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@Edowyth: You're right, acceleration probably has a much bigger impact on those situations I illustrated than speed (though I still think the new speed will change these engagements to some degree).
I don't think corruptors are too weak anti-air. Their armor is incredible (2 base) and they own most things in the sky (with a couple exceptions, mainly void rays, but they do own voids without their anti-armor buff).
I'm also not sure if banelings need any buffs at all. DK's reasoning for buffing them was that roach ravager was too heavily in the ZvT meta, but that's hardly true right now; ling bane is used a ton against terran bio now. Plus burrowed fungal growths is already a tremendous buff against bio IMO.
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Again the same thing. Instead of doing the obvious, most logical thing, like giving Ravagers more health but keeping the armored tag, they revert on their own change! It's like DK has taken an oath to NEVER do a thing that makes sense!
And hooray for more Protoss cheese! You still got nightmares about those 3 gate+proxy stargate all ins from WOL? Welcome to Void Ray cheese 2: Electric Boogaloo!
You scouted that stargate you say? Well, before it was propably Oracle and rarely phoenix play. Now it literally can be everything! Fun, ain't it?
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The ravager change is terrible. Isn't the whole point to make the unit not the optimal option in almost all situations? And now ravagers can just charge in and bile stationary tanks.
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Would prefer that the range of the Prism be reduced so it takes more overall baby sitting and micro to justify such an OP element on a drop ship. Still, being easier to kill is most certainly better then nothing. It can always be toned down more anyways.
Ravagers kind of need to be unarmored so they can be viable at all but I wish Corrosive Bile would be reworked, it's easy to spam and it forced out lame micro. Maybe make it better vs biological units so Roach/Hydra could be a bit stronger vs Terran where it currently sucks ass? I think the Ravager isn't being designed to it's fullest potential.
Surprised to see no cool down on the Tempest ability, seems overpowered, also the Banshee changes are, have been and will always be totally broken on this unit, remove and make it better some other way.
Hydralisks and Zealots are awesome though, Stalkers could probably use a bit of love now that hydralisks have the extra range and speed, currently Stalker balls get demolished even with blink by the new Hydralisks.
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On September 10 2016 03:07 ShamanElemental1 wrote: I like the new changes. But there is still work to be done. I played more Zerg then P or T so...
- Zerg
The Baneling buff is cancer for ZvZ , please buff the speed of the Banelings instead of the HP , it makes more sense because banes without creep can hardly connect.
Hydras are just to costly and their HP is to low, reduce the gas by 25 and give them 10 HP
SH needs a redesign, their just bad. I would love to make them as an early unit at hatch tech but way weaker... maybe faster ( something that can harass early game without making lings all the time )
Infestor is so cool right now, give them NP without research to make some cool strats, maybe Infested Terrans upgrades.
Corrupter just needs to be alot better vs Air the AA of Zerg is so terrible... more DPS on the unit would be nice.
- Terran
Thor needs to be smaller and faster, better AA as Factory unit.
The Banshee is way to overpowered with the early speed. It needs reverted.
All their other buffs are pretty good and important for the game.
- Protoss
Nerf the adept shade by having longer cooldown
Zealot buff by doing more damage vs armored units
Nerf the Immortal shield barrier and revert the Tempest change.
I think your proposed Hydra change is too strong vs P.
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On September 10 2016 04:27 Beelzebub1 wrote: Would prefer that the range of the Prism be reduced so it takes more overall baby sitting and micro to justify such an OP element on a drop ship. Still, being easier to kill is most certainly better then nothing. It can always be toned down more anyways.
Ravagers kind of need to be unarmored so they can be viable at all but I wish Corrosive Bile would be reworked, it's easy to spam and it forced out lame micro. Maybe make it better vs biological units so Roach/Hydra could be a bit stronger vs Terran where it currently sucks ass? I think the Ravager isn't being designed to it's fullest potential.
Surprised to see no cool down on the Tempest ability, seems overpowered, also the Banshee changes are, have been and will always be totally broken on this unit, remove and make it better some other way.
Hydralisks and Zealots are awesome though, Stalkers could probably use a bit of love now that hydralisks have the extra range and speed, currently Stalker balls get demolished even with blink by the new Hydralisks.
I would love to see Stalkers do flat damage. They're a really cool unit to use and micro but right now they just suck. My strategy in pretty much every matchup is "build as few Stalkers as possible."
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David Kims team becomes more and more valve's CS:GO team.
The biggest feedback for the warp prism is to reduce the pick up range (or get it off completly) so that you cannot do hot pick ups from the save distance and to be allowed to have an insane micro tool without any risk. The WP is thanks to the new warp mechanic in LotV strong nontheless. What David Kim hears "Reduce WP total HP by 10%" so it is killed 10% faster.
Same with CS:GO devs, community calls out that they fix the broken 3D sound sytem or the broken hitboxes and all what they hear "Change sound of Weapon XY"...
Come on, it is like you want to be hated.
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On September 10 2016 03:53 avilo wrote: Ravagers not being armored with tankivac removed is pretty bad. These things need to be armored they have already been too strong for ages.
It's just a massable unit with a free spell on cooldown. With buffs to infestor burrow cast on top of this...i mean that's just really bad and poorly thought out.
The only other mech counter as Zerg is Vipers and Brood Lords. So basically i have to either turtle to hive or rush to vipers...
Infestors dont counter mech... why would you even mention them.
And if they dont give tools to counter mech then you dont get the buff to mech, ( like that sweet damage to siege tanks ) or they will have to nerf stuff from terran side.
I know you are pretty low IQ but if you havent noticed this cycle in sc2...
PS. Noticed how nobody is complaining that the current tank is better then BW because it has the same power but also SMART TARGETING !
On September 10 2016 03:58 The Bottle wrote: @Edowyth: You're right, acceleration probably has a much bigger impact on those situations I illustrated than speed (though I still think the new speed will change these engagements to some degree).
I don't think corruptors are too weak anti-air. Their armor is incredible (2 base) and they own most things in the sky (with a couple exceptions, mainly void rays, but they do own voids without their anti-armor buff).
I'm also not sure if banelings need any buffs at all. DK's reasoning for buffing them was that roach ravager was too heavily in the ZvT meta, but that's hardly true right now; ling bane is used a ton against terran bio now. Plus burrowed fungal growths is already a tremendous buff against bio IMO.
Corrupters are super bad.
Even in mass numbers they hardly kill anything because they are either to slow or the other units like voids and vikings kill them.
GO TO THE TESTER AND SEE HOW MANY CORRUPTERS YOU NEED TO 1 SHOT A LIBERATOR.
Zerg AA is bad, everyone knows this.
The Corrupters are really good vs Carriers and Battlecruiser because they have bonus damage vs massive.
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The matchmaking is quite nice and this is the big one! Nothing to argue there. But it was already hard to micro a viking vs voidrays (once they hit you the freaking ray follows so long ;D) now it should be impossible right? But this is no balance problem, terran has enough other counters, but i still dont like it.
@dinomidnight you are joking right? Stalkers are fine. They have their role in each matchup. Making them stronger will cause a lot of problems.
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On September 10 2016 04:58 Clonester wrote: The WP is thanks to the new warp mechanic in LotV strong nontheless.
Warp-in at the prism did not change from HotS to LotV.
The only change for warp-in between HotS and LotV is that at non-powered pylons, warp-in takes slightly more than 3 times as long to complete.
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I'd rather see a slightly more potent anti-armor bonus for VRs if they really, really need a buff. Perhaps also coupled with a nerf to the duration of their prismatic alignment. The speed buff would make it excessively difficult for Corruptors to disengage, particularly with the VR leash range of 8.
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the majority of the people: warprism health/shield is fine. its the speed/pickup range.
Blizzard: Okay! we nerf it by reducing health. Keep sending us feedback!
Response: why bother....
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Aren't they updating the map in custom (Frost map) to v1.2 with these changes?
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Why does blizzard keep thinking making units faster somehow inherently balances the unit? It's literally their go-to buff for anything in the game.
"Let's make it faster."
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they need to nerf reapers adepts and corrupters, also leave VR alone, do not buff it.
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On second thought i think this void ray change is pretty terrible, no way mech is viable without the old cyclone now. Thors and turrets get absolutely destroyed, vikings will have a very hard time kiting now and mines and libs are reliant on a blunder from protoss.
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Void Rays Void Rays gotta mass up my Void Rays...
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void ray buff could be interesting, worth a try.
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On September 10 2016 02:38 Charoisaur wrote:1 base voidray adept allin with speed voidrays  I'm not hyped.
I mean you comment in every balance post and you are never hyped for everything, so whatever.
I like both changes (ravager and void), especially the voidrays which feel very clunky to micro (for instance to pull back one by one when you engage marines or hydras) - I think it's a cool micro interaction to have in the game
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nice to see the balance test map matchmaker will be online soon.
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