|
On July 09 2014 04:08 SetGuitarsToKill wrote:Show nested quote +On July 09 2014 04:02 SNSeigifried wrote: can someone add these values to the post Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5
Wow, that's a massive difference. So the widow mine is going to have about double the AoE?
Yes, double the friendly fire
|
On July 09 2014 04:12 Ctone23 wrote:Show nested quote +On July 09 2014 04:08 SetGuitarsToKill wrote:On July 09 2014 04:02 SNSeigifried wrote: can someone add these values to the post Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5
Wow, that's a massive difference. So the widow mine is going to have about double the AoE? Yes, double the friendly fire
I suppose it would be cool if they wanted to make play WM a bit of a riskier strat, since you can theoretically kill either you or your opponents entire army off in one hit.
|
more mine buffs, so theres less incentive to make tanks at all
|
Ugh FINALLY the thor priority change. It was ridiculously frustrating to see a bunch of thors attack a few lings instead of a giant flock of mutas
|
We’ve also seen feedback that the Widow Mine splash radius increase doesn’t buff late game Terran, however we feel that this type of mid-game buff also carries over into a late game buff. Welp...I'm at a loss.
The +shield damage was basically a band-aid to an original nerf and now this is another band-aid on top of that. Bigger radius and +shield damage is such an overkill, I'm fearful of what DK would propose should mines become the go-to TvP. Just revert the mine to it's original state already.
The thor priority is nice although I'm besides myself at how there's a handful of underused units that continue to get ignored. I prefer watching bio and all, but variety is a good thing.
|
On July 09 2014 03:50 Code wrote:Show nested quote +On July 09 2014 03:44 LingBlingBling wrote: Why is crying about "it will break pvp" for any suggested nerf to Protoss? This has been their argument since WOL. Changing a few things to the MSC won't break pvp......TVP is need of a dire change. Warp in takes away defenders advantage so in PvP the Msc helps stop the 4gate vs 4gate scenario every game. The duration of the Photon Overcharge helps defend a cycle of warp-ins and stablizes the matchup so it can be macro-orientated. It is a horribly designed bandaid solution though.
Maybe you can't nerf it defensively, but offensively you could give the MSC a nerf. I'd propose slowing the MSC down to the old Overlord speed (around 0.88) and adding a MSC speed upgrade to the Cybernetics Core at 50/50/110. It would delay any straight up MSC attack on the mineral line by quite a bit and by putting the upgrade at the Cybernetics Core you cannot have Warp Gate and MSC Speed at the same time early on, weakening a Blink all-in. It wouldn't weaken any defensive play with the MSC as you can still park it between the main and the natural to cast Photon Overcharge.
|
On July 09 2014 04:22 Thezzy wrote:Show nested quote +On July 09 2014 03:50 Code wrote:On July 09 2014 03:44 LingBlingBling wrote: Why is crying about "it will break pvp" for any suggested nerf to Protoss? This has been their argument since WOL. Changing a few things to the MSC won't break pvp......TVP is need of a dire change. Warp in takes away defenders advantage so in PvP the Msc helps stop the 4gate vs 4gate scenario every game. The duration of the Photon Overcharge helps defend a cycle of warp-ins and stablizes the matchup so it can be macro-orientated. It is a horribly designed bandaid solution though. Maybe you can't nerf it defensively, but offensively you could give the MSC a nerf. I'd propose slowing the MSC down to the old Overlord speed (around 0.88) and adding a MSC speed upgrade to the Cybernetics Core at 50/50/110. It would delay any straight up MSC attack on the mineral line by quite a bit and by putting the upgrade at the Cybernetics Core you cannot have Warp Gate and MSC Speed at the same time early on, weakening a Blink all-in. It wouldn't weaken any defensive play with the MSC as you can still park it between the main and the natural to cast Photon Overcharge.
This is one of the better MsC ideas I've ever seen, actually.
|
United Kingdom1381 Posts
On July 09 2014 04:14 SetGuitarsToKill wrote:Show nested quote +On July 09 2014 04:12 Ctone23 wrote:On July 09 2014 04:08 SetGuitarsToKill wrote:On July 09 2014 04:02 SNSeigifried wrote: can someone add these values to the post Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5
Wow, that's a massive difference. So the widow mine is going to have about double the AoE? Yes, double the friendly fire I suppose it would be cool if they wanted to make play WM a bit of a riskier strat, since you can theoretically kill either you or your opponents entire army off in one hit.
Obligatory.
|
On July 09 2014 02:12 iHirO wrote:
Please remember these aren’t the final changes, but only the first batch of changes being tested in the next balance test map. Thanks again for the feedback and we look forward to hearing your thoughts on these new changes."
I'm not sure i'm reading that right. Does it mean more changes are planed to be tested at a later date, or is it just the usual Blizz PR?
|
On July 09 2014 04:12 Ctone23 wrote:Show nested quote +On July 09 2014 04:08 SetGuitarsToKill wrote:On July 09 2014 04:02 SNSeigifried wrote: can someone add these values to the post Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5
Wow, that's a massive difference. So the widow mine is going to have about double the AoE? Yes, double the friendly fire Return of the mine daebak? Would be something fun to watch.
|
On July 09 2014 04:26 Sapphire.lux wrote:Show nested quote +On July 09 2014 02:12 iHirO wrote:
Please remember these aren’t the final changes, but only the first batch of changes being tested in the next balance test map. Thanks again for the feedback and we look forward to hearing your thoughts on these new changes."
I'm not sure i'm reading that right. Does it mean more changes are planed to be tested at a later date, or is it just the usual Blizz PR? It means if it turns out to be broken those aren't the numbers that will ship, either testing new numbers or putting out a toned-down version.
|
On July 09 2014 04:28 NewSunshine wrote:Show nested quote +On July 09 2014 04:26 Sapphire.lux wrote:On July 09 2014 02:12 iHirO wrote:
Please remember these aren’t the final changes, but only the first batch of changes being tested in the next balance test map. Thanks again for the feedback and we look forward to hearing your thoughts on these new changes."
I'm not sure i'm reading that right. Does it mean more changes are planed to be tested at a later date, or is it just the usual Blizz PR? It means if it turns out to be broken those aren't the numbers that will ship, either testing new numbers or putting out a toned-down version. Ah ok. To me it sounded like it's the first of a series of changes planed, so more is to follow.
|
This seems like a bit much for WM. Perhaps something along the lines of 1.25: 40, 1.5: 30, 1.75: 20, 2: 10 would be more reasonable. Correct me if I'm wrong, but the main issues with TvZ are excessive muta regen and mass banelings later in the game, and it would be a pity to make the entire lingblingmuta style a bit outmatched. Besudesm if they added a fourth level of splash inside the other levels at like .5 or .25 that did 60 damage, they'd have more flexibility to balance it against the direct threats they're trying to nerf. In this example, WM could take out large muta flocks easier, if the zerg didn't spread them properly.
Better yet, give mutas normal 0.27/second regen for 10 seconds after taking damage, and then a new, slightly higher regen of 2.27 kicks in. This allows mutas that are at roughl 1-20 HP to heal to full health faster, but every other scenario, they heal slower, and also have to engage slightly less frequently. This increases their potency as harass units, but not as frontline fighters en masse.
|
Nerf Time Warp totally solves the problem that Photon Overcharge last too long and makes Protoss unattackable. Time warp usually sits worthlessly on the field for around 15 seconds anyways so thats pointless.
Blizzard really has no idea what they are doing...
|
Terran will be OK. Now you can start look at Swarm Hosts against Protoss!
|
On July 09 2014 04:25 iHirO wrote:Show nested quote +On July 09 2014 04:14 SetGuitarsToKill wrote:On July 09 2014 04:12 Ctone23 wrote:On July 09 2014 04:08 SetGuitarsToKill wrote:On July 09 2014 04:02 SNSeigifried wrote: can someone add these values to the post Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5
Wow, that's a massive difference. So the widow mine is going to have about double the AoE? Yes, double the friendly fire I suppose it would be cool if they wanted to make play WM a bit of a riskier strat, since you can theoretically kill either you or your opponents entire army off in one hit. Obligatory. Love this fking video, every damn time. That Stephano smirk, and ForGG's look of utter disbelief followed by amused acceptance.
|
On July 09 2014 04:32 Orcasgt24 wrote: Nerf Time Warp totally solves the problem that Photon Overcharge last too long and makes Protoss unattackable. Time warp usually sits worthlessly on the field for around 15 seconds anyways so thats pointless.
Blizzard really has no idea what they are doing...
Ya, the more I think about it the sillier the MSC nerf really is. This does pretty much nothing at all. The battle is already won or loss in the first 15 seconds so it doesn't matter.
|
On July 09 2014 04:20 ssxsilver wrote: variety is a good thing.
Exactly, that's another issue with PvT currently, especially from the Protoss side of things. It's really simple to guess what the overall composition the Terran player is going for in the end so all we have to do is make sure we can hold off the harrass in the midgame, get to our dominant lategame and roll the Terran. There's little we have to worry about (except maybe playing TOO greedy to the point where an early bio push can kill or losing the MSC while poking early on.)
If T had more options in regards to builds, with viable mech or whatever then I don't think you'd see Protoss pull off anywhere near as much shit of as it does now, it'd be less predictable on our end. PvP is terrifying to play because it's difficult to guess what your opponent is doing, there's so much variety, you have to be on top of your game with scouting and reacting to what you see. PvZ, you need to keep tabs on what tech the Z is going for, if they tech switch, if they're droning or building up an army. You need to make sure you're not liable to die to ling runbys when you move out.
PvT is just, "well it's a Terran, so it's gonna be bio, if they try to do a super early rush I'll have PO to help hold while I build up what I need. Midgame, just have observers in the right place to spot drops and deal with them as they come. Get to deathball, make sure I switch to Templar for the inevitable Viking switch to deal with my Collossus tech, don't fuck up too bad taking the engagement and win (hopefully)"
|
Consider general unit AI with regards to the thor change. While it may pre-fire at the first thing it sees, say a medivac or overlord, units will always favour shooting at anything that will fight back. A viking will always shoot at another viking over a banshee, for instance. If blizzard write the AI code well, thors should still run at a tank shooting at it (assuming it is within sight range) rather than persistently firing at vikings/medivacs/overlords while getting shot at.
I don't like this change however. If the thors wound up in combat VS ground units and air units at the same time, you could grab them and tell them to target fire the most clumped up area and they'd almost immediately respond because their ground attack did not trigger a long cooldown. In an instance of any air-to-ground being A-moved, this would heavily punish the poor micro. However now they'll shoot right away and considering their anti-air's long cooldown, the air-to-ground cloud will be shot at, then close the distance, clump, shoot, then automatically space out before the next thor shots are fired.
Regarding all the rest of the changes, I'd like to see buffs to other units rather than mines and particularily other than mine damage/radius, i think mines are in a good spot right now in single combat instances. I just wish they'd give terran's goliaths as thors are just the clunkiest, most unmicro-able unit. Maybe if thors could use both sets of weapons independently they'd be good, but as is, nobody likes them. Nobody will ever like them.
I wish they'd rework turrets, either cost less or improve turret effectiveness, maybe through an Ebay upgrade.
And then reduce ghost cost cause holy crap they're expensive? However Bio is mineral choked and Mech is Gas choked, so that might be very complicated.
The fact time warp exists is silly... "Here's the most supreme defensive unit in the game...let's give it an offensive ability perfect for all-ins!" I very much preferred MSCs when they were tied to nexi and would return units home to them like in the early beta. Admittingly the only match up i refuse to watch entirely is PvP, but a mirror is a mirror. Period.
|
On July 09 2014 04:02 SNSeigifried wrote: can someone add these values to the post Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5
To put that into perspective: this would make widow mines have a larger radius than storm/EMP/fungal. Storm and EMP have 1.5 radius and fungal has 2 (according to liquipedia).
|
|
|
|