Re: Korean Blue Post Translations
Quote:
Originally Posted by
ArcherofAiur
Or maybe having an entire army of "mini-roaches" was just bad for gameplay.
*enter people telling me all the ways roaches and shield regen are different*
Only that Shields didn't regenerate while in combat at all, the delay between not been attacked and regen kicking-in could be tuned to balance, etc.
If you know they're different what's the point with calling it mini-roaches?
If Shield regen is too powerful with a delay of 10 seconds, you can make the delay 20 or 30 seconds, to completely avoid it's use during a battle. Hell, you could enable normal regen at 10 seconds, and 2x regen at 20 or 30, or whatever you like. It isn't that difficult.
Re: Korean Blue Post Translations
Do we have an understanding that some things can sound good on paper but not be in actuality?
Re: Korean Blue Post Translations
Except that the thing that "sounds good on paper" has been in "actuality" for a good 2.5 years now. If it was causing significant problems, why was it not removed in the last 2+ years?
Re: Korean Blue Post Translations
Quote:
Originally Posted by
ArcherofAiur
Do we have an understanding that some things can sound good on paper but not be in actuality?
That doesn't make the mechanic like the Roach's regeneration.
Also, i don't see how the mechanic could be worse than a building that wasn't used before, and now returns significantly nerfed and more expensive. And i don't see any reason why the mechanic couldn't be balanced, as every parameter can be tweaked.
Re: Korean Blue Post Translations
Quote:
Originally Posted by
Norfindel
That doesn't make the mechanic like the Roach's regeneration.
Also, i don't see how the mechanic could be worse than a building that wasn't used before, and now returns significantly nerfed and more expensive. And i don't see any reason why the mechanic couldn't be balanced, as every parameter can be tweaked.
I know its wierd right? If you asked me they should have just designed the game entirely on paper and then put all that stuff in and just kept it as is.
Re: Korean Blue Post Translations
Quote:
Originally Posted by
ArcherofAiur
I know its wierd right? If you asked me they should have just designed the game entirely on paper and then put all that stuff in and just kept it as is.
That would be a strange way of designing a game... But it's sad to see mechanics that look interesting and balanceable go away, and be replaced by BW mechanics.
Re: Korean Blue Post Translations
You just have to hope/trust that the old way was the best way. Remember, Different is not Better, Better is Better.
Re: Korean Blue Post Translations
Quote:
Originally Posted by
ArcherofAiur
You just have to hope/trust that the old way was the best way. Remember, Different is not Better, Better is Better.
Well, let's just say that i'm not the kind of person that sees something that looks like a bad idea, and don't says anything about it.
Re: Korean Blue Post Translations
Quote:
Originally Posted by
Norfindel
Well, let's just say that i'm not the kind of person that sees something that looks like a bad idea, and don't says anything about it.
You can say it looks bad. Just dont assume that means it is bad.
Re: Korean Blue Post Translations
Quote:
Originally Posted by Nicol Bolas
Is EMP spammable?
Yes... very. Esp with the new mechanics of multi-casting a spell, it is so ridiculously easy to select a group of 3 ghosts and Shift+Select EMP in 3 separate areas with no time for Protoss to react, effectively giving Thors and Tanks the time to kill a significant portion of that army, in siege-mode.
Quote:
Originally Posted by Nicol Bolas
You may only need a few High Templar to take down a whole army.
Storm does a different kind of damage granted, and I agree with that statement, but that is generalizing the point and not addressing the main issue. You CAN dodge storm, while you can't dodge EMPs from ghosts that you cannot see when engaging. On the other hand, you can see High Templar from a mile away and can adequately move out or spread units to minimize damage. This does not apply to EMP.
Quote:
Originally Posted by Nicol Bolas
I think people are so used to SC1-style Terran play that they don't see how good it is that the Ghost actually has useful abilities. Now the Protoss have to spend time and effort searching for Ghosts to kill. Phoenixes with AntiGrav can do it (to some degree).
I am not against giving the Ghost some potency in battle. I am just saying that the spell is too cheap for its usage. If it will be a spell that will be implemented then, it should be a tier-3 upgrade, and should cost a lot of energy. It makes sense that an EMP shot would drain a significant amount of energy on a Ghost suit since it can fry electronics and shields over a large enough radius. EMP on Sci-Vessels were decently large in AoE, reducing that to what the ghosts have only reduces its effect in proportion to the number of ghosts you get. Ghosts are significantly cheaper than SVs, so giving them the power of EMP in the same dose as a SV is a little OP. Also, Getting a Phoenix with the Graviton Beam (upgrade?) is counterproductive to the Protoss unit mix, unless Protoss is going for an air build or a hybrid Air/Ground Build. You would have to get a stargate, then the Phoenix, and possibly upgrade the Graviton beam ability... That's a lot of gas wasted, when Terran will get more use out of the ghost than just EMP.
Think Nukes and Snipe.
Me having a SC1 mindset may be helping me in understanding the way the spell will actually work in realtime battle situations, better than someone who hasn't played the game competitively for a long time.
The spell as-is is too strong; it needs to be made costlier so that it's use is made as it had been in SC1 with the Sci-Vessel.
Quote:
Originally Posted by Nicol Bolas
That assumes that the Protoss were balanced with it before. Maybe it was affecting the utility of on-the-field shield recharge (as in making it not useful). Or maybe it was affecting their ability to give units more shields (units with lots of shields like Archons would effectively regenerate out of combat exceedingly quickly).
Maybe, and then maybe not.
Archons are an excellent example you chose. Archons will need that kind of regen against an upgraded strain of Ultralisk that is stronger than in SC1 and that can deal more damage. Also, with those Terran units like the marauder and the reaper having bonuses against armored units such as the Stalker and the Colossus, that shield regen would be equalizing.
This is a similar argument to yours to demonstrate that the ability's effect is unknown to both of us. We just don't know why it was removed. I'm sad it was. If it was due to balancing reasons, I don't see the sense in it...yet.
Quote:
Originally Posted by Nicol Bolas
I'm not saying its removal is a good thing. I personally rather liked the idea. But if they're removing it now that it's been there for 2.5+ years, it must be because it's interfering with something.
Again, we both don't know why, but I don't think it was interfering with balance. It might be something different completely.