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On October 22 2024 04:01 Charoisaur wrote: Had to read the Broodlord change 3 times because it's the opposite of everything they said they wanted to achieve.
The Queen nerf is huge though so maybe Broodlords won't be a problem
25 more minerals is huge? Maybe early game but I feel as the game becomes a macro won't make much difference.
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On October 22 2024 08:04 Nakajin wrote:Show nested quote +On October 22 2024 05:07 Cricketer12 wrote: I don't really follow or play SC2 at this point so my opinion and analysis admittedly mean diddly squat but this patch...confuses me.
For one stated intentions are to reduce camping and big blow out effects (which I find to be noble goals). However execution is questionable. Between buffing salvage, sensor towers, spines, spores and brood lords, I question if camping is truly discouraged. As far as big blow outs go, the blue flame buff is...terrifying, and rebuffing disruptors is odd to me.
This brings me to my 2nd point of confusion. I may be incorrect here but not only is Protoss in a weak spot (at least at the pro scene) but is hyperfocused on the disruptor, a unit who's explosivity (figuratively and literally) determines games. Much like the warp gate nerf when LotV launched...I feel like Protoss needs to adjusted significantly such that they have buffed tools and a nerfed disruptor?
Honestly I read overall as more nerfs than buffs to Toss with it's biggest buff being the Queen nerf which I find perplexing.
Cool to see this many changes (and new spells) but overall I'm confused. Can anyone explain where I'm going wrong here? The disruptor isn't nearly as central for protoss as it use to be outside of pvp, I couldn't really tell you why honestly, one of the previous patch change. Protoss does well in lower level GM (and they seem to imply it's too strong/frustating in lower leagues), but yeah overall it read like a fairly big nerf to toss, at least until the late game.
The late game buffs aren't even significant.
Top tier Terrans don't care about the radius of the Disruptor's Purification nova. They're so good at dodging it, or killing the Disruptors before they get hit, that it hardly matters about a 20-25% increase in radius. This is something that's going to be more impactful on ladder than in pro games.
The Mothership is a meme. Buffing it hardly matters since it costs so much and takes so long to build. Even if it's marginally more effective in combat, you still are never going to want to use it as a combat unit because of how easily it can be sniped. The fact it's still able to be abducted by Vipers means it still needs to be babysat and kept behind your front lines against Zerg.
Having Tempests cost 1 less supply is definitely helpful, but won't change the late game of match ups too much.
They could have given Protoss these buffs without any of the counter-balancing nerfs and it still wouldn't make a significant difference at the tip top level.
These are only going to have an impact in GM and below where Protoss is already thriving on every server.
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I really like most of these changes
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Bisutopia19122 Posts
I’m good with big changes. Let’s shake it up and see what sticks!
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On October 22 2024 08:31 Vindicare605 wrote: Top tier Terrans don't care about the radius of the Disruptor's Purification nova. They're so good at dodging it, or killing the Disruptors before they get hit, that it hardly matters about a 20-25% increase in radius. This is something that's going to be more impactful on ladder than in pro games.
Purification novas move quite faster than a stimmed marine, theres a good chance that the radius increase makes novas become certain hits, on at least a few units.
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These changes do not bode well for toss. Toss has underperformed for years since previous battery and disruptor nerfs. And now overcharge is removed, nice. And immortals of all things are nerfed?
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SlayerS Terrans are back boys!
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I hope MS takes some superstar producer designer currently working on AoE and gives him or her SC2.
On October 22 2024 10:32 ssg wrote: SlayerS Terrans are back boys! That Hellion action 14 years ago was wild.
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The current Immortal (also colossus and tank in tank mode) have special auto targeting: their weapons still attack the closest enemy unit when they enter range as all other units, but after this enemy unit dies, they will automatical select the next enemy unit closest to the one you just killed, not the closest enemy unit to the Immortal itself. For example, when a Zerg attacks a Protoss with zergling and Roach, if the Protoss player manually command the Immortal to attack the roach behind, when the roach is killed, the Immortal will attack other enemy unit closer to the first roach, which is more likely to be other roaches behind. If the patch revert this turret targeting, the Immortal will be attack the closest enemy, which is more like to be zerglings.
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It is just me or does this patch looks like another nerf to toss ?
In what world does removing battery overcharge help Protoss survive any early - mid aggression? It’s already struggling with it
The salvaging turrets is one of the dumbest ideas. Really no need to explain why.
Zerg changes, not too sure about it yet. Have to see it in action first
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