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Warp Gate changes
In last week’s Protoss update, we brought up some potential changes that we were looking at for Warp Gate. We tried a large number of different changes in this area, and where we are currently at is this:
Units take 2 seconds to warp-in at Pylons that have Warpgates touching their pylon power.
Buff to defensive case.
Units take 16 seconds to warp in at Pylons not “connected” to Warpgates.
Huge nerf to the offensive case.
Warp Prism power fields take 2 seconds.
Players will need to tech to Warp Prisms in order to offensive warp in well.
Due to the smaller warp-radius of the Warp Prism, players may require several to effectively warp-in offensively with their army (this is countered somewhat by the fact that the offensive warp-in case is much stronger than before).
We tried many different designs in this area that have ultimately similar results, but this design seems to be the most clean in terms of added rules. With the offensive early warp-ins being less of a threat, we wanted to buff the defensive case and the Warp Prism case. We also felt that it’s ok to have a much stronger Warp Prism because players have had to commit to that tech in order to have access to its strength.
In last week’s Protoss update, we brought up some potential changes that we were looking at for Warp Gate. We tried a large number of different changes in this area, and where we are currently at is this:
Units take 2 seconds to warp-in at Pylons that have Warpgates touching their pylon power.
Buff to defensive case.
Units take 16 seconds to warp in at Pylons not “connected” to Warpgates.
Huge nerf to the offensive case.
Warp Prism power fields take 2 seconds.
Players will need to tech to Warp Prisms in order to offensive warp in well.
Due to the smaller warp-radius of the Warp Prism, players may require several to effectively warp-in offensively with their army (this is countered somewhat by the fact that the offensive warp-in case is much stronger than before).
We tried many different designs in this area that have ultimately similar results, but this design seems to be the most clean in terms of added rules. With the offensive early warp-ins being less of a threat, we wanted to buff the defensive case and the Warp Prism case. We also felt that it’s ok to have a much stronger Warp Prism because players have had to commit to that tech in order to have access to its strength.
So it's pretty easy to see that they finally want to make Protoss obey the rules of defenders advantage/aggressors disadvantage.
Only there are a few flaws, firstly if I wanted to allin as Protoss I probably wouldn't want to build a proxy Pylon, to then build a Gateway, to then Warp that Gateway into a Warp Gate. So I can finally have my units warp in as they do at home and then leave that position defenseless as I carry on my aggression. Pylon(25)+Gateway(65)+Warp Gate morph(10)+Warp In(2)=102 seconds. Whereas I could've just either made a Pylon+wait 16 seconds for Warp In(no further Warp Ins.) =41 seconds.
I would probably not go through all that hassle and just make a Warp Prism which now has been buffed Warp In 5->2 seconds. Which I can even micro from and move. The thing is Warp Prism allin is already I'd say the strongest allin in LotV. Be it Immortal allin or just early Adepts.
So anyways here's my suggestion to make Protoss fall under the rule of defenders advantage/aggressors disadvantage:
Nexus:
a connection or series of connections linking two or more things.
"the nexus between industry and political power"
the central and most important point or place.
"the nexus of all this activity was the disco"
a connection or series of connections linking two or more things.
"the nexus between industry and political power"
the central and most important point or place.
"the nexus of all this activity was the disco"
Thanks Google!
When you click the Nexus it has an indicator...
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exactly like when you Photon Overcharge. This indicator show where your home is.
When you have Warp Gates and you Warp into Pylon power within this indicator area, your Warp In will happen fast and smoothly. Could be anywhere between 2-5 seconds.
When you Warp In anywhere outside this indicator area, your Warp In will happen slow and disturbingly. Could take anywhere between 5-16 seconds.
(Btw I'm not hinting RNG, I'm saying numbers are for the Blizz team to decide.)
Warp Prism's have stolen some of this Nexus energy, explains why Colossus can fit into a tiny Prism amirite?
Other cool stuff Mothership Core+Nexus:
The indicator range already shows you if your Photon Overcharge would hit!
Recall could be made like Warcraft III where you can pick a place within the indicater area to Recall to. This has shown to showcase some sick decisions in Warcraft III already. It can also overcome, if you've made some bad simcity and your Archons would get stuck..
To keep with the theme of Mothership Core ♥ Nexus, Time Warp could also be changed so that it pops up instantly within the Nexus indicator area, rather than the slow version it would have anywhere else.
Pretty kewl huh?
What d'you think? something like this really has to come in a bundle, since it introduces sort of a new theme to the game. Ex. Indicator area is not important at all now, even though we have Photon Overcharge, but because it makes sense with other changes along with it, it adds a nice touch to Photon Overcharge.
This'll be all, thanks!