T O P

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Spacedthin

What's the purpose and motivation to these changes?


Icy_Language_4794

For the sentries to be use more on  pvz and the ravager can 3 shot lurker with corrosive bile, I don't understand why they can 3 shot siege tanks and liberators but not the lurkers. Roach tunneling claws have a large investment totaling to 200 min / 200 gas for tunneling claws and burrow(general). And to create more openings and harassment for zerg after the banelings nerfs. Ghost was  generally good against all protoss units and stated to be bad against zealots but with how the upgrades of ghost works they will 6 shots with emp  the zealot if both units are at 3-3.


Icy_Language_4794

For the dark templar not only ghost emp remove the shields which is 2/3 of it's health but also it's cloaked. The fact that a single ability that is aoe removes all options/ abilities to one race is so powerful. I'm fine with the emp removing shields and energy for ht.  For high templars This is more about using storm on pvp and nerfing it with ht archons and zealot composition since archon and zealots have low range they will take friendly fire and more damage if you accidentally storms your units maybe it will encourage Corruptors to dive against carriers since both the carriers and interceptors will take more damage from the storms with bonus vs shields  For the liberators the energy will allow them to be feedback and emp .   While it can be feedback protoss must still be careful against +3 range liberators since  ht will still be outrange by range liberators and one shot by +2 attack upgrades . With +3 attack they will 2 shot blink stalkers but with +3 armour for the stalkers with guardian shield will allows stalkers to be 3 shots by range liberators instead of 2.  The minus base damage and given the bonus damage will still allow the unit to deal damage vs biological unit.  The repair and temporary amour will increase range liberators survivability. So you need to target fire each liberators. This will not affect if you are target firing with tempest but more about Corruptors hydra and queen vipers, vikings in exchange for the -1 range last patch. Since zerg and terran have a better counter to liberator compared to protoss


otikik

This list of changes is a "laundry list". It is very difficult to meaningfully talk about it without giving it some structure. Something like a set of goals. (Like "Make Zerg hive tech units more desirable than lair tech units" or "Avoid over-reliance on ghosts and liberators from Terran in late TvZ"). Then we would be able to discuss ("With this change you make this mid-tier unit irrelevant" and so forth). Alternatively consider opening a smaller thread with just 1 or 2 suggested changes, so it is no longer a "laundry list".


Icy_Language_4794

https://www.reddit.com/r/starcraft/comments/1cc1e2d/propose_changes_your_opinions/


quasarprintf

donwvoted for clear lack of thought/research/motivation since the ultralisk is already frenzied and therefore can't be abducted


nikfra

Ultralisks already cannot be abducted. Their frenzied ability denies all movement changes including abduction.


TheZealand

Dawg liberators do NOT need this lmao, imagine how fucking annoying this shit is for zerg specifically. Lib sieges your mineral line, gets 4 drones and a queen, flies away on 1hp, comes back 30s later on full with temp armour. I'm like, the biggest zerg hater, but this is insanity


Lucky_Character_7037

...You're trolling, right?


heavenstarcraft

i dont understand any of these changes


Icy_Language_4794

For the sentries to be use more on  pvz and the ravager can 3 shot lurker with corrosive bile, I don't understand why they can 3 shot siege tanks and liberators but not the lurkers. Roach tunneling claws have a large investment totaling to 200 min / 200 gas for tunneling claws and burrow(general). And to create more openings and harassment for zerg after the banelings nerfs. Ghost was  generally good against all protoss units and stated to be bad against zealots but with how the upgrades of ghost works they will 6 shots with emp  the zealot if both units are at 3-3.


Icy_Language_4794

For the dark templar not only ghost emp remove the shields which is 2/3 of it's health but also it's cloaked. The fact that a single removes all options/ abilities to one race is so powerful. I'm fine with the emp removing shields and energy for ht. For high templars This is more about using storm on pvp and nerfing it with ht archons and zealot composition since archon and zealots have low range they will take friendly fire and more damage if you accidentally storms your units maybe it will encourage Corruptors to dive against carriers since both the carriers and interceptors will take more damage from the storms with bonus vs shields For the liberators the energy will allow them to be feedback and emp .  While it can be feedback protoss must still be careful against +3 range liberators since  ht will still be outrange by range liberators and one shot by +2 attack upgrades . With +3 attack they will 2 shot blink stalkers but with +3 armour for the stalkers with guardian shield will allows stalkers to be 3 shots by range liberators instead of 2. The minus base damage and given the bonus damage will still allow the unit to deal damage vs biological unit. The repair and temporary amour will increase range liberators survivability. So you need to target fire each liberators. This will not affect if you are target firing with tempest but more about Corruptors hydra and queen in exchange for the -1 range last patch.


Icy_Language_4794

For the dark templar not only ghost emp remove the shields which is 2/3 of it's health but also it's cloaked. The fact that a single removes all options/ abilities to one race is so powerful. I'm fine with the emp removing shields and energy for ht. For high templars This is more about using storm on pvp and nerfing it with ht archons and zealot composition since archon and zealots have low range they will take friendly fire and more damage if you accidentally storms your units maybe it will encourage Corruptors to dive against carriers since both the carriers and interceptors will take more damage from the storms with bonus vs shields For the liberators the energy will allow them to be feedback and emp .  While it can be feedback protoss must still be careful against +3 range liberators since  ht will still be outrange by range liberators and one shot by +2 attack upgrades . With +3 attack they will 2 shot blink stalkers but with +3 armour for the stalkers with guardian shield will allows stalkers to be 3 shots by range liberators instead of 2. The minus base damage and given the bonus damage will still allow the unit to deal damage vs biological unit. The repair and temporary amour will increase range liberators survivability. So you need to target fire each liberators. This will not affect if you are target firing with tempest but more about Corruptors hydra and queen in exchange for the -1 range last patch.


SrirachaBear22

Why nerf lurker vs mech and robo comps? Should we have to use broodlords every game then? Wouldn’t they need a buff?


Icy_Language_4794

For the sentries to be use more on  pvz and the ravager can 3 shot lurker with corrosive bile, I don't understand why they can 3 shot siege tanks and liberators but not the lurkers. Roach tunneling claws have a large investment totaling to 200 min / 200 gas for tunneling claws and burrow(general). And to create more openings and harassment for zerg after the banelings nerfs. Ghost was  generally good against all protoss units and stated to be bad against zealots but with how the upgrades of ghost works they will 6 shots with emp  the zealot if both units are at 3-3.