SC2 is slowly devolving to who ever has the best combination unit ball wins.
There are less and less of tactical gameplay in terms of big fights, just 2 balls going up against each other. If your ball contains a ghost, Protoss balls better contain high templars to feedback.
The game feels that rather than increasing tactical battles, it aims to shut down the opposing team. For instance, force field absolutely shuts down melee units, while Psi Storm is nearly undodgeable with the autocasting, there's also no way to dodge emp blast. In SC1, psi storm was very easily dodged, and it took true skill to blanket an area with psi storm.
What I feel SC2 needs to improve reactionary tactical play is the following:
Psi Storm:
Have it hit the area a second later, have the high templar "paint" the ground with lets say a glowing emblem with a storm incoming. Good players will notice this and try to move out of the way.
EMP blast:
Introduce at least a bit of projectile lag to the EMP blast. It's currently instant and completely destroys protoss way of waging war considering it gets rid of shields AND mana. Maybe have a .5 second of laser sighting, them boom EMP blast.
Fungal growth:
Have it take longer to splash onto units, and instead of instantly stopping units, slowly slow them to a stop, ie, start from 25% slow, to 75% slow in a matter of seconds.
Force Field:
Make the force fields setup slower. That is, they have a setup time. The cast time is still the same, you can easily spam 50 force fields but it takes 1 second to set up (some sort of animation showing it?) It at least gives melee units a fighting chance to see that you're getting force fields. And with the knowledge that force fields have a 1 second setup, you'll probably be casting them earlier to block ramps and such.
Raven:
The Seeker drone needs to be faster. This is one area where they had the right thinking but it isn't effective at all. Just speed it up a lot, and remove the jump at the end. Just make it a castable floating spider mine, also make it so that there is setup time as well (ie same as spider mine)
Any other ideas? Currently, I feel there are way too many spells in the game that are just twitchy, and insta cast with insta effects. Instead of improving gameplay (ie, lets say plague vs the infestor skill. Plague removes HP slowly off your units, but doesn't kill them, forcing you to withdraw. The infestor skill sticks them into place, while often times killing the unit. That to me completely destroys the gameplay since there are absolutely no reactionary tactics to deal with you units being stuck in place.)




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