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Someone else is posing as DK, I refuse to believe the real DK is considering these changes. These...actually make some sense. No, it's not DK, it can't be.
On a more serious note, since they want to make underused units viable again, what direction should the BC take? Personally, I'd like to see the tactical jump nerfed and it's attacks changed from peashooters with high atk spd to slow hard hitting.
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On May 13 2016 20:25 ihatevideogames wrote: Someone else is posing as DK, I refuse to believe the real DK is considering these changes. These...actually make some sense. No, it's not DK, it can't be.
Meh, we said the same thing when they tested the removal of the Tankvac and buffed dmg. Let's wait to see what actually makes it in to the game before singing to much praise.
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On May 13 2016 18:38 [PkF] Wire wrote: ...Throw in a tempest supply change to 5 or 6 and we're golden.
Good job DK.
Just making sure David Kim sees this.
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On May 13 2016 21:51 PressureSC2 wrote:Show nested quote +On May 13 2016 18:38 [PkF] Wire wrote: ...Throw in a tempest supply change to 5 or 6 and we're golden.
Good job DK. Just making sure David Kim sees this.
> implying DK or anyone in the dev team actually reads anything on the very forum where they ask for feedback
User was warned for this post
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So is this feedback on their reaction? Or DK rant? looks more like rant to me...
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What I don't get is the immortal barrier thing. I mean 100 shield or 200 shield, you're never able to burst it down in 2 seconds, unless in extreme scenarii. Barrier will still, i guess, mean your immortal isn't taking real damage for 2 secs.
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These changes all look reasonable now, especially the thor change. The cyclone and swarm host changes look pointless but I don't think they're going to hurt anything because the units will remain useless.
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On May 13 2016 22:09 JackONeill wrote: What I don't get is the immortal barrier thing. I mean 100 shield or 200 shield, you're never able to burst it down in 2 seconds, unless in extreme scenarii. Barrier will still, i guess, mean your immortal isn't taking real damage for 2 secs. Focus fire with Tanks? Lurkers, other Immortals
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United Kingdom20157 Posts
What I don't get is the immortal barrier thing. I mean 100 shield or 200 shield, you're never able to burst it down in 2 seconds
The 200 shield does drop, it depends on the type of fight and unit counts. 100 shield will drop waaaaaaay more often.
If you walk into 4 lurkers they will instantly activate and break through a 100 shield because the first volley does 120 dmg AOE to armored
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On May 13 2016 18:38 [PkF] Wire wrote: When you've lost hope for SC2 after countless painfully out of touch updates (the +bio AA cannon change being the most remarkable one), DK throws at you incredibly sensible updates that may actually make the game reach the best state it has been in for ages.
Throw in a tempest supply change to 5 or 6 and we're golden.
Good job DK.
No clue how this isn't on the table, late game mass Tempest is absurd, DK fearing all of these crappy units like the Cyclone and Swarm Host getting massed but isn't afraid of mass Tempest?
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United Kingdom20157 Posts
It's not paid particular attention to because that situation isn't seen in a large % of games, i guess. That doesn't mean that it's not a problem, but an issue in the 0-5 minute window will show up in many many more games than an issue in the 20-25 minute window.
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On May 13 2016 22:37 Sapphire.lux wrote:Show nested quote +On May 13 2016 22:09 JackONeill wrote: What I don't get is the immortal barrier thing. I mean 100 shield or 200 shield, you're never able to burst it down in 2 seconds, unless in extreme scenarii. Barrier will still, i guess, mean your immortal isn't taking real damage for 2 secs. Focus fire with Tanks? Lurkers, other Immortals While the other handful of Immortals shoot your Tanks into bits.
If you are using Tanks against Immortals (or Protoss in general) you are doing it wrong anyways.
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On May 13 2016 22:37 Sapphire.lux wrote:Show nested quote +On May 13 2016 22:09 JackONeill wrote: What I don't get is the immortal barrier thing. I mean 100 shield or 200 shield, you're never able to burst it down in 2 seconds, unless in extreme scenarii. Barrier will still, i guess, mean your immortal isn't taking real damage for 2 secs. Focus fire with Tanks?
That actually sounds like an awful idea, much to better to focus stuff that would actually die.
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United Kingdom20157 Posts
On May 14 2016 01:42 Lexender wrote:Show nested quote +On May 13 2016 22:37 Sapphire.lux wrote:On May 13 2016 22:09 JackONeill wrote: What I don't get is the immortal barrier thing. I mean 100 shield or 200 shield, you're never able to burst it down in 2 seconds, unless in extreme scenarii. Barrier will still, i guess, mean your immortal isn't taking real damage for 2 secs. Focus fire with Tanks? That actually sounds like an awful idea, much to better to focus stuff that would actually die.
A zealot costs 100 resources and has 150hp
An immortal costs 350 resources and has 300(+100) hp
Why wouldn't you shoot at it? Even if you're DPSing through the entirety of the immortal's shield, it has 2.67x the health and 3.5x the cost. It's also balanced around being slower and harder to produce and replace in your army than gateway units.
If someone could kill 4-5 zealots or 2 immortals, i'd rather give them the zealots practically 100% of the time!
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Why is everybody complaining about mass tempest? Tempest lose to all other anti air in direct fights, are super slow, at the end of the tech tree and they lose really hard vs marines and hydras.
Cyclone has insane damage and can attack all units and is really early tech and swarm host does massive damage without risk of losing the unit.
So many terran whiny kids around here, first time terran is not super dominant and they cry :p
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Oh btw stimmed marines/marauders easily massacre 200 shield in 1-2 sec.
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United Kingdom20157 Posts
On May 14 2016 01:55 Freeborn wrote: Oh btw stimmed marines/marauders easily massacre 200 shield in 1-2 sec.
You can think of it as a +66.67% hp augmentation before in a hard engagement with focus fire on it vs +33.34% if nerfed to 100.
Barrier CD is actually quite long, it's a 2 second activation on 43 second cooldown
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On May 14 2016 01:54 Freeborn wrote: Why is everybody complaining about mass tempest? Tempest lose to all other anti air in direct fights, are super slow, at the end of the tech tree and they lose really hard vs marines and hydras.
Cyclone has insane damage and can attack all units and is really early tech and swarm host does massive damage without risk of losing the unit.
So many terran whiny kids around here, first time terran is not super dominant and they cry :p I guess people see a big unit and assume it ought to cost a lot of supply. But one tempest has dps somewhere between a roach and an infested terran, for the low cost of 300/200. If you're losing to mass tempest I'd love for you to post the replay, for a laugh.
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On May 14 2016 01:54 Freeborn wrote: Why is everybody complaining about mass tempest? Tempest lose to all other anti air in direct fights, are super slow, at the end of the tech tree and they lose really hard vs marines and hydras.
Cyclone has insane damage and can attack all units and is really early tech and swarm host does massive damage without risk of losing the unit.
So many terran whiny kids around here, first time terran is not super dominant and they cry :p When the protoss is slowly pushing with mass tempests with cannons, hts, and maybe disruptors underneath there is no way to fight his army while he is slowly picking of unit after unit. So no they don't lose to other anti-air or marines/hydras because those units can never engage into them. Once protoss gets to that stage there is not much you can do anymore
but reading your thoughts about cyclones and swarmhosts I assume you are a troll so no point in discussing any more.
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On May 13 2016 05:54 Jer99 wrote:Show nested quote +
Thor changes We received a lot of feedback regarding the Thor changes, especially from our Chinese community, in that this change can be seen as a nerf. We totally agree with the suggestion from the CN region to bring back the mode switch on the Thor while keeping the current, stronger numbers for the single target mode. We will make this change in the test map asap.
We also do see the feedback that the current damage buff is not enough. If this is the case, we can continue moving in small steps to continue tweaking it up as needed.
Immortal Barrier change This seems to be a solid change. Because it only affects the such short duration of the ability being up, we believe this is a solid targeted change to help reduce the effectiveness of Immortals slightly per pro player feedback.
Colossus change As expected, this one looks to be a fairly small increase in Colossus effectiveness. Because our main goal with this change is to help out non pro players slightly, while having it be a small change at the pro level, we believe we can make this move as a first step and see how it goes.
Liberator change We definitely agree with many players in that the change may have been slightly too much, so we would like to go from 4 +3light to 5+2light in tomorrow's update in order to test a softer version of this change.
Cyclone changes This change looks to be solid at the moment, and we can start publically testing this in the next version as well.
Swarm Host changes We saw a lot of mixed feedback for these changes, but our thought is that we should go forward with a change here to locate how the current role of the unit is. However, we do agree that we should move in smaller steps, so instead of reducing the cost to 150/75 in one go, we wanted to test changing it to 150/100 in tomorrow's test map.
Overall, the direction of the changes appears to be good, so let’s work on fine tuning the specific numbers so that we can aim for an update to the test map as early as tomorrow, and attempt to make a balance update to the live game towards the end of this month. Thank you.
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... And you call me lazy when it comes to formatting
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