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1. Scrap the Cyclone. 2. Modify Thor AA damage 3. Re-introduce the Charon Booster for Thors: + X damage vs armoured and increase range to match Blords 4. Change locusts to move faster while flying (or move on the ground again), less dps AND cost minerals to spawn 5. Increase Tempest and Colo supply cost to 6 6. Merge the Colo's new attack rate boost with range upgrade
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On May 11 2016 05:28 Loccstana wrote: Cyclone: A 4 supply unit with 120hp and 0 armor Tempest: A 4 supply unit with 450hp and 2 armor
Is this Blizzard's idea of a joke?
Because Cyclone is in standard format and Tempest is in wild format.#BlizzLogic
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Cyclone: A 4 supply unit with 120hp and 0 armor Tempest: A 4 supply unit with 450hp and 2 armor
Is this Blizzard's idea of a joke?
Joke? Bro the tempest is a Protoss unit it's supposed to be better in every way. T.T
But on a more serious note, upping supply cost of SH and cyclone makes them even worse even with the cost reduction. Cyclones cannot trade, and swarm hosts can't do nearly enough damage fast enough to justify spending so much money and supply of your army on them.
Next, let's trace Blizzard's liberator change thought train. Liberator can't fight lategame air => Terran's lategame is very dependent on massing liberators => Terran no longer has answer to unkillable ultra/parasitic bomb + mass air/mass tempest/mass immortals => Terran can no longer play the lategame in any matchup (marine tankevac every TvT ends before then) => Terran must win before lategame => Terran has to be aggressive to get damage done fast to prevent macro lategame => bio is the only viable mobile option Terran can harass heavily with => Terran must do bio allins on a timer EVERY SINGLE GAME to "not let the opponent get there" => ???
What?! Sure the mass liberator is very stupid design, but it's that way to combat the other stupidly designed units that blizzard so kindly forgot to balance out the nerf on.
Collossus needs redesign, it's either back as a deathbally cancerous unit or completely useless. Maybe if you can find a magic stat/cost number you can make them something that can be useful and engage-able at the same time but I'm doubtful.
Thor: So wait? Now you take away mech's anti-air and force liberator production against muta (which will rape thors otherwise) right after making liberators really bad vs corruptors (it's spire tech also blizzard ). Corruptors are pretty good now that you can't make ravens/mass raven viking air.
So why not just have multiple modes like you did before? The reason it wasn't used was because it's stats were trash. Just return the ability and give it way more range on the single target AA mode as well as more damage vs armor.
Also, what happened to actually patching the game? Do you realize how hard it is to judge balance off of a map you can play in custom game only, that only a small percentage of the community tries out even once, and when you are so incompetent at listening to the community?
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Why not test +vs armoured damage for liberators instead of the +light? Mutas are not a problem in zvt, but this change just makes all the corruptor broodlord deathclouds a lot stronger.
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Immortal: I'd rather like to see its barrier remain the same and its damage output to be reduced, to nerf it overall but to keep its main use - to absorb damage. This makes it more interesting to use, as low level players will probably keep attacking it, so the rest of the damage-dealing army survives longer, while better players' micro is rewarded by first avoiding the immortals, so the rest of the army can be cleared and the immortal alone doesnt deal too much damage. This would also balance the engagement with lurkers (immortals can be sent in first to lure lurkers attacks away from the main army(?), which would make lurker micro more desirable)
Colossus: As a protoss you choose between the disruptor and the colossus. They already have different purposes to make each choice viable. Colossus has reliable DPS, while disruptor is bursty. Currently the disruptor seems to be the better options. To make this more balanced, I would rather like to see the burst damage of the disruptor slightly reduced (so its less threatening and encourages straight up fights more than avoiding battles) than colossus' damage increased (I think it's already strong enough).
Other stuff needs to be tested. My main question is: does Thor change help out BIO-Terran for late game? Because that's actually quite bad lategame aswell. I think the cyclone would fit this purpose better with its lock on ability - it can better be used with bio and mech then.
I like the directions the changes are going, though. Most of them would improve the game, even if they are not perfect.
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I think polls are useless now because 90% of all units are disliked anyway.
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Lib nerf == WM change in HOTS == hardly any T past ro16.
Balance seems to be preety good right now, why to change anything, just wait a bit longer.
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The vote is so useless because 90 % of the players are below Master and even on Master and cant macro lol
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I'm actually ok with the idea of decreasing cost and increasing supply. I don't get why all the hate for it, other than hate for any change being the routine.
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Italy12246 Posts
PvZ is going to be so hard
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Everybody likes the protoss nerf hhhhh
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i feel the colo change makes it more difficult to micro (and micro against). i'd like to hear more how they expect this change to play out at different levels.
On May 11 2016 17:33 Salteador Neo wrote: I'm actually ok with the idea of decreasing cost and increasing supply. I don't get why all the hate for it, other than hate for any change being the routine. the idea is fine but i think in these two cases both units needed flat out buffs.
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United Kingdom20261 Posts
On May 11 2016 08:32 Zedd wrote:Show nested quote +On May 11 2016 08:27 Cyro wrote: Supply is of little relevance until the point where you're going to hit 200/200 with those units on the field. There's a technical cost of like 30 minerals per supply up Is it 30? It should be even less, something like 100/8=12.5 + some lost mining times - so rather 15-20. Your point is, however, correct.
Yeah i did 100/4 for no reason, oops
What's the point of making a unit worse in the late game when it was never used in the late game to begin with? This applies to swarm hosts and cyclones, which aren't used in any stage of the game for the most part
You can give both a stronger place in the game without worrying about people dedicating 100 supply to them that way, which was one of the biggest problems with the old swarm host and the old cyclone
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On May 11 2016 16:18 CyanApple wrote: Immortal: I'd rather like to see its barrier remain the same and its damage output to be reduced, to nerf it overall but to keep its main use - to absorb damage. This makes it more interesting to use, as low level players will probably keep attacking it, so the rest of the damage-dealing army survives longer, while better players' micro is rewarded by first avoiding the immortals, so the rest of the army can be cleared and the immortal alone doesnt deal too much damage. This would also balance the engagement with lurkers (immortals can be sent in first to lure lurkers attacks away from the main army(?), which would make lurker micro more desirable)
Colossus: As a protoss you choose between the disruptor and the colossus. They already have different purposes to make each choice viable. Colossus has reliable DPS, while disruptor is bursty. Currently the disruptor seems to be the better options. To make this more balanced, I would rather like to see the burst damage of the disruptor slightly reduced (so its less threatening and encourages straight up fights more than avoiding battles) than colossus' damage increased (I think it's already strong enough).
Other stuff needs to be tested. My main question is: does Thor change help out BIO-Terran for late game? Because that's actually quite bad lategame aswell. I think the cyclone would fit this purpose better with its lock on ability - it can better be used with bio and mech then.
Other than that I like the directions the changes are going
Wouldn't like dmg nerf on immortal, it has always been a unit defined by it's strong anti-armor attack that fires without a projectile (so no overkill).
On the "immotals can be sent in first to lure lurker attacks away from the main army" comment - may work fine vs 4-5 lurkers but with more they just blanket the whole area. They attack everything between the lurker and a point that's 9 range away
Colossus has been nerfed by about 1.25 - 1.55x damage vs WOL/HOTS numbers (depending on the level of upgrades) and still costs as much, chronoboost has been nerfed as well. There's still more focus on lower tech units than rushing to t3.5 to do anything
Disruptors are used some but they're not used a lot right now, people choose other styles against terran and against Z because they're stronger and more reliable - nerfing further would take away a unit to partially replace the nerfed immortal with and leave robo tech pretty gutted.
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^ I agree, the disruptor could use some buff and there are many nice options to look at:
1. An HP buff. Considering the nova vanishes when killed, people just focus it down and the unit does nothing. 2. Purification nova cooldown decrease. Instead of a flat out unit buff, it could be achieved with an upgrade at robo bay. 3. Allow the player to detonate the nova before the timer runs out. This adds another layer of micro to showoff on an already micro intensive unit.
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On May 11 2016 10:47 Mojzii1 wrote:Show nested quote +On May 11 2016 10:41 avilo wrote:On May 11 2016 05:28 Loccstana wrote: Cyclone: A 4 supply unit with 120hp and 0 armor Tempest: A 4 supply unit with 450hp and 2 armor
Is this Blizzard's idea of a joke? All of the changes are a joke =/ I'll try to stay constructive...but...to be real... Liberator change = end of this game competitively. T will basically end up not being playable, especially versus Zerg past 8-10 minutes. It's already difficult enough vs 8 armor ultras (which are absurd and have been since the game launched). Cyclone change = terrible. The unit's stats itself are way off. It does less dps than an auto turret, has less health than an auto-turret...something is wrong there. Also 4 supply makes it more expensive mineral-wise because you'll need more depots for cyclones. Meaning it will be worse if it is patched to be 4 supply...like what dev is coming up with this change? I really don't understand =/ I hate to just repeat the same stuff over again... Adept shades, invincible nydus, 8 armor hard counter ultra, mass ravager, para bomb...there's a lot of stuff like this that can be changed that affects nothing else in the game and can't screw up the game at all...and it's not changed. How would reverting invincible nydus worm mess with anything at all in SC2? Sighs. If anything, the liberator nerf should be 4 supply. There's a gif image of the liberator nerf b4 patch and after patch - if this patch goes through Terran won't have any unit to fight mass air and it'll be pointless to play T vs people that know to turtle to late game. Same story with ghost nerf in wol. i think in blizzard opinion Terran should auto lose in late game. It fells like balance designers play protoss It's the asymmetric balance BS. Terran is balanced to always have to attack and harass and do dmg if it's to be competitive past midgame.
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United Kingdom20261 Posts
@ghost nerf in WoL TvZ - I can't believe that people think it's unfair to terran and zerg/protoss bias to nerf snipe at that time
especially since people learned to use rapid-fire afterwards, it was pretty silly. Ghost being the strongest counter vs every high tier zerg unit (and obviously lower tier zerg units not doing well in maxed fights and split map scenarios) - you're complaining about terran not being able to fight past the midgame when the situation was reversed and probably even worse at the time.
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Here's my idea on how to distribute the responsibilities/ roles of Cyclone, Thor and Liberator:
- Cyclone
Changes:
- scrap G2A attack and lock-on target
- change ground-to-ground attack to instant, single target, medium damage point, high attackspeed (much like the Viking's attack once landed)
- flag as non-armored, but not light, and give it 1 Armor
- reduce cost to say 125/25 mineral/gas
- make it reactorable.
Reasoning: If the cyclone is changed this way it'll become a staple, mass-producable unit for mech compositions. This was missing from mech as the hellions and hellbats have a more distinct role due to splash. It's not light and not-armored and as such has no definite hard counter. So, it's always a good choice to build this unit in ground fights. Potentially a very good mech choice against adepts too.
- Thor
Changes:
- Give lock-on for G2A attack (no auto-cast).
- High single target damage vs armored air (as in the patch)
Reasoning: This gives the Thor a similar role to the Goliath (with Charon Booster upgrade) when used against Air. The lock-on damage should be very powerful vs armored enemy air units. The damage point should be high enough to force the targeted unit back (which might be very useful vs Brood Lords, Carriers, Tempests or Liberators not such much vs smaller air units however). The air splash role is handed over to the Liberator and will not get lost.
- Liberator
Changes:
- +light on A2A attack (as in patch).
Reasoning: Takes over the A2A splash role of the Thor.
I was also thinking about removing the transformation from the Viking and giving it to the Liberator (thus removing the Liberation zone and making the Viking AA only) accompanied with a cost reduction on the viking. But this seemed excessively design driven.
Any thoughts and/ or opinions are welcome!
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Disruptors are abandoned because of zergling to broodlord invented by dark
And there are people doing with sentinel / stalker / disruptor but vulnerable to zergling drops
Hey I mean people on this forum r u mad? You want to wipe out all protoss players? I know you all hate protoss (as Rotterdam said) but it's a bit too much
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On May 11 2016 19:50 Turb0Sw4g wrote:Here's my idea on how to distribute the responsibilities/ roles of Cyclone, Thor and Liberator: - Cyclone
Changes:
- scrap AA and lock-on target
- change ground-to-ground attack to instant, single target, medium damage point, high attackspeed (much like the Viking's attack once landed)
- flag as non-armored, but not light, and give it 1 Armor
- reduce cost to say 125/25 mineral/gas
- make it reactorable.
Reasoning: If the cyclone is changed this way it'll become a staple, mass-producable unit for mech compositions. This was missing from mech as the hellions and hellbats have a more distinct role due to splash. It's not light and not-armored and as such has no definite hard counter. So, it's always a good choice to build this unit in ground fights. Potentially a very good mech choice against adepts too.
- Thor
Changes:
- Give lock-on for AA (no auto-cast).
- High single target damage vs armored air (as in the patch)
Reasoning: This gives the Thor a similar role to the Goliath (with Charon Booster upgrade) when used against Air. The lock-on damage should be very powerful vs armored enemy air units. The damage point should be high enough to force the targeted unit back (which might be very useful vs Brood Lords, Carriers, Tempests or Liberators not such much vs smaller air units however). The air splash role is handed over to the Liberator and will not get lost.
- Liberator
Changes:
- +light on AA (as in patch).
Reasoning: Takes over the AA splash role of the Thor.
I was also thinking about removing the transformation from the Viking and giving it to the Liberator (thus removing the Liberation zone and making the Viking AA only) accompanied with a cost reduction on the viking. But this seemed excessively design driven. Any thoughts and/ or opinions are welcome! Sounds interesting to me, especially the thor change. The Cyclone lock on to thor would be a nice change.
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