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List of Functional Changes - Page 2

Forum Index > SC2 General
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ejozl
Profile Joined October 2010
Denmark3489 Posts
Last Edited: 2022-05-04 10:25:16
May 04 2022 10:23 GMT
#21
Corrosives Biles decrease FF by - 6 seconds === "Help Toss to cover ground"


is so much better than:

FF require 2 biles to knock down


The require 2 biles would need a visual indicator and just be so weird. But I must say I don't think it's a change that is needed. Nerfing Ravager morph time and lowering the armour of eggs, or nerfing Ravager range by 2 and gating it behind an upgrade on the Roach Warren, or giving Zerg a Ravager Nest would achieve a similar effect, without being weird about it.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
WombaT
Profile Blog Joined May 2010
Northern Ireland26734 Posts
Last Edited: 2022-05-04 14:35:14
May 04 2022 14:31 GMT
#22
On March 31 2022 10:13 Gollomor wrote:
Show nested quote +
On March 31 2022 08:30 Jerubaal wrote:
-Let colossus "lower" it's head for a movement speed/range reduction.


I liked this idea so much that I had to photoshop what it would look like. Obviously the legs would need to be a bit more spread out but I think it looks awesome!!!

[image loading]

Crouching Collosus Hidden Templar

I think if Charoisaur‘s sensible idea to give a Collosus a headbutt ability against air, it needs a specific leaping animation for visual clarity.

I’d always imagined this as being something like a frog’s leap in preparation, and a ballet dancer mid-flight your photoshop is a fine illustration.

I would also give it another ability, I’m not sure what I would call it as of yet. A Collosus should be able to flip onto its head and start spinning around, its legs would foil out and blades would protude from its feet. Kind of like a breakdancer spinning on their head, if they had knives attached to their feet.

This would do huge DPS so would be an effective way to block chokes from units like lings, but it would take a brief deployment phase to set up so a Collosus can’t just instantly convert when surrounded. Collosus set to spin mode would be an effective defence against swarm hosts.

I think Collosus should also be able to manspread, perhaps as a /dance, ineffective in the game but a useful tool in the brutal psychological warfare of Starcraft.

I think it makes lore sense too, I mean they’re meant to be ancient war machines too terrible to countenance using outside of desperation. They were brought back into commission but their full power has been held back… until now
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
May 04 2022 22:33 GMT
#23
On May 04 2022 23:31 WombaT wrote:
Show nested quote +
On March 31 2022 10:13 Gollomor wrote:
On March 31 2022 08:30 Jerubaal wrote:
-Let colossus "lower" it's head for a movement speed/range reduction.


I liked this idea so much that I had to photoshop what it would look like. Obviously the legs would need to be a bit more spread out but I think it looks awesome!!!

[image loading]

Crouching Collosus Hidden Templar

I think if Charoisaur‘s sensible idea to give a Collosus a headbutt ability against air, it needs a specific leaping animation for visual clarity.

I’d always imagined this as being something like a frog’s leap in preparation, and a ballet dancer mid-flight your photoshop is a fine illustration.

I would also give it another ability, I’m not sure what I would call it as of yet. A Collosus should be able to flip onto its head and start spinning around, its legs would foil out and blades would protude from its feet. Kind of like a breakdancer spinning on their head, if they had knives attached to their feet.

This would do huge DPS so would be an effective way to block chokes from units like lings, but it would take a brief deployment phase to set up so a Collosus can’t just instantly convert when surrounded. Collosus set to spin mode would be an effective defence against swarm hosts.

I think Collosus should also be able to manspread, perhaps as a /dance, ineffective in the game but a useful tool in the brutal psychological warfare of Starcraft.

I think it makes lore sense too, I mean they’re meant to be ancient war machines too terrible to countenance using outside of desperation. They were brought back into commission but their full power has been held back… until now


yes! all very sensible design changes rooted deep in protoss lore

one small tweak, if I may: a flailing upside-down legblade break-spin may put other friendly ground units in harm's way, dramatically reducing the effective synergy of protoss ground compositions.

I propose oracles recieve a new ability that would allow them to transform into a disco ball. while in disco power mode, nearby protoss ground units are made temporarily immune to friendly fire. I think this could be indicated visually with zealots throwing down gang signs with their psyblades, and stalkers pop-locking their cybernetic limbs (boogie-down bronx style).

I'm gonna page my boy Dr Dre and ask him to produce some fresh vocoder voice packs to coincide with the new protoss breakdance aesthetic. also, I propose that we get rid of the old in-game protoss theme music and use this instead:

bhanrobert99
Profile Joined May 2022
1 Post
May 06 2022 12:34 GMT
#24
thanks for sharing this all info about the changes , you help me to understand the changes
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