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StarCraft II Multiplayer - Major Design Changes - Page 14

Forum Index > SC2 General
832 CommentsPost a Reply
Prev 1 12 13 14 15 16 42 Next All
nick00bot
Profile Joined November 2010
326 Posts
Last Edited: 2017-08-18 14:40:07
August 18 2017 14:38 GMT
#261
just realized that a parasitic bomb now 1 shots a warp prism, hmmmmmm


has any one tried early ling drops against protoss? seems like its much tougher for them to defend any harassment that relies on ignoring units and going straight for probes
SoO~Speed~Serral~$o$~Dark~Myungsik~TY~Byun~Classic
SSMMA
Profile Joined February 2016
15 Posts
August 18 2017 14:47 GMT
#262
Very bad changes.
Making the game easier for P & Z : oh it's hard to control an obs and an oversear.
Oh it's hard to know where a widow mine just shot.

Raven new Seeker Missile is the only good change I see (if it could be cast faster in counter part of no/less damage) so bio can fight ultras would be great.

Amateurs.
Jimmon
Profile Joined May 2011
United States112 Posts
August 18 2017 14:51 GMT
#263
On August 18 2017 23:35 Thezzy wrote:
Show nested quote +
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.



Yeah, But Ghost's start with automatic Cloak? How is that fair. At ALL?
I love LOveRH
Mun_Su
Profile Joined December 2012
France2063 Posts
August 18 2017 14:59 GMT
#264
On August 18 2017 23:51 Jimmon wrote:
Show nested quote +
On August 18 2017 23:35 Thezzy wrote:
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.



Yeah, But Ghost's start with automatic Cloak? How is that fair. At ALL?



Nobody want automatic Cloak, it isn't interesting unless you want to do some dirty tricks... Cloack when you have only 50 energy means less emp or snipe, and ghost are a lot used in "sharp" or "emergency" timing, they need their main cast, not the cloack.
INno <3 - TY - Maru - Taeja - Rain <3 - Classic <3 - Stephano <3 - soO <3 - Soulkey - Dark - SERRAL =O / END REGION LOCK
DomeGetta
Profile Joined February 2012
480 Posts
Last Edited: 2017-08-18 15:03:20
August 18 2017 15:02 GMT
#265
With the removal of the Mothership Core we are also looking into Protoss’s other early game units. In particular we wanted to try sharpening the role of the Stalker, and make it more of a shoot and move unit with sniping capabilities. To do this we are slowing its attack rate but increasing its damage per shot.

Increased Stalker’s Particle Disruptor weapon from 10 (14 vs armored) to 15 (21 vs armored)
Increased Particle Disruptor’s weapon period from 1.03 to 1.54
Particle Disruptor now gets +2 damage per weapon upgrade, up from +1


Um what? Does this not seem retardedly broken without even testing?
Stalkers are already a shoot and move unit - see any early game fight between stalkers and non stim marines.

So we are going to increase their damage by 50%?? lolol hello blink all in era
LTCM
Profile Joined May 2017
174 Posts
Last Edited: 2017-08-18 15:07:54
August 18 2017 15:06 GMT
#266
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.


It's a buff to hydras (or lurkers depending on how you look at it). It allows you to research hydra den upgrades while you build a lurker den. Before, you couldn't research muscular augments and get a lurker den at the same time. It either speeds up lurkers OR muscular augments, depending on which one a player would have gotten first.
Byun is a convicted match-fixer.
DomeGetta
Profile Joined February 2012
480 Posts
August 18 2017 15:08 GMT
#267
On August 18 2017 23:59 Mun_Su wrote:
Show nested quote +
On August 18 2017 23:51 Jimmon wrote:
On August 18 2017 23:35 Thezzy wrote:
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.



Yeah, But Ghost's start with automatic Cloak? How is that fair. At ALL?



Nobody want automatic Cloak, it isn't interesting unless you want to do some dirty tricks... Cloack when you have only 50 energy means less emp or snipe, and ghost are a lot used in "sharp" or "emergency" timing, they need their main cast, not the cloack.


Very much agree - adding mobius back trading for autocloak just promotes more stupid gimmicks - please do not.
LTCM
Profile Joined May 2017
174 Posts
August 18 2017 15:25 GMT
#268
My concern with the disruptor changes are they severely nerf zealots in straight up fights. Because they are melee units, they will be stacked right up against the enemy. Now that the balls erupt on contact with the enemy, all those zealots will get hit with friendly fire. Before you could send the nova past the front lines to prevent this.

Same thing with lings. It will now be insanely difficult to get a nova past lines of lings. Say you have adapts/zealots/starkers buffering in front for your templar/sentries/etc. against lings. Now your nova will explode on the lings (and not the hydras behind them) AND will hit your own units - with +shields damage to boot.

Personally, I think that change will be reverted at some point. It'll be too punishing to use disruptors with melee units.
Byun is a convicted match-fixer.
AntiHack
Profile Joined January 2009
Switzerland553 Posts
August 18 2017 15:31 GMT
#269
Adding a pathetic attack to the HT just because you guys can't put them on a different ytrl group? meh
"I am very tired of your grammar errors" - Zoler[MB]
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
August 18 2017 15:43 GMT
#270
OMFG, quit the game for 2 years...maybe it is time to come back?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 18 2017 15:43 GMT
#271
On August 19 2017 00:02 DomeGetta wrote:
With the removal of the Mothership Core we are also looking into Protoss’s other early game units. In particular we wanted to try sharpening the role of the Stalker, and make it more of a shoot and move unit with sniping capabilities. To do this we are slowing its attack rate but increasing its damage per shot.

Increased Stalker’s Particle Disruptor weapon from 10 (14 vs armored) to 15 (21 vs armored)
Increased Particle Disruptor’s weapon period from 1.03 to 1.54
Particle Disruptor now gets +2 damage per weapon upgrade, up from +1


Um what? Does this not seem retardedly broken without even testing?
Stalkers are already a shoot and move unit - see any early game fight between stalkers and non stim marines.

So we are going to increase their damage by 50%?? lolol hello blink all in era

The weapon damage increases by 50%, but the weapon speed decreases by something like 33% (from 0.97 attacks per second to 0.65) to compensate. Overall it's a DPS increase from 9.71 to 9.74...
ModeratorI am still alive, somehow
TL+ Member
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
August 18 2017 15:46 GMT
#272
The weapon damage increase to 50% is awesome. With stalkers you never really stay in one place for constant attacks. It was always attack move attack move. The damage increase will help a lot, which I am very happy with.
Siegetank_Dieter1
Profile Joined August 2017
117 Posts
August 18 2017 16:00 GMT
#273
so this "mule mine gas" wasnt a troll ?

xD

It's like blizzard actually goes into troll threads on reddit and picks the highest voted.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 18 2017 16:10 GMT
#274
skill injection confirmed.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2017-08-18 16:20:07
August 18 2017 16:18 GMT
#275
It really upsets me that they call this & the last year proposal a "design update".... this is in no way anything more than a glorified balance patch. All the core mechanics & the foundation of the game are exactly the same... None of the fundamental design issues are being looked at whatsoever...
Elentos
Profile Blog Joined February 2015
55594 Posts
Last Edited: 2017-08-18 16:27:04
August 18 2017 16:26 GMT
#276
On August 19 2017 01:18 Spyridon wrote:
It really upsets me that they call this & the last year proposal a "design update".... this is in no way anything more than a glorified balance patch. All the core mechanics & the foundation of the game are exactly the same... None of the fundamental design issues are being looked at whatsoever...

I'd say Protoss disagrees with you
Every 60 seconds in Africa, a minute passes.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2017-08-18 16:39:30
August 18 2017 16:37 GMT
#277
On August 19 2017 01:26 Elentos wrote:
Show nested quote +
On August 19 2017 01:18 Spyridon wrote:
It really upsets me that they call this & the last year proposal a "design update".... this is in no way anything more than a glorified balance patch. All the core mechanics & the foundation of the game are exactly the same... None of the fundamental design issues are being looked at whatsoever...

I'd say Protoss disagrees with you


I'm assuming u mean the removal of a unit as the reason you say that?

I fail to see how removing a unit turns this from a balance change to a design change... especially when some abilities are simply moved to other units.

Especially when they call it "major" design changes.

Balance changes implies changes to units , strengths, abilities, etc.

Design change implies the mechanics of how the game works as a whole.

"Major Design" changes implies the fundamentals of the game.

Protoss is not mechanically different. Just lost a unit & couple abilities, had a couple others moved & numbers tweaked to make up for it. How is that surpassing balance changes and going in to the realm of design?
jpg06051992
Profile Joined July 2015
United States580 Posts
August 18 2017 16:40 GMT
#278
Played a few games vs a low diamond on the test map today, things are really different, I was expanding way too quickly lol I'm so used to the bases mining out, I'm convinced that the economy changes alone would have been pretty damn good for the game.

Really hating on the High Templar attack though, I wasn't one of those people who claimed that the worker counting made the game easier but come on, this is crap, now not even pro level players won't have to separate them into a different control group? What now Protoss can just completely A move their end game armies without having to micro manage their caster?

Infestor = Huge unit model and slow as hell off creep which takes apm and skill to spread, they auto aggro and get popped by anything, requires extreme micro management as it should.

Templar = Now tags along, will almost never be caught out of position due to being made a move friendly? That unit is far too powerful to not be punishable for poor micro/positioning. This is a terrible change, plain and simple.

Also Fungal not hitting air is a joke, that change needs to be reverted immediately unless serious buffs to Zerg's anti-air capabilities are on the table. I confess I didn't take the games to super end game Skytoss against my partner, has anyone else? Has the ability to push out Hydra and Lurker combined with 15 mineral Interceptors made Carriers more manageable? Or do Hydralisks/Queens/anything that isn't Vipers and Corruptors still get obliterated?
"SO MANY BANELINGS!"
Fango
Profile Joined July 2016
United Kingdom8987 Posts
August 18 2017 17:04 GMT
#279
The templar change might also be so that a couple lone marines/lings can't kill templars defending a base.

Fungals not htiting air won't make AS BIG a difference as people think. Does anyone seriously use fungal as their primary AA method in the first place? I'm not zerg so I can't confirm this, but from watching matches, fungal as AA is normally used to kill medivacs/suprise hit on mutas.
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 18 2017 17:22 GMT
#280
Protoss lost the ability to shoot from its buildings, I'd say that's pretty significant, in a good way.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
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