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On July 11 2014 03:27 Big J wrote:Show nested quote +On July 11 2014 03:21 Whitewing wrote:On July 11 2014 03:18 Big J wrote:On July 11 2014 00:52 linuxguru1 wrote:On July 09 2014 04:49 Ctone23 wrote:On July 09 2014 04:47 linuxguru1 wrote:On July 09 2014 04:42 Ctone23 wrote:On July 09 2014 04:36 linuxguru1 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
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). Actually it would provide the same damage 40+40 (shields) as psionic storm does(80 over 4 seconds), with the same radius of 1.5, if the new patch goes through. Sounds fair to me. Oh, and storm is instantly cast The furthest range of 2.5 would do a whopping...wait for it... 10+10(shield) i.e. not that material.. The "casting time" of a widow mine shot is not even near 4 seconds though. I'm sorry if I come across as a nitpicker. I just fear for the lives of my dear probes Oh no worries. I was just trying to draw damage comparison. You're right.... RIP probes lol.. 2 radius doing 40 damage is going to obliterate probes. I like it EDIT: Hell, if you have 2 nicely placed widow mines where the 2.5 radius intersected... say bye bye to all the probes. Exactly my point... Sounds like a stormdrop. Stormdrops rarely kill that many workers. They usually get a few. It's not hard to pull your workers out of the storm in time, as it takes 3 seconds of sitting in the storms before they die, and workers typically move out of them on their own for enough of that. Stormdrops also can't come as early in the game as mine drops. It's not hard to see that killing 12 workers at the 8 minute mark is more impactful than killing 14 workers at the 15 minute mark. I don't like the comparison, but I don't think mine drops are unfair or imbalanced, so don't think I'm arguing that they shouldn't be buffed or should be nerfed because of drops. It's also not hard to pull away your workers before the mines go off though, if you have an eye on the minimap. In either case, if you are not watching, you are going to pull too late. But of course the timing when the one or other can occur is very different. Yet, like you say, it's not like we currently have overpowered minedrops in the game. That's of course mucuh more complicated than "has the potential to kill X units in Y seconds". I would rather have blizzard remove !@#$%^&* that fucks up mineral lines in 2-3seconds, rather than add more of that stuff. Imo, hellions are a good benchmark for a strong workerkiller. Anything that has the potential to be stronger is very, very frustrating to deal with.
Oracles are kinda the only unit here that kills anything superfast. Blue Flame Hellbat drops really come to late in the game to be that annoying.
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On July 11 2014 04:00 Hider wrote:Show nested quote +On July 11 2014 03:27 Big J wrote:On July 11 2014 03:21 Whitewing wrote:On July 11 2014 03:18 Big J wrote:On July 11 2014 00:52 linuxguru1 wrote:On July 09 2014 04:49 Ctone23 wrote:On July 09 2014 04:47 linuxguru1 wrote:On July 09 2014 04:42 Ctone23 wrote:On July 09 2014 04:36 linuxguru1 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
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). Actually it would provide the same damage 40+40 (shields) as psionic storm does(80 over 4 seconds), with the same radius of 1.5, if the new patch goes through. Sounds fair to me. Oh, and storm is instantly cast The furthest range of 2.5 would do a whopping...wait for it... 10+10(shield) i.e. not that material.. The "casting time" of a widow mine shot is not even near 4 seconds though. I'm sorry if I come across as a nitpicker. I just fear for the lives of my dear probes Oh no worries. I was just trying to draw damage comparison. You're right.... RIP probes lol.. 2 radius doing 40 damage is going to obliterate probes. I like it EDIT: Hell, if you have 2 nicely placed widow mines where the 2.5 radius intersected... say bye bye to all the probes. Exactly my point... Sounds like a stormdrop. Stormdrops rarely kill that many workers. They usually get a few. It's not hard to pull your workers out of the storm in time, as it takes 3 seconds of sitting in the storms before they die, and workers typically move out of them on their own for enough of that. Stormdrops also can't come as early in the game as mine drops. It's not hard to see that killing 12 workers at the 8 minute mark is more impactful than killing 14 workers at the 15 minute mark. I don't like the comparison, but I don't think mine drops are unfair or imbalanced, so don't think I'm arguing that they shouldn't be buffed or should be nerfed because of drops. It's also not hard to pull away your workers before the mines go off though, if you have an eye on the minimap. In either case, if you are not watching, you are going to pull too late. But of course the timing when the one or other can occur is very different. Yet, like you say, it's not like we currently have overpowered minedrops in the game. That's of course mucuh more complicated than "has the potential to kill X units in Y seconds". I would rather have blizzard remove !@#$%^&* that fucks up mineral lines in 2-3seconds, rather than add more of that stuff. Imo, hellions are a good benchmark for a strong workerkiller. Anything that has the potential to be stronger is very, very frustrating to deal with. Oracles are kinda the only unit here that kills anything superfast. Blue Flame Hellbat drops really come to late in the game to be that annoying.
Dt are quite strong too
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EZ late-game fixes for Terran:
1. Increase Thor air splash damage 2. Decrease BC build time to 60 3. Yamato cooldown instead of energy 4. Yamato splash damage
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On July 11 2014 03:21 Whitewing wrote: Stormdrops rarely kill that many workers. They usually get a few. It's not hard to pull your workers out of the storm in time, as it takes 3 seconds of sitting in the storms before they die, and workers typically move out of them on their own for enough of that. Stormdrops also can't come as early in the game as mine drops. It's not hard to see that killing 12 workers at the 8 minute mark is more impactful than killing 14 workers at the 15 minute mark.
I don't like the comparison, but I don't think mine drops are unfair or imbalanced, so don't think I'm arguing that they shouldn't be buffed or should be nerfed because of drops.
Current mine drops aren't unfair or imbalanced at all, but the possibily of a ~6:00 widow mine drop must be taken into careful consideration before buffing its splash radius without any decrease of the +shields damage.
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On July 11 2014 04:24 Faust852 wrote:Show nested quote +On July 11 2014 04:00 Hider wrote:On July 11 2014 03:27 Big J wrote:On July 11 2014 03:21 Whitewing wrote:On July 11 2014 03:18 Big J wrote:On July 11 2014 00:52 linuxguru1 wrote:On July 09 2014 04:49 Ctone23 wrote:On July 09 2014 04:47 linuxguru1 wrote:On July 09 2014 04:42 Ctone23 wrote:On July 09 2014 04:36 linuxguru1 wrote: [quote]
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). Actually it would provide the same damage 40+40 (shields) as psionic storm does(80 over 4 seconds), with the same radius of 1.5, if the new patch goes through. Sounds fair to me. Oh, and storm is instantly cast The furthest range of 2.5 would do a whopping...wait for it... 10+10(shield) i.e. not that material.. The "casting time" of a widow mine shot is not even near 4 seconds though. I'm sorry if I come across as a nitpicker. I just fear for the lives of my dear probes Oh no worries. I was just trying to draw damage comparison. You're right.... RIP probes lol.. 2 radius doing 40 damage is going to obliterate probes. I like it EDIT: Hell, if you have 2 nicely placed widow mines where the 2.5 radius intersected... say bye bye to all the probes. Exactly my point... Sounds like a stormdrop. Stormdrops rarely kill that many workers. They usually get a few. It's not hard to pull your workers out of the storm in time, as it takes 3 seconds of sitting in the storms before they die, and workers typically move out of them on their own for enough of that. Stormdrops also can't come as early in the game as mine drops. It's not hard to see that killing 12 workers at the 8 minute mark is more impactful than killing 14 workers at the 15 minute mark. I don't like the comparison, but I don't think mine drops are unfair or imbalanced, so don't think I'm arguing that they shouldn't be buffed or should be nerfed because of drops. It's also not hard to pull away your workers before the mines go off though, if you have an eye on the minimap. In either case, if you are not watching, you are going to pull too late. But of course the timing when the one or other can occur is very different. Yet, like you say, it's not like we currently have overpowered minedrops in the game. That's of course mucuh more complicated than "has the potential to kill X units in Y seconds". I would rather have blizzard remove !@#$%^&* that fucks up mineral lines in 2-3seconds, rather than add more of that stuff. Imo, hellions are a good benchmark for a strong workerkiller. Anything that has the potential to be stronger is very, very frustrating to deal with. Oracles are kinda the only unit here that kills anything superfast. Blue Flame Hellbat drops really come to late in the game to be that annoying. Dt are quite strong too
Personally, I think the whole design around one race not having any detection and the cloaked unit being able to get inifinite kills is dumb. I think static defense should be able to be build without an Ebay, but then isntead the detection range should be lower so the DT/banshee needs to get into detection range to kill/fire a shot, but can go back of detection range before getting killed.
DT's are unfun becasue they get hardcountered by static defense and static defense hardcounters it. It's such a poor interaction.
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Yeah, it's mainly Oracles vs Terran. Agree fully with what you aaid about DTs. Also good old hellbat drops were extremly frustrating in that regard.
Banshees in TvT are great, phoenixes vs zerg are great. Also oracles vs zerg. Hellions vs zerg. Immortal drops are sickly entertaining when they happen. Many great things in this game, but losing in a second or two is not one of them.
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Can the stim nerf please be reverted for this test map? I want it tested!
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United States7483 Posts
On July 11 2014 04:26 WhiteZetsu wrote: EZ late-game fixes for Terran:
1. Increase Thor air splash damage 2. Decrease BC build time to 60 3. Yamato cooldown instead of energy 4. Yamato splash damage
You only need #3, the rest is overkill.
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United States7483 Posts
On July 11 2014 04:54 Hider wrote:Show nested quote +On July 11 2014 04:24 Faust852 wrote:On July 11 2014 04:00 Hider wrote:On July 11 2014 03:27 Big J wrote:On July 11 2014 03:21 Whitewing wrote:On July 11 2014 03:18 Big J wrote:On July 11 2014 00:52 linuxguru1 wrote:On July 09 2014 04:49 Ctone23 wrote:On July 09 2014 04:47 linuxguru1 wrote:On July 09 2014 04:42 Ctone23 wrote:[quote] Actually it would provide the same damage 40+40 (shields) as psionic storm does(80 over 4 seconds), with the same radius of 1.5, if the new patch goes through. Sounds fair to me. Oh, and storm is instantly cast The furthest range of 2.5 would do a whopping...wait for it... 10+10(shield) i.e. not that material.. The "casting time" of a widow mine shot is not even near 4 seconds though. I'm sorry if I come across as a nitpicker. I just fear for the lives of my dear probes Oh no worries. I was just trying to draw damage comparison. You're right.... RIP probes lol.. 2 radius doing 40 damage is going to obliterate probes. I like it EDIT: Hell, if you have 2 nicely placed widow mines where the 2.5 radius intersected... say bye bye to all the probes. Exactly my point... Sounds like a stormdrop. Stormdrops rarely kill that many workers. They usually get a few. It's not hard to pull your workers out of the storm in time, as it takes 3 seconds of sitting in the storms before they die, and workers typically move out of them on their own for enough of that. Stormdrops also can't come as early in the game as mine drops. It's not hard to see that killing 12 workers at the 8 minute mark is more impactful than killing 14 workers at the 15 minute mark. I don't like the comparison, but I don't think mine drops are unfair or imbalanced, so don't think I'm arguing that they shouldn't be buffed or should be nerfed because of drops. It's also not hard to pull away your workers before the mines go off though, if you have an eye on the minimap. In either case, if you are not watching, you are going to pull too late. But of course the timing when the one or other can occur is very different. Yet, like you say, it's not like we currently have overpowered minedrops in the game. That's of course mucuh more complicated than "has the potential to kill X units in Y seconds". I would rather have blizzard remove !@#$%^&* that fucks up mineral lines in 2-3seconds, rather than add more of that stuff. Imo, hellions are a good benchmark for a strong workerkiller. Anything that has the potential to be stronger is very, very frustrating to deal with. Oracles are kinda the only unit here that kills anything superfast. Blue Flame Hellbat drops really come to late in the game to be that annoying. Dt are quite strong too Personally, I think the whole design around one race not having any detection and the cloaked unit being able to get inifinite kills is dumb. I think static defense should be able to be build without an Ebay, but then isntead the detection range should be lower so the DT/banshee needs to get into detection range to kill/fire a shot, but can go back of detection range before getting killed. DT's are unfun becasue they get hardcountered by static defense and static defense hardcounters it. It's such a poor interaction.
When used properly in the late game it doesn't work that way at all. DT rushes are exactly as you say, but those are a risky gamble and should be punished for failing. In the late game, warping in a few DT's to harass with a few zealots in multiple locations makes it quite difficult to defend, even if you have detection. It's not that hard to snipe a spore and then go to town on the hatchery, or kill a missile turret and start wiping out workers, or a cannon, etc.
Either way, if there isn't anything there to kill the DT, it'll still get kills even if detected.
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On July 11 2014 06:01 Whitewing wrote:Show nested quote +On July 11 2014 04:54 Hider wrote:On July 11 2014 04:24 Faust852 wrote:On July 11 2014 04:00 Hider wrote:On July 11 2014 03:27 Big J wrote:On July 11 2014 03:21 Whitewing wrote:On July 11 2014 03:18 Big J wrote:On July 11 2014 00:52 linuxguru1 wrote:On July 09 2014 04:49 Ctone23 wrote:On July 09 2014 04:47 linuxguru1 wrote:[quote] The "casting time" of a widow mine shot is not even near 4 seconds though. I'm sorry if I come across as a nitpicker. I just fear for the lives of my dear probes Oh no worries. I was just trying to draw damage comparison. You're right.... RIP probes lol.. 2 radius doing 40 damage is going to obliterate probes. I like it EDIT: Hell, if you have 2 nicely placed widow mines where the 2.5 radius intersected... say bye bye to all the probes. Exactly my point... Sounds like a stormdrop. Stormdrops rarely kill that many workers. They usually get a few. It's not hard to pull your workers out of the storm in time, as it takes 3 seconds of sitting in the storms before they die, and workers typically move out of them on their own for enough of that. Stormdrops also can't come as early in the game as mine drops. It's not hard to see that killing 12 workers at the 8 minute mark is more impactful than killing 14 workers at the 15 minute mark. I don't like the comparison, but I don't think mine drops are unfair or imbalanced, so don't think I'm arguing that they shouldn't be buffed or should be nerfed because of drops. It's also not hard to pull away your workers before the mines go off though, if you have an eye on the minimap. In either case, if you are not watching, you are going to pull too late. But of course the timing when the one or other can occur is very different. Yet, like you say, it's not like we currently have overpowered minedrops in the game. That's of course mucuh more complicated than "has the potential to kill X units in Y seconds". I would rather have blizzard remove !@#$%^&* that fucks up mineral lines in 2-3seconds, rather than add more of that stuff. Imo, hellions are a good benchmark for a strong workerkiller. Anything that has the potential to be stronger is very, very frustrating to deal with. Oracles are kinda the only unit here that kills anything superfast. Blue Flame Hellbat drops really come to late in the game to be that annoying. Dt are quite strong too Personally, I think the whole design around one race not having any detection and the cloaked unit being able to get inifinite kills is dumb. I think static defense should be able to be build without an Ebay, but then isntead the detection range should be lower so the DT/banshee needs to get into detection range to kill/fire a shot, but can go back of detection range before getting killed. DT's are unfun becasue they get hardcountered by static defense and static defense hardcounters it. It's such a poor interaction. When used properly in the late game it doesn't work that way at all. DT rushes are exactly as you say, but those are a risky gamble and should be punished for failing. In the late game, warping in a few DT's to harass with a few zealots in multiple locations makes it quite difficult to defend, even if you have detection. It's not that hard to snipe a spore and then go to town on the hatchery, or kill a missile turret and start wiping out workers, or a cannon, etc. Either way, if there isn't anything there to kill the DT, it'll still get kills even if detected.
True. They are ok in the later game, but units like DT's, Oracles are so boring to face in the early game. I would really hope that Blizzard looks into protoss openings and creating better interactions in the early game.
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On July 11 2014 06:00 Whitewing wrote:Show nested quote +On July 11 2014 04:26 WhiteZetsu wrote: EZ late-game fixes for Terran:
1. Increase Thor air splash damage 2. Decrease BC build time to 60 3. Yamato cooldown instead of energy 4. Yamato splash damage You only need #3, the rest is overkill.
Honestly 2 and 3.
Although I really miss the redline reactor (?) that enabled the BC to warp a short distance to get up in the enemys face, or as a slight escape.
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United States7483 Posts
On July 11 2014 06:03 Kireak wrote:Show nested quote +On July 11 2014 06:00 Whitewing wrote:On July 11 2014 04:26 WhiteZetsu wrote: EZ late-game fixes for Terran:
1. Increase Thor air splash damage 2. Decrease BC build time to 60 3. Yamato cooldown instead of energy 4. Yamato splash damage You only need #3, the rest is overkill. Honestly 2 and 3. Although I really miss the redline reactor (?) that enabled the BC to warp a short distance to get up in the enemys face, or as a slight escape.
No, if you make the transition too fast or easy, you take away the opponent's ability to react to it. Yamato on cooldown with no energy is EXTREMELY powerful. TvP you wouldn't need vikings anymore, you could just go Ghost/BC/Medivac. EMP + yamato takes out a colossus in one shot, and nothing but colossus can take out ghost/medivac. If you make the transition too quick and easy, protoss will just roll over and die every time. There needs to be time for protoss to react and get out tempests to force a wider range of composition from terran (add in ravens for PDD), at which point the engagements come down to control as both races have tools to deal with the other race's tools (templar attempt to storm and nullify ravens, ghosts nullify templar, colossus deal with ghosts, BC's deal with colossus, tempests deal with BC's, ravens deal with tempests, etc.).
The BC's build time isn't the issue at the moment, it's mostly that it kind of sucks right now.
TvZ would be impacted as well, as terran would have a switch to aim for out of bio.
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Canada8157 Posts
When I transition into BCs I find that they come out in a decent time, I also don't think that their build time is an issue, they just kind of suck. Maybe change their attack to how it was back in brood war, so you can kind of micro it?
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The issue with the BC is that it got hard countered out of the game, never to return. Something drastic would have to happen to become a norm in games. T1/T2 Terran too strong for a viable T3 I guess.
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On July 11 2014 06:03 Kireak wrote:Show nested quote +On July 11 2014 06:00 Whitewing wrote:On July 11 2014 04:26 WhiteZetsu wrote: EZ late-game fixes for Terran:
1. Increase Thor air splash damage 2. Decrease BC build time to 60 3. Yamato cooldown instead of energy 4. Yamato splash damage You only need #3, the rest is overkill. Although I really miss the redline reactor (?) that enabled the BC to warp a short distance to get up in the enemys face, or as a slight escape.
This + higher damage/lower Attack speed would be FANTASTIC. I'm getting shivers thinking about blink BCs ^^
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On July 11 2014 03:18 Big J wrote:Show nested quote +On July 11 2014 00:52 linuxguru1 wrote:On July 09 2014 04:49 Ctone23 wrote:On July 09 2014 04:47 linuxguru1 wrote:On July 09 2014 04:42 Ctone23 wrote:On July 09 2014 04:36 linuxguru1 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
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). Actually it would provide the same damage 40+40 (shields) as psionic storm does(80 over 4 seconds), with the same radius of 1.5, if the new patch goes through. Sounds fair to me. Oh, and storm is instantly cast The furthest range of 2.5 would do a whopping...wait for it... 10+10(shield) i.e. not that material.. The "casting time" of a widow mine shot is not even near 4 seconds though. I'm sorry if I come across as a nitpicker. I just fear for the lives of my dear probes Oh no worries. I was just trying to draw damage comparison. You're right.... RIP probes lol.. 2 radius doing 40 damage is going to obliterate probes. I like it EDIT: Hell, if you have 2 nicely placed widow mines where the 2.5 radius intersected... say bye bye to all the probes. Exactly my point... Sounds like a stormdrop.
The difference being that a buffed widow mine drop would deal terrible terrible damage to Protoss worker lines and just terrible damage to Terran and Zerg worker lines due to bonus damage vs shields.
... whereas stormdrops just outright kill any worker line if left unnoticed for 4 seconds
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On July 11 2014 02:24 [PkF] Wire wrote: I don't know if LotV is going to be more like BW, but HotS did so many things wrong LotV needs to happen quickly. I really hope msc is going to get a serious rework, oracles, Tempest and SH will be removed and Terran lategame will get some love.
Edit : by the way, still no hint about LotV release ? Are we going to have an announcement in Blizzcon ? I think that the way how expansions work is that you think of a "concept" first rather than "get rid" of old stuff.. That being said - there will be a "concept" rework for each race - for example, (just "throwing it out there", just an example) say:
Terran have no Disabler units, therefore they can't fight deathballs - they'll get a disabler unit - whether from Factory or Starport - doesn't matter (right now the Raven is the "supposed to be disabler" but doesn't work, or when it does it's too much for the other races to handle, simply because they're more used for "fireworks" ATM rather than disabling and gaining ground over the opponent..
Terran have no "light-harass" unit, therefore probably change Banshee with something that isn't that destructive and doesn't have cloak, but can defent itself (and maybe cheaper, smaller, faster, perhaps even resistable to Fungals/Storms).. But yah - really been "serious" about this one - NO CLOAK - cloak atm is just for openers and for annoying Zerg (unfortunately), really nothing more.. Terran as opposed to BW has much more scans now, so cloak does sh*t (let's be honest - we certainly won't see 10 BCs falling to cloaked units as in BW, like - that will NEVER happen, lol) overall..
Zerg - they for example (IMO ATM) lack what I like to call "backdoor" - Protoss has it with Warp-Prisms, Terran has always had it since WoL, but right now Zerg's only form of backdoor is the Nydus which is "clumsy" and not working well - either too safe, or too uneffective.. e.t.c.. And yes - I really think that Zerg should get more backdoor potential (providing that either the other races got good "dynamic & easy scalable" solution vs the Mutas)
IDK about Protoss though, they seem to have everything that a race needs.. , so they might go on a "rework" rather than "evolve"..
When HotS came out - Blizz had very "clear" goals they wanted to achieve - Air openers for Protoss, choke-control and base-assault for Zerg, "mech" for Terran.. Only that they were so BAD at the Terran one that everyone wonders how that Warhoud could ever make it into the game, so the moment they took it out - they were "forced" to launch an (what I'd describe as) "incomplete solution" to the design idea/problem
Either the way - my point is - there will quite a few good changes (or at least I hope so) and all of them will be PLANNED, as opposed to go back and copy BW..
If anything - I'm really AGAINST that, though the game might get better, still - we want NEW UNITS yo..
Ofc. - that would be true under the premise that the moment the new units get into the game when Beta is closed it's already decided clearly on what they should do.. One of the many "reasons" as why we don't like HotS as much as we could is that like HALF of the new units are a complete "enigma" to what they should be doing..
Tempest ?? - what to use for ?, SHost - same - that thing was supposed to "ram defences" as opposed to be the anti-ram itself (more like - keep several of us at home and don't worry on opponent attacking, lol)..
WMine - same - were designed to "control" bane/ling numbers, but ppl used it for drops in mineral lines and end the game immediately or sth so it got nerfs..
So - all those were never clear what/why they should get used, as opposed for the Viper and the Oracle for example (which were clear from DAY 1 what they were intended to do - some of us might hate those, but only cause of personal reasons as opposed to design reasons, and - in general - we all like those units cause they're very clear purposed overall).. :D
B.T.W. - those "throwing it out" aren't just that, those are my "overall observations" for the races in the game ATM (but whatever the case is - the new units better have a clear purpose like the Viper or Oracle, rather than "meh" of the Tempest, WMine, SHost), and as long as those "few" principles are met - we'll see a lot better game than reverting back to BW IMO
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On July 11 2014 06:49 linuxguru1 wrote:The difference being that a buffed widow mine drop would deal terrible terrible damage to Protoss worker lines and just terrible damage to Terran and Zerg worker lines due to bonus damage vs shields. ... whereas stormdrops just outright kill any worker line if left unnoticed for 4 seconds
... and, maybe even more importantly, the timing at which it's going to hit.
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On July 11 2014 06:55 [PkF] Wire wrote:Show nested quote +On July 11 2014 06:49 linuxguru1 wrote:The difference being that a buffed widow mine drop would deal terrible terrible damage to Protoss worker lines and just terrible damage to Terran and Zerg worker lines due to bonus damage vs shields. ... whereas stormdrops just outright kill any worker line if left unnoticed for 4 seconds ... and, maybe even more importantly, the timing at which it's going to hit. well the real tragedy of that one is that Terran won't feel it cause SCVs will still survive the mine splash hit, lol
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WMine - same - were designed to "control" bane/ling numbers, but ppl used it for drops in mineral lines and end the game immediately or sth so it got nerfs..
That's absolutely not why they nerfed it. From my perspective, they realize they fucked up with the nerf and now they are looking to correct their mistake.
When HotS came out - Blizz had very "clear" goals they wanted to achieve - Air openers for Protoss, choke-control and base-assault for Zerg, "mech" for Terran.. Only they were so BAD at the Terran one that everyone wonders how that Warhoud could ever make it into the game, lol.. So the moment they took it out - they were "forced" to launch an (what I'd describe as) "incomplete solution" to the design idea/problem
They did all of their major goals poorly. I mean swarm hosts, protoss air and terran mech (except in TvT) are probably the three worst things about Sc2 atm.
On the good things: Speedmedviacs makes bio-play an incredible playing experience for those who take pride in their unit control/multitasking. That unit simply saved the expansion for me. Hellbat actually makes TvT mech a lot less turtly (especially combined with medivacs). 4M creates a much more better playing experience and more micro than 3M.
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