Dank's suggested patch!

Dank’s suggested patch!

This is going to be more in depth than just talking about units, wehich imo are mostly fine as is with very few adjustments needing to take place, outside of some slight adjustments to the units changed after the last WCS.

Maps:

Standardize map features. This means;

  • No more mineral walls, or if they are present, they must be far away from gas Guyzers to prevent cheese mining them in a rush (building a refinery/extractor/assimilator and mining minerals, then gas until the mineral wall is breached)

  • No more cannon edges in main bases which allow for 3 Pylons to wall with a 4x4 square free behind it for a cannon.

  • No more Overlord pervy pillar on every.single.map.

  • No more double entrances or extra wide entrances to the Nat.

  • Only 1 small ledge avalible for Reapers to get into the main base from the 3rd (a lot of maps have this already but a few do not and instead have a gigantic ledge that would make Korhol City blush).

The goal of these changes is to prevent gimmicky allins or cheeses that are only viable because of bad map design and are NOT even remotely possible on standard map design. Additionally, these changes exist to make the map pool benign to every race, leveling the playing field since race-favored maps go extinct, in theory at least.

Zerg:

Queen

Health reduced from 175 to 150.

This is to lessen the issue of mass Queens shooing away pushes with next to no units, which is enabling some seriously broken Zerg late game scenarios too early.

Viper

Consume restores 25 energy over 14 seconds, down from 50.

This is to prevent the spaming of the Viper’s extremely powerful spells.

Swarm Host

Locusts cost 15 minerals each.

This removes the free unit, trading cooldown for units aspect of the Swarm Host, which is why it’s broken. Cost of the Locust may need to be adjusted further, depending on testing results.

Ultralisk

Can now push any allies or enemy unit out of the way while moving, provided they are not a massive or rooted unit.

This is to give a sorely needed Ultralisk buff as the unit is basically the easiest way to throw a game, currently.

Protoss

Tempest supply cost reduced to 3, from 5.

This allows a proper Tempest count to be fielded, when appropriate (BC,s Massed Liberators, massed Broodlords, etc) without cutting so deeply into the Protoss core army that you end up losing anyhow while retaining the restrictive cost and tech path to prevent spaming them too early.

Disruptor

Disruptor no longer rooted while using Purification Nova.
Purification Nova damage changed from 145+55 to shields to 75+50 to mechanical.
Purification Nova cooldown reduced from 21.4 seconds to 15 seconds.

This makes the Disruptor less binary as it can shoot more often while being less damaging as well as providing it with additional micro oppurtunities. Additionally, it takes away the power of +shield damage, making them more bearable in PvP.

Will need extensive testing vs bio to make sure it doesn’t invalidate the composition with a lower cooldown. If it does, then scrap this change.

Adept

Resonating Glaives allows Adepts to attack air units in addition to providing +45% attack speed.

Zealot

Charge baseline movement speed reduced from 4.725 to 4.5.
Charge deals 2(+2) damage on contact (for a total of 8 damage at +3 ground weapons).

Terran:

Thor

High Impact payload range changed from 11 to 9.

This is to prevent the Thor from out ranging all air units.

Battlecruiser

Tactical Jump now requires vision to use.
Yamato Cannon and Tactical Jump share a 71 second cooldown (unchanged cooldown duration)

Ghost

Enhanced Shockwaves additional Area only strips away energy and does not damage shields.

5 Likes

You understand that this makes Thors completely helpless against Tempest and Broodlords which have 10 A2G range right?.

5 Likes

Given how the Thor isn’t a Goliath, I see no issue with this. Tempests are not very powerful so there’s no reason for the Thor to counter them when the Cyclone, Viking, stim Marine, Battlecruiser and sometimes even Widow Mines already do this job.

Vs Broodlords, there’s still Vikings and Ghosts.

If the Thor is going to be a beefcake with high dps, then it’s range has got to get hit otherwise it does everything too well.

Stop giving Protoss abilities gimmicks. Give Zealots +10 shields so they would be equal to the BW counterpart.

1 Like

Both of which just die to Zerg lately game, even without infested Terrans.

Everything you listed is too fragile to survive against late game Protoss or won’t even be able to get close because of the AOE.

But it doesn’t do everything too well. We are not seeing mass Thor in every TvX are we?.

3 Likes

Reduce it to 4 supply.

Also no Observer nerf reverts?. Cmon man.

2 Likes

Thematically it makes no sense, charge causing damage on impact does because it’s an 8 foot plant alien with psychic energy blades and armor crashing into you at FTE movements.

Additionally, +10 shields is completely mitigated by several Terran units ranging from Widow Mines to Ravens to Ghosts, etc.

3 Likes

I forgot about about the Observer nerf and while it might annoy me because it’s pure bias to nerf one thing out of frustration and leave other frustrating elements alone…it’s not really a balance issue.

Raven’s don’t have EMP…

Also that +10 shield gives Zealots 160HP total. Compare that to mine damage. Also EMP on Zealots isn’t as effective because of the 100HP zealots have anyways.

AAM mate. 10 additional shields doesn’t do much vs that.

In a world of Nydus, Swarmhost and Infestor-Brood it was enough frustration for the balance team.

4 Likes

AAM does 0 damage…

-.- you’re not this stupid, let’s not pretend you are please.

If you hit something with AAM, it’s HP or shields doesn’t drop.

True or false?

Well it is a Protoss unit.

2 Likes

It gives marines an additional +3 damage per attack…

Your question is silly.

2 Likes

Your question is silly.

If I hit a Probe with AAM, does it lose any shields or HP at all?.

Also AAM works on all units now.

I won’t answer your question because it’s disingenuous and stupid - and you bloody well know it you sly troll, you. :wink:

4 Likes

Protoss and Zerg don’t have AAM. Where your god now?. Oh wait, you can’t find it because they nerfed observers.

3 Likes

Always a pleasure, lol.

2 Likes

I might add.
that there are maps where the main and natural are open (no Choke Point or high ground).
so all are forced to build def units. This also slows down the game. Because you have not only 1-2 def units and rest harass units. At the same time it allows a play style that is not dependent on air units.

Units:
if my playing knowledge is not wrong.
You’re Protoss.
with an interesting change to disruptor. Constant pressure, but micro intense.
The map change generally nerf cannon rush. You mean you lose to Zerg because overlord scout in the early game. The buff for ultra is nice but for you as P irrelevant-> air P ignores ultra and ground deletes ultra with Immortal.
still an interesting change.
Atm is your weak point TvP late game.
some changes are understandable, but you can see that some exaggeration is a little bit for one side.

one change i would like to see is a priority change from unburrowed mines. (higher)