Community Feedback Update: Matchmaking coming - Page 3
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Cyro
United Kingdom20282 Posts
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Vedeynevin
United States431 Posts
On September 10 2016 04:12 Wildmoon wrote: 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. It's almost like they are too weak against tanks with the armored tag and they are testing to see how they interact with the new tank without it. They definitely can't put it back on after testing it. | ||
FFW_Rude
France10201 Posts
Voidray speed increased from 3.15 to 3.5 Although used a lot in lower levels, Void Rays have not seen much use in competitive play throughout LotV, so we wanted to test what the game would be like if we made them more viable. We are targeting a speed increase to increase their capability when micro’d, while keeping them similar in lower levels of play. Battlecruisers called. They said : "Fuck you" | ||
Vedeynevin
United States431 Posts
On September 10 2016 06:37 FFW_Rude wrote: Battlecruisers called. They said : "Fuck you" Because there aren't any BC changes on the test map amirite | ||
FFW_Rude
France10201 Posts
On September 10 2016 06:41 Vedeynevin wrote: Because there aren't any BC changes on the test map amirite Voids are used. Not often yes but they are used. You see them in PL for example and in GSL (or SSL i forgot). When was the last time you saw a BC in a pro game ? | ||
sparklyresidue
United States5523 Posts
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Charoisaur
Germany15883 Posts
On September 10 2016 06:18 VHbb wrote: 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 Not hyped? I was extremely hyped when I saw the initial test map changes. Dare me I also point out criticism. | ||
Clbull
United Kingdom1439 Posts
1. Nerfed Siege Tank damage to 35 (+25 vs Armored), but at the same time reduced the supply cost to 2. This is because 70 damage is excessive when up against Armored units, but at the same time Siege Tanks are far less supply efficient than they were back in BW. 2. Kept Ravagers as Armored units, but made Corrosive Bile deal 60 (+30 vs Biological) damage. This allows Ravagers to soft-counter Lurker contains by actually being able to 3-shot them. It also gives Zerg a reliable soft-counter against Brood Lords that isn't hard-countered by Corruptors. Plus... with an Armored damage nerf to Siege Tanks, they'll still 3-shot Ravagers until +1 weapon upgrades are in play. 3. Buffed the Ghost's Steady Targeting ability so that it has a range of 12, and can target all units, not just Biological. This would make Ghosts more reliable at sniping large key units, able to target more key units, and put Ghost range between the Siege Tank's vision range of 11, and attack range of 13, making them able to act as a Siege Tank soft-counter, which is sorely needed. 4. Buffed Seeker Missile immensely, by cutting its Energy cost to 75, making its splash damage weaker but more consistently spread, and by making it no longer fizzle out. This would put it on par with abilities like Parasitic Bomb, Fungal Growth and Psionic Storm because let's face it, the Raven is beyond crap at the moment. | ||
MaxTa
61 Posts
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Clbull
United Kingdom1439 Posts
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Aegwynn
Italy460 Posts
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MaxTa
61 Posts
Lurkers are too dominant in ZvZ if anything. There is nothing outside of mass Brood Lords or mass Mutalisks that can reliably clear out Lurker contains. Even in PvZ you can't take out a Lurker contain without Disruptors, Tempests, or overwhelming the entire army with greater numbers of Chargelot/Archon/Immortal. Indeed Lurkers are too strong right now both in ZvZ and ZvP. I do think they need a nerf and I would suggest decreasing their range to 8 because they outrange so many units and are actually better than Colossus right now... | ||
MaxTa
61 Posts
No one would ever make ravagers if it was armored. It has less hp than a roach and cost shit loads of gas. Not to mention that we would have unstoppable immortal all-ins along with the current adept bs Thats why I suggest making them armored but with more hp than roaches (like 165 or 180) Also, I agree adepts have to be nerfed to compensate for this change because immortals/stalkers will become pretty strong vs Z... | ||
ShamanElemental1
56 Posts
Mass Stalker and Sentry or Immortal all in. Who wants to go back to old ZvP ? NO ONE ! Its true that the Ravager is a massive band aid for Zerg tho. The real fact is that Zerg needs a new early unit , something that can deal with hard harassment and dumb all ins. This is why i would like a redesign for SH, the unit could be usefull to harass and defend in the early game if they thinker with the locusts and their HP and the speed of the SH. | ||
MaxTa
61 Posts
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seemsgood
5527 Posts
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DERASTAT
Germany99 Posts
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Mistakes
United States1102 Posts
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Jaedrik
113 Posts
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Vindicare605
United States16055 Posts
As far as everything else, I tend to agree that the Baneling health buff isn't worth the hassle it's going to cause ZvZ and I think the Warp Prism nerf might not be enough but I'm willing to wait for actual matchmaking to make that call. Faster Void Rays does make me worried a bit, because the unit is just inherently so massable, I don't want to see a situation where massing a ton of Void Rays again becomes a viable tactic like it was during portions of WoL.I suppose with the Thor and Hydralisk buffs this might not be something we need to worry about, again willing to test it and find out. I'm surprised that the Dark Templar Blink has thus far created no buzz, it was one of the most talked about additions when the test map was first announced and now I haven't heard anything about it. | ||
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