So, when I'm not charging in with fat stuff like Thors, how does the Colossi change affect Zerg and Terran Bio?![]()
Colossus - At a glance, the fact that the Colossus deals less burst damage, but has a faster firing rate (overall same DPS) seems like a slight nerf. Infantry-heavy armies sound like they'll fare better, but I'm not certain. That slower rate of fire might be better (for non-Protoss) because sometimes the Colossus (if not microed properly) will single out a lone Zergling or something, and not hit anything else with the beam.
Hellion = :'(
Accessibility of Seeker Missiles = :'(
Siege Tank buff = extra :'(
Thor - Not sure what to make of this. Although its burst damage is lower, it deals the same DPS overall. However, it'll have to 'overkill' Hydras by two-shotting them and dealing 120 damage, as opposed to one-shotting them and dealing 90 damage. So, it might be good for Zerg players! On the other hand, this makes Thors better at killing Zerglings. The nerf to 250mm cannons is a welcome one. I know that not many of you guys may have encountered it, but Thor dropping and having my tech buildings sniped with 250mm cannons is one of the most annoying things ever
.
Phoenix - Like Hamshank, I felt that these units weren't bad before - they were just underutilised because most people didn't have the finesse required to use them well. Now they're going to be pretty beastly in the air :O. They outrun anything that flies, so even the speedy Mutas will have a tough time gracefully retreating from an unfavourable encounter.
Sentry nerf - yeaaaaaaah!Pity that Force Fields still kick ass, but at least this punishes Protoss just a wee bit for going too Sentry-heavy. I hope >_>.
Brood Lord nerf - SADGRUNT!(but not too sad
)
Corruptor - ok this is one of the more interesting changes in the patch. Not sure what to make of Corruptors now! I wish they'd just bring back the original corruption ability - turning destroyed enemy units into a Corrupted Mass. I know Blizzard said that it can be difficult to visually read in the heat of battle, but it was such a simple and 'pure' ability that didn't feel gimmicky by being an activated skill.
Perhaps these changes will make Corruptors a better choice against Colossi, since the rest of your army benefit from the bonus damage. It just bites that most of the time, the rest of your army will be out of range, so it just comes down to Corruptors again.
Infestor - ARghaglarghg! I was just starting to really like this guy, and the ONE ability which made me like it (yes more than Fungal Growth) gets made a whole lot more difficult to acquire
. It can target air now, which is pretty frickin' sweet, though. So it's difficult to argue that it's a flat-out nerf (although I think the cons outweigh the pros).
Crawler root times - this, along with the changes to the Infestor, are what is most saddening in the patch. Oftentimes, my Crawlers (both Spines and Spores) relocate JUST in time to respond to an attack. Sometimes, if I get hit by air, and my Spore Crawlers are out of position, I can relocate them, too. But they've actually gone ahead and doubled the relocation time, so it really seems like Blizz doesn't want these things relocating in the heat of battle at all
.
Ultralisk - wowow, nice buff. But unfortunately, the Ultralisk still strikes me as being an unattractive option, because it still falls pretty quickly, which to me, is its main problem. I'd gladly stick with 18 damage in return for increased durability :[.




Pity that Force Fields still kick ass, but at least this punishes Protoss just a wee bit for going too Sentry-heavy. I hope >_>.
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