Blizz: Proposed changes for post-BlizzCon patch 2019 - Pag…
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Hvvacha
82 Posts
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Ben...
Canada3485 Posts
On October 30 2019 10:11 dalecooper wrote: Much better. But why are they trying to speed things up. Faster, faster. Speed up. Just curious. For the most part I agree that speeding things up for the sake of speeding things up is bad, but I think this is the one case where it's good. Protoss ground units are all very slow, including the units that absorb damage like zealots, which makes doing things like flanks quite tricky because they can't be done reactively. Making it so zealots can move faster and get into position easier will allow more of this type of play style. With the current numbers listed, zealots with charge will be about ~14.3% faster than they currently are with charge, and the speed is the same as bio that is stimmed. That's a big jump but with the trade-off of no damage on first hit with charge, it balances out nicely because it means that even though that 8 damage is gone on contact, because the zealots can now more easily chase down units, they are far more likely to land more hits. This change is a big deal because it stops the huge damage spike that happens currently when a bunch of charge zealots initially hit a target, but will instead allow them to be more consistent with dealing damage. For example, against a bio army, zealots can now keep up with charge. Previously, if a group of zealots attacked a bio ball, the bio army would take their initial damage from charge but then essentially be able to stim and kite the zealots on cooldown to death because they could never catch up. Now they can catch up, but instead the protoss won't be guaranteed to kill several units every time their zealots charge. The charge will now get the zealots close, and the speed will allow them to chase the rest of the way so it will come down to the terran microing their bio versus the protoss microing their zealots and keeping the zealots slowed by marauders from blocking the others chasing the bio down. Against zerg, charge zealots are now comfortably faster than both roaches and hydras with speed off creep (both of those units have an off-creep speed of around 4ish, with roaches slightly faster). This will enable protoss to finally be able to more easily chase down zerg armies that try and fail to do busts for example. They can also now chase down upgraded lurkers as they are now faster than them too off creep. It's a pretty cool change. | ||
ZigguratOfUr
Iraq16955 Posts
On October 30 2019 10:19 Nakajin wrote: Hum idk with -1 range on BL I think stalker will do surprisingly well against them. Blink play against them already isn't that terrible if you can hit a timing. As for lurker we'll see, I think as they have been pretty much out of the meta in a while it will take time to figure out if protoss has a decent counter against them with the new patch. Even the current lurker strongly invites the Protoss to transition to air. When lurkers were meta, archon/immortal could occasionally find a win against mass lurker, but even then skytoss was the more solid option. And as we've seen from Dark, Reynor and a few others lurkers do pretty well when you go for them nowadays even when they're out of meta. With an even better lurker I don't see why that would change. | ||
pzlama333
United States275 Posts
9-range psi storm and colossus can be prevented by 10-range lurkers. | ||
WombaT
Northern Ireland23759 Posts
On October 30 2019 10:54 Ben... wrote: For the most part I agree that speeding things up for the sake of speeding things up is bad, but I think this is the one case where it's good. Protoss ground units are all very slow, including the units that absorb damage like zealots, which makes doing things like flanks quite tricky because they can't be done reactively. Making it so zealots can move faster and get into position easier will allow more of this type of play style. With the current numbers listed, zealots with charge will be about ~14.3% faster than they currently are with charge, and the speed is the same as bio that is stimmed. That's a big jump but with the trade-off of no damage on first hit with charge, it balances out nicely because it means that even though that 8 damage is gone on contact, because the zealots can now more easily chase down units, they are far more likely to land more hits. This change is a big deal because it stops the huge damage spike that happens currently when a bunch of charge zealots initially hit a target, but will instead allow them to be more consistent with dealing damage. For example, against a bio army, zealots can now keep up with charge. Previously, if a group of zealots attacked a bio ball, the bio army would take their initial damage from charge but then essentially be able to stim and kite the zealots on cooldown to death because they could never catch up. Now they can catch up, but instead the protoss won't be guaranteed to kill several units every time their zealots charge. The charge will now get the zealots close, and the speed will allow them to chase the rest of the way so it will come down to the terran microing their bio versus the protoss microing their zealots and keeping the zealots slowed by marauders from blocking the others chasing the bio down. Against zerg, charge zealots are now comfortably faster than both roaches and hydras with speed off creep (both of those units have an off-creep speed of around 4ish, with roaches slightly faster). This will enable protoss to finally be able to more easily chase down zerg armies that try and fail to do busts for example. They can also now chase down upgraded lurkers as they are now faster than them too off creep. It's a pretty cool change. Everything else but especially this. Engagements aside and chasing down units, which is nice I think the biggest potential benefit is being able to run Zealots around the map and have presence. Currently Protoss doesn’t have a ground unit that can shark around and actually retreat at all. I think the possibility of changing a 10 zealot suicide squad vs a 10 zealot sharking squad that can posture, retreat and potentially be retained is pretty exciting for sure. | ||
BerserkSword
United States2123 Posts
On October 30 2019 10:19 Nakajin wrote: Hum idk with -1 range on BL I think stalker will do surprisingly well against them. Blink play against them already isn't that terrible if you can hit a timing. As for lurker we'll see, I think as they have been pretty much out of the meta in a while it will take time to figure out if protoss has a decent counter against them with the new patch. Oh yea I agree that there is a window to punish BLs when there is little support for them. Same could be said about infestor though. I remember neeb beating serral with that timing. In a late game scenario, though, Protoss cannot afford to stick to ground-based comps because BLs w/ support and/or critical mass of lurkers just dominates groundtoss. I do think Protoss can beat lurkers....but with skytoss. The 10 range lurkers are insane vs groundtoss (as per wardi's pro tournament on the balance patch). But I am of the opinion that even the current lurker at critical mass beats ground toss. | ||
BerserkSword
United States2123 Posts
On October 30 2019 11:02 pzlama333 wrote: Just report that the damage reduction of Microbial Shroud works before armor. For example, a 3/3 carrier will do (8/2-3)*2 = 1*2 damage per interceptor attack against 3/3 hydralisk, equivalent as 80% damage reduction. 28 hydralisks can kill all interceptors of 10 carriers with 20 hydra left. So it may worth a try. 9-range psi storm and colossus can be prevented by 10-range lurkers. Protoss incorporates some Tempests in the deathball, and they get free damage regardless of 10 range lurkers. If Zerg tries to jump on deathball, it gets blanketed by storm/distruptor nova/time warp. Zerg losing free infested terran to flood the ground space is huge. | ||
Ryu3600
Canada469 Posts
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91matt
United Kingdom147 Posts
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tigon_ridge
482 Posts
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IshinShishi
Japan6156 Posts
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Zahir
United States947 Posts
The previous update was ridden with stat tweaks, unnecessary upgrades, or changes to existing upgrades, and not a lot of substantial change. This is certainly a bold step, and I'd argue a step in the right direction - protoss has more micro potential with speedy zealots, zerg ground to air is at least in theory more viable, and the worst composition for spectating (infestor/BL) has been nerfed. Also, good on them for keeping the BC cheese/nydus nerfs. I don't really think the adept change will improve protoss compositions - rather it will strengthen allins. I frankly don't think the adept needed to be changed to begin with. It's fine for some units to taper off in the late game. I also am severely skeptical that the new half-of-a-dark swarm will provide enough sustain compared to the loss of ITs. Zerg currently uses ITs as both buffer unit and DPS. In broodwar, dark swarm provides 100% dps reduction and lasts a staggering 38 seconds, compared to 11 for the new spell iirc -- and there, there's an interesting and slightly zerg-favored interaction with storm being used to clear out dark swarms. With this mere 50% damage reduction, I just don't see it having much of an impact. I really hope blizzard will strengthen the microbial swarm or w/e prior to releasing the patch. In its current incarnation I think it will get ignored completely by zerg players, and for good reason. Better to release a somewhat overpowered spell and then scale it back as players learn how to maximize its efficacy. | ||
washikie
United States752 Posts
One thing I can say for sure is that whatever the meta is on this upcoming patch it will be very different from the meta we have now and that's a good thing. | ||
washikie
United States752 Posts
On October 30 2019 11:30 BerserkSword wrote: Oh yea I agree that there is a window to punish BLs when there is little support for them. Same could be said about infestor though. I remember neeb beating serral with that timing. In a late game scenario, though, Protoss cannot afford to stick to ground-based comps because BLs w/ support and/or critical mass of lurkers just dominates groundtoss. I do think Protoss can beat lurkers....but with skytoss. The 10 range lurkers are insane vs groundtoss (as per wardi's pro tournament on the balance patch). But I am of the opinion that even the current lurker at critical mass beats ground toss. I'm thinking we might see disruptors out of toss to deal with lurkers rather than skytoss or maybe disruptor tempest. Their might be a cool dance between vipers trying to abduct disruptors and protoss trying to get value shots on lurkers. Disrutpors range is larger than 10 so It could definitely be a strat. | ||
emperorofwild
87 Posts
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BerserkSword
United States2123 Posts
On October 30 2019 12:55 washikie wrote: I'm thinking we might see disruptors out of toss to deal with lurkers rather than skytoss or maybe disruptor tempest. Their might be a cool dance between vipers trying to abduct disruptors and protoss trying to get value shots on lurkers. Disrutpors range is larger than 10 so It could definitely be a strat. Disruptors don't stand a chance. Tunneling claws allows Lurkers to easily dodge the disruptor balls. Vipers = free kills on disruptors like you said as well. In wardi's balance patch pro tournament, lurker hydra just slaughtered the ground toss | ||
BerserkSword
United States2123 Posts
On October 30 2019 12:07 tigon_ridge wrote: I echo Ret's opinion that this is going to evolve into a disruptor/storm fest, and zerg will be clearly disadvantaged in almost every 200 vs 200 lategame big engagement. Zerg will have to rely on multi-prong engagements in lategame to win. Just about everything on the Zerg's side is getting nerfed, while Zerg will have to deal with a lot more drops and VR harassment/hatchery snipes. If this patch goes through, I'm predicting that Zerg will be lagging by roughly 5-8% in the future, which I guess at least isn't as bad as how much protoss is currently lagging by (15%). I'd be glad to be proven wrong, though. I agree with this 100% Zerg lategame is much too weak now | ||
Sonic_714
2 Posts
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Tyrhanius
France947 Posts
On October 30 2019 11:49 Ryu3600 wrote: The updated patch notes look really really good. The idea of moving away anti air from the infestor and giving it a more defensive and even sieging mechanic with microbial shroud is really cool to me. It's an hive upgrade. It cost 150/150, it takes 79s to complete... It costs 100 energy. You should stay on a 3 area for 11s... in front of storm/chargelots... It's not a cool change, IT was buffed for a reason = zerg can't compete in lategame vs protoss deathball due to weak anti-air. This ability is not only overpriced, come super late, it's also not credible to be used vs protoss deathball (who got a void buff + MSC buffs + tempest buff). It's just a huge nerf to say all zerg = you can't win if Protoss gets a deathball. | ||
RealityTheGreat
China564 Posts
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