On May 05 2020 06:55 Freeborn wrote: The one big gripe I have with this patch is the wisow mine change.
If tvp is mostly fine, why buff a mechanic that tilts tvp in t's favor while rewarding low skill mineral mine drops and demanding 100% attention from protoss.
Isn't that against one of the stated game design goals about less unforgiving mechanics (or something like that :p)? In any case it's a terrible idea.
Other than that I agree with the sentiment that this patch mostly buffs terran and nerfs zerg vs terran, while it's mostly pvz that needs help.
Two more points that worry me a little bit: - the oracle change might turn out to be a big nerf because of the CD nerf and the fact that you have to revelate much more often, taking more hits on your oracle. - the queen range nerf plus, baneling hp plus widowmine buff might tilt tvz into t's favor too much.
The shield chrono is interesting but the current (mod) implementation seems weird. I would advocate for just using the chronoboost on the shieldbattery without an extra skill (for 50 energy) and then balancing around that (+50% energy recharge and + 50% shield healing & effectiveness doesn't sound too bad).
TvP is decently favored resultwise, but as they said terrans feel behind and thus do a 2 base tank push most of the time to deal damage against the toss that's eco'ing up. So a change is needed imo, dunno if I feel this is the right one.
Plus you can say this tilts tvp is t's favor which I doubt, but the revelation is a huge buff in PvT for toss as dealing with cloacked banshees is made so much easier and also widow mine drops even with stealth can get cleaned up by a single revelation with energy left to spare. So not all bad
What about what Protoss pros feel? Like LiquidMana
If protoss pros feel that their economy is too weak vs terran, do we need to make a change that will allow Terrans to hurt protoss economy even more in the widow mine buff?
Is a change needed to nerf Terran economy because Protoss pros feel it's too strong?
Also, the revelation change is a massive nerf with regards to banshee and mine counter play. A single revelation can only reveal an entire mine drop if the Terran player decides to drop them all in one area. Guess what the good Terran players will do?
The balance team itself literally said the major reasoning behind the revelation nerf is to tilt the balance in favor of WMs. From the copied official Balance update on the first page: "This change also interacts directly with our proposed Widow Mine changes, and we’re hoping the net result falls in favor of the Widow Mine."
"We are hoping the net results falls in terran favor" They indeed hope so and guess only time will tell. Not really sure what a quote from Mana about TvP really says here. He was really frustrated that day and people balance whine about the races they face every day.
Its just a fact that that way too many TvP's end with a 2 base tank push allin, even with loads of scv's because terrans of equal skill level just dont want to go lategame v toss. And as you posted a clip of mana talking about this matchup, I'll just post one from Harstem as hes a toss as well.
I honestly cant comprehend how anyone can think Terran is stronger than Protoss. Gateway units do not die to Bio compositions. They will not lose a unit of significance because theres 30zealots in front of them just shredding bio armies.
The game really is broken beyond fixing and should be left to rott.
On May 06 2020 11:33 5ecured wrote: Anyone know when this patch will actually go live?
It likely wont. It will be modified before it does. When it doesn who knows? Wardi has a tournament starting tomorrow playing this patch
I might have missed it but Blizz should really say clearly, when the patch will go live ... Here I am wondering when will this patch ever go live, if ever
On May 06 2020 11:33 5ecured wrote: Anyone know when this patch will actually go live?
It likely wont. It will be modified before it does. When it doesn who knows? Wardi has a tournament starting tomorrow playing this patch
I might have missed it but Blizz should really say clearly, when the patch will go live ... Here I am wondering when will this patch ever go live, if ever
No. NOOOO. NOOOOoooOO Blizz should test and tweak and test and tweak and test and tweak and THEN consider applying it to live. Why make yourself pressure putting something on live? Haven't you learned NOTHING from Warcraft?
On May 05 2020 16:40 Harris1st wrote: A nice interaction would be if you spot the Medivac early and cast revelation on it, every unit in the Medivac is also under the spell
This is a totally awesome idea. I think this is the kind of fun little interaction that opens up an extra window for skill and fun gameplay.
Sure, as long the Medivac can also now heal the units that are inside it, seeing as the units can now be affected by spells
On May 05 2020 16:40 Harris1st wrote: A nice interaction would be if you spot the Medivac early and cast revelation on it, every unit in the Medivac is also under the spell
This is a totally awesome idea. I think this is the kind of fun little interaction that opens up an extra window for skill and fun gameplay.
Sure, as long the Medivac can also now heal the units that are inside it, seeing as the units can now be affected by spells
Absolutely, and to keep things consistant across races, EMP should definitely affects units inside a warp prism, including high-templars
On May 05 2020 16:40 Harris1st wrote: A nice interaction would be if you spot the Medivac early and cast revelation on it, every unit in the Medivac is also under the spell
This is a totally awesome idea. I think this is the kind of fun little interaction that opens up an extra window for skill and fun gameplay.
Sure, as long the Medivac can also now heal the units that are inside it, seeing as the units can now be affected by spells
Not while it's moving!
Seriously though, a 10 sec CD is too much to be effective against WM drops. Maybe lower the CD and also lower the radius?
On May 05 2020 16:40 Harris1st wrote: A nice interaction would be if you spot the Medivac early and cast revelation on it, every unit in the Medivac is also under the spell
This is a totally awesome idea. I think this is the kind of fun little interaction that opens up an extra window for skill and fun gameplay.
Sure, as long the Medivac can also now heal the units that are inside it, seeing as the units can now be affected by spells
Absolutely, and to keep things consistant across races, EMP should definitely affects units inside a warp prism, including high-templars
Isn't the warp prism like the SG Atlantis' wraith abduction ships? The units aren't materialized in the warp prism. If you want it to be consistent, either EMP does nothing to the units inside or it deletes them from the game. I think the latter is a tad too strong.
On May 06 2020 16:51 imsupervisor1 wrote: Sure, as long the Medivac can also now heal the units that are inside it, seeing as the units can now be affected by spells
Absolutely, and to keep things consistant across races, EMP should definitely affects units inside a warp prism, including high-templars
Yeah and storm will melt marines inside the medivac.
On May 05 2020 16:40 Harris1st wrote: A nice interaction would be if you spot the Medivac early and cast revelation on it, every unit in the Medivac is also under the spell
This is a totally awesome idea. I think this is the kind of fun little interaction that opens up an extra window for skill and fun gameplay.
Sure, as long the Medivac can also now heal the units that are inside it, seeing as the units can now be affected by spells
Not while it's moving!
Seriously though, a 10 sec CD is too much to be effective against WM drops. Maybe lower the CD and also lower the radius?
The CD is nowhere as big, you never stopped multiple WM/Banshees with a single oracle. If anything its a big buff, 25 energy is really low and it allows to still revelate even if you already used the pulsar beam. (Generally you never have 100 energy on the oracle for fast drops).
On May 05 2020 16:40 Harris1st wrote: A nice interaction would be if you spot the Medivac early and cast revelation on it, every unit in the Medivac is also under the spell
This is a totally awesome idea. I think this is the kind of fun little interaction that opens up an extra window for skill and fun gameplay.
Sure, as long the Medivac can also now heal the units that are inside it, seeing as the units can now be affected by spells
Not while it's moving!
Seriously though, a 10 sec CD is too much to be effective against WM drops. Maybe lower the CD and also lower the radius?
The CD is nowhere as big, you never stopped multiple WM/Banshees with a single oracle. If anything its a big buff, 25 energy is really low and it allows to still revelate even if you already used the pulsar beam. (Generally you never have 100 energy on the oracle for fast drops).
For me in wood leage this basically means
PvT -> Never ever open Stargate TvP -> 1/1/1 + armory and WM drops all day long
How does the cooldown matter for clearing mines? Mines recharge in 29 seconds. Waiting 10 (vs 2) more seconds for your second revelation (if needed) doesn't matter if in both cases you clear the mines before they go off again.
On May 05 2020 16:40 Harris1st wrote: A nice interaction would be if you spot the Medivac early and cast revelation on it, every unit in the Medivac is also under the spell
This is a totally awesome idea. I think this is the kind of fun little interaction that opens up an extra window for skill and fun gameplay.
Sure, as long the Medivac can also now heal the units that are inside it, seeing as the units can now be affected by spells
Not while it's moving!
Seriously though, a 10 sec CD is too much to be effective against WM drops. Maybe lower the CD and also lower the radius?
The CD is nowhere as big, you never stopped multiple WM/Banshees with a single oracle. If anything its a big buff, 25 energy is really low and it allows to still revelate even if you already used the pulsar beam. (Generally you never have 100 energy on the oracle for fast drops).
For me in wood leage this basically means
PvT -> Never ever open Stargate TvP -> 1/1/1 + armory and WM drops all day long
I do not think 1-1-1 + armory opening will be viable. It is already almost impossible to hold 2-base blink if you got for a 1-1-1 wm drop. Adding an armory early means you have almost nothing at home so how can you hold a 2-base blink attack?
Are you suggesting that the viking get a + damage vs armored instead of vs mechanical? That would make vikings worse vs sentries, SCVs, probes, hellions and hellbats. That would not change a viking vs tank interaction.
Are you suggesting that the viking get a + damage vs armored instead of vs mechanical? That would make vikings worse vs sentries, SCVs, probes, hellions and hellbats. That would not change a viking vs tank interaction.
Now i don t do it on purpose, then i even didn t know about the mechanical tag MockHamill in last page asked for a small nerf on vikings so i made the test against an emblematic unit.. All i remember after his recent health buff, is a community with a little bit unsatisfaction. All things considered, your proposition is interesting. Patch 3.8.0 [2]
Assault mode auto-attack now deals bonus (+8 vs mechanical) damage.
Patch 4.3.0 Balance Update[3]
Health increased from 125 to 135
NB : 3.8 is the last important patch from Legacy of the void 1, note patchs from 4.0 to 4.11 are called Legacy of the Void 2 (start of free-to-play)
On May 05 2020 16:40 Harris1st wrote: A nice interaction would be if you spot the Medivac early and cast revelation on it, every unit in the Medivac is also under the spell
This is a totally awesome idea. I think this is the kind of fun little interaction that opens up an extra window for skill and fun gameplay.
Sure, as long the Medivac can also now heal the units that are inside it, seeing as the units can now be affected by spells
Not while it's moving!
Seriously though, a 10 sec CD is too much to be effective against WM drops. Maybe lower the CD and also lower the radius?
The CD is nowhere as big, you never stopped multiple WM/Banshees with a single oracle. If anything its a big buff, 25 energy is really low and it allows to still revelate even if you already used the pulsar beam. (Generally you never have 100 energy on the oracle for fast drops).
For me in wood leage this basically means
PvT -> Never ever open Stargate TvP -> 1/1/1 + armory and WM drops all day long
Stargate openings actually get stronger IMO, being able to use 25 energy revelations means you can pulsar beam+revelate easily. Oracles start with 50 energy and would have about 60-70 upon drop, you'll never have 100 energy for 2 revelations for the cooldown to matter.
Also why do people act like rushing a 150/100 building is nothing? You'll die to basically anything.