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Thread: Patch Notes

  1. #21
    Operatoring's Avatar Junior Member
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    Default Re: Patch Notes

    Because we all know people buy casters to let them sit at full energy in range of your High Templars. You in the platinum league Dex4?

  2. #22
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    Default Re: Patch Notes

    Quote Originally Posted by Dex4 View Post
    Nobody is complaining about the new Templar ability "Feedback"?

    Check out all the units that can be killed immediately by just one spell if they have full energy: Sentry, Phoenix and other HTs for P, Ghost, Raven, Medivac and Banshee for T, and QUEEN!, OVERSEER! and Infestor for Z.

    So HTs are a hard counter to any caster in the game right now and they can just erase a queen or an overseer for the zerg in a second! I mean those are the 2 basic units a Z needs to survive. No queen = no additional units, no overseer = no counter to cloaking! It seems pretty unbalanced if you ask me.

    HTs pretty much deny terran dropship play. Imagine 4 dropships full of units immediately taken out by just one templar.

    I'd love to prove its imba-ness but i have no key. So if you have high apm, try that spell out and see how it can be countered or if its OP.

    Edit: dont only try it out but study it!
    thanks for proving that it's a potentially useful ability and thus a worthy competition spell for psi storm

  3. #23

    Default Re: Patch Notes

    I'd actually forgotten how many SC2 units actually have energy. Thors: you can halve their life with a single cast of the spell. Killing Medivac transports before they disgorge their cargo is better than a Psi Storm. And a HT drop can Psi Storm some Drones, and still have energy left to kill the Queen.

    Popping Overseers may be a problem for the Zerg, though. It's their only detection, while the Terrans can fall back on Scans if their Ravens are destroyed.

    If it proves to be too strong, they can always nerf it a bit. Maybe 2:3 damage to energy, or 1:2 at the lowest.
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  4. #24
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    Default Re: Patch Notes

    Quote Originally Posted by Nicol Bolas View Post
    I'd actually forgotten how many SC2 units actually have energy. Thors: you can halve their life with a single cast of the spell. Killing Medivac transports before they disgorge their cargo is better than a Psi Storm. And a HT drop can Psi Storm some Drones, and still have energy left to kill the Queen.

    Popping Overseers may be a problem for the Zerg, though. It's their only detection, while the Terrans can fall back on Scans if their Ravens are destroyed.

    If it proves to be too strong, they can always nerf it a bit. Maybe 2:3 damage to energy, or 1:2 at the lowest.
    Yeah, 1:1 seems like it could be too strong. But it does seem like feedback could be quite useful and provide competition for psi storm.

  5. #25

    Default Re: Patch Notes

    Was Feedback 1:1 in Broodwar?

  6. #26
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    Default Re: Patch Notes

    Feedback actually has a LOT of synergy on a High Templar, I feel. Like Nicol pointed out, a lot of non-caster units use Energy in StarCraft 2, and there's something very flavourful about both the High Templar's abilities being used to deal damage - one to snipe high-value targets, and the other to deal with masses of enemies.

  7. #27

    Default Re: Patch Notes

    Going to redirect this conversation to the official patch thread, there are too many splinter threads regarding this subject. Please continue this discussion here: http://sclegacy.com/forums/showthread.php?t=2763
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