Regarding vikings I do think they should have more life points, only 10 more is not enough, 150 instead of 135 would be better.
Community Feedback Update - May 8 - Page 7
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bObA
France300 Posts
Regarding vikings I do think they should have more life points, only 10 more is not enough, 150 instead of 135 would be better. | ||
bObA
France300 Posts
Of course vikings should be not buffed if Ravens would not nerf. If Ravens are no more effective enough, Zergs would kill easily mass vikings with infestators and fungal and some Corruptors hits. Ravens help to avoid mass fungal and to lose all his vikings so easily. So nerfing them would be a disaster. I think Zergs have to learn to split as Terran use to do for years and we are starting to see Zerg players splitting their units. Not very easy for Broodlords, but even when it is easy like vikings, you have to split the units before the attack to avoid mass fungal. | ||
deacon.frost
Czech Republic12128 Posts
On May 10 2018 03:02 bObA wrote: But not sure about nerfing Ravens. Of course vikings should be not buffed if Ravens would not nerf. If Ravens are no more effective enough, Zergs would kill easily mass vikings with infestators and fungal and some Corruptors hits. Ravens help to avoid mass fungal and to lose all his vikings so easily. So nerfing them would be a disaster. I think Zergs have to learn to split as Terran use to do for years. First they could have tried to not stuck the damage. If the intended use is the debuff, that would do. | ||
FrkFrJss
Canada1205 Posts
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hiroshOne
Poland424 Posts
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Jerom
Netherlands588 Posts
Against zerg, I started to feel like the lategame was over the top while the midgame has been feeling weak. Basically apart from an early push and drops, terran can't actually move out anymore. They just turtle raven ghost, but once you get there Zerg can't really attack anymore either. Marauder buff probably means the midgame is a bit more reliable; you could probably start mixing in marauders against ling bane hydra and be safer against the early ultras. It's hard to guess how much the raven nerf will affect things; it might just be that you cant really do the raven ghost turtle. I hope this still remains the style - its actually pretty cool - but just that zerg can be a little bit more cost effective in the heads up fight. I think these are steps in the right direction at the very least, and I hope they turn out well. | ||
deacon.frost
Czech Republic12128 Posts
On May 10 2018 03:43 FrkFrJss wrote: Not stacking damage is a much harsher nerf than 15 stacking damage though. Well then they could have upped the damage. Currently they're going wrong way IMO. Stackable AoE damage in this game is wrong. Many units tend to hug - not only air units. And stackable AoE on AIR caster is wrong on a different level. If I have a stackable storm - templars are being blocked by other units(or I need to unload them from the prism, but only 4 get in and I cannot unload all of them at once). But in the air no unint is blocked by others and, well, you have no transport for air units(outside of some teleports and landed viking ![]() But hey, that's just my view on this matter, what do I know, I just saw a pro player do this(the fact I do this doesn't matter, I am a noob ![]() | ||
batatm
Israel116 Posts
On May 10 2018 03:02 bObA wrote: But not sure about nerfing Ravens. Of course vikings should be not buffed if Ravens would not nerf. If Ravens are no more effective enough, Zergs would kill easily mass vikings with infestators and fungal and some Corruptors hits. Ravens help to avoid mass fungal and to lose all his vikings so easily. So nerfing them would be a disaster. I think Zergs have to learn to split as Terran use to do for years and we are starting to see Zerg players splitting their units. Not very easy for Broodlords, but even when it is easy like vikings, you have to split the units before the attack to avoid mass fungal. mass fungal?? that's a fine way of suiciding... here's a suggestion: you can keep your raven as it is, no nerf whatsoever, BUT! "revert" (such a nice word) fungal in 1 of 3 ways: 1) allow infestors to cast it while borrowed AGAIN 2) make it an instant spell (instead of a projectile) AGAIN 3) return the functionality to stun (instead of slow) AGAIN seriously, whining about fungal in it's current form is laughable! | ||
ihatevideogames
570 Posts
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SHODAN
United Kingdom1060 Posts
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JimmyJRaynor
Canada16378 Posts
On May 10 2018 07:34 deacon.frost wrote: Stackable AoE damage in this game is wrong. Many units tend to hug - not only air units. And stackable AoE on AIR caster is wrong on a different level. If I have a stackable storm - templars are being blocked by other units(or I need to unload them from the prism, but only 4 get in and I cannot unload all of them at once). But in the air no unint is blocked by others and, well, you have no transport for air units(outside of some teleports and landed viking ![]() stackable AoE spell damage from an Air Unit is BS. perhaps make basic Terran units basic attacks slightly stronger on their 3rd upgrade maybe? | ||
Geo.Rion
7377 Posts
From a personal point of view, i still have never lost to mass raven to this date in ZvT as a low masters player, but i did lose a lot to normal terran compositions, including mass vikings to counter the hive tech flyers (BL+viper). That just received a buff, so that s sad for me. Still, in 3v3 and 4v4 mass ravens have been very annoying, not that it matters a lot. | ||
egrimm
Poland1199 Posts
However I'd like more to have Raven's AAM made unstackable instead of dmg nerf as some people in thread already suggested. If it becomes too weak then we might tweak the dmg. | ||
omop
42 Posts
I think it isn't anymore cost effective to mass raven with that aa missile nerf. I don't like random rules: why a exploding missile doesn't too stackable dmg? if the dmg nerf isn't enough, make raven cost 3 supply. Well, hell i think all casters should cost at least 3 supply so you can't make excessive amounts of them. I think even hts should cost 3 supply (and archons 4) so protoss can't just have as many storms as possible and then morph them to archons, usually without a penalty. | ||
Taco87
Norway72 Posts
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stilt
France2734 Posts
On May 10 2018 18:20 Taco87 wrote: Why reduce the anti armor missle dmg? Goodbye any hope for Terran late game, see you after the Blizzcon patch ! ![]() Because a spell which causes a deficit of cost efficienty around 30-40% for the zerg might no be the best idea for balance? And is a joke design wise. See you ![]() | ||
Tyrhanius
France947 Posts
This marauder revert is game breaking. | ||
Charoisaur
Germany15866 Posts
On May 10 2018 19:34 Tyrhanius wrote: You should at least buffs hatch hp/armor they already die too fast, with a marauder buff no way you can play on more than 5bases vs bio. This marauder revert is game breaking. What? The Marauder revert makes them worse against buildings. | ||
Caelum93
62 Posts
On May 10 2018 19:34 Tyrhanius wrote: You should at least buffs hatch hp/armor they already die too fast, with a marauder buff no way you can play on more than 5bases vs bio. This marauder revert is game breaking. Gamebreaking like Protoss for sure...Are you serious? | ||
LSN
Germany696 Posts
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