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4.11.3 Patch (Adept revert) + Community Update - Page 5

Forum Index > SC2 General
124 CommentsPost a Reply
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Harris1st
Profile Blog Joined May 2010
Germany6951 Posts
December 19 2019 12:58 GMT
#81
On December 19 2019 20:48 Haukinger wrote:
They could make the cloud radius span the whole map and still noone would use it. If it would prevent damage-from-air completely, including stuff like storm or anti-armour-missile, then perhaps, it might be useful.


On December 19 2019 02:10 Nakajin wrote:
But on a serious note, does shroud affect colosus fire? Maybe that's the way?


This would make it useful, and probably even a bit OP
Go Serral! GG EZ for Ence. Flashbang dance FTW
Moonerz
Profile Joined March 2014
United States449 Posts
December 19 2019 13:09 GMT
#82
If you listened to Zerg players you would think they have 0 good units.

Adept change being reverted is good. As far as shroud I think just removing the hive requirement is enough but a little apprehensive about the radius being increased. Think this gives zerg another good option vs airtoss but we will see how it plays out.
batatm
Profile Joined June 2014
Israel116 Posts
December 19 2019 13:35 GMT
#83
On December 19 2019 21:43 Nars_ wrote:
Ahh the classic Zerg buff with 44% TvZ and 46% PvZ at the top of the pack.

Ahh the classic whine about a patch while completely ignoring it's context.
No one uses microbial shrowd, and honestly i don't see it changing even with the latest buffs.
The very idea behind it is flawed, a spell to protect the limited zerg ground to air units (=hydra and queen), which negates half the damage and only from aerial attacks. Rather conditional, don't you think?
Harris1st
Profile Blog Joined May 2010
Germany6951 Posts
December 19 2019 13:42 GMT
#84
On December 19 2019 22:09 Moonerz wrote:
If you listened to "enter race" players you would think they have 0 good units.



FTFY
Go Serral! GG EZ for Ence. Flashbang dance FTW
Snakestyle11
Profile Joined December 2018
191 Posts
Last Edited: 2019-12-19 14:16:45
December 19 2019 14:14 GMT
#85
I like how most of you think the zerg change is because they wanna *buff zerg*.

Its one of the change noone asked for that they came up themselves with in the last patch, a new spell designed by them that noone uses.

They just reverted another random change they made in the adept, they want to try to at least save face by proving this spell idea was good. I dont think it has much use outside niche hydra vs carriers mid game stuff.

Honestly, without meaning to lack respect for individual, im not a fan of most of these changes and design ideas they came up with..The battle cruiser teleport, then shoot while moving.. We even had burrow fungal for a while. There was the random stalker change they quickly reverted, the adept change thats also reverted... The super OP nydus...

They also had no idea about broodlord leashe range which led to many annoying thor and broodlords range changes.

I think the changes keep focusing on the wrong aspects of the game..

Players should be encouraged to mass up and trade low and mid tier units all game long, by fighting army units with army units, similar to old school bio ZvT, the best matchup of all starcraft history imo, even broodwar. They even discourage that kind of play by making mech the best TvZ style, with Battlecruisers. Leading to deathball defense play.

Starcraft2 currently is all about Unit versus worker interaction. Can you stop opponent units from killing too many workers before they die or run away? Why cant army units want to fight other army units?

Has the game really been impoving because of patches in the last 3 years? I dont think so...more and more things get broken and make for very uninteresting games at the ladder level. Most games are decided before the 5minutes mark nowadays to then end in only one battle.
WaesumNinja
Profile Joined February 2012
210 Posts
December 19 2019 14:44 GMT
#86
Well I'm happy they still give enough shits to tinker with a 9 year old game. How many rts came and went in that time?
dbRic1203
Profile Joined July 2019
Germany2655 Posts
December 19 2019 15:21 GMT
#87
Kung fu Cup 2: finally a balanced tournament with the strongest Players on Top, wich are obviously all terrans
MaxPax
Legan
Profile Joined June 2017
Finland444 Posts
December 19 2019 16:51 GMT
#88
If Microbial Shroud is buffed enough, that it becomes good and is not used as much mostly because Fungal Growth, Neural Parasite, Abduct, Blinding Cloud or Parasitic Bomb are just better in most cases, then they can start looking to ways to nerf the other options that are used. This is something that many would probably want to see.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
batatm
Profile Joined June 2014
Israel116 Posts
December 19 2019 16:53 GMT
#89
On December 20 2019 00:21 dbRic1203 wrote:
Kung fu Cup 2: finally a balanced tournament with the strongest Players on Top, wich are obviously all terrans

well tbh the top tier zerg players (dark, rouge, soO) didn't participate.
TelecoM
Profile Blog Joined January 2010
United States10675 Posts
December 19 2019 19:17 GMT
#90
Wow I haven't played SC2 in a long time...they gave Infestors dark swarm? This is insane
AKA: TelecoM[WHITE] Protoss fighting
Hvvacha
Profile Joined April 2018
82 Posts
December 19 2019 19:21 GMT
#91
On December 18 2019 12:25 Nakajin wrote:
Jesus I can't beleive they are buffing shroud, I have literaly never seen a single zerg lose a game once they start using it.


they have managed to fuck up mule fix, and instead of trying different approach just reverted it
'nuff said about balance team lol.
Kertorak
Profile Joined November 2019
125 Posts
Last Edited: 2019-12-19 20:19:05
December 19 2019 19:53 GMT
#92
On December 18 2019 17:23 Harris1st wrote:
Show nested quote +
On December 18 2019 12:25 Nakajin wrote:
Jesus I can't beleive they are buffing shroud, I have literaly never seen a single zerg lose a game once they start using it.


Can't tell if you are serious or not ^^
I have never seen shroud used in a pro game, ever




It doesn't matter. The shroud is a replacement for the Infestors against POTENTIAL Heavy Air. The reason you might not see it in a pro game is maybe that you don't see heavy air that much in general... or something else is stronger at that point, like a ground flood, etc. IMO it doesn't say anything about the potential of this spell.

For instance just its existance in the zerg arsenal can prevent the enemy from not doing a certain strategy... Just like a good wall prevents the enemy from zerg run byes all the time - you will simply usually not see it alot. You can think yourself about a lot of unit strength's that prevent certain plays or have proven to counter certain things very well... And since those counter plays exist... end the sentence yourself.

Back to the heavy air perspective: I have recently seen a Zerg guide from a GM late game vs Protoss Heavy AIr (pre patch). It involved Mass Infestors with Spore Crawlers (and Broodlords). (again GM level). He used Infested Marines once something could get fungaled. This is extreme late game scenario against a special protoss play - but this protoss play you actually don't see much - I think... That's why you also don't see the counter much - I think...


I personally tested the shroud myself, when an enemy was playing carriers. Having Hydras or Queens bathing in the shroud made them recieve almost no damage, and Interceptors melted. So how do some people think this buff was unnecessary?
Keep in mind it got 3x buffed: T3->T2, radius 3->3.5, energy 100->75... Only addressing T3->T2:
- You use this spell (as a high specialization...) to counter heavy air, heavy air is Tier3. Hence Shroud kinda belongs to Tier3 aswell (to counter Tier3 masses), putting it to T2 is unnecessary and cheap vs the cost investment of the enemy... (heavy air tech). By the way Liberator's with Range is not that high tech, but also T3...
- You can't tell me that for instance laying possibly 2 shrouds with a 2 supply unit in addition to your attack vs liberator defense isn't efficient... please.
- Hence I agree with the first post that buffing this spell to being available in T2 is a really big buff and we will see it being too good - I can't say that of course, I am only saying I watched some guides about rare late game scenarios and I did some games myself, and also I know from experience that it takes time to learn to apply a new mechanic appropriately. so I am understanding the feedback the other people wrote.
On December 19 2019 22:35 batatm wrote:

a spell to protect the limited zerg ground to air units (=hydra and queen), which negates half the damage and only from aerial attacks. Rather conditional, don't you think?

See above, conditionality doesn't remove it's Potential in that condition... So buffing it for that condition in the first place doesn't make sense in some people's eyes as it doesn't increase the condition's propability, but puts the Rock-Paper-Scissor-Mechanic even higher:
A much Sharper Scissors = A much buffed Shroud.
I wish I had quality over quantity | "The point of Sc<x> is that your skill a constant WIP - which provides that unique joy of the game - not to post which rank you are in a this moment"
batatm
Profile Joined June 2014
Israel116 Posts
December 19 2019 20:23 GMT
#93
On December 20 2019 04:17 GGzerG wrote:
Wow I haven't played SC2 in a long time...they gave Infestors dark swarm? This is insane

not quite, actually not even close:
Creates a shroud that obscures ground units underneath, reducing damage taken from air units by 50%. Lasts 11 seconds.
Nars_
Profile Joined February 2016
31 Posts
December 20 2019 03:38 GMT
#94
On December 19 2019 22:35 batatm wrote:
Show nested quote +
On December 19 2019 21:43 Nars_ wrote:
Ahh the classic Zerg buff with 44% TvZ and 46% PvZ at the top of the pack.

Ahh the classic whine about a patch while completely ignoring it's context.
No one uses microbial shrowd, and honestly i don't see it changing even with the latest buffs.
The very idea behind it is flawed, a spell to protect the limited zerg ground to air units (=hydra and queen), which negates half the damage and only from aerial attacks. Rather conditional, don't you think?

Now list the wide range of protoss ground to air units.
Harris1st
Profile Blog Joined May 2010
Germany6951 Posts
December 20 2019 09:59 GMT
#95
On December 20 2019 01:51 Legan wrote:
If Microbial Shroud is buffed enough, that it becomes good and is not used as much mostly because Fungal Growth, Neural Parasite, Abduct, Blinding Cloud or Parasitic Bomb are just better in most cases, then they can start looking to ways to nerf the other options that are used. This is something that many would probably want to see.


Yes please!
Namely Neural needs to be nerfed again. Fungal seems fine
I'd say something like capital ships can't be neuraled but that might tip the balance in TvZ too much. Probably better if they give the Carrier the heroic tag too since this seems the unit Shroud is best suited against. Or make neural really expensive mana wise, like 150
Go Serral! GG EZ for Ence. Flashbang dance FTW
batatm
Profile Joined June 2014
Israel116 Posts
December 20 2019 16:44 GMT
#96
On December 20 2019 12:38 Nars_ wrote:
Show nested quote +
On December 19 2019 22:35 batatm wrote:
On December 19 2019 21:43 Nars_ wrote:
Ahh the classic Zerg buff with 44% TvZ and 46% PvZ at the top of the pack.

Ahh the classic whine about a patch while completely ignoring it's context.
No one uses microbial shrowd, and honestly i don't see it changing even with the latest buffs.
The very idea behind it is flawed, a spell to protect the limited zerg ground to air units (=hydra and queen), which negates half the damage and only from aerial attacks. Rather conditional, don't you think?

Now list the wide range of protoss ground to air units.

what for? how is that relevant?
ThunderJunk
Profile Joined December 2015
United States694 Posts
December 20 2019 22:18 GMT
#97
Everyone's focusing on ZvP, but Microbial shroud is definitely going to be a huge factor for breaking liberator lines in ZvT. That's the primary use case.
I am free because I know that I alone am morally responsible for everything I do.
Haukinger
Profile Joined June 2012
Germany131 Posts
December 21 2019 09:22 GMT
#98
On December 21 2019 07:18 ThunderJunk wrote:
Everyone's focusing on ZvP, but Microbial shroud is definitely going to be a huge factor for breaking liberator lines in ZvT. That's the primary use case.


That may be the intention, but half of "hell of a lot of damage" is still "a lot more damage than you want to take"... Zerg cannot move into liberators with anything but zerglings unless the game is decided already, shroud doesn't make any difference. On a side note, I thought abduct was meant to be the anti-liberator spell. Side note 2: shroud "replaces" infested terrans which never had any use against liberators but were rather the only counter to protoss mass air.
Elentos
Profile Blog Joined February 2015
55553 Posts
December 21 2019 09:34 GMT
#99
On December 21 2019 18:22 Haukinger wrote:
Show nested quote +
On December 21 2019 07:18 ThunderJunk wrote:
Everyone's focusing on ZvP, but Microbial shroud is definitely going to be a huge factor for breaking liberator lines in ZvT. That's the primary use case.


That may be the intention, but half of "hell of a lot of damage" is still "a lot more damage than you want to take"... Zerg cannot move into liberators with anything but zerglings unless the game is decided already, shroud doesn't make any difference. On a side note, I thought abduct was meant to be the anti-liberator spell. Side note 2: shroud "replaces" infested terrans which never had any use against liberators but were rather the only counter to protoss mass air.

Mass infested Terran was the cheapest and fastest way to get rid of liberators on the old patch because the libs couldn't ever get all the eggs and ITs tore through air units.

I feel like the biggest miss on the shroud vs liberator interaction is that the shroud is stationary. Terrans don't stand and fight under the libs, they kite through the zones. And sure one could say "throw down shrouds and kill the libs with hydras". But to me that sounds like a lot more effort than just making corruptors and vipers. And it's only 50% damage reduction so it's also far less cost efficient. And the libs could still get away.

To me it seems like the shroud is meant to be used against capital ships. Probably mostly Protoss ones as well. But I reckon making enough hydras to make shroud worth it against Sky Toss either means you're already winning really hard or you're already losing.
Every 60 seconds in Africa, a minute passes.
MarianoSC2
Profile Joined June 2015
Slovakia1855 Posts
December 21 2019 22:06 GMT
#100
Okay and now the actual patch?
Top 11: Rogue, Maru, Inno, Zest, Life, sOs, Stats, Dark, soO, Mvp, Classic/Trap/MC/Rain
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