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Not sure about how Immortal barrier is mean to work, if it still lasts 2 secs but with a limit of 100 damage seems fine. But if it's a flat 100 damage shield it becomes a unit of 400 hp, can somebody explain it?
Colossus buff will be wellcome but may be not enough, it was so drastically nerfed. It still takes 3 shots to kill a marine, for example.
Same for the Swarm Host, I think that cooldown is too much, it seems like Brood Lord still remains a far better option.
I still don't understand why they went back on the photon cannon vs air bio change, nowadays, PvT forces you to start with a phoenix + immortal composition, it s*cks. I also liked a banshee buff, liberator is a better harrasing unit, besides being multipurpose
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The main problem with the swarm host is the dead supply, now it takes even more supply wtf? Just stop pushing your bad design and make it some sort of anti-air
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United Kingdom20166 Posts
Not sure about how Immortal barrier is mean to work, if it still lasts 2 secs but with a limit of 100 damage seems fine. But if it's a flat 100 damage shield it becomes a unit of 400 hp, can somebody explain it?
Same as before. The shield is triggered by an attack or activated manually but it dissapears early after taking 100 damage rather than 200.
With that you'll probably see more immortal shields being broken by heavy splash damage like lurkers or by focusing damage through it rather than the current live implementation that can leave them seemingly invulnerable for 2 seconds.
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Along with these balance changes, they should build base commander voices into the Cyclone and Thor unit voices when they right click on any BL or Tempest:
Right click on BL: "You must spawn more raaaanges..." (zerg voice) Right click on Tempest: "You must build additional ranges !!!!" (protoss voice)
Then implement right away. No need to test map.
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Now that I think about it, the new Cyclone will be really good for 1 base all-ins, so that we can, you know, stop them from 'getting there'.
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Now that I think about it, the new Cyclone will be really good for 1 base all-ins, so that we can, you know, stop them from 'getting there'.
oh joy, well at least its something. I honestly don't care what they change anymore I just want a patch after more than 3 months of waiting.
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The only way to make the cyclone interesting and balanced is to remove the lock and make it a mech massable footman/damage dealer. This way mech could be, if this retarded tankivac was scraped, a balanced composition of cyclones, tanks, hellions, and SP/thor/WM support. Not a 400 turrets full tanks bullshit.
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UPDATE: Guy with nickname: Niceusername put down all changes together in gifs for you!
There are updated in the post!
Thank you
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Immortal change is probably the only change Blizzard has done on a test map which is a change that simply couldn't be predicted. Will the worth of the Immortal change? Will 100 still be virtually invulnerable or will it be too much of a nerf? Not a fan of the collosus buff. I'd rather they would reduce disruptor cooldown by 9.09% (equivalent to +10% attack speed) instead.
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On May 12 2016 04:38 Dangermousecatdog wrote: Immortal change is probably the only change Blizzard has done on a test map which is a change that simply couldn't be predicted. Will the worth of the Immortal change? Will 100 still be virtually invulnerable or will it be too much of a nerf? Not a fan of the collosus buff. I'd rather they would reduce disruptor cooldown by 9.09% (equivalent to +10% attack speed) instead.
Completely agree with this and the dude above w/ making cyclones more massage footman type mech unit, that would be such an improvement on the design, lock on is pure shit.
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On May 12 2016 04:38 Dangermousecatdog wrote: Immortal change is probably the only change Blizzard has done on a test map which is a change that simply couldn't be predicted. Will the worth of the Immortal change? Will 100 still be virtually invulnerable or will it be too much of a nerf?
What?
The immortal was at 100 damage absorbed for the first several weeks of the beta:
http://us.battle.net/sc2/en/blog/18777308/legacy-of-the-void-beta-balance-update-april-15-2015-4-15-2015
They were pretty useless. The same will be true today.
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On May 12 2016 04:31 PharaphobiaSC wrote:UPDATE: Guy with nickname: Niceusername put down all changes together in gifs for you! There are updated in the post! Thank you The liberator nerf looks huge wow
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I am really confused with the attack speed specication on the Thor, are the numbers relative to faster or normal game speed?!
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United Kingdom20166 Posts
On May 12 2016 06:06 Solstice245 wrote: I am really confused with the attack speed specication on the Thor, are the numbers relative to faster or normal game speed?!
1 second is 1 second on competitive speed now. I think it should be real time.
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On May 11 2016 17:33 Salteador Neo wrote: I'm actually ok with the idea of decreasing cost and increasing supply. I don't get why all the hate for it, other than hate for any change being the routine.
The theory behind the changes would work better if it wasn't so easy to hit 200/200 in this game.
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We're going to end up just not getting any more patches.
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On May 12 2016 06:13 andrewlt wrote:Show nested quote +On May 11 2016 17:33 Salteador Neo wrote: I'm actually ok with the idea of decreasing cost and increasing supply. I don't get why all the hate for it, other than hate for any change being the routine. The theory behind the changes would work better if it wasn't so easy to hit 200/200 in this game. Yeah, and it's thought that by higher supply you are deterred from massing that unit to much as it's not an efficient army. But my question then is, if that unit has a role(as it should), then by building it you decrease the size of the rest of the army, if that makes any sense.
So i'm not sold on the idea that supply it's THE thing to limit players from massing units. I'd rather have that limit come from the core function; like you don't want all Marines because they dies to AOE, or all Tanks because they don't shoot up, etc. But i guess when you have a unit like the Cyclone that shoots air and ground, it's fast and has high micro potential, what else are you left with? hmm
Like i said before, the problem with the Cyclone i think is that it doesn't have a clearly defined role and it's just the result of speed & micro thinking and little else (like synergy, composition, role)
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On May 12 2016 04:31 PharaphobiaSC wrote:UPDATE: Guy with nickname: Niceusername put down all changes together in gifs for you! There are updated in the post! Thank you
Seeing only the gifs, I'd say the liberator nerf against armored air is too big. It's hard to balance though because due to the splash attack either all (or most) of the corruptors die or none (few) at all. Also the longer the corruptors survive, the faster the liberators are cleared. If other damage-dealers are added to the liberators (marines/thors) though, these will be able to clear the corruptors really fast then, so that is a nice interaction. (However, if corruptors are split nicely, libs now do pretty much no damage at all) Let's see this tested in proper battles and maybe also test changing the lib's damage to 5(+2 light), which would encourage splitting the corruptors atleast into two groups and would make for a better balance I think.
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On May 11 2016 04:58 PinoKotsBeer wrote: A cyclone, now as much supply as a Tempest.
Really sums up the whole thing tho.
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Why not let the Thor have 2 modes like it had in HOTS?
The current splash damage mode that can be used against Mutas and the new single damage mode with 35+15 damage that can be used against armoured air? That way Thors can be used against capital ships without being worthless against Mutas.
I see no downside to this since Thors will still have clear weakness like slow to produce, low mobility, easily swarmed by low supply units etc.
Or does this make too much sense so it cant be implemented?
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