REACTIVE QUANTITY POWERFUL WEAKENING SURPRISE IMPAIRMENT!!!!!!!!!!!
For the sake of better macro opportunity POTENTIAL
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AtlasOfMeCH
36 Posts
REACTIVE QUANTITY POWERFUL WEAKENING SURPRISE IMPAIRMENT!!!!!!!!!!! For the sake of better macro opportunity POTENTIAL | ||
ninazerg
United States7290 Posts
"Reactive Quantity" ISN'T A REAL THING YOU SIT ON A THRONE OF LIES | ||
AtlasOfMeCH
36 Posts
Utility Spells? SERIOUSLY? ......... UTILITY SPELLS? You just spent copious amounts of gas on a unit only to attain UTILITY SPELLS? The entire roster of queen spells is in question as it would be.... Depending on whether zergling leap life sacrifice would make it in to the game... Ensnare now Fungal Growth Parasite now Parasite drain (eat away at energy) (the queen also provides great vision as it is)... Or parasite plague draining life Take spawn broodlings out of the game, that's a nonsense spell and any reasonable human being can acknowledge this even with out a competitive spirit Defiler casts infest, aoe status application that causes units to spawn broodlings when they die The dark swarm is now a channeled ability that drains mana Consume most likely staying with overlord for ensnare utility ammunition blasts I mean, you can just see all the conceptual error going on here and how sc2 is just a modernized version of the problem as a complete over correction.... Ensnare holding units to be attacked by broodlings (queen) Fungal Broodlord OP (sc2) Conceptual Error | ||
ninazerg
United States7290 Posts
On March 23 2018 03:21 AtlasOfMeCH wrote: Depending on whether zergling leap life sacrifice would make it in to the game... It will never make it into the game, ever. Even proposing such an arcane and pointless alteration into the game, let alone hoping it will be put into the game, is lunacy. | ||
Starlightsun
United States1405 Posts
On March 20 2018 09:08 L_Master wrote: Show nested quote + On March 16 2018 10:27 Dazed. wrote: The game acts like vision would be so useful to zerg because they actually have a philosophy, but if zerg are not philosophically complete in the first place then the vision is not as important to them. The fuck does this even mean? YokoKano 2.0 Thanks I couldn't remember the user name. | ||
AtlasOfMeCH
36 Posts
Every zerg warrior that dies in the vicinity of a burrowed utility tool (representing the theme of reactive quantity) causes it to lose enough life to release some broodlings as aforementioned, still only at most weakening enemies down to 1 life. Now see what can be pulled off with glass harass role lords? The dimension of power weakening potential The enemy just paying attention to the position in which battles taking place, taking note of whether broodlings are emerging out of nowhere from their kills And now "unit deaths" at the ending score screen that zerg almost always has the highest score in, might actually be a winning high score. The Themes of the Races Revealed Zerg (division as the motif of the race) Natural: Reactive Low Quality Quantity Natural: Aggressive Low Quality Harassment Protoss: Standard Aggressive Quality Terran: Standard Positional Ability | ||
AtlasOfMeCH
36 Posts
A. Parasite and ensnare must basically leave the game and possibly make it back in with a rework, why? Because they are utility spells. B. Spawn broodling and plague need a inversion rework between each other for the sake of supporting micro. Don't have a spell caster like the queen just come with a scouting utility spell, the queen already scouts great as it is... 2 researchable spells "Parasite Energy Feed" researchable, single target mana drain (or some kind of single target energy drain with no parasite) "Fungal Growth" researchable aoe hold and life drain Defilier 2 researchable spells Infest, AoE status effect: units killed under effect create broodlings the dark swarm: Channeled ability that just drains mana Pretty sure that the dark swarm is NOT utility because units are immune to ranged inside of it... so it stays Consume is taken out and is given to overlords, not for energy purposes but for ensnare charge casts, heck, maybe even parasite casts too if "parasite plague" is not the answer. Overlord casting "Charges" of parasite and ensnare based on each unit consumed, utility spells cast by a utility unit, and is utility because it occupies a larva. Go figure. | ||
AtlasOfMeCH
36 Posts
"Legitimate Statements of Difference" I believe that I have come to the realization that the reason why the 2.5 / 4 fraction as potentially the most reduced or refined interpretation of the Golden Ratio is so attractive to me is because when added together = 6.5 Why would 6.5 be significant? What if we are talking about a color existence controversy between whether there exists 6 legitimate colors or 7? Which ultimately is just saying, is Indigo a legitimate color or not? Wouldn't 6.5 colors be a satisfactory enough conclusion? Now we move on to the "legitimate statements of difference" If 2.5 represents starcraft and 4 represents the races of that OTHER GAME Then we can clearly say that "Different Games are Different" If each individual number including .5 represents a different color... Then we can clearly say that "Different Races are Different" But now, at the end of this quality example of deductive reasoning, one thing has become PERFECTLY CLEAR.... .5 is not a whole number and is different from the rest... ZERG IS DIFFERENT You think that Blizzard sees zerg as being so absolutely different? And this leads in to a final statement Blizzard is Willfully Lazy relative to Quality Culture End of Story | ||
AtlasOfMeCH
36 Posts
The above link is to a thread that I have on the Dota Fire forums that is part of my mission of proving that there is starting to occur a trend of neglect for 1 of the 3 bodies in Rock/Paper/Scissors Classification game design... In dota, it is the neglect of the intelligence class, in starcraft it is neglect of the zerg race (note 1 out of 3 bodies in each case) In dota, they not too long ago implemented a talent tree to every hero as they climb in levels up to max level which now almost makes every hero in the game situational to playing the mid lane, which really makes things interesting. However, one of these talents is exclusively "armor" and this talent can be seen on a lot of different "ranged, intelligence, low life pool" heroes. This type of stat or talent does not make any sense for this type of hero, but it is actually the best and only option(is the way I understand it) due to the fact that they nerfed block on ranged heroes in order to address the "mage > warrior" controversy. To get to the point, the reasoning and politics goes something like this... -Block is now half as effective on ranged heroes -The armor in the talent tree should probably actually be block, because block and evasion are the proper defense forms on squishy heroes -We can't give a full effect of block as a talent because that conflicts with our item block and how it works on ranged heroes -We can't give a partial block as a talent because it seems like we are screwing over the intelligence class twice now, as other classes would get a block talent that would not be partial -We can't make the talent evasion because that would put evasion on too many intel heroes -Evasion is too strong of a talent or too extreme in some cases as it flips a critical hit in to a complete miss at times, and is suppose to be higher up in the talent tree? I am claiming that the reason why that a sour part of design like this exists, both in dota and starcraft is because in terms of the spectrum of "beautiful and proper game design" classification, there exists a sour point on the ".5 indigo" color, where classification becomes infused and contradictory. The solution for dota in my opinion is pretty simple and I explained it on their forum. An active/passive (note the classification conflict) of frost armor that also slows attacks on top of armor bonus, but at the cost of mana drain and can be deactivated quickly at any time. This blurs the lines of the passive/active classification. For zerg in startcraft, they are caught between the "RPG strategy" classification of design and the "exclusive strategy". I'm not saying I know what the ultimate and easy answer is to this, but I believe that I have provided PLENTY of quality evidence to suggest that this is more then worthy of investigation so long as we are not worthlessly lazy from an intellectual perception point of philosophy. I'm not trying to say that zerg need heroes, I'm saying zerg clearly needs units with roles and that was clearly the intention with the overlord evaluation aforementioned. Proper Thematic Tools among the races, Role Units, and finally Properly functionality so as to support the idea that "high score in units lost" (this game) actually means something as though weakening the enemy through the concept of "units lost" actually means something and so a high score of units lost actually legitimately represent a score for which the player can aim to have the highest possible in for nailing down one of the most important aspects of zerg philosophy playstyle. Not this game where zerg has high score in "units lost" and then loses horribly rendering that score almost entirely pointless. | ||
ninazerg
United States7290 Posts
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AtlasOfMeCH
36 Posts
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starkiller123
United States4029 Posts
On April 17 2018 06:49 AtlasOfMeCH wrote: Quality human beings know that it's not really whether you win or lose, but how you play the game. ohh shit he calling you out jk just spewing more bullshit nonsense | ||
ninazerg
United States7290 Posts
On April 17 2018 06:49 AtlasOfMeCH wrote: Quality human beings know that it's not really whether you win or lose, but how you play the game. Sounds like something a non-winner might say. | ||
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