4.8.1 Patch - Oracle bug fix/nerf - Page 2
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opisska
Poland8852 Posts
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ScarPe
Germany392 Posts
its the same problem since WoL: toss is not flexible enough throuout a single game. the really big units are hard to get and are countered way too easy. this wouldnt be that big of a problem if gateway units were strong by any means other than pocketstrats or "overminerals-dump". Colossi: yeah i just mass some anti air as soon as i spot them. after they are killed, the protoss ground army is way too weak. Disruptor: i just run away with stim, or on creep. Templar: move way too slow to guard them properly with your army if you pressure the enemy. Energy dependent. Carrier: way too expensive, considering you need a critical mass, to even be able to hold your ground against mass Hydra/rines. terran and zerg both have the possibility to "Flash"-produce flying anto-air specialists, as soon as they get aware of carrier. These Things didnt change for 9 (?) years now :D So we will see protoss using all-in timings 90% till this games dies, because as soon as the enemy scouts your "special" tech, it is countered way too easy. (imho) (inb4: i write this as a zerg main) | ||
renaissanceMAN
United States1840 Posts
On January 11 2019 18:48 yht9657 wrote: Well guess that marks the end of SG opening in PVZ, I see it's time to return to my robo/twilight into dying to mass lings opening. Always good to have a plan! I don’t think this is going to be that big of a change, but rather a slight nudge. | ||
Vision_
712 Posts
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DomeGetta
480 Posts
On January 11 2019 22:12 ScarPe wrote: i actually dont mind the change on the Oracle, but it significantly nerfs airtoss in general also! its the same problem since WoL: toss is not flexible enough throuout a single game. the really big units are hard to get and are countered way too easy. this wouldnt be that big of a problem if gateway units were strong by any means other than pocketstrats or "overminerals-dump". Colossi: yeah i just mass some anti air as soon as i spot them. after they are killed, the protoss ground army is way too weak. Disruptor: i just run away with stim, or on creep. Templar: move way too slow to guard them properly with your army if you pressure the enemy. Energy dependent. Carrier: way too expensive, considering you need a critical mass, to even be able to hold your ground against mass Hydra/rines. terran and zerg both have the possibility to "Flash"-produce flying anto-air specialists, as soon as they get aware of carrier. These Things didnt change for 9 (?) years now :D So we will see protoss using all-in timings 90% till this games dies, because as soon as the enemy scouts your "special" tech, it is countered way too easy. (imho) (inb4: i write this as a zerg main) Sure you do bro. A literal entire post protoss whine followed by (but i play zerg doe). Protoss been UP for 9 years u heard it here first. | ||
Tempest
United States147 Posts
Oracles are the backbone of not dying to early Ling all-ins, and are instrumental in being able to safely take a third base. Sentry and voids being nerfed is absolute crap as well, but Toss is going to be limited to mostly 2 base all-ins in PvZ until this is revisited. Stargate opener is pretty crap now, I hope they fix this before WCS. | ||
The_Red_Viper
19533 Posts
It affecting the matchup blizzard will have to buff the cooldown though to get the bug's behavior on average. | ||
TheWildShooter
79 Posts
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Ben...
Canada3485 Posts
I've seen zerg players respond by saying "just get a few sentries to forcefield or an extra oracle" but what they don't understand is that this third base harass is built into their builds so they can still hit with a hydra/ling/bane or roach/ravager timing at the same time, while protoss will be having to hold those builds off with delayed tech or a delayed economy due to having to spend extra gas to get extra units to secure a safe third. | ||
Cyro
United Kingdom20157 Posts
On January 11 2019 21:10 Destructicon wrote: Doodads are the small embellishments which can be added to maps for aesthetic reasons, like columns, trees, arches etc. What the change means is that, up till now you had a much smaller cap on doodads. After this change you can put up to 100k on your map. I don't think performance should be impacted unless a map maker really goes out of his way to add a lot of doodads, and even then I'm not sure. Doodads do significantly affect performance, larger and more busy maps are more demanding. It's easy to make maps that run way worse than other maps and an increased cap will only make that easier | ||
MrMischelito
347 Posts
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MilExo
South Africa139 Posts
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swissman777
1106 Posts
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Snakestyle11
191 Posts
On January 12 2019 03:09 swissman777 wrote: Well just a nerf but no buff somewhere else? Well this sucks. Last patch, zerg got queen nerf, creep nerf, hydra nerf. With no compensation. Oh wait, hydras and lings unburrow faster now.. There is a reason every damn matchup versus zerg air units are super oppressive. Zerg badly needs a new unit that can attack air from ground at hatchery. This is stupid that every game zerg is FORCED to play defensive with mass queens because its the only way to defend air and they got nerfed hard. This means we can almost not put any pressure for first 6minutes of the game, leaving other races to be able to freely tech WHILE getting lots of economy, since they barely need any units, just a wall. Even in ZvZ now mass mutas are SO oppressive and OP. Yet mutas almost do nothing against terran or protoss. In ZvP, because mostly of how good archons are against mutas and lings, you can pretty much never go spire even if they dontt go stargate. Because if you do opponent can just kill you or keep you on super low economy. In ZvT, with new BC build, you cant do netin exept mass queens and mass drones, else you will die to 2 bcs or fall incredibly behind. If you do any kind of roach pressure and fail to do incredibly dmg, you die. Because if you go for a early roach attack, you will have not enough defense to defend against 2 bcs, or not enough drones too even afford enough defense. | ||
Snakestyle11
191 Posts
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Snakestyle11
191 Posts
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Charoisaur
Germany15615 Posts
On January 11 2019 22:12 ScarPe wrote: i actually dont mind the change on the Oracle, but it significantly nerfs airtoss in general also! its the same problem since WoL: toss is not flexible enough throuout a single game. the really big units are hard to get and are countered way too easy. this wouldnt be that big of a problem if gateway units were strong by any means other than pocketstrats or "overminerals-dump". Colossi: yeah i just mass some anti air as soon as i spot them. after they are killed, the protoss ground army is way too weak. Disruptor: i just run away with stim, or on creep. Templar: move way too slow to guard them properly with your army if you pressure the enemy. Energy dependent. Carrier: way too expensive, considering you need a critical mass, to even be able to hold your ground against mass Hydra/rines. terran and zerg both have the possibility to "Flash"-produce flying anto-air specialists, as soon as they get aware of carrier. These Things didnt change for 9 (?) years now :D So we will see protoss using all-in timings 90% till this games dies, because as soon as the enemy scouts your "special" tech, it is countered way too easy. (imho) (inb4: i write this as a zerg main) As a Protoss main I heavily disagree with all of your points: Colossi: Once the collossi are dead the Protoss army still destroys everything because the opponent had to invest so much into units that are useless against the ground army. Disruptor: Yeah you run away - and then what? the cooldown gets just reset, you didn't gain anything. Templar: No comment needed. Best unit in the game by far Carrier: are you serious? massing Marines/Hydras against Carriers is a safe way to lose the game as Carriers murder them | ||
opisska
Poland8852 Posts
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PanS3rnik
18 Posts
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TehWyLD
Canada18 Posts
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