On May 18 2015 08:38 Jwrath wrote:
Zealots are already incredibly strong and difficult to deal with, from a warp prism a couple of seconds and you can spawn an army with 1000+ hit points that hits very hard and can charge for guaranteed damage but toss is definitely suffering in the Beta. Although to be honest, its about time i think. It needs to be tweaked and buffed, but after being steamrolled a billion times by undeserved protoss wins - unscouted DT, blink, seven gate, immortal sentry, etc any of the dozens of ways toss gets free wins its about time they got a taste of their own medicine.
Broodlord range is a nice idea, but the major problem with broodlords is not the range or the damage. It is that they are so incredibly slow. If you see broodlords you have two options, both of which can work very well. Immediately go around the army and go for a base trade. Broodlords hit hard and build up broodlings to block pathing, but they can never catch up to medivacs, speed roaches, blink stalkers, warp prisms, etc anything. Distract with counter attacks while building up vikings, tempests, void rays, etc and its quite easy to deal with broodlords and unless the zerg devotes to pure air, the broodlords become flying paper weights once any of the counters come into play
I think a better idea would be to address the mobility problems of brood lords, a late game speed buff or a new kind of functionality. Maybe something like recall with the ability to tunnel itself anywhere on creep but with a quite long cooldown, something like the tunnelling swarm hosts in the heart of the swarm campaign to allow for instant repositions. Protoss has the ability to recall to a nexus at any time, how about something with a similar functionality to let broodlords be aggressive, kill a base, then burrow themselves back to creep safely to maybe keep them around instead of just automatically losing them when you need to abandon a position since they are so slow they always trail behind and are easy pickings. I dunno how that would look or work for a flying unit, but I think broodlords will be more fun and more useful all around if they have SOME way to get around besides moving at the speed of a snail on valium.
Also with the recent swarm host nerf and the supply dump of swarm hosts that are totally useless for defense, maybe think about instituting some brood lord changes in Heart of the Swarm as well. Zerg needs some kind of late game, getting stuck on lair tech is too easy and protoss and mech just demolish zerg lair tech armies at high supply.
Just my thoughts. Very excited to see how LotV develops.
Zealots are already incredibly strong and difficult to deal with, from a warp prism a couple of seconds and you can spawn an army with 1000+ hit points that hits very hard and can charge for guaranteed damage but toss is definitely suffering in the Beta. Although to be honest, its about time i think. It needs to be tweaked and buffed, but after being steamrolled a billion times by undeserved protoss wins - unscouted DT, blink, seven gate, immortal sentry, etc any of the dozens of ways toss gets free wins its about time they got a taste of their own medicine.
Broodlord range is a nice idea, but the major problem with broodlords is not the range or the damage. It is that they are so incredibly slow. If you see broodlords you have two options, both of which can work very well. Immediately go around the army and go for a base trade. Broodlords hit hard and build up broodlings to block pathing, but they can never catch up to medivacs, speed roaches, blink stalkers, warp prisms, etc anything. Distract with counter attacks while building up vikings, tempests, void rays, etc and its quite easy to deal with broodlords and unless the zerg devotes to pure air, the broodlords become flying paper weights once any of the counters come into play
I think a better idea would be to address the mobility problems of brood lords, a late game speed buff or a new kind of functionality. Maybe something like recall with the ability to tunnel itself anywhere on creep but with a quite long cooldown, something like the tunnelling swarm hosts in the heart of the swarm campaign to allow for instant repositions. Protoss has the ability to recall to a nexus at any time, how about something with a similar functionality to let broodlords be aggressive, kill a base, then burrow themselves back to creep safely to maybe keep them around instead of just automatically losing them when you need to abandon a position since they are so slow they always trail behind and are easy pickings. I dunno how that would look or work for a flying unit, but I think broodlords will be more fun and more useful all around if they have SOME way to get around besides moving at the speed of a snail on valium.
Also with the recent swarm host nerf and the supply dump of swarm hosts that are totally useless for defense, maybe think about instituting some brood lord changes in Heart of the Swarm as well. Zerg needs some kind of late game, getting stuck on lair tech is too easy and protoss and mech just demolish zerg lair tech armies at high supply.
Just my thoughts. Very excited to see how LotV develops.
Certainly broodlords needs more mobility, battlecruisers now have teletransport, protoss have the recall, but broodlords , pff........, could be interesting see who is more slow broodlords or queens out of creep, XD.