having cloak available early is irrelevant because once you cloak with 50 energy you have 25 energy left and then you can't do anything with them. Don't see the purpose of this change.
StarCraft II Multiplayer - Major Design Changes - Page 4
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Charoisaur
Germany15866 Posts
having cloak available early is irrelevant because once you cloak with 50 energy you have 25 energy left and then you can't do anything with them. Don't see the purpose of this change. | ||
The_Red_Viper
19533 Posts
Zerg changes: Infestor: On first glance a nerf but the increased radius might actually be decent and slowing units down might be enough already. Not hitting air is obviously bad though. The antiair role for infested terrans seems weird, i don't think that works very well tbh. (just don't fight there). lurker: does absolutely nothing imo. Yes you can have them out a bit faster in theory but meh. faster movement speed and burrowing could be decent but i am not sure if that is actually the reason nobody uses them. Viper: Not sure about that one, it still will be really good to spam the ability simply because the enemy cannot keep up with splitting. At the same time the dmg doesn't stack. Needs testing imo. Overseer: insignificant Swrmhost: I would rather see a complete redesign here. It's technically worse now but it's still just a badly designed unit imo. Give us something interesting instead. | ||
JimmyJRaynor
Canada16373 Posts
thx 2 Blizzard for continuing the invest in RTS. with stuff like Halo Wars 2 and DoW3 coming out... it was starting to look hopeless. | ||
NutriaKaiN
88 Posts
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JackONeill
861 Posts
"we want to limit the mass casting" yeah with a para bomb oneshotting vikings sure | ||
MarianoSC2
Slovakia1855 Posts
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Ulargg
Netherlands33 Posts
Terran No balance concerns - however in my view the mine nerf is not necessary. Protoss Mothership core I am a little bit worried about removing the mothership core and the early game against early zerg aggression. I see two scenarios: zerg ravager ling all ins. If toss doesnt make enought gates he just dies. On the other hand if zerg doesn't all in, toss will still be forced to make a lot of gates early, in order not to die to the same all in and thereby fall behind economically. Stalker buff doesn't help against this, because those units are light / unarmored. Another problem I see is don't know how protoss will be able to safely take a third against an aggresive zerg and deal with drops from terran players. I can only hope that the nexus shield recharging ability is enough to deal with all of the above, but I have my doubts. Disruptor If they decide to nerf the disruptor as they suggest, then I feel a significant gas reduction would be justified (maybe 150/100 or so). Others Other changes are fine. Zerg Infestor In my view the reason why fungal is too strong against air, because of chain fungal. So I would much rather take away the damage and keep the root ability. If fungal doesnt hit air, in zvz the ling/bane/muta player will dominate the roach/ravager/hydra/infestor player until hive. Unlike terran (marines) and protoss (blink stalkers and phoenixes) zerg doesn't have the mobility to chase the mutas, which I think may cause the match up to change to muta wars. I am ok with slowing vs rooting the ground units off creep; this change is long overdue. Vipers In air battles zerg will mostly suffer against heavy air (carriers etc), so the idea to increase the damage is fine, however I think if you want to increase the damage of vipers (thereby changing it to counter heavy air, not light air) you need to reduce the radius of parasitic bomb significantly, otherwise it will become way too strong. Others Lurker, swarm host and overseer; no concerns. Although the building change for lurkers I think is not needed. | ||
Corwinus
Croatia96 Posts
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BronzeKnee
United States5212 Posts
I am literally dancing. | ||
-NegativeZero-
United States2141 Posts
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Mizenhauer
United States1798 Posts
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Turb0Sw4g
74 Posts
Didn't expect a Protoss redesign. Much less one where the MoCo gets removed and a shield restoration ability and Mass Recall are added to the Nexus instead. We even get a Stalker late game change (+2 from upgrades) and a fitting role adjustment for colossi (vs. light splash)! Good job, Blizz! ![]() | ||
Solar424
United States4001 Posts
Ghost rush is going to be a problem. 2 Ghosts can one-shot a worker, and if you don't have detection you'll just die. Mass Oracle will continue to be problematic in PvZ, and with the only real counter (Fungal) removed it will be even harder to stop. WoL recall returning could open up some serious shenanigans. The Mothership could recall the army to it, snipe off a base, and get recalled to a Nexus with no way to stop it. The change to Fungal will just reinforce Zerg's "Strong on creep, weak off creep" design philosophy, which will just make the unit useless unless Zerg is turtling. Some of the changes are good, like Infested Terrans getting upgrades and Disruptors no longer erasing half your army because you looked away for a second, but some just allow for F2+A-Move to be even more effective. Will be interesting to see how these play out, but I'm optimistic with David Kim gone that some of these changes don't make it into the game. | ||
Myrddrael
United Kingdom291 Posts
On August 18 2017 03:22 -NegativeZero- wrote: i wonder how effective the nexus shield battery will be at stalling against mineral line harass? it's going to be auto recharging the probes' shields as they are getting killed. (this is a good thing imo) Very good point. Did they overlook that? We'll have to see what happens on the test servers I suppose. It's not a good thing, by the way. | ||
Ansibled
United Kingdom9872 Posts
On August 18 2017 03:28 Solar424 wrote: Shield Battery Nexus isn't going to be enough to stop early game aggression vs Toss. Ghost rush is going to be a problem. 2 Ghosts can one-shot a worker, and if you don't have detection you'll just die. Mass Oracle will continue to be problematic in PvZ, and with the only real counter (Fungal) removed it will be even harder to stop. WoL recall returning could open up some serious shenanigans. The Mothership could recall the army to it, snipe off a base, and get recalled to a Nexus with no way to stop it. The change to Fungal will just reinforce Zerg's "Strong on creep, weak off creep" design philosophy, which will just make the unit useless unless Zerg is turtling. Some of the changes are good, like Infested Terrans getting upgrades and Disruptors no longer erasing half your army because you looked away for a second, but some just allow for F2+A-Move to be even more effective. Will be interesting to see how these play out, but I'm optimistic with David Kim gone that some of these changes don't make it into the game. Imagine dying to things when you don't have detection, what a horrible experience that would be. | ||
Alfalfa091
Canada3 Posts
Can't wait to see these changes, I would have liked to see less workers to start with, and maybe a way to promote small skirmishes more but overall it looks good! | ||
-NegativeZero-
United States2141 Posts
On August 18 2017 03:29 Myrddrael wrote: Very good point. Did they overlook that? We'll have to see what happens on the test servers I suppose. It's not a good thing, by the way. i support anything that makes workers die slower (without simply buffing their hp and making them cost efficient meat shields). | ||
saltis
159 Posts
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BigRedDog
461 Posts
I thought the design team said they just need minor tweaks to balance the game...i guess they are redesigning the game to make it more 'exciting'. | ||
Musicus
Germany23570 Posts
The rest looks pretty cool, apart from zerg anti air in the late game without fungal. That will be a problem. But if it leads to lots of other anti air buffs for zerg, okay. Edit: Please look at the oracle, especially now with removing fungal against air and Photon Overcharge. | ||
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