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Blizz: Proposed changes for post-BlizzCon patch 2019 - Pag…

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Rantech
Profile Joined April 2010
Chile527 Posts
October 30 2019 15:01 GMT
#441
Yes! No more Zergcraft. On the other hand i hope they make it so you cant queue multiple nyduses on one go.

Monochromatic
Profile Blog Joined March 2012
United States997 Posts
October 30 2019 15:55 GMT
#442
I'd like to see hydras turn into a dedicated anti air unit. Maybe split their ground/air attack and buff them vs air. The removal of IT is a huge blow to zergs anti-air.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Brutaxilos
Profile Blog Joined July 2010
United States2624 Posts
October 30 2019 17:15 GMT
#443
On October 30 2019 20:37 QOGQOG wrote:
Much better set of changes now. Zealots might even be microable!
I would have liked to see a more fundamental rethink on Zerg to get rid of/significantly change the Queen (right now a nonsense mashup of all kinds of abilities/roles), but this should at least weaken Infestor/BL. Too bad it'll come too late for Classic and HerO.

It's herO.
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
algue
Profile Joined July 2011
France1436 Posts
October 30 2019 17:32 GMT
#444
Still no love for the corruptor
The unit is boring, always has been. It'd be nice if it could get a little bit of love for once
rly ?
hangfive
Profile Joined January 2018
Germany6 Posts
October 30 2019 18:45 GMT
#445
Aesthetic-wise i find the proposed Speedlot very wrong.

The Swarmhost looks strange how speedy they waddle arround , they are so big ,with lots of loads on their back , like an aircraftcarrier .. they should be slower. -But okay.
The Ultralisk with Anabolic Synthesis (increase speed off Creep)
looks way to fast for how Big and Massive the Unit is designed. When bum wiggling-turning he almost looks like about to fall over. -But okay.

BroodLord hovers slow and elegant, like a Manta Ray in Water
-very aesthetic
Look at the Thor -hes Biiiig ,and slow, and clunky ..as things should be when so Big! -Good
Tempest looked way to fast with the Movement speed increased from 2.6 to 3.5! -reverted to 3.15 its better but still a bit to agile for such a big and powerful vessel.

All the other Units are are pretty on Point on how they look and how they move..maybe the Ghost? hes not really running he just makes sleek wide steps and wears a spandex suit?Okay, but then why he takes up two slots in a bunker?
So much for the present Units

Now ..the speedy Zealot?
Have you seen this?
How fast they are?
The animation of the zealots legs at this crazy speed looks flat out wrong.
Very funny .. but also super unnatural -thats why them look so funny.
-Please, No!

The Void Ray is perfect in his normal state, but with Flux Vanes?
This looks like an arcade game!
-Please, No!

Whats next?
Hydralisk with Muscular Augments can Jump? Like cute little worms in WORMS.?
-Please, No!

I really like the overall aestethics in Starcraft2! Its such a cool universe!
But these speedupgrades look very odd.
The Herc was added and looked wonky and then removed -good!
Also the Warhound! -good!


TL:DR SpeedZealots and Flux Vanes looks strange
Z3nith
Profile Joined October 2017
485 Posts
October 30 2019 21:13 GMT
#446
On October 31 2019 03:45 hangfive wrote:
Aesthetic-wise i find the proposed Speedlot very wrong.

The Swarmhost looks strange how speedy they waddle arround , they are so big ,with lots of loads on their back , like an aircraftcarrier .. they should be slower. -But okay.
The Ultralisk with Anabolic Synthesis (increase speed off Creep)
looks way to fast for how Big and Massive the Unit is designed. When bum wiggling-turning he almost looks like about to fall over. -But okay.

BroodLord hovers slow and elegant, like a Manta Ray in Water
-very aesthetic
Look at the Thor -hes Biiiig ,and slow, and clunky ..as things should be when so Big! -Good
Tempest looked way to fast with the Movement speed increased from 2.6 to 3.5! -reverted to 3.15 its better but still a bit to agile for such a big and powerful vessel.

All the other Units are are pretty on Point on how they look and how they move..maybe the Ghost? hes not really running he just makes sleek wide steps and wears a spandex suit?Okay, but then why he takes up two slots in a bunker?
So much for the present Units

Now ..the speedy Zealot?
Have you seen this?
How fast they are?
The animation of the zealots legs at this crazy speed looks flat out wrong.
Very funny .. but also super unnatural -thats why them look so funny.
-Please, No!

The Void Ray is perfect in his normal state, but with Flux Vanes?
This looks like an arcade game!
-Please, No!

Whats next?
Hydralisk with Muscular Augments can Jump? Like cute little worms in WORMS.?
-Please, No!

I really like the overall aestethics in Starcraft2! Its such a cool universe!
But these speedupgrades look very odd.
The Herc was added and looked wonky and then removed -good!
Also the Warhound! -good!


TL:DR SpeedZealots and Flux Vanes looks strange


This may actually be the best shitpost I've seen all year.
loppy2345
Profile Joined August 2015
39 Posts
October 30 2019 22:09 GMT
#447
How to fix Terran - replace hellion + widow mines with vulture, and replace marauder with firebat.
dalecooper
Profile Joined July 2019
56 Posts
Last Edited: 2019-10-31 02:40:50
October 31 2019 02:30 GMT
#448
These changes are awesome. It looks really promising. I'd say we need even more. It can refresh openings and lategame scenario. Kudos to a balance guy (not to a town hall one) for the first time.
pointless
SlightTerranBias
Profile Joined October 2019
1 Post
Last Edited: 2019-10-31 03:48:04
October 31 2019 03:38 GMT
#449
Regarding October 29 changes
These changes are interesting and a step in the right direction compared to the previous proposals. Though I think many of them still need tweaking.
Viking: Good change, 150 health was too much for TvT.
Battlecruiser: Good that they reverted the previous changes though the stun is not necessary as BC openings have been figured out and Terran is still struggling in early game vs Zerg.
Zealot: This is a nice change as it will make the Zealot more microable while and usable for harass in enemy worker lines while still nerfing it in PvT. However, I think this nerf is a bit too severe and I'm proposing +4 damage for Charge instead of 0 damage. The Charge ability is overall to easy to use, so it should require to be manually activated like any other ability. This would make the Chargelot + Immortal + Archon more of a challenge to use which would be very good.
Adept: THANK GOD! The previous changes to Adepts were some of the worst I have ever seen from Blizzard. The new change to Resonating Glaives could be interesting as it provides more microability to Adepts, especially in timing attacks against Zerg before Roaches and against Terran before Stim but I'm not completely sure.
Creep Tumour: Interesting change. I see what they are going for, more reason to try to attack Active Creep Tumours as that is unseen at the moment both in amateur and pro play. I would however suggest a further change: Make Active Creep Tumours take longer to burrow, as this will nerf creep spread which is a problem at all levels of play and make it easier to deny it in the early game.
Pneumatized Carapace: This is a not insignificant nerf to Zerg that is very welcome. It will make hiding tech and production easier for both Terran and Protoss.
Removed Infested Terran: I very much disliked the Infested Terran ability, since it seemed like a superfluous ability for Zerg, which already has free units with Swarm Hosts, Brood Lords and Changelings + Zerglings which fill a similar role to free units. Infested Terran made the Infestor a one-man army that could deal with all types of threats.
Microbial Shroud Microbial Shroud is an interesting ability that could see a few use cases, some of which are:
- Protect Infestors from Liberators, Battlecruisers, Tempests and Carriers. This is going to be the primary use case.
- Protect any other unit: I guess Hydras and Queens or maybe Lurkers but since abilities like Psionic Storm and
Colossus attacks are unaffected by this ability it serves a better purpose as a marker for where to focus splash
attacks.

In general I would like an overhaul to the Infestor: Fungal Growth should not require an upgrade but be severely nerfed and/or changed and have an upgrade at Hive that changes/buffs it somehow. Microbial Shroud should not require an upgrade and should have bigger radius and cost 50 energy. Remove the Pathogen Glands upgrade as a general nerf to Infestors in the late game.

Nydus Network/Worm: Good change. This might however not be enough to balance Nydus + Swarm Host in ZvP and Queen/Ling + Nydus-all-in in both ZvT and ZvP.
Mothership: I guess kind of a cool thing:
Overall: These changes feel careless and rushed IMHO and they don't introduce many new interesting mechanics. Their purpose have been to "fix" the game in a very noncreative way which is never fun for the players.




Harris1st
Profile Blog Joined May 2010
Germany6914 Posts
October 31 2019 09:35 GMT
#450
On October 31 2019 03:45 hangfive wrote:
Aesthetic-wise i find the proposed Speedlot very wrong.

The Swarmhost looks strange how speedy they waddle arround , they are so big ,with lots of loads on their back , like an aircraftcarrier .. they should be slower. -But okay.
The Ultralisk with Anabolic Synthesis (increase speed off Creep)
looks way to fast for how Big and Massive the Unit is designed. When bum wiggling-turning he almost looks like about to fall over. -But okay.

BroodLord hovers slow and elegant, like a Manta Ray in Water
-very aesthetic
Look at the Thor -hes Biiiig ,and slow, and clunky ..as things should be when so Big! -Good
Tempest looked way to fast with the Movement speed increased from 2.6 to 3.5! -reverted to 3.15 its better but still a bit to agile for such a big and powerful vessel.

All the other Units are are pretty on Point on how they look and how they move..maybe the Ghost? hes not really running he just makes sleek wide steps and wears a spandex suit?Okay, but then why he takes up two slots in a bunker?
So much for the present Units

Now ..the speedy Zealot?
Have you seen this?
How fast they are?
The animation of the zealots legs at this crazy speed looks flat out wrong.
Very funny .. but also super unnatural -thats why them look so funny.
-Please, No!

The Void Ray is perfect in his normal state, but with Flux Vanes?
This looks like an arcade game!
-Please, No!

Whats next?
Hydralisk with Muscular Augments can Jump? Like cute little worms in WORMS.?
-Please, No!

I really like the overall aestethics in Starcraft2! Its such a cool universe!
But these speedupgrades look very odd.
The Herc was added and looked wonky and then removed -good!
Also the Warhound! -good!


TL:DR SpeedZealots and Flux Vanes looks strange


This is hilarious!
Really like the comparison between Hydras and Worms! Pure gold!

Also more shitting on the warhound is always a good idea
Go Serral! GG EZ for Ence. Flashbang dance FTW
stilt
Profile Joined October 2012
France2749 Posts
Last Edited: 2019-10-31 10:30:59
October 31 2019 09:54 GMT
#451
They're trying to give the zerg a chance to fight air without free units, too bad the best ground AA units we have is the hydras x)

Seriously, skytoss will dominate so hard now and as Serral pointed out, what is the supposed counter to libe/thors now? Roach/ravagers/sh ?

Edit : the zelote change is the most hardcore shit I ever heard since 2010 for god sake, it cuts every retreat option for the zerg and generate a super strong and safe harass, just wow.
True_Spike
Profile Joined July 2004
Poland3421 Posts
Last Edited: 2019-10-31 10:41:57
October 31 2019 10:35 GMT
#452
Creep change, FUCK YEAH.

Not as drastic as I'd like, but a good start nonetheless. Wish something was done about queens, too, if that nerf to creep is all it's going to be.

Overall this looks fantastic.

I do not like the protoss changes only:

1. I would remove charge altogether from the game and just turn it into a BW-style leg speed upgrade (maybe increase attack rate slighty, too, after the upgrade is completed).

2. The adept change is just way too gimmicky. If they want to see more mid/late game usage of the adept than perhaps an upgrade that *removes* shade ability in favour of a major buff to the unit or giving it a different ability altogether is the way to go.
True_Spike
Profile Joined July 2004
Poland3421 Posts
October 31 2019 10:39 GMT
#453
On October 31 2019 18:54 stilt wrote:
They're trying to give the zerg a chance to fight air without free units, too bad the best ground AA units we have is the hydras x)

Seriously, skytoss will dominate so hard now and as Serral pointed out, what is the supposed counter to libe/thors now? Roach/ravagers/sh ?

Edit : the zelote change is the most hardcore shit I ever heard since 2010 for god sake, it cuts every retreat option for the zerg and generate a super strong and safe harass, just wow.


Fungal, Vipers, Queens, Hydras, Spores. I think Zerg will be fine.

Remember that liberators have lower range now.

I do believe the new spell should be slightly more powerful (i.e .75% instead of 50%), since it's counterable.
stilt
Profile Joined October 2012
France2749 Posts
Last Edited: 2019-10-31 10:53:55
October 31 2019 10:52 GMT
#454
On October 31 2019 19:39 True_Spike wrote:
Show nested quote +
On October 31 2019 18:54 stilt wrote:
They're trying to give the zerg a chance to fight air without free units, too bad the best ground AA units we have is the hydras x)

Seriously, skytoss will dominate so hard now and as Serral pointed out, what is the supposed counter to libe/thors now? Roach/ravagers/sh ?

Edit : the zelote change is the most hardcore shit I ever heard since 2010 for god sake, it cuts every retreat option for the zerg and generate a super strong and safe harass, just wow.


Fungal, Vipers, Queens, Hydras, Spores. I think Zerg will be fine.

Remember that liberators have lower range now.

I do believe the new spell should be slightly more powerful (i.e .75% instead of 50%), since it's counterable.


You're selling me that you're countering skytoss+ storm with these units ? X)
Dunno if it's a troll or if you have no experience at all but it doesn't work, they are not beefy enough to endure protoss aoe while standing still, as Serral pointed out, corrupters/vipers will still be the way to go.
Drfilip
Profile Joined March 2013
Sweden590 Posts
October 31 2019 12:48 GMT
#455
On October 31 2019 19:52 stilt wrote:
Show nested quote +
On October 31 2019 19:39 True_Spike wrote:
On October 31 2019 18:54 stilt wrote:
what is the supposed counter to libe/thors now? Roach/ravagers/sh ?

Fungal, Vipers, Queens, Hydras, Spores. I think Zerg will be fine.

Remember that liberators have lower range now.

I do believe the new spell should be slightly more powerful (i.e .75% instead of 50%), since it's counterable.


You're selling me that you're countering skytoss+ storm with these units ? X)
Dunno if it's a troll or if you have no experience at all but it doesn't work, they are not beefy enough to endure protoss aoe while standing still, as Serral pointed out, corrupters/vipers will still be the way to go.

True spike answered your question. There is no protoss in that question.
What you intended might have been generally for zerg vs air, but that wasn't the question.
Random Platinum EU
Decendos
Profile Joined August 2011
Germany1338 Posts
October 31 2019 16:11 GMT
#456
I like the changes overall just two things they need to tweak:

- zealotspeed is way too much - too little risk involved anymore with runbys etc.
- IT where the by far best AA zerg had - the new spell will probably help vs T but vs P there will be no answer vs skytoss + high templar or skytoss + colossus or skytoss + disruptors....and they even buff skytoss pretty hard with neural nerf, MS buff and voidray buff

Guess we will see on how they plan to give zerg a reliable lategame AA option vs skytoss + AoE ground dmg
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
Last Edited: 2019-10-31 16:22:43
October 31 2019 16:22 GMT
#457
On October 31 2019 07:09 loppy2345 wrote:
How to fix Terran - replace hellion + widow mines with vulture, and replace marauder with firebat.


Part 3: Pretend hellbat aren't firebat but better
Writerhttp://i.imgur.com/9p6ufcB.jpg
Pentarp
Profile Joined August 2015
219 Posts
October 31 2019 17:26 GMT
#458
On October 31 2019 19:52 stilt wrote:
Show nested quote +
On October 31 2019 19:39 True_Spike wrote:
On October 31 2019 18:54 stilt wrote:
They're trying to give the zerg a chance to fight air without free units, too bad the best ground AA units we have is the hydras x)

Seriously, skytoss will dominate so hard now and as Serral pointed out, what is the supposed counter to libe/thors now? Roach/ravagers/sh ?

Edit : the zelote change is the most hardcore shit I ever heard since 2010 for god sake, it cuts every retreat option for the zerg and generate a super strong and safe harass, just wow.


Fungal, Vipers, Queens, Hydras, Spores. I think Zerg will be fine.

Remember that liberators have lower range now.

I do believe the new spell should be slightly more powerful (i.e .75% instead of 50%), since it's counterable.


You're selling me that you're countering skytoss+ storm with these units ? X)
Dunno if it's a troll or if you have no experience at all but it doesn't work, they are not beefy enough to endure protoss aoe while standing still, as Serral pointed out, corrupters/vipers will still be the way to go.


Not beefy enough? Well how about a new spell that reduces damage taken from air units?

Also, welcome to the Terran experience of dealing with storms: Micro.
Plogamer TL.net RedRocket B.net
royalroadweed
Profile Joined April 2013
United States8301 Posts
October 31 2019 23:02 GMT
#459
New zerg spell might be tough to balance. Seems like it will always be in a position of being too strong vs liberator comps and too weak vs everything else.
"Nerfing Toss can just make them stronger"
BerserkSword
Profile Joined December 2018
United States2123 Posts
October 31 2019 23:22 GMT
#460
On November 01 2019 02:26 Pentarp wrote:
Show nested quote +
On October 31 2019 19:52 stilt wrote:
On October 31 2019 19:39 True_Spike wrote:
On October 31 2019 18:54 stilt wrote:
They're trying to give the zerg a chance to fight air without free units, too bad the best ground AA units we have is the hydras x)

Seriously, skytoss will dominate so hard now and as Serral pointed out, what is the supposed counter to libe/thors now? Roach/ravagers/sh ?

Edit : the zelote change is the most hardcore shit I ever heard since 2010 for god sake, it cuts every retreat option for the zerg and generate a super strong and safe harass, just wow.


Fungal, Vipers, Queens, Hydras, Spores. I think Zerg will be fine.

Remember that liberators have lower range now.

I do believe the new spell should be slightly more powerful (i.e .75% instead of 50%), since it's counterable.


You're selling me that you're countering skytoss+ storm with these units ? X)
Dunno if it's a troll or if you have no experience at all but it doesn't work, they are not beefy enough to endure protoss aoe while standing still, as Serral pointed out, corrupters/vipers will still be the way to go.


.
Not beefy enough? Well how about a new spell that reduces damage taken from air units?

Also, welcome to the Terran experience of dealing with storms: Micro.


Why are you ignoring all the Protoss firepower that comes from disruptor storm colossus immortal etc

Tempests and carriers will still be able to pick away at Zerg thanks to range. But no longer can Zerg advance on a Protoss death ball.

Also lol@ thinking only Terran micros vs storm. Zerg microing vs storm is 10x harder since their units are flimsier and there is not godly medivac to retreat to and heal everything up
TL+ Member
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