I can't predict if it's genius or terrible.
Poll needs a "scared and confused" option .
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Fanatic-Templar
Canada5818 Posts
I can't predict if it's genius or terrible. Poll needs a "scared and confused" option . | ||
Forestwind1
United States5 Posts
The last time a HOTS map was made during its' beta, bliz shut that down, but just testing the economy change via maps would be cool. | ||
Sh0on
United States8 Posts
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CrimsonWall
United States27 Posts
1) Teleporting Battlecruisers. Soooo cool. I bet I'm going to constantly get wrecked by them but I'm up to face this unique challenge. 2) LURKERS !!!!!!! | ||
MagnuMizer
Denmark384 Posts
But i'm sure that will change.. What i'm mostly excited for is the campaign and all the new features they are bringing in like automated tournaments and whatnot... generally pretty hyped i must say!! | ||
banjoetheredskin
United States744 Posts
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Jaded.
United States125 Posts
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ninazerg
United States7290 Posts
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Orcasgt24
Canada3238 Posts
Lots of time to change though. Also, Scan + Teleporting BC is going to be hilarious. | ||
Cricketer12
United States13948 Posts
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Holdenintherye
Canada1441 Posts
However, I like that Blizzard has taken much more drastic changes than they did for HotS. | ||
sigm
192 Posts
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LikeTheSnow
Italy16 Posts
1. The voidray-like attack for Corruptors: I mean, zergs already have Mutas to attack ground, corruptors works fine as they are now. Just why? 2. Disruptor: I don't really get the usefulness of this unit, and why they thought Protosses needed it. Moreover its design is not really toss-style | ||
ZiNKO
23 Posts
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BisuDagger
Bisutopia19138 Posts
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aeligos
United States172 Posts
A-move heroes will feel the painz. | ||
VArsovskiSC
Macedonia563 Posts
===================================================================== For example the Protoss Disruptor - think it would've been better for it to be a semi/massable unit rather than a very expensive one explicitly intended for Warp-Prism micro, like - sure - Reaver-Drops were fun, but hard as hell.. Would've preferred for it to be a bit less hard to use it Probably the Disruptor should be something like a 150/75 unit with less AoE (around 30% less AoE) and less Damage (50 instead of 150), but not detrimental if you lose it.. Also - being able in the Robotic Facility, rather than requiring Robo Bay (afa i've heard lately ?) Basically I'm saying the following --> the Disruptor shouldn't be a Colossus 2.0 or an Archon 2.0, IMO it should be semi/massed a bit more easily and not kill workers (basically don't do damage to hovering units) I think The cyclone - well - won't comment, cause that's a balance issue and stats issue rather than design issue.. Like the IDEA of the unit, but think it should be specifically intended for Air units, or at least almost not hurt ground LIGHT units.. Or even better - reduce the movement speed of the unit and increase it's movement when latched on to firing something and add a CD of 2 sec of changing it's target or sth. ===================================================================== Now the 5 w.t.f. things that are changes to existing units that I posted below that tend to dislike honestly.. The first one mentioned just below especially: #1 The thing I dislike THE MOST is Banshee Range +1 ==> WHY ? (not talking about the speed upgrade - that's a fine mechanic that comes later and increases usage of the unit past minute say 13), but WHY 7 range Banshee ? When WoL came out Voidrays had 7 Range and they were declared OP and nerfed back to 6.. What would the difference be if a unit that costs 250/150/4 be with 7 range OP, but a unit with a cost of 150/100/2 not be OP ?? Why make the same mistake again in LotV ?.. Surely that makes more incentive/need to use the Cyclone in TvT - but come on - can't rely on TvT for balancing.. What's Zerg gonna do against a 7 range Banshee with 5 range Queens ? #2 Don't like the Siege-Tank drop in siege.. Perhaps late game mechanic something that needs some researching, or even better - having to invest 25/25 into upgrading each tank being able to be latched to a drop-ship in a siege-mode or sth.. But having it outright is a very bad change I think.. You'll see now Tank-drop rushes that the opponent can do nearly nothing about them except doing the counter-attacking.. I really don't think that having to counter-attack in order not to die is a right direction of things #3 Don't like the Nydus change as well - that feels really OP vs Protoss I think #4 Don't like the fact that Photon Overcharge doesn't hit air.. I can see how it was used to deflect Medivacs might've been a problem or sth, BUT it's very bad that there's nothing right now that Protoss can do vs mass Mutalisks other than Phoenixes.. Perhaps almost nothing they can do vs Oracles in PvP or even Banshees (which b.t.w. - now outrange the Stalker w.t.f. with the thought process with buffing the Banshee to outrange almost everything that defended from it ?) #5 Should've probably placed this as a #2 (nope, still Banshee range of +1 is the #1 most retarded thing - beside the OP stats of the Cyclone ofc., but that's a stats issue, not a design issue, so expecting those to be changed/tweaked) - the new Warp-Gate Nerf.. W.T.F. with it ? I can see how that might be fair in terms of executing an offensive strat/gateway timing, BUT - what to do with the Warp-Gate when defending ? - how on Earth to defend a Ling Runby (how long would that Gate-Keeper Zealot survive - if able to survive at all actually) ? Or even worse - a Terran drop which will be even more retarded with the change and making the game be an instant GG ?, Gonna be like - well - late to defend a bio drop ?? - f*ck it - just lost the game right then and right there or I just go into all-in with the Probes and every unit.. - That's really retarded honestly I think ===================================================================== The other changes are really fine I think.. Including the Swarm-Host change, including the reduction of lifetime to the PDD, really like those things.. Overall - except the Nydus I tend to like the Zerg the most ATM with the changes AND - would actually really like for Blizz to actually have that a bit of extra "guts" in the economy changes and really make the bases saturate with less workers and less mineral patches.. Would really like to have a bit less focus on economy management now that the battles would be at least 50% more dynamic and more micro/reactive ===================================================================== Overall - really like the direction (with the exception of the 5 things I noted about above and making the Cyclone with reasonable balance stats actually) :D | ||
NyxNax
United States227 Posts
Queens should break force-fields. Not saying they should be a massive unit, just saying they should have a passive ability to break FF's. This can potentially stop a protoss instant-win from blocking Zerg out of there base on certain maps. I agree with scarlett on the amount of workers, maybe 8-9 would be better but these changes can all be balanced, etc Protoss should get another unit and from the sounds of it, thats on the docket, But im not sold on the disruptor. Not sure how useful of unit it is, seems hard to balance that type of unit. My feelings may obviously change about it though as ive never played the game, but just judging from what ive seen and from the few things the pros have said. | ||
KOtical
Germany451 Posts
On November 11 2014 09:39 VArsovskiSC wrote: Overall well thought out as an idea (for the new units), but definitely either miss-intended, or miss-tested.. ===================================================================== For example the Protoss Disruptor - think it would've been better for it to be a semi/massable unit rather than a very expensive one explicitly intended for Warp-Prism micro, like - sure - Reaver-Drops were fun, but hard as hell.. Would've preferred for it to be a bit less hard to use it Probably the Disruptor should be something like a 150/75 unit with less AoE (around 30% less AoE) and less Damage (50 instead of 150), but not detrimental if you lose it.. Also - being able in the Robotic Facility, rather than requiring Robo Bay (afa i've heard lately ?) Basically I'm saying the following --> the Disruptor shouldn't be a Colossus 2.0 or an Archon 2.0, IMO it should be semi/massed a bit more easily and not kill workers (basically don't do damage to hovering units) I think The cyclone - well - won't comment, cause that's a balance issue and stats issue rather than design issue.. Like the IDEA of the unit, but think it should be specifically intended for Air units, or at least almost not hurt ground LIGHT units.. Or even better - reduce the movement speed of the unit and increase it's movement when latched on to firing something and add a CD of 2 sec of changing it's target or sth. ===================================================================== Now the 5 w.t.f. things that are changes to existing units that I posted below that tend to dislike honestly.. The first one mentioned just below especially: #1 The thing I dislike THE MOST is Banshee Range +1 ==> WHY ? (not talking about the speed upgrade - that's a fine mechanic that comes later and increases usage of the unit past minute say 13), but WHY 7 range Banshee ? When WoL came out Voidrays had 7 Range and they were declared OP and nerfed back to 6.. What would the difference be if a unit that costs 250/150/4 be with 7 range OP, but a unit with a cost of 150/100/2 not be OP ?? Why make the same mistake again in LotV ?.. Surely that makes more incentive/need to use the Cyclone in TvT - but come on - can't rely on TvT for balancing.. What's Zerg gonna do against a 7 range Banshee with 5 range Queens ? #2 Don't like the Siege-Tank drop in siege.. Perhaps late game mechanic something that needs some researching, or even better - having to invest 25/25 into upgrading each tank being able to be latched to a drop-ship in a siege-mode or sth.. But having it outright is a very bad change I think.. You'll see now Tank-drop rushes that the opponent can do nearly nothing about them except doing the counter-attacking.. I really don't think that having to counter-attack in order not to die is a right direction of things #3 Don't like the Nydus change as well - that feels really OP vs Protoss I think #4 Don't like the fact that Photon Overcharge doesn't hit air.. I can see how it was used to deflect Medivacs might've been a problem or sth, BUT it's very bad that there's nothing right now that Protoss can do vs mass Mutalisks other than Phoenixes.. Perhaps almost nothing they can do vs Oracles in PvP or even Banshees (which b.t.w. - now outrange the Stalker w.t.f. with the thought process with buffing the Banshee to outrange almost everything that defended from it ?) #5 Should've probably placed this as a #2 (nope, still Banshee range of +1 is the #1 most retarded thing - beside the OP stats of the Cyclone ofc., but that's a stats issue, not a design issue, so expecting those to be changed/tweaked) - the new Warp-Gate Nerf.. W.T.F. with it ? to nr 1# : i agree with you there. to nr 2# : i cant agree with u there a siege tank and a drop ship are total cost of 250/225 and u just need tzo target the dropship... a tank on its own istn worth anything, and gets easily countered by zerglings or zealots then... so the main target should be the dropship... to nr 3 # : the nydus change is something to look at, agree with u there to nr 4 # : i like the nexus canon change in general but i agree that protoss needs something wich helps against those mutas... to nr 5 # : the new warp gate nerf is totally ok, because especially in late game szenarios protoss had a huge lead vs terran (not so much vs zerg) when armies where traded, protoss always got ahead afterwards because of warp in mechanich wich has almost no build time at all... the change is ok because i remember so many games where protoss lost his army and won afterwards coz of those stupid warp in mechanich... now protoss has to care about WHERE they warp in, and cant warp in right into the other armies face... | ||
Duprix
Netherlands17 Posts
here are my thoughts about some of the units and things in general: The cyclone it seems really strong. people say it is to easy and op but that can also be said about the colossus or storm. at the moment I feel protoss has the most forgiving engagement mechanics and terran the hardest. so a unit that pushes a toss ability to micro is a good thing. perhaps the stats are to powerfull atm but with tweaking it could be a nice unit. perhaps its to fast atm. a solution could be to make the unit slower than a stalker but still be able to shoot on the move. that way toss players are rewarded for stutter stepping their stalkers. Herc this grappling hook on your own reaper trick is really cool but also a nightmare for worker-lines. their small aoe damage wrecks worker-lines as we could see in the exhibition match. also I don't really see the role of this unit? terran already has a harras unit (reaper) or allot of harras options (medvac marine, mine, banshee). and it is good against ling/bane but didn't terran have hellbat, hellion, mine, marine, marauder for that? banshee speed upgrade late game is nice. this gives the unit more utility during a whole match. the extra is something I see being changed. with 7 range you can outrageµ a stalker in the early game. that seems to hard for toss to handle early game. BC the warp in mechanic is awesome lore wise. but I can see it being really broken in game. scan and warp for example. positioning becomes no factor for this unit. you can just let them sit anywhere and warp in where needed. I think it is more important to make the unit more viable late game in engagement than to give it a spell. Lurker did zerg need a lurker? wasn't the argument all the time that the baneling fullfiled the role of splash damage? and if the lurker would be there no one would make the one which will be the least cost-efficient? ravager can be cool. but what is it really needed for? where forcefield that big of a problem? but then again it wont be broken I feel. its just a roach that gets a force field breaking spell after evolving. the damage is the same as the roach if im not mistaken but it gets more health. but does supply also change after evolving? disruptor not exactly cool. it looks like the unit that was scrapped from hots that could change in all other things. also a huge baneling that does not die after usage? meh..... Reaver Y U NO came? cheers | ||
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