Adept glaives upgrade makes the shade move faster.
Carrier damage should be increased!
Broodlords broodlings spawn time increased
Infestor movement speed slowed down
nukes should get a range buff.
what are your thoughts?
Adept glaives upgrade makes the shade move faster.
Carrier damage should be increased!
Broodlords broodlings spawn time increased
Infestor movement speed slowed down
nukes should get a range buff.
what are your thoughts?
I would rather have Carrier Armour increased, and given an upgrade for Interceptor build speed.
Adepts are dead, they are just an all-in unit, that does nothing later on in the game, just like the Reapers.
Adept shade speed would conflict with zealot role
Carrier damage increased? You’re insane …
Broodlord spawn time? We finally got a nerf and you want to buff them more?
Ghost nuke is fine, possibly do more damage to shields would be the only possible change
I disagree with this, since that is the job of EMP.
Yeah like bad protoss players aren’t enough carried by the easiness of their race, some 30 APM guy are not GM, what a pity !
My balance patch:
SC2 Balance team:
Protoss changes:
We have realized that players and progamers hate protoss. We are removing Protoss.
Zerg changes:
Queen removed. We feel that additional larva shouldn’t exist because it will make batz happy.
We have decided to remove zerg.
Terran changes:
YOU CAN’T IMPROVE PERFECTION
also added science vessel.
Then, after 6 months:
We heard your complains that Science Vessels are too powerful because Irradiate hard-counters bio gameplay. Because of its nature as a click-and-forget spell that sticks to the targeted units, we feel it’s very unforgiving to any form of Marine play.
As we want to keep Marines as a staple Terran unit in all stages of the game, we decided to Science Vessels altogether.
If anything, the carrier needs a rework because they have no micro potential
My per race: (this all tries to conduct current balance and blizzards’ ideas with minor effort).
Thor gets a rebuild on the field ability after being destroyed, requires an SCV (can handle the ultra high faciity requirement and very slow movement to reinforce)
Queens cost 10 or 15 gas (its a very high supportive unit and amassed too easily)
[race will needs a slight buff somewhere else to counteract the increased gas cost, does it?]
Zealots lose charge extra damage instead get invulnerability while charging for 0.5 seconds and +1 armor for 2 seconds. This would improve their role of being front line blockers without being too strong.
Keep:
Tweak:
Tweak:
The Carrier just needs a bit more Armour, as it is far too frail fo such an expensive unit (you pay for it, and the Interceptor).
so to counteract this nerf to zerg production, how do you plan to offset it?
I agree. Nukes are something that is so SC2’y
The ghost nuke should get a range buff.
I am into total agreement with you.
I also agree with the Adept’s shade needing a speed buff.
The ghost nuke is not fine
It is easy to predict and intercept
Nukes in SCII should be nukes in SCII
Then Storm should do it’s Brood war damage and just melt Marines and Tanks, and Zerg should get Dark Swarm.
All spells, including Nuke, were nerfed to the ground, because of the better pathing and bigger maps. Units clump up a lot now, and players must survey larger areas, more often.
Those AoE nukes have no place in SC2, like it or not.
What if we made nukes a rechargeable ability in the ghost academy?
Adjust the cooldown accordingly so theres not constant spam but since terran already has to commit a very expensive unit (ghost is 150/125) why should you also have to pay 100/100 for a nuke that most of the time does not pay for itself?
What other race has to pay 250/225 for a lategame harassment that often times just dies and do nothing?
Protoss, with Carriers, specially against Terran with EMP.
The Ghost is also cloacked, so it is a low risk, high reward unit.
Well, Cloak lowers the risk; but it is still high risk to send a 150/125/2 caster with an extra 100/100 resource investment to go to an enemy base, warn the enemy that it is launching the nuke 20 seconds in advance, and sit there until the Nuke finishes or the enemy forces a cancel or kills the Ghost.
How is a 250/225 investment low risk?
Sure cloak help gets your ghost across the map but once you see where the red dot is, the ghost usually gets found very quickly often times leading to the ghost dying before nuke hits meaning you now lost both the ghost and the nuke.
The lowest risk harassment is current patch swarmhost nydus, your swarmhosts can harass from a range of about a screen away meaning you dont need to get close and on top of this you have nydus wurm to transport them around meaning they rarely if ever get caugh out of position and punished like other harassment options (or even ghosts).
Ghost is low risk, because it is almost permanently cloacked.
low-risk
adjective
Do you really believe ghosts at top level tvz dropping a nuke where they have to stand still for 14 secconds after giving a warning to your opponent and then showing a red dot are low risks?
Also we more often than not see ghosts either dying before nuke drops or die before getting away.
On top of this you will always lose the 100/100 nuke even if it does not even gets canceled.