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United States97276 Posts
On August 18 2017 03:39 Musicus wrote: 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. the observer change is straight out of co op
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Not sure them reverting a full race (Protoss) to HotS is good thinking. Starcraft is more than the sum of its parts ; it's a system where if you move one thing you need to adjust another one in response. Drastic changes will beget more imbalance and more patching. That's a huge cost. It also doesn't do anything for the credibility of the game, or its ability to bring new players to the front.
Between MSC removal and splash redesign they are admitting that they are still clueless about Protoss both early and lategame. You can say better late than never, or six years on, you can shake your head in disbelief.
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Canada8989 Posts
Nice to see that Blizzard is willing to make big change to SC2.
As a terran player who don't play mech and who hate playing against it I can't say I am super happy with all the changes done to Terran even if some of them look interesting, the ravens changes for example are pretty cool. But playing bio vs mech will probably be super hard, especially against turtle mech, since the meching player will now have a good 15 suply more since mule can mine gas, and a lot of the new upgrade look super strong. I do fear a bit for tvz since Terran playing mech and zerg staying on creep seems like a bad mix, the lurker change do seem nice.
As for protoss, MSC removal is a big move but it could work, the new recal could lead to some interesting strategy.
Only change I truly oppose is giving high templar an attack, storm is already a super deadly spell (probably the strongest in the game), it should come with certain difficulty to use. If HT get an attack storm range should be reduce at least.
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United States12237 Posts
On August 18 2017 04:07 Fango wrote: That's because BW doesn't have a ridiculous amount of the fanbase complaining about balance/game design 24/7 like SC2 does. (i dont think anyway)
Give it time =)
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South Korea2105 Posts
I'm glad they've removed late game mech tvz from the game by making it even less viable (at least on paper)
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These changes don't look particularly balanced (in particular I think Protosses will have a lot of trouble in the early game without photon overcharge), but design-wise they're pretty cool.
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Good changes, good direction, some understandigly questionable numbers. Cautiously optimistic, I might come back to the game.
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LOL what im gonna do with Protoss:
-go 3 Base, make Mothership, stay at home with my army and be safe
-fly mothership to opponents main around the corner of the map, teleport whole army into his main, wreck his main while mothership flies over to his third
-teleport everything out of his main into his third when he comes to defend his main, wreck his third
- when he comes to defend third, i just teleport everything out again and lose basically nothing while killing 2 bases. right!?
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Well, when I first saw the leaked change on the Chinese website Baidu tieba, I never take them seriously. Though that guy was proven to be correct before when he posted same thing about commander Fenix before official release, it is hardly to believe these change are true because some of them look wired and nonsense (such as MSC and fungal). I translated them here is only for sharing more information, and I did not expect they are indeed true and correct. This is really a surprise. However after reading the official blog, I have to agree at least they seem reasonable. We shall see what would happen in testing. A lot of them may be revert and never live long enough to the official patch.
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I love almost all the changes.
It's really cool that they still want to change protoss big time.
Even if I agree with their assessments of the Disruptor (too 'all or nothing'), I'm not sure about the changes. Prism play should be encouraged, the added cooldown is weird. We'll have to see but the auto detonate 'feature' feels like it could be abused way to easily by the opposing player, especially if it detonates 'immediately'.
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On August 18 2017 03:39 jaeboss wrote: i don't play SC2 so I don't have a dog in the fight but I am amazed at how often drastic changes seem to be implemented in the game. completely removing units? what about all the people who enjoy the game in its current form? or is game play in such a poor state that it needs an overhaul this large? is it annoying having to re-learn the game so often? changes this drastic havent been made since tankivac removal, which was almost a year ago
edit: it just depends on your definition of what makes "drastic changes" "often". league makes drastic changes every 2 to 4 weeks (i fucking hate patches every 2 weeks), whereas dota makes changes maybe once every 6-8 months, and even then the changes are usually relatively minor in dota.
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So Zerg can't engage air out of creep? Not cool, and worrisome I'd say.
But interesting changes, curious to see what the final version will look like.
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An early raven is going to be so good against protoss if/when these changes go through. 50 energy to disable a colossus' attack for 6 seconds? Gonna make some insane timings.
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On August 18 2017 04:07 Zaros wrote:Show nested quote +On August 18 2017 04:06 Myrddrael wrote:On August 18 2017 03:35 -NegativeZero- wrote:On August 18 2017 03:29 Myrddrael wrote: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). My point is that if this was to happen, Protoss workers would have a huge advantage over Terrans and Zergs workers Well SCVs can repair each other and have higher health, drones can burrow too.
This shield thing will be able to be on autocast. So Protoss just sits there and has probes that are tougher to kill, whereas Zerg has to research a lair upgrade and Terrans have to react fast and micro to get the same effect? How is this good in anyway?
It would fit with Protoss though. Getting more and more handheld than it already is
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Love, love, love the idea of major changes every year! I like the greater separation between sc2 and sc remastered, both of which I love.
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a little disappointing that they're trying to make the game easier (almost all the protoss changes and the f2 thing) but overall it looks pretty good and very exciting
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Some changes are quite interesting. But personally default cloaked ability for Ghost is a big No-No and just No. I already foresee the pain of Ghost rush as I experienced this build myself recently as a Z. I barely scouted it as he ran the Ghost in overlord vision so I built some spores immediately. If the cloaked ability is default, he probably had a bunch of cloaked ghosts showed up at my base and I just died.
Frankly, I feel this "potential" patch is another buff to Terran and only make TvZ is even more abusive. I don't play Protoss so not sure how they feel. I guess the "Terran rules" meme on DK's email is true after all.
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On August 18 2017 03:07 Noonius wrote: widow mines are gonna be absolute garbage now
true
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On August 18 2017 02:11 eviltomahawk wrote: Interesting how the Chinese leak turned out to be completely correct on these.
Here was the leaking webpage in a famous Chinese StarCraft II community.
prnt.sc The original webpage url was tieba.baidu.com. Whose topic is translated as Multiplayers are coming to StarCraft II Multiplayers! This leaking occurs on 14:29 on Aug.14th CST a.k.a. 6:29 on Aug.14th GMT. It seems that the leaking topic has already been deleted up till now.
Here comes the contents.
prnt.sc #2: Firstly vespene geyser value increased and large mineral nodes at bases are increased #3: Terran #4: MULEs can now harvest vespene gas
prnt.sc #7: widow mines are now revealed while sentinel missile is on cooldown
prnt.sc #10: Raven removed all existing abilities First ability: target mechanical unit's weapons and abilities are disabled for a short time Second ability: deploys a timed life repair drone. The drone can target and repair mechanical units that enter the area Third ability: deploys a missile which activates after a short delay and pursues the target unit, dealing 30 damage on impact and reducing armor by 3 for a short duration
prnt.sc #14: Liberators no longer gains bonus vision when using defender mode Now gains vision of its target location in defender mode #15: Cyclones' first four shots of lock on fire more rapidly, missile deals extra damage when upgraded
prnt.sc #17: cloak is now available by default on ghosts Less energy start Starting energy can be upgraded with certain research #18: New upgrade: hellion, hellbat, thor and viking transformation times are reduced heavily, which can be researched on the factory techlab
prnt.sc #25: Protoss huge change: RE! MOVE! MO! THER! SHIP! CORE! Concentrating defensive power in the nexus itself, nexus gains energy bar and casters Redesign and add abilities: Chrono Boost, Mass Recall, Shield Restore Chrono Boost costs energy Mass Recall can recall units to the casting nexus instead of the main Shield Restore can be cast on units or structures
prnt.sc #28: Motherships now built directly from the nexus, no longer can cast photon overcharge, mass recall now works like the nexus version above
prnt.sc #30: Stalkers damage increased, weapon speed decreased, every weapon upgrade increase more damage #31: High templars are added an auto attack, which will keep the high templar further back during fights and avoid its charging heedlessly into danger
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Zerg changes are kinda lame. Infestor is no longer AA caster (infested terrans are slow and not an option), viper's PB will do nothing to massive skytoss/skyterran army, so zerg won't have effective AA except fragile hydra-based and slow and clunky corruptor-based compositions. Also we will have to spend more time creepspreading, but larvae is left untoched unlike mules/boost for terran/toss. Also no reaper changes that they were announcing previously. And SH nerf makes it from somewhat effective harass-tool to complete trash-unit again. GG.
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