01-17-2010, 02:38 PM
#21
01-17-2010, 02:48 PM
#22
01-17-2010, 02:51 PM
#23
I look forward to quoting you in the future when its revealed the mothership works the way I predicted.
Now back on topic, yes Brutaxilos, I agree that Vortex and Time Rift overlap heavily with Phase Shift. Thats why I would like to see HTs drop phase shift and add time rift.
01-17-2010, 05:22 PM
#24
Last edited by Gt2slurp; 01-17-2010 at 05:24 PM.
01-17-2010, 05:24 PM
#25
In what way? Phase Shift targets a unit. TR and Vortex target areas. A unit cannot avoid Phase Shift; it is gone. Period.I think high templars phase shift overlaps with temporal rift and vortex :\
You can't avoid Vortex when it's cast right on top of you. But Vortex and Phase Shift have an important difference: your units can most past the target. If you throw Vortex down on a ramp, the enemy isn't going down that ramp, but you're not going up it either. If you Phase Shift someone on the ramp, both you and the opponent can still get up there.
And again, we don't know what Temporal Rift does yet. So it can't possibly overlap with anything.
In short: no. They don't overlap. You will use them for different things.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
01-17-2010, 05:37 PM
#26
lol if Demo and I ever met face to face
Yes Nicol we know there are differences. That doesnt mean they still dont overlap. Look at what situations you would use one over the other. Now compare it with abilities on other spell casters like the Nighthawk. You cant say hunter missle overlaps much with say defense point droid.
01-17-2010, 05:48 PM
#27
What I think would be nice is if the "Time Rift" ability would act as a shield instead of a "slowing ability" effectively preventing all ranged attacks from hitting a certain area. Considering that "Stasis" in the original StarCraft had both an offensive and defensive use this would be like splitting it into two differnt abilities but with the added benefit of the units beneath the "Time Rift" dome still being able to attack everything outside (if they possess a ranged attack). Furthermore if (as someone had suggested before) this version of "Time Rift" and "Vortex" would share a single cool-down period it would add a strategic choice to the use of the Mothership.
01-17-2010, 05:55 PM
#28
HSM and defense drone are all on the same unit. Whereas Phase Shift and Vortex are on different units. The minor overlap between the two is warranted, especially since they're on units that are on completely different trees.Look at what situations you would use one over the other. Now compare it with abilities on other spell casters like the Nighthawk. You cant say hunter missle overlaps much with say defense point droid.
It's like saying that the Reaver's AoE overlaps with Psi Storm. Yes in the most technical sense, this is true. But it doesn't mean that Reavers and HTs are interchangeable. And it most certainly does not justify giving Reavers Psi Storm, letting HTs throw Scarabs, or removing either ability entirely.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
01-17-2010, 05:59 PM
#29
Time Rift and Vortex are on the same unit. Theres allot of potential issues here. One is the Mothership's abundance of CC. Another is the Protoss race's general abundance of CC.
Trust me. Im all for noncombat support spells. I love them. But not 4 variations on a theme. Concentrated coolness.
01-17-2010, 07:02 PM
#30
Yeah, you can't have a race that has a theme or anythingTime Rift and Vortex are on the same unit. Theres allot of potential issues here. One is the Mothership's abundance of CC. Another is the Protoss race's general abundance of CC.
I like the fact that the spells for each race are separated into general themes. Terran spells tend to be about blowing things up: doing damage directly. Even EMP hurts shields as a secondary effect. Protoss spells tend to be about removing units from battle or limiting their maneuverability. Zerg spells don't have a general theme yet.
As for the differences between Temporal Rift and Vortex, I have yet to hear an explanation of what Temporal Rift actually does. Until someone can actually say what it does, all comparisons between them are BS.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog