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On July 27 2026 18:43 snakedoctor_sc2 wrote:Show nested quote +On July 27 2026 18:13 Slydie wrote: What? You are messing with some defining features of the game now! Terran needs more buildings and space, but some of them can fly. That is simply the way it works.
And Protoss' defining feature was warpgate and yet here we are
Warpgate should have the ability to freely warp around the map, it's literally in its name !
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On July 27 2026 17:29 Elentos wrote:Show nested quote +On July 27 2026 06:38 ejozl wrote: But I think the interaction would be better if the now unbreakable snipe was set at 7 range similar to its attack range, putting the ghost in more vulnerability, or needing the ghost to be on the winning side before they get all their value from snipe. This way brood lords and lurkers outrange, so you need thor/tank as well to get to that unbeatable comp. That you almost only need ghost and planetaries poses a bit of a problem.
I'd like to see ghosts not get refunded energy, 50e snipe that is inescapable, but needs the 7 acquisition range.
I think that's just too harsh of a nerf in a vacuum. Abduct is 9 range, Fungal 10 and you're going to need to have the ghosts closer to the frontlines where it's more likely they get hit by the broodlings or by ling/bane or even by your own splash. It'll be much easier for Zerg to punish Terran, but Terran will struggle to retaliate at all. Even if you force a retreat, the ghosts won't get in range. To be fair, EMP is the counter to spell caster, not Snipe, so as long as EMP range stay the same then its theoretically not a bad thing. I would make Snipe range shorter but lower the Energy back to 50, cannot be canceled nor run away from as long as they have vision of the target, damage can be adjusted to 100-125 range.
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On July 27 2026 19:44 tigera6 wrote:Show nested quote +On July 27 2026 17:29 Elentos wrote:On July 27 2026 06:38 ejozl wrote: But I think the interaction would be better if the now unbreakable snipe was set at 7 range similar to its attack range, putting the ghost in more vulnerability, or needing the ghost to be on the winning side before they get all their value from snipe. This way brood lords and lurkers outrange, so you need thor/tank as well to get to that unbeatable comp. That you almost only need ghost and planetaries poses a bit of a problem.
I'd like to see ghosts not get refunded energy, 50e snipe that is inescapable, but needs the 7 acquisition range.
I think that's just too harsh of a nerf in a vacuum. Abduct is 9 range, Fungal 10 and you're going to need to have the ghosts closer to the frontlines where it's more likely they get hit by the broodlings or by ling/bane or even by your own splash. It'll be much easier for Zerg to punish Terran, but Terran will struggle to retaliate at all. Even if you force a retreat, the ghosts won't get in range. To be fair, EMP is the counter to spell caster, not Snipe, so as long as EMP range stay the same then its theoretically not a bad thing. I would make Snipe range shorter but lower the Energy back to 50, cannot be canceled nor run away from as long as they have vision of the target, damage can be adjusted to 100-125 range. That's mostly the theory though. In reality it's better to Snipe them because it forces them to rebuild the unit and a dead spellcaster can't have enough leftover energy to still cast a spell during a fight. If you EMP a viper on your side of the map it comes back like half a minute later with full energy. It's not like in TvP either where EMP is useful against everything it can hit even if it's just zealots.
Again though, I'm only saying this change is too much in a vacuum. It would have to be compensated somewhere else if you can only use Snipe against ultras or in fights you're already winning.
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If abduct is used to cancel snipe that is an interaction that I would want to encourage, this can be countered by being under thor/turret, or emp'ing. Imo, emp should be 1.75 size or something a little bigger and it should completely wipe the energy instead of only 100, nut should only deal 60 shields dmg. Better vs. energy units, but similar strength or slightly worse vs. shields.
Fungal doesn't counter snipe anymore, so the interaction is, can ghost kill the enemy before they die themselves. Never say die - with infestors neural could be a counter as well, though EMP wins the range battle.
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