LotV Impressions? - Page 2
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KOtical
Germany451 Posts
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VArsovskiSC
Macedonia563 Posts
On November 11 2014 18:09 Duprix wrote: Hi all, 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. The thing about the unit is that it's not just another unit in the bio deathball.. The way how it works is that it requires a separate hotkey.. This unit is like the Oracle, like the Mutalisk - always have (or should at least) be operated separately from the main army, therefore it's micro-intensive What I don't like is that it's basically good for everything (if not too too good ATM) But yes - that's something I like and think Terran needed.. Can't tell you how many games I've played/watched to see like 15 or even 20 Vikings die and do nothing against the deatball and leave Protoss with 2 Colossi alive.. The Cyclone seems to be a very elegant solution to the deathball problem AND requires an elite status of micro - which I very much like TBH On November 11 2014 18:09 Duprix wrote: 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? The thing about this unit is that it's a "baneling-deathball" disassembler.. The problem about the unit is that IMO it gets splash too early on.. Basically now the unit (as Scarlett said) is a chargelot with splash (because it's far too easy to research the splash on them).. There were some situations for example when Terran were attacking with Bio/Hellbat and Zerg may have made a bit too many Banelings to defend (especially in the late game), and this unit feels like a "on the fly" Widow-Mine whilest re-intending the WM to be a unit for Mutalisk flocks specifically (as opposed to Banelings) or worker harass.. But yah - may feel like Terran got a bit too much toys to work with with this new unit but we'll see.. vs Protoss however - I can find this unit as a "chargelot drop" on the top of the Colossus - basically messing it's AI and therefore making it easier to dispatch or with less casualties On November 11 2014 18:09 Duprix wrote: 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. Y - the #1 thing on my disliked list is the Banshee increase of range.. No wonder there.. And that's not even the worse of it.. The worst part of that stick got the Zerg.. Are you really going to hit Banshees with that Ravager thing ?, cause Queens will die left and right every day all day On November 11 2014 18:09 Duprix wrote: 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. Probably, but wouldn't like to throw the mechanic out of the window - yet.. Think it may have a cool twist to the game, and I think it will be easy to balance it later on on top of that.. Basically we don't need to limit the BCs to teleport only once at a destination, what we need is to limit that no more than 4 or 5 BCs in the same time can do that.. Perhaps have an energy bar at the fusion core and have THAT energy depleted for using BC teleports ? - IDK, but think as long as the BC numbers aren't that high - this is a cool mechanic On November 11 2014 18:09 Duprix wrote: 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? This is the space-control unit.. This is the Area-control, it's not about splash, it's about security mechanisms of defense.. This does what the Swarm-Host should've been, but the problem we had is that they were infinite, this isn't infinite and can penetrate through with a bit more persistence On November 11 2014 18:09 Duprix wrote: 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? The Ravager is OK and probably the best designed new unit.. It's role is to break bunkers without sweat (probably why the Terran have the Herc cause probably Terran couldn't defend the baneling-busts with just Hellbats and Marauders now when the Zerg has the perfect anti-bunker unit I guess.. It has 6 (was it 6 ?) range which means that's another DPS layer in the Roach wars in ZvZ, as well as a unit that's harder to zone off with the forcefields (as opposed to the Roach which has 4 range).. And it has very cool synergy with the infestor on top of that On November 11 2014 18:09 Duprix wrote: 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? Well - as I said - I'd have prefered this unit to be specifically an anti-army unit rather than worker harass.. This unit combined with the warp-prism change of pickup radius is EXACTLY doing the Reaver dance.. But - don't want that.. Feel as if it's too hard to use the unit TBH, would've rather had a relatively smaller AoE and smaller DPS unit that doesn't cost a sh*t ton of gas.. And perhaps not hinder workers Storm-drops, Oracle and Warp-prism harass is still a good way to harass.. That's just another reason why I think that the Warp-In change is bad.. I mean I can see how Terrans find it well cause of fights going Protoss way after warp-in reinforcements, the problem however I have with that is that - now you can't use warp-prism to attack Zerg at all, and even worse - can't do a reactive warp-in at home to defend On November 11 2014 18:09 Duprix wrote: cheers cheers m8 as well | ||
Rikudou
Germany151 Posts
oh and as a zerg i like most of these new units... especially that new unit that can break forcefields and the new infestor spell (i think it is really underrated atm and might support ling infestor ultra styles) | ||
syroz
France249 Posts
That LotV presentation didn't revive the Sc2 flame in my heart ! I wanted (even) more drastic choice. | ||
custombuild
31 Posts
It really sucks that protoss only has 1 new unit ... Herc and cyclone not my style. The teleporting battlecruiser are amazing however. | ||
Mahanaim
Korea (South)1002 Posts
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Taru
France88 Posts
The fact that we now have 12 starting workers is kinda good I guess, even if it suppresses some builds. In televised matches as in gaming, we will have less downtime and more action. Protoss definitely needs a new unit besides the disruptor. The fact that forcefields are now countered by the ravager and the existence of the cyclone makes the protoss very vulnerable in the early to mid game. Therefore protoss needs a unit to support this phase of the game because gateway units are not enough at this point. During Blizzcon Blizzard said that they have several other units they couldn't show yet because they were not ready. Hopefully one of them is this new unit for protoss. I don't really like the disruptor concept, it kinda feels like a walking psystorm. I'm sure Blizz can do better than that lol. For the cyclone, I like the idea, a new mech unit for terran that does mapcontrol. But the range, the attack and the cooldown of its ability make it a bit like a nobrainer. Expecting changes pretty soon. I like the rest a lot. The oracle kinda becomes an arbiter and the teleporting battlecruisers and hercs seems really fun to play. | ||
Buddy168
United States157 Posts
The whole making more workers at hte start is completely retarded, it removes so many builds for the game. Though the whole less minerals to make it more BW-ish I'm really looking forward to seeing. Overall the whole situation seems like a really bad spot for Protoss especially in PvT. | ||
nobot87
United States23 Posts
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SeinGalton
South Africa387 Posts
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Survivor61316
United States470 Posts
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a176
Canada6688 Posts
re: FRB, lurkers, carrier fix, etc but then again, it is blizzard, and they still will try to implement these new boring and nonsensical units, which will hopefully never make release | ||
KingofdaHipHop
United States25602 Posts
On November 14 2014 05:46 nobot87 wrote: I'm a little worried, because WoL was really imba toward the end, which made for a very smooth transition into HotS. I'm certain we're prolly gunna see a few programers that stick with HotS after the LotV release, making sc2 more divided. Progamers will switch to LotV because tournaments will switch to LotV. I don't think a concern between a major divide in the community is really present | ||
Moonsalt
264 Posts
On November 10 2014 14:07 banjoetheredskin wrote: I still want to be able to pick my color on ladder D:< I totally agree! Don't like the eco changes and teleporting battlecruisers though. | ||
DjSweetBazz
Sweden172 Posts
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Glioburd
France1901 Posts
On November 19 2014 06:05 DjSweetBazz wrote: is there a teaser or something? link plz https://www.google.fr/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#safe=off&q=legacy of the void teaser | ||
sM.Zik
Canada2542 Posts
Also, I'd like if they could fix in the in game timer to be real time instead of this stupid "sc2 time", we will all have to relearn the timing anyway because of the massive eco change. | ||
b0zz
France20 Posts
More seriously, i'd say direction is good, but changes are bad as they are! Can't wait! | ||
figq
12519 Posts
I lied, the best thing is lurkers! Yes!!:D LURKEEERS!!! | ||
Quixotic_tv
Germany130 Posts
On November 11 2014 18:09 Duprix wrote: were forcefield that big of a problem? I do think they can be a pain, yet they are not imbalanced imo. Everything can change, we all (should) know that. Yet I am very excited, lurkers, wow! I hope that cyclone will not get warhounded. Protoss should get one more unit I guess. I mean, it's a Protoss AddOn. Maybe they have some surprise for us? | ||
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