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Trade disruptor for storm buff?

Forum Index > SC2 General
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angry_maia
Profile Joined August 2020
314 Posts
September 07 2021 23:43 GMT
#1
I play and generally root for protoss but i do not like disruptors. At the pro level, it feels like they inject rng into the game which just sucks both ways. It's frustrating since shooting disruptor balls is just about hoping your opponent blunders, and on the flip side losing to one disruptor shot feels horrible.

What do people think about just deleting disruptors from the game, and increasing storms duration so that it does 90 damage (thus 2 storms kill a tank now). This will not increase storm dps so I feel like storm dodging is just as effective.
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
September 08 2021 00:24 GMT
#2
I've never liked the disruptor (though I love how it looks, though I love how it looked in the LotV beta even more). And I don't think Protoss really needed a third splash damage ground unit.

That being said Storm I think is in a decent place. Buffing it could affect it's interactions with air units, specially slow ones.

Maybe a better change would be removing the disruptor, but buffing the Colossus, which was nerfed twice, making it damage more vs light units instead of hitting the same for everyone, and reducing it's range.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
QOGQOG
Profile Joined July 2019
834 Posts
September 08 2021 00:55 GMT
#3
Rather than taking them out of the game, I'd rather see them redesigned into something more like their BW analogue the reaver. Make shots cost something and there be a limited number of shots that can be "stored" so that spamming is discouraged.
Beelzebub1
Profile Joined May 2015
1004 Posts
September 08 2021 02:49 GMT
#4
Remove and replace with Reavers, run a long PTR with lots of pro feed back and then balance accordingly.

But you know, there would have to be an actual balance team with a passion and vision for this great game for any of this to happen. Honestly, even for ANY balance changes for that matter.

Not even a community feedback on things that are active topics in the community like the power of Lurkers and the general disdain for mass air battles.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2021-09-08 04:24:36
September 08 2021 04:20 GMT
#5
On September 08 2021 09:55 QOGQOG wrote:
Rather than taking them out of the game, I'd rather see them redesigned into something more like their BW analogue the reaver. Make shots cost something and there be a limited number of shots that can be "stored" so that spamming is discouraged.

reavers can fire their stored shots every ~2 seconds, and even when they run out it takes only ~4 seconds to build a new one. disruptors have a required cooldown of 20 seconds between each shot. in no way are they spammier than the reaver, they only feel that way because players tend to have more of them at a time.

why is everyone so convinced that reavers would work better than disruptors in sc2? my guess is that it would take less than a day before people start complaining that the shots are impossible to micro against, take no skill for protoss, etc
vibeo gane,
yubo56
Profile Joined May 2014
688 Posts
September 08 2021 04:46 GMT
#6
Worth noting also that reavers can only hit frontal units, rather than get the juicy shots in the middle of the army that disruptors are known for, so a reaver would not feel very much like the current disruptor at all. It would be kind of like the disruptor redesign that they did a bit back, where it detonated on contact with the first unit.

It's worth exploring the idea of toning the disruptor down a bit to be more consistent but less devastating again, perhaps? Maybe a different idea
Jung Yoon Jong fighting, even after retirement! Feel better soon.
QOGQOG
Profile Joined July 2019
834 Posts
September 08 2021 05:28 GMT
#7
On September 08 2021 13:20 -NegativeZero- wrote:
Show nested quote +
On September 08 2021 09:55 QOGQOG wrote:
Rather than taking them out of the game, I'd rather see them redesigned into something more like their BW analogue the reaver. Make shots cost something and there be a limited number of shots that can be "stored" so that spamming is discouraged.

reavers can fire their stored shots every ~2 seconds, and even when they run out it takes only ~4 seconds to build a new one. disruptors have a required cooldown of 20 seconds between each shot. in no way are they spammier than the reaver, they only feel that way because players tend to have more of them at a time.

why is everyone so convinced that reavers would work better than disruptors in sc2? my guess is that it would take less than a day before people start complaining that the shots are impossible to micro against, take no skill for protoss, etc

I think that reavers would be better because they are better, albeit in a different game.

Now, you're 100% right that people will balance whine regardless.
Arch0ff
Profile Joined September 2021
1 Post
September 08 2021 06:00 GMT
#8
I like Reavers but they still feel very redundant with with Templar and especially colossus (robo based aoe). Maybe redesign the Disruptor hit into a debuff or 1.5s stun, to literally "disrupt" units. Makes landing aoe easier but doesn't instantly blow up 10-20 army supply.
SmoKim
Profile Joined March 2010
Denmark10305 Posts
September 08 2021 07:23 GMT
#9
On September 08 2021 13:20 -NegativeZero- wrote:
why is everyone so convinced that reavers would work better than disruptors in sc2?



I think you know why
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
Poopi
Profile Blog Joined November 2010
France12881 Posts
September 08 2021 08:00 GMT
#10
A good redesign for disruptor would be to be able to lower their damage with upgrades. The most frustrating thing is to have a big upgrade advantage but still be destroyed by protoss aoe because you didn’t micro like Clem, whereas if having 1 or 2 more upgrades allowed you to survive at least 1 shot and maybe two on at least the marauders, it wouldn’t feel so stupid?
But it’s probably too hard to tweak properly. I agree it feels redundant and frustrating to add 1 more aoe to a race that already had a lot of aoe
WriterMaru
Charoisaur
Profile Joined August 2014
Germany15959 Posts
September 08 2021 08:22 GMT
#11
I think the disruptor design when they exploded immediately on contact was decent and more consistent but they changed it for some reason
Many of the coolest moments in sc2 happen due to worker harassment
darklycid
Profile Joined May 2014
3510 Posts
September 08 2021 08:53 GMT
#12
On September 08 2021 17:22 Charoisaur wrote:
I think the disruptor design when they exploded immediately on contact was decent and more consistent but they changed it for some reason

Terrans complained that they could never engage a protoss as they were so consistent (and the cd was way shorter than now so you always had a ball)
Poopi
Profile Blog Joined November 2010
France12881 Posts
September 08 2021 09:04 GMT
#13
On September 08 2021 17:53 darklycid wrote:
Show nested quote +
On September 08 2021 17:22 Charoisaur wrote:
I think the disruptor design when they exploded immediately on contact was decent and more consistent but they changed it for some reason

Terrans complained that they could never engage a protoss as they were so consistent (and the cd was way shorter than now so you always had a ball)

Yeah I don't remember a single version of disruptor that was good design wise, the current one is not that bad I guess.
WriterMaru
Legan
Profile Joined June 2017
Finland404 Posts
September 08 2021 09:06 GMT
#14
I don't really understand why distruptor is seen so bad when banes and biles have same kind of micro requirements. Having possibility to micro your units to avoid the damage burst is great. Without being able to dodge burst aoe damage siege units would easily devolve to be like siege tanks and hitting always. The possibility to micro of course makes the unit inconsistent with getting value. Without being able to one shot many units distruptors would be much worse because the potential would not counter act the inconsistency. Reavers that always hit with better pathing would probably feel much more unfair fast. Only issue that I see is the surprise novas middle of army when you are not looking, but there is some units that have the same possibility but with more warning beforehand.

However, I thing that the redesign were nova that had to touch just one unit do explode was abandoned too fast. I would have liked to see upgrade or something that allowed change the behavior of nova or just giving them both version with shared cool down. This would have given the choice to player if they want to keep fishing for big connection or have more reliable value. Ideally there would probably be three phases of nova. First phase where contact doesn't matter so that melee units do not just cause friendly fire in first second or so. Second phase where contact causes nova to become unstable and change to 3rd phase. After entering third phase the nova will explode in second or so, but can still move to allow player maximize amount of units hit. If consistency is increased then damage can be lowered. However ability to target more important units like siege tanks is also decreased.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
True_Spike
Profile Joined July 2004
Poland3423 Posts
Last Edited: 2021-09-08 09:43:08
September 08 2021 09:40 GMT
#15
I like disruptors a lot, much more than psi storm. A more powerful storm with the way pathing works in SC2 would be atrocious, in my opinion, unless it was redesigned to work more like ravager biles, i.e. you'd get some time to react to it and micro your units out of harm's way.

And I, too, believe that reavers, the way they work in BW, would be way too OP in SC2.
alpenrahm
Profile Blog Joined December 2010
Germany628 Posts
September 08 2021 10:18 GMT
#16
On September 08 2021 09:24 [Phantom] wrote:
I've never liked the disruptor (though I love how it looks, though I love how it looked in the LotV beta even more). And I don't think Protoss really needed a third splash damage ground unit.

That being said Storm I think is in a decent place. Buffing it could affect it's interactions with air units, specially slow ones.

Maybe a better change would be removing the disruptor, but buffing the Colossus, which was nerfed twice, making it damage more vs light units instead of hitting the same for everyone, and reducing it's range.


Nah, it throws the Terran air counter game off. Right now you have to make a choice; either make Libs or Vikings (assuming that you already have 8+ medis) to counter Disruptors or Colossi respectively. If the Disruptor were removed, terran would just default to vikings and Terran aswell as protoss would lose the opportunity to out techswitch their opponents. The Current TvP meta lives off of this concept, and it's one of the very few opportunities you have to gain an advantage in the late midgame to late game that doesn't depend entirely on micro. Imho, if you wanted to get rid of the Disruptor you shouldn't offload its responsibilities to a unit that Terran will just blind counter. See Colossi make Viking is so engrained in our heads that you would effectively render the colossus worthless. Maybe we could instead make guardian shield much stronger (and ofc more energy expensive so that they can't be warped in aggressively) by giving it an upgrade that coincides with the usual stim timing and thus make gateway units more competitive. At the very least Terran needs to be punishable for over or under making vikings. If you were to remove the techswitch aspect of the game it would just come back down to who can make more units faster.
NonY
Profile Blog Joined June 2007
8748 Posts
September 08 2021 16:51 GMT
#17
On September 08 2021 08:43 angry_maia wrote:
At the pro level, it feels like they inject rng into the game which just sucks both ways

what does the disruptor have to do with rng? it's flat damage with bonus to shields
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Fango
Profile Joined July 2016
United Kingdom8987 Posts
Last Edited: 2021-09-08 16:59:27
September 08 2021 16:59 GMT
#18
On September 09 2021 01:51 NonY wrote:
Show nested quote +
On September 08 2021 08:43 angry_maia wrote:
At the pro level, it feels like they inject rng into the game which just sucks both ways

what does the disruptor have to do with rng? it's flat damage with bonus to shields

People use the phrase RNG as a way of saying random result. If a pro has disruptors it often feels like just random chance whether it does something game ending or not at all.
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2021-09-08 17:17:51
September 08 2021 17:17 GMT
#19
On September 09 2021 01:59 Fango wrote:
Show nested quote +
On September 09 2021 01:51 NonY wrote:
On September 08 2021 08:43 angry_maia wrote:
At the pro level, it feels like they inject rng into the game which just sucks both ways

what does the disruptor have to do with rng? it's flat damage with bonus to shields

People use the phrase RNG as a way of saying random result. If a pro has disruptors it often feels like just random chance whether it does something game ending or not at all.

the problem with RNG is that the players do the exact same thing twice and get different results. there's no RNG with the disruptor. it's positioning, reaction time, micro. idk why he feels like disruptor injects rng into pro play, so i asked.

even though the range of effects it can have on a game is huge (which is also true of some games' RNG mechanics), it's important to acknowledge that the effects are strictly a result of things the players are doing and would play out the exact same way every time if the players play the same way. so likening it to an RNG is not a good idea
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
September 08 2021 18:02 GMT
#20
On September 08 2021 16:23 SmoKim wrote:
Show nested quote +
On September 08 2021 13:20 -NegativeZero- wrote:
why is everyone so convinced that reavers would work better than disruptors in sc2?



I think you know why


It's especialy funny since reavers are a notoriously finicky units that regularly shoot in random/incoherent way but somehow it's suppose to be a golden standard for unit design.

As for the storm buff, I think it would be very bad for the laders since storm is already way stronger than disruptor at most level, and for the top players it would maybe lead to skytoss being even stronger.
Writerhttp://i.imgur.com/9p6ufcB.jpg
Elantris
Profile Joined June 2018
66 Posts
September 08 2021 18:57 GMT
#21
Fun fact: disruptor actually wasn't core lategame unit in pvt before EMP buff in 2019.
Moonerz
Profile Joined March 2014
United States445 Posts
September 08 2021 19:16 GMT
#22
On September 09 2021 03:57 Elantris wrote:
Fun fact: disruptor actually wasn't core lategame unit in pvt before EMP buff in 2019.


What does that have to do with anything? This would point, IMO at least, to toss options being better than disruptors at that time. Now that emp is a stronger tool disruptors were forced into use and hey they are pretty good.
darklycid
Profile Joined May 2014
3510 Posts
September 08 2021 19:19 GMT
#23
On September 09 2021 04:16 Moonerz wrote:
Show nested quote +
On September 09 2021 03:57 Elantris wrote:
Fun fact: disruptor actually wasn't core lategame unit in pvt before EMP buff in 2019.


What does that have to do with anything? This would point, IMO at least, to toss options being better than disruptors at that time. Now that emp is a stronger tool disruptors were forced into use and hey they are pretty good.

The ghost buff pretty heavily fucks non disruptor based lategame comps, hwich is acxtually a problem i see if we'd only nerf the dirsuptor into more of a niche unit, alot of changes have happened with it in mind, so i'd guess you probably have to nerf emp too e.g.
PtossParty
Profile Joined July 2021
20 Posts
September 08 2021 19:30 GMT
#24
Disruptor is one of the better designed units. On the P side, you have to control where the shot goes, which units to target, where to put the units ect. Then with the long cool down you have to decide when to use it vs when to save it. It is a high skill ceiling unit. On the vs P side dodging, splitting, flanking ect are all needed to combat it. I seriously don't get people complaining about it, the disruptor is one of the best designed units in the game.
Moonerz
Profile Joined March 2014
United States445 Posts
September 08 2021 19:30 GMT
#25
I don't think the disruptor is really a problem, it just feels terrible to lose a game because you weren't looking for a second or a LOS blocker sets up a disruptor. Is that really that different from banelings destroying an army while you macrod etc? At least a disruptor can friendly fire lol

For TvP at least the matchup feels lopsided (even if it's not imbalanced) and has for quite some time but it's not the disruptor that makes it feel that way for sure.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 08 2021 20:06 GMT
#26
On September 08 2021 11:49 Beelzebub1 wrote:
Remove and replace with Reavers, run a long PTR with lots of pro feed back and then balance accordingly.

But you know, there would have to be an actual balance team with a passion and vision for this great game for any of this to happen. Honestly, even for ANY balance changes for that matter.

Not even a community feedback on things that are active topics in the community like the power of Lurkers and the general disdain for mass air battles.


The reaver was in LoTV campaign, and also there was a version custom mappers put in for HoTS. So this would be easy enough to implement via a mod and to test if enough of the community were willing to do some testing on it. Throughout SC2 however people were never really willing to do testing on these kinds of ideas which was kind of a shame. Off topic, but WC3 map editor gave birth to dota and to tower defense as a genre (sort of). Meanwhile nothing much came out of the SC2 editor / arcade even though it was far more advanced than the WC3 version. I think that all comes back to the unwillingness of people to mess around with custom stuff in SC2.
~ ~ <°)))><~ ~ ~
WombaT
Profile Blog Joined May 2010
Northern Ireland25322 Posts
September 08 2021 20:21 GMT
#27
Protoss need multiple forms of AoE, because well, they need AoE to do anything and their tools are pretty soft or even hard counterable. A buffed Templar would be nice, I’ve always preferred Templar based styles, but equally in a meta with no disruptor to worry about and a weaker Collosus you’re going to have a bad time against Terrans who realise the risk of blindly going ghosts is way less.

I’d rather the race was less reliant on having to have high tech AoE units once the midgame passes.

Protoss keep getting given more and more tools to make them competitive that yes, can be frustrating but are ultimately necessary in lieu of more fundamental tweaking.

Disruptors are merely another example, although I like aspects of them. Disruptor wars add a certain level of crazy intensity to PvP.

Assuming a certain level of skill, they seem too good as a ‘surprise!’ move coming through the fog, and can be totally ineffective if your opponent has vision of them. There’s just such a wonkiness to the unit in that sense.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland25322 Posts
September 08 2021 20:29 GMT
#28
On September 08 2021 11:49 Beelzebub1 wrote:
Remove and replace with Reavers, run a long PTR with lots of pro feed back and then balance accordingly.

But you know, there would have to be an actual balance team with a passion and vision for this great game for any of this to happen. Honestly, even for ANY balance changes for that matter.

Not even a community feedback on things that are active topics in the community like the power of Lurkers and the general disdain for mass air battles.

I’m a bit reticent to just bring back BW units, the lurker being a prime example.

The unit can’t have the same niche and role as in BW partly due to the engine differences, partly due to the differing eco flow, and I imagine the Reaver could well be similar.

The cool stuff you can do with reavers, the disruptor can approximate and even then the prism/drop harass is pretty limited to pretty early in the game before the disruptor joins the deathball.

But yes I share your irritation, it can’t be that much work to put at least someone actively engaging the community, even if actual changes are slow. Just some form of feedback, or if you’re not going to bother at all, open things up to some trusted community hub to potentially facilitate.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
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