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On August 18 2017 09:58 seemsgood wrote:Show nested quote +On August 18 2017 09:04 Snakestyle1 wrote: Interesting changes other than one part.
ZvZ will be absolute hell now. Stronger /more agile lurkers, fungal doesnt hit air...
Mass muta will be way too strong in zvz... Lurker spore turtle late game as well.
For these changes to be reasonable for zvz i would propose the following changes.
Buff spores anti bio back to hots values.
Give broodlords frenzy so they cant be abducted into spores/hydras. Making them a good answer to spore/lurker turtle.
Carrier change is too little to have any impact. You forgot fucking 180 dmg parasitic bomb! But it no longer stacks right?
While a single para bomb is better now, mass vipers vs mass air in the late game is worse.
Anyway , looking forward to playing this weekend!
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On August 18 2017 21:01 Musicus wrote:Show nested quote +On August 18 2017 09:58 seemsgood wrote:On August 18 2017 09:04 Snakestyle1 wrote: Interesting changes other than one part.
ZvZ will be absolute hell now. Stronger /more agile lurkers, fungal doesnt hit air...
Mass muta will be way too strong in zvz... Lurker spore turtle late game as well.
For these changes to be reasonable for zvz i would propose the following changes.
Buff spores anti bio back to hots values.
Give broodlords frenzy so they cant be abducted into spores/hydras. Making them a good answer to spore/lurker turtle.
Carrier change is too little to have any impact. You forgot fucking 180 dmg parasitic bomb! But it no longer stacks right? While a single para bomb is better now, mass vipers vs mass air in the late game is worse. Anyway , looking forward to playing this weekend!
True, it does do 180 now, so it's basically like 2 of the old ones...so that's a pretty solid .
So one thing I'm a little confused about: if the Lurker Den is its own building now, does it just require the Hydra den before being built? And if so, I'm assuming that lurkers still evolve from Hydras?
The thing that makes me sad about that change, is that it removes the clear evolve relationship from the game.
Hydra den --> Lurker den, just like Hydra --> lurker. Now it's just multiple buildings that aren't related. It dissociates the units, and makes it harder to be understood by someone who is new.
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Excitement has been stirred. Looking forward to trying these after not playing much the last year or so
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On August 18 2017 21:17 reneg wrote:Show nested quote +On August 18 2017 21:01 Musicus wrote:On August 18 2017 09:58 seemsgood wrote:On August 18 2017 09:04 Snakestyle1 wrote: Interesting changes other than one part.
ZvZ will be absolute hell now. Stronger /more agile lurkers, fungal doesnt hit air...
Mass muta will be way too strong in zvz... Lurker spore turtle late game as well.
For these changes to be reasonable for zvz i would propose the following changes.
Buff spores anti bio back to hots values.
Give broodlords frenzy so they cant be abducted into spores/hydras. Making them a good answer to spore/lurker turtle.
Carrier change is too little to have any impact. You forgot fucking 180 dmg parasitic bomb! But it no longer stacks right? While a single para bomb is better now, mass vipers vs mass air in the late game is worse. Anyway , looking forward to playing this weekend! True, it does do 180 now, so it's basically like 2 of the old ones...so that's a pretty solid . So one thing I'm a little confused about: if the Lurker Den is its own building now, does it just require the Hydra den before being built? And if so, I'm assuming that lurkers still evolve from Hydras? The thing that makes me sad about that change, is that it removes the clear evolve relationship from the game. Hydra den --> Lurker den, just like Hydra --> lurker. Now it's just multiple buildings that aren't related. It dissociates the units, and makes it harder to be understood by someone who is new. You need to build a baneling nest to morph lings into banes. Nobody has trouble understanding that so I don't see why building a seperate lurker den to morph hydralisks into lurkers would confuse anybody.
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So I played a game against Viper on the test map where he went lurkers and had +2 ranged attack. And what happened was that the ranged upgrades stacked and a +2 attack hydra got morphed into a +4 attack lurker (28 damage, 42 vs armored). That can't possibly be intentional.
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Does the raven ability cancels the warp in if you cast it on a warp prism?
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MSC IS GOOOONE ! THROW THAT BITCH ON THE BIN AND SHIP IT OFF TO ISIS AND BLOW IT UP !
User was warned for this post
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On August 18 2017 21:48 FueledUpAndReadyToGo wrote:Show nested quote +On August 18 2017 21:17 reneg wrote:On August 18 2017 21:01 Musicus wrote:On August 18 2017 09:58 seemsgood wrote:On August 18 2017 09:04 Snakestyle1 wrote: Interesting changes other than one part.
ZvZ will be absolute hell now. Stronger /more agile lurkers, fungal doesnt hit air...
Mass muta will be way too strong in zvz... Lurker spore turtle late game as well.
For these changes to be reasonable for zvz i would propose the following changes.
Buff spores anti bio back to hots values.
Give broodlords frenzy so they cant be abducted into spores/hydras. Making them a good answer to spore/lurker turtle.
Carrier change is too little to have any impact. You forgot fucking 180 dmg parasitic bomb! But it no longer stacks right? While a single para bomb is better now, mass vipers vs mass air in the late game is worse. Anyway , looking forward to playing this weekend! True, it does do 180 now, so it's basically like 2 of the old ones...so that's a pretty solid . So one thing I'm a little confused about: if the Lurker Den is its own building now, does it just require the Hydra den before being built? And if so, I'm assuming that lurkers still evolve from Hydras? The thing that makes me sad about that change, is that it removes the clear evolve relationship from the game. Hydra den --> Lurker den, just like Hydra --> lurker. Now it's just multiple buildings that aren't related. It dissociates the units, and makes it harder to be understood by someone who is new. You need to build a baneling nest to morph lings into banes. Nobody has trouble understanding that so I don't see why building a seperate lurker den to morph hydralisks into lurkers would confuse anybody.
Good point, I'm dumb.
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On August 18 2017 22:04 AssyrianKing wrote: MSC IS GOOOONE ! THROW THAT BITCH ON THE BIN AND SHIP IT OFF TO ISIS AND BLOW IT UP !
Dude what the fuck?
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On August 18 2017 21:51 Elentos wrote: So I played a game against Viper on the test map where he went lurkers and had +2 ranged attack. And what happened was that the ranged upgrades stacked and a +2 attack hydra got morphed into a +4 attack lurker (28 damage, 42 vs armored). That can't possibly be intentional. I think it's fine
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They need to bring Khaydarin Amulet back if ghosts have freaking upgrades that bring back more energy? What the hell is Protoss left with no tech like that? That's absolutely absurd.
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Tried some games today. HIP mode on thor is still unreliable against golden' fleet even with new raven. But 15 mineral interceptor is reasonable enough to choose splash mode and it works great with repar drone spam.I smell a weird ass version of broodwar in the test map.
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I have the feeling that all of this will benefits protoss
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On August 18 2017 02:15 Pandemona wrote: Can't wait to see my MULE's farming all that Vespene Gas :D yeah this seems to be the biggest change for me and MSC rip
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proxy oracle, 2:55 in the base of the enemy....
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chrono only usable in range 10 around nexus?
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these changes are just so questionable
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On August 18 2017 22:25 Jimmon wrote: They need to bring Khaydarin Amulet back if ghosts have freaking upgrades that bring back more energy? What the hell is Protoss left with no tech like that? That's absolutely absurd.
Please no. God no. Warp-in storms cannot make a comeback. I'd agree only if HT that warp-in get a cooldown on Psionic Storm.
Otherwise...imagine Terran being able to drop-pod Ghosts with 75 energy freely and the EMP doesn't only damage shields. It'd be like that. Which is bad.
Also Ghosts, started with 75 energy for years now. They would now need an upgrade as it was in WoL. Given that their AoE cannot kill and they can't warp in, 75 energy Ghosts are not a problem.
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