StarCraft II Multiplayer - Major Design Changes - Page 3
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Endymion
United States3701 Posts
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Elentos
55456 Posts
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RaFox17
Finland4581 Posts
On August 18 2017 02:44 TheWinks wrote: That mine change is going to cause all sorts of awful problems. If they want to treat them like banes, they're going to have to see a cost reduction, and they're going to have to touch the oracle. Infested terran getting upgrades back puts fear into my heart for the future of the game. Don't repeat history please. I doubt it will be a problem as they are nerfing the fungal from bad to garbage. | ||
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digmouse
China6326 Posts
On August 18 2017 02:42 Shellshock wrote: hopefully they drop the patch right after Group B in GSL so half the Ro16 and the rest of the tournament can be played on a different patch It is definitely for 2018. | ||
QzYSc2
Netherlands281 Posts
On August 18 2017 02:17 Ej_ wrote: I'm so excited to not be able to hit void rays with fungal while the protoss stays on 3 bases for 15 minutes. but hey at least we got Remastered just in time E: LOL They added a button so toss players can't F2 A their observers XDDDDDDD HT's too. got an autoattack so they dont run in automaticly with f2 A xDD | ||
Charoisaur
Germany15866 Posts
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DreamOen
Spain1400 Posts
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TheWinks
United States572 Posts
On August 18 2017 02:46 RaFox17 wrote: I doubt it will be a problem as they are nerfing the fungal from bad to garbage. The point of fungal isn't the damage, it's allowing other zerg units to connect onto terran units. It isn't as effective off creep, but will still accomplish its job fairly easily and on creep its radius is even bigger than before. Late game TvZ isn't an air army for the terran, and still won't be after these changes, so the impact on the matchup of the infestor changes is a net buff for zerg I think. | ||
Psychobabas
2531 Posts
And people were saying "oh qq you want ghosts as strong as tanks?? qq" ;-x | ||
vidium
Romania222 Posts
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BronzeKnee
United States5212 Posts
I think I am going to be a Starcraft player again! David Kim going was exactly what this game needed. | ||
Furlisht
Belgium177 Posts
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ProMeTheus112
France2027 Posts
I want to say when I played WoL, a major problem in the core design of P for me was the overlap between HT and colossus. It removed a lot of meaning in the choice of cita or robo, because colo and HT brought smtg too similar to the army power, so it seemed more straightforward to chose one or the other depending on the match up. The stalker change should make a lot of good difference, wish they would remove zealot charge because I still can't see how it doesn't make the unit less interesting to play than without a charge (and more speed to make up for it, or would it need anti-stun/movement impairment effects??^^). It's a fully engage and let go / fully don't engage and leave, binary, with little micro follow ups. But there are many changes to talk about in there, including to units I never played with. Most/all of these just sound good and well justified to me. | ||
JimmyJRaynor
Canada16373 Posts
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PinoKotsBeer
Netherlands1385 Posts
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JackONeill
861 Posts
Half these changes are completely and insanely stupid. 15-21 damage on the stalker is insane. 180 parasitic bomb is insane. "can't move but more vision" obvserver and overseers + autoattack on high templar is a F2-friendly bullshit.) "i should be able to F2 amove my entire colossi HT stalker force without disrupting my observer placement and so that my high templars are never badly positionned !" Also 100 energy recall on nexus? That means the more bases protoss gets, the more they'll be able to just run into your economy with entire armies before recalling. Such an insane ability must have a shared cooldown. | ||
Couguar
Russian Federation54 Posts
BUT I wellcome with open hands TO mothership recall( thank Aiur, i was praying for this almost as hard as for dark blink) | ||
Noonius
Estonia17413 Posts
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Clonester
Germany2808 Posts
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SetGuitarsToKill
Canada28396 Posts
On August 18 2017 03:07 Noonius wrote: widow mines are gonna be absolute garbage now good | ||
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