straight garbage
Suuuuuper curious to see how the warp gate changes pan out. It’s always bugged me that gateways became actively detrimental once warp gate was researched.
i see it being a huge problem. i usually dont say protoss op, but this patch will definitly do it. zerg on such terrible eco now.
the whole lets improve the early game is terrible. its gonna make for slower more boring matchs.
How do you figure? The actual warp gate is nerfed.
you can now research warp from the gateway right out the gate, and unit production is sped up by 35%. all i see is protoss has easy zealot proxy rush. on top of that you dont need to warp in units near a pylon gateway to get the bonus from that, its just there. so they dont even have to proxy anymore, just drop a pylon and start warping.
the only real nerfs on the whole thing are the eco and ghost, and overloard everything else is just buffs
If theyre actually warping, the cooldown between zealots is longer now, and they also need to pay 50/50 for each warp gate theyre making. Zealots only come faster now if they actually have the proxy gateways at the pylon, otherwise it’s both slower and more expensive.
warp in time is no longer determined by slower power fields.
Ok, you do have a shorter time between when the pylon finishes and when the first zealot can appear, but a lot of that power is countered by the cost, especially the gas cost, increase for each warp gate.
If I understand the Warpgate changes correctly:
- A Gateway has to research the upgrade, still 50/50.
- Each Gateway must pay an additional 50/50 to transform into a Warpgate. This makes them as expensive as Reactored Barracks.
- The concept of “fast/slow” power fields is gone. I don’t think anything other than Warpgates were affected by them.
- Gateways produce units slightly faster than the Warpgate’s cooldown. Starting production with a Warpgate will give you an edge, but if you are constantly producing units then Gateways gain an edge after about 3-5 production cycles depending on the unit (Dark/High Templar need 3 cycles, other units need about 5).
50/50 isnt nothing at all
50/50 is enormous when you’re talking about proxy cheese timings.
not really considering if your zelot rushing, 50 gas can be mined pretty fast, anything else sure, but all i see is zeolot rush being a real problem, far worse than cannons. to a zerg thats like insta death pretty much, terran not so much but still a problem.
the only thing good i actually see this whole patch is infesters now have an attack
This part of the patch notes is wrong by the way:
When you run the actual math (28/18 = 1.5555555), the real increase is 55%.
The patch notes should be corrected to either say “reduce build time by 35%”, or “speeds up production time by 55.55%”.
That is definitely a good thing to help lower-league players. One of the skills they tend to lack is the ability to micro casters so that they don’t suicide into the enemy.
In my mod, most casters have an attack (Ravens, Vipers, Infestors).
initial worker count change is too radical. It will drives players away in such a dead game as old build order or tactics are all scrapped,especially for pro players. New beginners would also find no tutorials any more. No consideration for players’ years of learning build order?
the pros are the ones who have been rallying for the 8 workers. its not gonna effect them at all, just give them all content for there channels. which is the reason behind this bs. OmniSkeptic and Pig are the main culprits behind this.
If these actually go through, Microbial Shroud’s effect definitely has to be nerfed. The real damage reduction of that spell is ridiculous.
yeah i can see people using infesters alot more now that they actually attack too. I usually dont build spell casters myself just because i forget there even there and they just end up dieing cause they dont auto attack. which is one of the big reasons why alot of people stay away from them.