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I think it is better to lower the life and movement speed of the crushers before bringing the Vikings to life. I also see that the speed of movement of the MEDIVAC is still bad because the landing of Marine delays the opponent a lot and that must have a risk. I don't think that the observer's movement speed should be lowered because of how big the maps are and that the proto depends a lot on echos
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- Infernal Pre-Igniter research cost decreased from 150/150 to 100/100 OK. - High Impact Payload damage decreased from 40 (+15 vs Massive) to 25 (+10 vs Massive). - High Impact Payload weapon cooldown decreased from 1.7 to 0.9. Another massive buff to the amove thor ... With the brood lord nerf this will be really funny ... The real question is: why this thing has 2 types of anti air attack? Just remove the AoE anti air attack already. Mutas need to be usable again! - Health increased from 135 to 150. Funny. Another massive anti air buff to the terran ... What about corruptors? They are already trash compared to vikings! Noone cares ... - Moved the Rapid Re-Ignition System upgrade from the Starport Tech Lab to the Fusion Core. Ok, but this is an another reason to bring back mutas to TvZ. Advanced Ballistics upgrade moved from the Starport Tech Lab to the Fusion Core. OK. - Interference Matrix energy cost increased from 50 energy to 75 energy. - Interference Matrix duration increased from 8 seconds to 11 seconds. - Raven movement speed increased from 3.85 to 4.13. This unit needs redesign. - Tactical Jump now stuns and puts the Battlecruiser into a 1 second vulnerability phase before it teleports. - Tactical Jump cooldown increased from 71 seconds to 86 seconds. 1 second is not enough. Instead the cooldown nerf, you should merge the yamato and the jump cooldown together. So you can use 1 ability in every 71 sec. - Duration decreased from 64 seconds to 63 seconds. - Mules now always attempt to spawn on the side of minerals closest to a town hall. MULES need restrictions but you made them even easier to use, ROFL. - Infested Terran energy cost increased from 25 to 50. Infested Terran health increased from 50 to 75. Infested Swarm Egg health increased from 70 to 75. The Infested Terran’s Gauss Rifle damage increased from 6 to 12. The Infested Terran’s Infested Rockets damage increased from 14 to 24. Infested Rockets now gain +2 per ranged weapon upgrade, up from +1. Infested Rockets attack period decreased from 1.14 to 0.95. Neural Parasite range decreased from 9 to 8. Removed the Research Neural Parasite upgrade. Infestors now come with Neural Parasite by default. You just changed the infestor, instead of nerfing it. LOL Lurker Den build time decreased from 86 seconds to 57 seconds. Lurker range decreased from 9 to 8. New Upgrade found on the Lurker Den: Seismic Spines Increases the Lurker’s range from 8 to 10. Requirement: Hive Research cost: 150/150. Research duration: 57 seconds. Increased research duration of Adaptive Talons from 54 seconds to 57 seconds. LOL .Random lurker buff. Buff the trash brood lord instead. - Broodling leash range decreased from 12 to 9. Trash range, trash speed, no dps, no hp, high tech, high cost, no anti air. THX Nydus Network and Nydus Worm initial unload delay increased from 0.18 to 0.36. Nydus Network and Nydus Worm load period increased from 0.09 to 0.18. Nydus Network and Nydus Worm unload period increased from 0.18 to 0.36. New upgrade found on the Evolution Chamber: Secreted Coating Reduces the Nydus Network and Nydus Worm’s initial unload delay from 0.36 to 0.18. Reduces the Nydus Network and Nydus Worm’s load period from 0.18 to 0.09. Reduces the Nydus Network and Nydus Worm’s unload period from 0.36 to 0.18. Requirement: Hive. Research cost: 100/100. Research duration: 57 seconds. Summon Nydus Worm ability cooldown increased from 0 to 14. Nydus is the only zerg early game agressive option vs other races. Dont nerf it.
And ... they just killed protoss ...
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Northern Ireland23758 Posts
On October 05 2019 00:34 Sombre wrote:In other news, the return of San Zenith! Artosis swallowing swords intensifies *Man Zenith
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On October 05 2019 01:05 Spirit_HUN wrote: - Infernal Pre-Igniter research cost decreased from 150/150 to 100/100 OK. - High Impact Payload damage decreased from 40 (+15 vs Massive) to 25 (+10 vs Massive). - High Impact Payload weapon cooldown decreased from 1.7 to 0.9. Another massive buff to the amove thor ... With the brood lord nerf this will be really funny ... The real question is: why this thing has 2 types of anti air attack? Just remove the AoE anti air attack already. Mutas need to be usable again! - Health increased from 135 to 150. Funny. Another massive anti air buff to the terran ... What about corruptors? They are already trash compared to vikings! Noone cares ... - Moved the Rapid Re-Ignition System upgrade from the Starport Tech Lab to the Fusion Core. Ok, but this is an another reason to bring back mutas to TvZ. Advanced Ballistics upgrade moved from the Starport Tech Lab to the Fusion Core. OK. - Interference Matrix energy cost increased from 50 energy to 75 energy. - Interference Matrix duration increased from 8 seconds to 11 seconds. - Raven movement speed increased from 3.85 to 4.13. This unit needs redesign. - Tactical Jump now stuns and puts the Battlecruiser into a 1 second vulnerability phase before it teleports. - Tactical Jump cooldown increased from 71 seconds to 86 seconds. 1 second is not enough. Instead the cooldown nerf, you should merge the yamato and the jump cooldown together. So you can use 1 ability in every 71 sec. - Duration decreased from 64 seconds to 63 seconds. - Mules now always attempt to spawn on the side of minerals closest to a town hall. MULES need restrictions but you made them even easier to use, ROFL. - Infested Terran energy cost increased from 25 to 50. Infested Terran health increased from 50 to 75. Infested Swarm Egg health increased from 70 to 75. The Infested Terran’s Gauss Rifle damage increased from 6 to 12. The Infested Terran’s Infested Rockets damage increased from 14 to 24. Infested Rockets now gain +2 per ranged weapon upgrade, up from +1. Infested Rockets attack period decreased from 1.14 to 0.95. Neural Parasite range decreased from 9 to 8. Removed the Research Neural Parasite upgrade. Infestors now come with Neural Parasite by default. You just changed the infestor, instead of nerfing it. LOL Lurker Den build time decreased from 86 seconds to 57 seconds. Lurker range decreased from 9 to 8. New Upgrade found on the Lurker Den: Seismic Spines Increases the Lurker’s range from 8 to 10. Requirement: Hive Research cost: 150/150. Research duration: 57 seconds. Increased research duration of Adaptive Talons from 54 seconds to 57 seconds. LOL .Random lurker buff. Buff the trash brood lord instead. - Broodling leash range decreased from 12 to 9. Trash range, trash speed, no dps, no hp, high tech, high cost, no anti air. THX Nydus Network and Nydus Worm initial unload delay increased from 0.18 to 0.36. Nydus Network and Nydus Worm load period increased from 0.09 to 0.18. Nydus Network and Nydus Worm unload period increased from 0.18 to 0.36. New upgrade found on the Evolution Chamber: Secreted Coating Reduces the Nydus Network and Nydus Worm’s initial unload delay from 0.36 to 0.18. Reduces the Nydus Network and Nydus Worm’s load period from 0.18 to 0.09. Reduces the Nydus Network and Nydus Worm’s unload period from 0.36 to 0.18. Requirement: Hive. Research cost: 100/100. Research duration: 57 seconds. Summon Nydus Worm ability cooldown increased from 0 to 14. Nydus is the only zerg early game agressive option vs other races. Dont nerf it.
And ... they just killed protoss ...
lol
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I gotta say splitting everything into upgrades just feels kinda shitty. Especially when they’re basically just being stripped from the unit to begin with. Would be more interested in seeing an effort made to scale back on infinity upgrades as a solution.
Especially for Protoss I’d rather see changing HP/Shield values over just moving a chunk of Shield onto an upgrade. Especially since there’s a discrepancy between how armor upgrades effect each Heath value that could impact the way the unit works at multiple phases of the game in a more fluid way.
It’d probably be trickier to do it this way but it’d feel a lot more elegant.
Ditto to just making the Infestor more supply inefficient, much simpler change.
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Protoss late-game units need to be buffed
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On October 05 2019 00:25 fLyiNgDroNe wrote: these rough ideas don't make a good impression. Nothing in their ideas is innovative or even clever. Just tweaking small things here and there instead of looking for creative ways to improve game design and change the way matches are played. Seems lazy and uninspiring. Why should they make bigger design changes if the game is great the way it is?
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Right now, it looks like the Mothership serves a relatively weak role in PvZ matchups. A singular viper with a singular abduct can yoink that 400/400 massive unit over with ease and then shoot it down with 2-3 volleys using corruptors or even neural it with an infestor to cloak your own zerg army. The Mothership should be at the back end of the army to stay alive and cloak that army, but also it needs to go to the front to cast its spells, so the Mothership doesn't seem to have a place. The protoss is having its bank depleted that way and the zerg doesn't get punished for it too much.
I suggest a new change: abducting a Mothership only abducts it somewhere between 30-50% of the distance that a normal unit gets abducted (exact value yet to be determined). That way, the zerg needs a bit more micro and commitment if they really want to get the Mothership, and the protoss has more of a chance to save that unit and to also punish the zerg for that maneuver. That should even up the trades a bit and gives the Mothership more chance to shine.
Thoughts?
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On October 05 2019 02:56 Vazalemma wrote: Right now, it looks like the Mothership serves a relatively weak role in PvZ matchups. A singular viper with a singular abduct can yoink that 400/400 massive unit over with ease and then shoot it down with 2-3 volleys using corruptors or even neural it with an infestor to cloak your own zerg army. The Mothership should be at the back end of the army to stay alive and cloak that army, but also it needs to go to the front to cast its spells, so the Mothership doesn't seem to have a place. The protoss is having its bank depleted that way and the zerg doesn't get punished for it too much.
I suggest a new change: abducting a Mothership only abducts it somewhere between 30-50% of the distance that a normal unit gets abducted (exact value yet to be determined). That way, the zerg needs a bit more micro and commitment if they really want to get the Mothership, and the protoss has more of a chance to save that unit and to also punish the zerg for that maneuver. That should even up the trades a bit and gives the Mothership more chance to shine.
Thoughts? Pretty good idea. I would just add it to the massive tag, since pulling any of those units out of position by 3-4.5 tiles, while not being a free kill, makes them a lot more vulnerable. Maybe slow the yoink speed by a certain amount as well, and have concurrent yoinks(unsure on current interaction) interrupt movement so you can't just stack 2 vipers and instantly pull 9 tiles.
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The change that PvZ really needs?
Cannons get +1 armor and +1 range.
Forces Zerg to stop going hatch first nine out of ten games and start moving to something like six out of ten games which significantly reduces their average midgame economic advantage and by extension delays transition to hive tech.
Allows P to take spread out expansions in the late game without being cold to ling run bys. You need to build the cannons and invest in defense, but if you do, that defense will do something.
Plus, the public wants to watch more cannon rushes.
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how about we just make it so mothership cant be pulled or neuraled
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This is awesome, good changes Blizzard I look forward to seeing it in action. I personally love the period immediately after big changes - lots of innovation
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Bl range nerf is actually huge. But well, let's wait a bit until people realizing it. Lurkers might be just better in late game.
That say, there is not a lot done to encourage Terran bio vs Z, too bad.
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Can we shake up maps? The formula's all the same. I miss the weird maps.
Some units made worse. Not as hype as last year's patch. Better luck next year.
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Would be cool if there was a thread where only pro's gave their thoughts.
I would be interested to know what good players think.
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On October 05 2019 06:21 MrShankly wrote: Would be cool if there was a thread where only pro's gave their thoughts.
I would be interested to know what good players think.
yes, god forbid casual wood league plebs want to enjoy the game too.
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So if zealot is a core unit, why is it nerfed? Didn't Blizzard say they rarely change core units such as lings, marines, etc? Why is protoss an exception?
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France12758 Posts
The cool thing about this patch tho, that guarantees WCS 2020 right?  Maybe it’ll be a lighter version tho
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On October 05 2019 02:49 Charoisaur wrote:Show nested quote +On October 05 2019 00:25 fLyiNgDroNe wrote: these rough ideas don't make a good impression. Nothing in their ideas is innovative or even clever. Just tweaking small things here and there instead of looking for creative ways to improve game design and change the way matches are played. Seems lazy and uninspiring. Why should they make bigger design changes if the game is great the way it is? lol now you are just petty
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On October 05 2019 04:32 pissinmyhand wrote: how about we just make it so mothership cant be pulled or neuraled Or better yet just delete Abduct and Neural Parasite.
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