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StarCraft II Multiplayer - Major Design Changes - Page 4

Forum Index > SC2 General
832 CommentsPost a Reply
Prev 1 2 3 4 5 6 40 41 42 Next All
Charoisaur
Profile Joined August 2014
Germany16085 Posts
Last Edited: 2017-08-17 18:10:40
August 17 2017 18:08 GMT
#61
ghost change seems to be a straight nerf. When high templar/ultras are on the map and you start making ghosts in response you don't really care about the cloak; you just want as many snipes/emps as possible.
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.
Many of the coolest moments in sc2 happen due to worker harassment
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 17 2017 18:08 GMT
#62
About the economy change: I really hope they think about double harvester, i actually think giving players a reason to expand faster is better than forcing them. Especially now that harass is strong in the first place, turtling might not be a problem to begin with.


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.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
JimmyJRaynor
Profile Blog Joined April 2010
Canada17690 Posts
August 17 2017 18:09 GMT
#63
They say that Raven is the flock's guide... down alienation's barren path... the truth is i walk alone.. quote the Raven , nevermore.

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.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
NutriaKaiN
Profile Joined June 2016
88 Posts
August 17 2017 18:10 GMT
#64
looks very good!
JackONeill
Profile Joined September 2013
861 Posts
August 17 2017 18:13 GMT
#65
180 dmg on para bomb

"we want to limit the mass casting"

yeah with a para bomb oneshotting vikings sure
MarianoSC2
Profile Joined June 2015
Slovakia1855 Posts
August 17 2017 18:14 GMT
#66
Charoisaur does not like the changes... Thats all I need to know that these are going to be absolutely Amaaazing ! Thanks man.
Top 11: Rogue, Maru, Inno, Zest, Life, sOs, Stats, Dark, soO, Mvp, Classic/Trap/MC/Rain
Ulargg
Profile Joined December 2010
Netherlands33 Posts
Last Edited: 2017-08-17 18:17:38
August 17 2017 18:16 GMT
#67
Just my quick opinion as a zerg player

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
Profile Joined October 2015
Croatia96 Posts
August 17 2017 18:19 GMT
#68
I think the shield spell for Nexus should be higher if it's gonna be deemed useful enough for the defense - like 4 or 5 per 1 energy at least. As it stands, it's useful, but not useful enough IMO, but of course there's a lot of testing to be done.
BronzeKnee
Profile Joined March 2011
United States5225 Posts
August 17 2017 18:21 GMT
#69
On August 18 2017 03:08 SetGuitarsToKill wrote:
Show nested quote +
On August 18 2017 03:07 Noonius wrote:
widow mines are gonna be absolute garbage now

good


I am literally dancing.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2017-08-17 18:23:31
August 17 2017 18:22 GMT
#70
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)
vibeo gane,
Mizenhauer
Profile Blog Joined February 2015
United States1941 Posts
August 17 2017 18:23 GMT
#71
I love all this "the sky is falling" talk when no one has even seen these changes in a single game...
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
Turb0Sw4g
Profile Joined August 2015
74 Posts
August 17 2017 18:25 GMT
#72
I'm actually really happy with this!

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
Profile Blog Joined June 2013
United States4001 Posts
August 17 2017 18:28 GMT
#73
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.
Myrddrael
Profile Joined November 2012
United Kingdom291 Posts
August 17 2017 18:29 GMT
#74
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
Profile Joined November 2014
United Kingdom9872 Posts
August 17 2017 18:29 GMT
#75
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.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Alfalfa091
Profile Joined March 2015
Canada3 Posts
August 17 2017 18:31 GMT
#76
I like most of these changes, except maybe for the HT auto-attack. One of the challenge of having HT in the army is not getting them killed because they are charging in front like idiots. Forced you to put them on a separate hotkey or micro them within your army. Now it's just promoting the 1A move more which is not a good thing. I kinda like the Stalker change, and love that we don't have a MSC anymore, although there is a slight concern for the early game and I fear that the shield recharge might not be enough.

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!
I like cats
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2017-08-17 18:37:03
August 17 2017 18:35 GMT
#77
On August 18 2017 03:29 Myrddrael wrote:
Show nested quote +
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.

i support anything that makes workers die slower (without simply buffing their hp and making them cost efficient meat shields).
vibeo gane,
saltis
Profile Joined September 2012
159 Posts
August 17 2017 18:36 GMT
#78
woooow I might even reinstall the game after all.
BigRedDog
Profile Joined May 2012
461 Posts
August 17 2017 18:38 GMT
#79
i thought this is april fool joke..but it ain't april. I guess they always want to change something in order to keep the game fresh.

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'.
Big Red Dog!
Musicus
Profile Joined August 2011
Germany23579 Posts
Last Edited: 2017-08-17 18:59:32
August 17 2017 18:39 GMT
#80
Is this observer/overseer anti F2 button a joke? F2 should have a downside, don't meake it easier to use.

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.
Maru and Serral are probably top 5.
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