StarCraft II Multiplayer - Major Design Changes - Page 9
Forum Index > SC2 General |
seemsgood
5527 Posts
| ||
Fango
United Kingdom8987 Posts
| ||
Thezzy
Netherlands2117 Posts
On August 18 2017 06:50 The_Templar wrote: If the mothership core is being removed, I might actually start playing again. Hated that unit. Overall, the changes look great to me. This. As a Terran player I utterly hated that thing. Pretty much meant Protoss early game in TvP could play extremely greedy and rely on the Mothership Core for defense against any early aggression. Coupled with the game ending harass Protoss could throw at you in the form of Proxy Oracle or Warp Prism + Adept, it made the early game feel very one-sided with Protoss having all the aggressive options (each of which requires a different response) whilst being able to hide behind the MSC if it failed. It probably isn't that black and white but it sure as hell felt like it when a Proxy Oracle flies headfirst into a Widow Mine and you can't punish Protoss for it with a counter-attack because of Photon Overcharge and the threat of more Oracles. Protoss still has some of the best defensive options in the game with shields that regenerate, the power of warp-ins and having anti-air, anti-ground and detection rolled into one defensive building. And they get a shield booster now which feels like a much more fair defensive tools than Photon Overcharge destroying everything. It now supports rather than acting on its own. The only change I find odd as a Terran is the Widow Mine now being visible after firing. Doesn't that defeat the entire purpose of the unit? Wasn't it supposed to deny an area due to its (cloaked) presence? I never liked the unit (I miss the TvZ Marine / Siege Tank days) but now it feels like it literally is a one-time gimmick unit. Not to mention that by using Overlords or Hallucinations you can tank shots for free and now get a free kill on a Widow Mine. Other than the one to hold off an Oracle, I doubt I'd ever build one. Maybe reduce the supply to 1 to compensate for this? | ||
![]()
The_Templar
your Country52797 Posts
On August 18 2017 07:23 Thezzy wrote: This. As a Terran player I utterly hated that thing. Pretty much meant Protoss early game in TvP could play extremely greedy and rely on the Mothership Core for defense against any early aggression. Coupled with the game ending harass Protoss could throw at you in the form of Proxy Oracle or Warp Prism + Adept, it made the early game feel very one-sided with Protoss having all the aggressive options (each of which requires a different response) whilst being able to hide behind the MSC if it failed. It probably isn't that black and white but it sure as hell felt like it when a Proxy Oracle flies headfirst into a Widow Mine and you can't punish Protoss for it with a counter-attack. Funny thing is I'm protoss. I hated using it - completely felt like a gimmick and just really annoying to control between multiple bases. | ||
Thezzy
Netherlands2117 Posts
On August 18 2017 07:24 The_Templar wrote: Funny thing is I'm protoss. I hated using it - completely felt like a gimmick and just really annoying to control between multiple bases. I did always wonder why it was added in the first place. I can recall something being said about it making PvP less 4gate vs 4gate back in the day but it affected so much more in the end. I miss the WoL days where I could actually open Cloak Banshee and force Protoss on the defensive and laugh if they tried to 4gate me without any detection. | ||
Vanadiel
France961 Posts
| ||
sc-darkness
856 Posts
| ||
QuinnTheEskimo
Germany55 Posts
Unbelievable. I won't believe it until its live. Patch 3.8 started out equally promising. | ||
ilikeredheads
Canada1995 Posts
HT gaining auto attack is a nerf imo because it now has same attack priority as other units. This is why Arbiters have a auto attack in BW. There are some good changes though. | ||
[F_]aths
Germany3947 Posts
| ||
Luongo
Canada15 Posts
As it stands, using full nexus energy on chrono alone will equate to the same build reduction as current chrono, but with more flexibility in saving up energy to power out certain things. However, with photon overcharge being removed, and the new shield recharge "defense mechanic" requiring nexus energy as well, protoss is receiving a nerf. I also forsee them having great trouble securing a third base against Zerg, considering photon overcharge is stronger than this new shield mechanic, and it requires the third base to be fully built and have energy to do anything defensive. I hope they can remedy this, but I wouldn't be surprised to see the MSC come back again after they are unsuccessful in doing so. The disruptor change at first glance seems like a wash, but it's actually a large nerf to the unit. You can now block disruptor shots with a single cheap unit by putting it in the line of fire, causing it to blow up prematurely and deal little damage. Also, when using with zealots, you can no longer direct the shot past the front line to avoid friendly fire. The shots will explode ontop of the units the zealots are attacking, killing them as well. Lastly, the disruptor becomes extremely awkward in situations where units like zerglings or roaches etc get on top of them inside your own army. This will cause the shots to explode ontop of the disruptor and potentially wipe out a lot of your own units. Unit will be terrible after this change, so I don't forsee it going through. The Nexus Recall ability will grow in power as the game progresses, and become extremely potent late game, where energy for shield recharge and chronoboost isn't needed. Unfortunately, what protoss really needs is an answer for early game defense, which this won't be that useful for. I feel like it's going to be very hard to rebalance early mid game protoss without the MSC. I hope they can do it, but the real solution would have been stronger gateway units and no warpgate, and that will obviously never happen. | ||
Aesto
44 Posts
The auto-attack on HTs and the ability to make Observers stationary are particular favorites of mine. They probably won't affect pro play that much (although some pros, for example Classic do tend to run HTs into their doom on occasion), but will reduce frustration for me personally SO DAMN MUCH. And I'm gladly willing to give up Photon Overcharge in exchange for cool new Nexus abilities and revealed Widow Mines. The latter change might also bring back Templar openings in PvT. Again, great job Blizzard. Put this patch out after the Brood War HD hype has died down a little, and SC2 might yet see a revival \o/ | ||
vult
United States9399 Posts
Stalkers are so stronk. | ||
ZAiNs
United Kingdom6525 Posts
| ||
Snakestyle1
43 Posts
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. | ||
DeadByDawn
United Kingdom476 Posts
| ||
Morbidius
Brazil3449 Posts
Blizzard proposes changes. ''Change? We don't need any changes, the game is perfect, let the meta settle down''. | ||
Charoisaur
Germany15867 Posts
On August 18 2017 09:09 Morbidius wrote: Community: This game is awful, we fucking hate it. Blizzard proposes changes. ''Change? We don't need any changes, the game is perfect, let the meta settle down''. Maybe different people in the community have different opinions? | ||
Luolis
Finland7084 Posts
| ||
PresenceSc2
Australia4032 Posts
On August 18 2017 05:47 K_osss wrote: Not a fan of the protoss changes. I think the changes will probably make them less likely to move out on the map than more likely. You can recall with no chance of getting stuck because you can't snipe the mothership core so they can't recall. 100% guaranteed recalls should help with moving out. | ||
| ||