While SC2 definitely has needed truly major changes for a long time now (not regarding balance), it is hard to not think that this is just a way to artificially generate hype, especially since there are no more expansions.
Tease for an upcoming major patch - Page 5
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Patch Notes are out see this thread; http://www.teamliquid.net/forum/starcraft-2/525866-starcraft-ii-multiplayer-major-design-changes | ||
purakushi
United States3300 Posts
While SC2 definitely has needed truly major changes for a long time now (not regarding balance), it is hard to not think that this is just a way to artificially generate hype, especially since there are no more expansions. | ||
WidowMineHero
New Zealand143 Posts
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pzlama333
United States273 Posts
The amount of gas and larger mineral patch (1500) has been increased while the smaller mineral patch (750) remains same. Mule can be used to harvest gas now, but the mineral it can carry is decreased. Burrowd widow mine while loading a new missile will be visible. All 3 abilities of raven have been redesigned: a single-target missile disable mechanics target's weapon and ability; repair drones; a missile doing small aoe damage but reduce all affected units's armor. Ghost are permanent cloak. Starting energy returns to 50 and added an upgrade to increased its starting energy to 75. Liberator does not gain extra vision in siege mode, but still has vision of the sieged circle. Cyclone will launch 4 rockets immediately when lock-on on a target, and these rockets will do extra damage after upgrade. Greatly reduce the transformation time of hellion/hellbat, thor and viking. (require an upgrade) Mothership core HAS BEEN REMOVED. Nexus gains energy and new abilities: mass recall, chrono boost and shield recharge. Mothership will be built directly from nexus and lost overcharge. Mass recall is recall units to the mothership. Stalker's damage and weapon upgrade are increased, but attack cooldown is in creased as well. High templar gains regular attack. Disruptor has lower damage and cooldown. However when the center of the explosive nova touches an enemy unit, it will explode immediately. Colossus will do less damage to regular units but more damage to light units. Its starting range is increased, but upgraded range remains the same. The range upgrade cost is reduced. Interceptor's cost is increased a little bit. Observer and Overseer gain surveillance mode (similar to the one in co-op) Fungal growth will NOT affect air units at all. It will only reduce the targeted ground units' speed if outside creep. and still immobilize ground units standing on creep and its radius is increased. Infested Terran gets a better AA weapon Parasite bomb's damage is increased to 180 from 60, but will not stack with another. Swarm host's speed outside creep is reduced. Lurker den can be built directly from drone but not morphed from hydra den (still requires hydra den). Lurker gains an upgrade to increase its burrow speed and move speed. I doubt that these change may not be real, it may be just someone's imagination. Some of these change make sense, but some may not. But do not underestimate how crazy the Blizzard dev team can be. The same guy had posted other "leaked information" before such as some detail of co-op commander Fenix, and they proved to be correct. | ||
hiroshOne
Poland424 Posts
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Zaros
United Kingdom3673 Posts
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Spyridon
United States997 Posts
On August 17 2017 03:00 hiroshOne wrote: Lots of this "leaked" changes are too weird to be true. For example this change to funghal will make Infestors worthless and perma cloallk on ghosts will make them obviously broken. That comment is only true if you are under the assumption that the changes Blizzard decides on make sense... and just like their "design update" last year (as well as LotV beta and most proposed major changes in test servers), the majority of this is likely to be reverted before release. | ||
franzji
United States580 Posts
On August 17 2017 01:57 Zaros wrote: I managed to screenshot the tweet before they took it down and put the current one up. cyclone was also in it but I couldn't get it in the picture | ||
StarscreamG1
Portugal1652 Posts
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Topdoller
United Kingdom3860 Posts
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jpg06051992
United States580 Posts
On August 17 2017 03:02 Zaros wrote: Hopefully these changes are not true, how can protoss defend early without overcharge? Who cares, rip the band aid off, they should remove Overcharge and Warp Gate in one fell swoop and actually design Protoss to be more like their Brood War archetype which is fast, powerful and expensive units hitting the field. Warp Gate prevents Gateway units from being good on their own because with WG they would be completely overpowered, remove WG and suddenly you can give real meaningful changes and buffs given to Gateway units. Protoss shouldn't need to rely on gimmick mechanics like Warp Gate and especially the dreaded MSC/pylon cannon to be a viable race, I understand that Recall will probably always be necessary for Protoss but they should be able to defend themselves more capably with just Gateway units. Just look at Zerg and Terran in comparison to how well their T1 units scale through the game, Terran uses Marines/Rauders through the entire game mostly, while Zerg uses Zerglings continuously even into the late game compositions, Protoss usually tries to get as far away from relying on Gateway units as possible as quickly as they can except when running Chargelot/Archon/Immortal but as we well know, well macro'd Ling/Bling/Hydra mops it up HARD. Also wouldn't mind a Sentry redesign, Force Fields have had their time and now that Ravagers exist and even Archons can break them down they lose massive amounts of viability past the mid game, sometimes even sooner depending on how heavily the Zerg invests into Ravagers, I would prefer if they were made into some type of Gateway combat medic like... Sentry - Buff armor by 1 and their DPS slightly - Replace FF with "Plasma repair" that after a 2 second channel restores the selected units shields with available energy from the Sentry - Alter Guardian Shield to reduce ranged damage by 1 instead of 2, but any Protoss units inside the Shield itself will gain a 25% movement speed bonus to make either engaging or disengaging in the early/mid game easier. | ||
digmouse
China6282 Posts
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ruypture
United States367 Posts
On August 16 2017 23:01 InfCereal wrote: I'm so torn on the resources per base. On one hand, spreading out bases is really good! On the other hand, you have to spend all your money on economy because your main is going to mine out in 6 minutes. It feels very suffocating and limiting. the issue is that blizzard used the bandaid method again. I talked about this during lotv beta along with everyone else. TL came up with plenty of viable economy overhauls that would support mineral patch changes, because the problem lies in the design of sc2's economy, not in the amount of minerals per base. restricting strategies by making a fast expand 100% required in every matchup and then forcing people to expand faster because their bases dry up so quickly doesn't make for a fun experience imo. In some ways its helped keep the game exciting to watch but I just haven't really enjoyed playing lotv ever. | ||
Siegetank_Dieter1
117 Posts
At this point it would probably be the best to revert back to WoL and simply rebalance the game. | ||
Zaros
United Kingdom3673 Posts
On August 17 2017 03:22 jpg06051992 wrote: Who cares, rip the band aid off, they should remove Overcharge and Warp Gate in one fell swoop and actually design Protoss to be more like their Brood War archetype which is fast, powerful and expensive units hitting the field. Warp Gate prevents Gateway units from being good on their own because with WG they would be completely overpowered, remove WG and suddenly you can give real meaningful changes and buffs given to Gateway units. Protoss shouldn't need to rely on gimmick mechanics like Warp Gate and especially the dreaded MSC/pylon cannon to be a viable race, I understand that Recall will probably always be necessary for Protoss but they should be able to defend themselves more capably with just Gateway units. Just look at Zerg and Terran in comparison to how well their T1 units scale through the game, Terran uses Marines/Rauders through the entire game mostly, while Zerg uses Zerglings continuously even into the late game compositions, Protoss usually tries to get as far away from relying on Gateway units as possible as quickly as they can except when running Chargelot/Archon/Immortal but as we well know, well macro'd Ling/Bling/Hydra mops it up HARD. Also wouldn't mind a Sentry redesign, Force Fields have had their time and now that Ravagers exist and even Archons can break them down they lose massive amounts of viability past the mid game, sometimes even sooner depending on how heavily the Zerg invests into Ravagers, I would prefer if they were made into some type of Gateway combat medic like... Sentry - Buff armor by 1 and their DPS slightly - Replace FF with "Plasma repair" that after a 2 second channel restores the selected units shields with available energy from the Sentry - Alter Guardian Shield to reduce ranged damage by 1 instead of 2, but any Protoss units inside the Shield itself will gain a 25% movement speed bonus to make either engaging or disengaging in the early/mid game easier. I'm all for making the protoss stronger in the early game and removing overcharge, just this list only buffs the stalker so I hope the list isn't true or at least there is more to come. I like warp gates they are a pretty "cool" mechanic, maybe make it a less offensive mechanic reworking the warp prism. | ||
hexhaven
Finland855 Posts
On August 16 2017 22:16 JimmyJRaynor wrote: ya look how good C&C4, Homeworld, DoW3, Halo Wars 2 and so many other RTS games are doing. Clearly, ATVI has missed the multi-billion dollar PC-Only-RTS Gravy Train! RA3 has the best integrated naval play of any RTS i`ve ever played. resources in the water made it really cool. I loved Planetary Annihilation's navy units, especially in the really tiny ponds. | ||
xTJx
Brazil419 Posts
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franzji
United States580 Posts
I highly doubt blizzard will want to remove warpgate and completely redesign every protoss unit's strength. instead we are just going to see mothership core nerfs because people complained about being proxy pylon'd, or boo hoo hero units. and thus protoss becomes an even more volatile race to place and amount of people playing it drops even more. even with defensive abilities on the nexus instead of a momma core, people will complain about it being "cheap". | ||
SoleSteeler
Canada5281 Posts
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WeddingEpisode
United States355 Posts
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Luolis
Finland7001 Posts
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