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Thread: Patch 7 Notes

  1. #91

    Default Re: Patch 7 Notes

    Quote Originally Posted by Todie View Post
    none said there is anyhting wrong with tehre being a lot of storms involved once someone gets templar archives: its HT's and that techbrands ture purpose. and none has tried to conceal that fact.
    You said that smartcasting makes HTs more potent, and it's true, but don't makes HT massing any cheaper, so you're paying for every storm as much as you payed before.

    And if the tech path to HTs would give you other options, you wouldn't be forced to mass HTs like crazy, leading to a richer mix of units, but it's actually a do-or-die tech path.

    My point is that if they nerf Psi Storm because they forced the player to mass HTs to begin with, it's not a good solution. That will lead to Robotics being chosen almost always.

    Before, you could get HTs, DTs, Archons, and Dark Archons with the Templar Archives, and it was in the tech path to Arbiters. Now, you just get HTs there, and that's all.

  2. #92

    Default Re: Patch 7 Notes

    You said that smartcasting makes HTs more potent, and it's true, but don't makes HT massing any cheaper, so you're paying for every storm as much as you payed before.
    The +25 starting energy upgrade and Warp-In combine to effectively mean that you can Warp-In a Psi Storm directly onto the battlefield. That's rather potent. Dropping the size of Psi Storm would be a legitimate way to make this more reasonable.
    "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

  3. #93

    Default Re: Patch 7 Notes

    Also I dunno why they have to buff up the banshee.
    Watching some games last night, I think it was because they'd buffed static defenses.


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  4. #94
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    Default Re: Patch 7 Notes

    Psi storm nerf seems a little unjustified. I would keep the radius as is (small enough) but maybe decrease the per sec dmg slightly.

    With Turrets getting a buff;

    Can a colossus beat a turret 1v1
    What about 1 col vs 2 turrets etc..

    I watched the littleone (team liquid invite only tournament) do a collossus drop/harass. Wondering if that's anywhere near possible vs T with turrets

  5. #95

    Default Re: Patch 7 Notes

    Quote Originally Posted by Nicol Bolas View Post
    The +25 starting energy upgrade and Warp-In combine to effectively mean that you can Warp-In a Psi Storm directly onto the battlefield. That's rather potent. Dropping the size of Psi Storm would be a legitimate way to make this more reasonable.
    Why else would you use a HT, anyways? It was stupid in BW to wait for energy to charge before been able to cast anything.

    If they need to nerf the spell, they could make it slower. Instead of dealing 80dmg in 2 seconds, keep the damage but make it take longer to deal it. It's enough that it deals only 80dmg now instead of the 112 that it used to, or the 128 it was before.

    At least buff the unit somehow. Add another good spell, or buff it's stats, or add Tassadar's attack, or something.

  6. #96

    Default Re: Patch 7 Notes

    Actually they should give the High Templar Argus Link.

    So If I have 3 High Templars all with 25 Energy, I can cast a Storm. (2 cast Argus Link on the third)

    This would allow them to be useful. And would tend to encourage larger numbers of them.

    The HT could then be used to support a Mothership. (assuming it gets more than one good spell and becomes a non-Arbiter)
    Or you could use them as a way of getting more energy for your Sentries.
    (And it might allow some interesting synergies.)
    Last edited by Krikkitone; 04-02-2010 at 01:17 PM.

  7. #97

    Default Re: Patch 7 Notes

    Quote Originally Posted by Norfindel View Post
    Why else would you use a HT, anyways?
    Feedbacking ghosts, infestors, overseers and ravens to death.

    If they need to nerf the spell, they could make it slower.
    That wouldn't solve as much as you think it would. Right now I'm having a bit of trouble with psi storm unless my army is really roach heavy.

    Lings just die instantly to it, and Hydras are too slow to dodge it.

    At least buff the unit somehow.
    The unit does not need a buff...

    Actually they should give the High Templar Argus Link.

    So If I have 3 High Templars all with 25 Energy, I can cast a Storm. (2 cast Argus Link on the third)
    They don't need that role.

    Honestly, phase shift was pretty good. I was getting some pretty good use out of it just before they removed it. Especially in PvP.
    Last edited by Aldrius; 04-02-2010 at 02:18 PM.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  8. #98

    Default Re: Patch 7 Notes

    Why else would you use a HT, anyways? It was stupid in BW to wait for energy to charge before been able to cast anything.
    Why? It gave HTs a vulnerable period, one that a player could exploit with Mutalisk snipes and such.
    "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

  9. #99

    Default Re: Patch 7 Notes

    [QUOTE=Aldrius;77021]That wouldn't solve as much as you think it would. Right now I'm having a bit of trouble with psi storm unless my army is really roach heavy.

    Quote Originally Posted by Aldrius View Post
    Lings just die instantly to it, and Hydras are too slow to dodge it.
    If it dealed damage slower, Lings won't die instantly. Hydralisks aren't the best unit against anything that deals AoE dmg.

    Quote Originally Posted by Aldrius View Post
    The unit does not need a buff...
    Storm has been reduced to 70% damage, and it's AoE has been reduced a lot. The HT can be killed as fast as before, and costs the same.
    Don't be surprised when everybody get's Colossi instead of HT.

    Quote Originally Posted by Nicol Bolas View Post
    Why? It gave HTs a vulnerable period, one that a player could exploit with Mutalisk snipes and such.
    The unit's only purpose is to cast Psi Storm, then become an Archon. Any delay before that is a dead time where the unit is a useless waste of resources.
    And HTs have a pretty large vulnerable period vs Mutas: they always vulnerable.

  10. #100

    Default Re: Patch 7 Notes

    Quote Originally Posted by Norfindel View Post
    Storm has been reduced to 70% damage, and it's AoE has been reduced a lot. The HT can be killed as fast as before, and costs the same.
    I'm surprised that no one's mentioned that not only do units die in droves to Psi Storm due to pathing, but Psi Storm in SC2 is also a lot more difficult to overcome because it's instant. Well placed Storms are impossible to avoid even given the cast time delay.

    Don't be surprised when everybody get's Colossi instead of HT.
    Even if this is true at lower levels of play (which I seriously doubt -- an army without HTs cannot counter an army with EMP), I'm absolutely positive we'll see plenty of HTs in competitive play.
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