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Wait! Don't ban me! Just consider these changes for a second. They shut down mech pretty much (that was my intention), but! Protoss nerfed severely. Zerg is ripped off SH (finally!). Terran eco is buffed even (spoiler: slightly).
Overall direction: clean early game into mid/late macro oriented plays without mech/skytoss/sh cancer.
- Protoss -
Forge requirement added: Gateway
Shield battery requirement added:could be constructed only within the range of pylon that is close to nexus. (similar to fast warp-in mechanics)
Stalker Blink upgrade cost increased to 125/125 (up from 100/100)
Zealot Charge upgrade cost increased to 125/125 (up from 100/100)
High templar Psionic storm Dps reduced to 24 (80 damage over 3.3 seconds) down from: 28 dps (80 damage over 2.85 seconds)
Immortal Barrier ability reworked: Absorbs the first attack made against immortal (cooldown 30 seconds).
Colossus Bonus to light reduced to +3 (down from +5).
Phoenix Anion pulse-crystals upgrade removed from the game
Interceptor Weapon damage reduced to 1x9 (+1 per upgrade) (down from 2x5 +1/+1)
Tempest removed from the game
Mothership removed from the game
- Terran -
Orbital command upgrade cost reduced to 100 (down from 150)
Planetary fortress upgrade cost increased to 200/200 (up from 150/150) armor reduced to 2 (down from 3)
Widow mine no longer revealed while reloading (nerf reverted)
Neosteel Armor upgrade removed from the game
Sensor tower removed from the game
Cyclone removed from the game
Thor Cost decreased to 250/200 (down from 300/200) High impact payload ability removed from the game
Liberator Advanced ballistics upgrade removed from the game
Battlecruiser Tactical jump ability removed from the game
- Zerg -
Swarm Host removed from the game
Nydus removed from the game
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I also think removing protoss is a great Idea.
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wow, the most hidden terran buff ever ... just a guess: you like to play pure marines vs. toss, right? (or pure hydra in ZvP)
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The only thing I don't like is that I didn't think of these changes first. Dude, this is amazing. Have you applied to working for Blizz balance team? I hope someone from Blizz reads this.
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Why do you want to remove so many units? You might aswell go back to WoL.
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Hey, let's remove also the grass , water, stones, on the maps. They are so imba. Placeing is terrible.
I smell some trolling here, but if i'm wrong, congratz on the passion.
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I was actually agreeing with most of your changes until you started removing units from the game
How is Protoss for example supposed to deal with mass liberator and bio without some Tempests?
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And today on "Ways we could ruin the game"
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This thread is so ridiculous it got me to lose my post virginity after reading this forum for god knows how long. It's like a roller coaster that starts reasonable but ends wild.
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This is not even good trolling. You have to make things semi-believable, not absurd.
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On February 05 2019 18:20 Finion wrote: This thread is so ridiculous it got me to lose my post virginity after reading this forum for god knows how long. It's like a roller coaster that starts reasonable but ends wild.
Like playing naked twister with 3 ladies in their 30's,40's and 70's.
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On February 05 2019 17:28 insitelol wrote: Tempest removed from the game
Mothership removed from the game
Neosteel Armor upgrade removed from the game
Sensor tower removed from the game
Swarm Host removed from the game
Nydus removed from the game
Good to see that we would lose equally valuable things.
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On February 05 2019 17:28 insitelol wrote: Neosteel Armor upgrade removed from the game
I was fully with you until this.
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Protoss removed from the game
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Just FYI i wasn't trolling. And i'm not a terran player. I kinda expected this kind of reaction, but you guys are over exaggerating much more than me here.
Unit removal. As i stated above, the purpose of the changes is to cut off stalemates and turtling. Every unit i'm asking to remove promotes exactly this kind of play. Also overlapping unit roles and mechanics is just bad taste (pure subjective thing, i know). I just deny this kind of logic where you "introduce a unit, then a unit that counters that unit, then a counter to a counter" and so on. You just end up with tons of crap in your game that is just hard to balance. Remember that BW got 9-10 active units on each side. And the balance there is close to perfect. While SC2 has 16-20 units for each race. And some of these units are VERY situational and barely used.
Tempest - while i agree that this is the most questionable removal, but i insist that you don't need this unit vs Terran if he goes bio. Liberators aren't that much of a problem w/o range upgrade in the late game. The fact that protoss sometimes builds tempest doesnt mean it's a necessity (voidray or even carrier can be a substitute). Same applies to PvZ. You can pretty much go carriers in every scenario vs BL, they are even better.
Mothership - why do you care for this crap? It's only used in PvZ to piss off the zerg even more than he is already pissed when he scouts your 200/200 carrier/templar army. Deathballs anyone?
SH - do i really need to elaborate on this? Zerg has enough viable compositions to play with, each of them much more enjoyable and dynamic than SH. With mech tuned down you won't need them at all.
Cyclone - another example of a unit being added to the game for the sake of "adding something". This unit never got a clear role nor a place. It undergone so much changes and tweaks but was never used outside of some wierd shenanigans and allins. ever.
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On February 05 2019 19:07 insitelol wrote: As i stated above, the purpose of the changes is to cut off stalemates and turtling. Every unit i'm asking to remove promotes exactly this kind of play. Also overlapping unit roles and mechanics is just bad taste
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Mothership - why do you care for this crap? It's only used in PvZ to piss off the zerg
So why not remove the mine as well then rather than reverting the reveal nerf?
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So how does zerg fight against mech without swarm hosts? And how does zerg harras during the late game without nydus?
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On February 05 2019 19:13 WaesumNinja wrote:Show nested quote +On February 05 2019 19:07 insitelol wrote: As i stated above, the purpose of the changes is to cut off stalemates and turtling. Every unit i'm asking to remove promotes exactly this kind of play. Also overlapping unit roles and mechanics is just bad taste
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Mothership - why do you care for this crap? It's only used in PvZ to piss off the zerg So why not remove the mine as well then rather than reverting the reveal nerf? Mines have nothing to do with turtling, that's why. Reverting the nerf is questionable, i just feel it will buff bio play a bit.
On February 05 2019 19:14 pharasc2 wrote: So how does zerg fight against mech without swarm hosts? And how does zerg harras during the late game without nydus? Oh cmon, nydus harass. Do you ever see nydus outside of allins? 1 game in a million. I'm pretty sure zerg can live with that. If you read the list carefully, you would have noticed that mech was toned down. Planeteries and thors nerfed, sensor towers and lib range removed. Am i the only one who would rather watch roach/hydra/viper than SH? You have BL as well. That's more than enough.
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shield battery: you would not be able to place it near the ramp or maybe not even near the wall at the nat on some maps.
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On February 05 2019 19:35 bela.mervado wrote: shield battery: you would not be able to place it near the ramp or maybe not even near the wall at the nat on some maps.
First of all, there are no maps where you wont be able to build them near the wall on the natural. May be not IN the wall, but few squares behind a wall - for certain. The range won't be that short. \
Ramps - yes, could be trickier, but why not? Will it be the end of day? Limiting defensive capabilities is always a good thing. You would actually need to micro your units back (not that much) to gain defenders advantage instead of just standing there with god mode on.
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