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Currently, the disruptor is in an awkward state, it seems very hard to balance between too much/little damage/survivability and the unit as an AOE damage dealer has trouble finding its place.
Now I don't propose to solve the balance issue with exact stats, but I'm just throwing an idea out there that I think could be worth considering to make the unit more fun, and fill a better role then just all or nothing damage dealer.
Basically add a knock-back radius on the disruptor that could be a bit bigger than damage radius. All units in the damage radius are dealt damage to, and all units in the KB radius are pushed away.
This would have the following advantages:
- Increase survivability -> no need for the invulnerable state after explosion that no one likes.
- adding a space "control" role to the disruptor. Detonating in the middle of an army would split it in half, making it easier to kill off one half but at the cost of you probably losing your disruptor. Detonating it in the back with a flank disruptor to prevent retreating. Or detonating in the front to be able to preserve your disruptor. Lot of micro possibilities.
- Better for the viewer experience. A big bomb that pushes things back is always more impressive to look at.
Let me know what you guys think !
Poll: Knock-back radius for disruptor ?Good idea ! (18) 72% Bad idea ! (4) 16% Another one of Geiko's troll ideas... (3) 12% 25 total votes Your vote: Knock-back radius for disruptor ? (Vote): Good idea ! (Vote): Bad idea ! (Vote): Another one of Geiko's troll ideas...
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Does this give Protoss the kind of space control they want and need?
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Protoss already has space controlling spells. You think it needs more? Also: disruptor, storm, colossus - they all like enemy units to be clumped together. With this change disruptor won't synergyze with any of those.
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Call me old fashioned, but I dont like knock back effects in an RTS. On the other hand, I dont have a better idea how to improve the unit.
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On August 01 2015 16:18 BrokenSegment wrote: Protoss already has space controlling spells. You think it needs more? Also: disruptor, storm, colossus - they all like enemy units to be clumped together. With this change disruptor won't synergyze with any of those. The disruptor is already designed as a space control unit. It forces army repositioning, timing and splitting. It's just that it's not very good at it.
The change I am proposing mainly has 2 functions.
- Increased survivability without invulnerable state which offers no counter-micro.
- Lower the all-or-nothing aspect of the disruptor. There is nothing more frustrating than paying 200 gas for a unit, using its ability and having it do absolutely nothing. A space control effect such as KB would greatly enhance the experience in my opinion as you would always be getting at least something done with your disruptor.
On August 01 2015 15:47 PinheadXXXXXX wrote: Does this give Protoss the kind of space control they want and need? It sure does my lusty friend, it sure does...
On August 01 2015 16:31 RoomOfMush wrote: Call me old fashioned, but I dont like knock back effects in an RTS. On the other hand, I dont have a better idea how to improve the unit. I'm with you on this one, I don't like KB effects. But seeing as it's in the game with reaper grenades, might as well use it for something useful ?
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I hate knock backs mechanics in an RTS. Not even wc3 had them.
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So... you feel the disruptor in its current state is not strong enough?
I would not mind the knock back if all invulnerability was removed from the unit. There is no possible counter play for any race besides to run, split, or load up in dropship..... This is not how you achieve balance. I feel bad that protoss suffered due to all the QQ. The colossus was the only RELIABLE form of aoe damage that they had and now its gone...
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On August 01 2015 17:12 Ouija wrote: So... you feel the disruptor in its current state is not strong enough?
I would not mind the knock back if all invulnerability was removed from the unit. There is no possible counter play for any race besides to run, split, or load up in dropship..... This is not how you achieve balance. I feel bad that protoss suffered due to all the QQ. The colossus was the only RELIABLE form of aoe damage that they had and now its gone...
It's not about balance, balance can easily be reached with adjusting and tweaking figures, it's about unit design.
Regardless of how good or bad the disruptor currently is, the consensus is that it's not fun to play or play against and has blatant flaws with regards to the damage and the reliability with which it can provide it.
Invulnerability before detonation is not a problem, very few people are complaining about this. When you say there are no counter plays beside running splitting or loading up, I don't quite understand you because, army splitting and positioning are the exact definition of counter play possibilities. The only counter play that is not possible is straight up killing the disruptor before it causes damage, and we can all agree that such a change would render the disruptor completely useless (focus firing such big units is really not that hard).
Invulnerability after detonation is the source of anger in the community because it gives a get out of jail free card to disruptors. That's what I propose to remove, in exchange for an escape mechanism that allows more counter-play and also opens up strategical options.
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If I was taking this seriously, one of my main concerns is how the knockback is done/animated, the reaper grenades knockback looks too stupid to express.
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On August 01 2015 19:32 Ovid wrote: If I was taking this seriously, one of my main concerns is how the knockback is done/animated, the reaper grenades knockback looks too stupid to express.
Knockback mechanism is already present in the game, either reaper grenade knockback as you said, or the simpler FF pushback.AlthoughI think that reaper grenade knockback would look quite good on the disruptor. It looks ridiculous now because of the disproportionate effect compared to the small explosion. It'll look realistic for a big disruptor detonation.
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