get a new ability that replaces the long range attack vs ground, which means their role stays the exact same.
DT blink isn't a gimmick. It's essentially a way to maintain your DTs even if the Terran scanned your stuff. Basically making DTs not a one-trick-pony anymore.
Just a quick note that I don't think anyone's mentioned yet. The Thor splash radius increase means that it will hit multiple mutas even if they are magic boxed. I remember getting curious and testing a similar change back in WOL, and 3 thors could take on ~20 magic boxed mutas. So that's a pretty big buff against muta/ling, especially with tanks one-shotting zerglings. Won't help at all against broodlords or vipers though.
On August 15 2016 19:21 TheWildShooter wrote: It's funny how no one noticed that cyclones are getting insane buffs, which in current version will make this unit OP.
I'm just gonna summarize some of the most important changes of Cyclone:
OLD -> NEW Supply: 4 -> 3 HP: 120 -> 180 Range: 5 -> 6 DPS: 18 -> 30 (+30 vs armored)
As for DPS, even Liberators in defender mode have 53,125 DPS, and they want to give Cyclone 60 DPS vs armored.
And they can be reactored... #LegacyOfTheJoke
P.S. numbers for DPS are given in Blizzard seconds
While I don't doubt you that the new Cyclone is most likely too powerful, the power of the old Cyclone came solely from the Lock-On ability which is now removed vs Ground. First of all this needs to be tested first, but I would prefer weaker numbers and then give them turret-tracking, like Immortals and Siege Tanks.
On August 15 2016 19:43 StatixEx wrote: all these changes are great when a player just won a major tourney building nothing but lings and banes and counter attacking . . LOL,
Then after a careful read... Feels like protoss gets the shaft yet again, with terran and zergs buffs across the board while toss gets blink DTs (lolwat) and slightly faster zealots. People hate DTs already, and giving a gimmick unit a gimmick ability is redundant. Tempests get a new ability that replaces the long range attack vs ground, which means their role stays the exact same.
DT blink isn't a gimmick. It's essentially a way to maintain your DTs even if the Terran scanned your stuff. Basically making DTs not a one-trick-pony anymore.
Dt+WP achieves that goal with more skill involved.
I dont like this. I dont see the point of destroying the whole actual meta, when people have not figure out anything yet.
I feel they do BIG CHANGES to please all the people who loose their game and think it is because their is some OP stupid units, when there is lots of tools to improve instead of complaining in thread.
Then after a careful read... Feels like protoss gets the shaft yet again, with terran and zergs buffs across the board while toss gets blink DTs (lolwat) and slightly faster zealots. People hate DTs already, and giving a gimmick unit a gimmick ability is redundant. Tempests get a new ability that replaces the long range attack vs ground, which means their role stays the exact same.
DT blink isn't a gimmick. It's essentially a way to maintain your DTs even if the Terran scanned your stuff. Basically making DTs not a one-trick-pony anymore.
Dt+WP achieves that goal with more skill involved.
My thoughts exactly. DTs and every protoss unit can already have pseudo blink thanks to ranged prism pickup. So the proposed idea is even more redundant. And the DT is a gimmicky harass unit, not a core one. Why would anyone research blink for them instead of just making a prism, that costs only minerals and has many more uses.
Change zealot "leg upgrade" from charge+speed to (adept)shade+speed. Now that would be useful to the melee unit that keeps getting bullied by adepts, terran bio and roach/ravager/hydra/fungal.
I think tankivacs in their current form make some stuff really silly, but I'm not sure I think the idea should be 100% scrapped. How about needing to be researched, and also having a long cooldown on the medivac before they can pick up a tank again? Or even one sieged tank pickup per medivac. Use once, ability finished. Something like that. It could still suck, but the tradeoff of course is that you commit to that tank position and if there's something you didn't see, it gets obliterated.
I'm also disappointed that if they're considering such radical changes, they aren't re-envisioning the adept and warp prism.
(Full disclosure: I say all this from a spectator's view, not as someone who plays the game.)
On August 15 2016 18:21 WhosQuany wrote: Disruption Sphere: lol? PSI STORM from a Tempest? no thanks Trash the Tempest even though this could counter LURKER play
I think this ability could be utilized really well. 13 cast range, 14 dps for 32 seconds and 43 second cooldown(~75% uptime)
I think they're probably going to heavily nerf this ability because it's like a force field storm. It has no friendly fire, which means that it counters the broodlord/corruptor/viper comp. Stalkers will be much stronger against broodlords with a psi storm shield doing 14 dps against everything on the ground around it.
Late-game ling based compositions will also be heavily nerfed because lings only last for three seconds against a non-friendly fire storm.
Also means that you can't mine for 32 seconds or your entire mineral line is super wiped. Or against counter attacks, a tempest or two can protect almost a probe line.
Against Terran I don't think it's as powerful, but it does mean that heavy bio/liberator comps will be a bit easier to deal with since the bio won't be able to cover exposed liberators as easily.
There are so many ways you could use this spell that I don't really think it will have anywhere near the same damage and/or duration in its final interation.
For me, the problem with the way they balance the game is that they seem to balance Zerg and Protoss against Terran. Like they balance the two with terran tech in mind instead of creating ideas from scratch. This patch seems like more of the same. They buff/tweak some T units but immediately provide Z/P with the responses ready-made instead of letting them figure it out like T had to do with the oracle, for instance. (when that thing came out, it was a free-for-all for pvt for a good while)... Why not create the potential problems with the T buffs then see how things shake out?
Imo the infestor buff and the zealot buff are the most ridiculous...
On August 15 2016 20:24 Wohodix wrote: I dont like this. I dont see the point of destroying the whole actual meta, when people have not figure out anything yet.
I feel they do BIG CHANGES to please all the people who loose their game and think it is because their is some OP stupid units, when there is lots of tools to improve instead of complaining in thread.
The game in its current state simply isn't as fun or dynamic as it could/should be. Who cares about the meta if there is nobody left to play the game?
A lot of these changes could lead to better games and a lot more enjoyable play all around. Staying the course no matter how balanced the game is doesn't help because the game in its current form lacks potential and is frustrating in so many ways. Does this fix it? Probably not because they won't be ballsy enough to go through with major changes but if they do they could get this thing going the right way while there is still a player base to support it.
I stopped playing a few months ago because I thought Blizzard had given up on actually fixing Mech. I am very excited to see that they are changing directions on all of this.
These changes definitely have the potential to make the game great again, and what I had hoped LOTV would bring !!