Things like this and salvage are the kinds of things Betas are meant to sort out: things that sound overpowered, but might just work out anyway.
07-09-2009, 12:42 PM
#11
Things like this and salvage are the kinds of things Betas are meant to sort out: things that sound overpowered, but might just work out anyway.
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"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
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StarCraft 2 Beta Blog
07-09-2009, 12:45 PM
#12
07-09-2009, 01:18 PM
#13
IIRC a Blizz person said that with warp gates, Immortals were too much of an instant counter to tanks and such.
07-09-2009, 01:49 PM
#14
Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta Wait for Beta...
07-09-2009, 02:18 PM
#15
Blazur, this statement is something I couldn't expect from you.)
I would like to notice a few things:
1) Immortals have 100 shield points.
2) Psi-Armor points are subsracted from incoming damage and then, if it's still more than 10, Hardened Shields are activated. That's one of things that I suppose, Blizzard used to balance him; for with this type of cooperation between normal and hardened shields maximum damage that Immortal can possibly suffer is 10 if HS are on, but is it was done as I presumed quite a long time ago, logically Psi-Armor points would be substracted from incoling damage in the last place, thus limiting all attacks to 7 points.
3) Immortal is counter to powerful units. It's ok. Just like you wouldn't use Crucio against him, you will never even think to try to combat Ultralisk with Zerglings(speaking of SC2 units). Also, there is a Ghost with an EMP, which instantly depletes all Immortal's shields and gets rid of the Hardened Shields. Which I really don't understand... Immortal doesn't seem uncounterable, why would they need that?... So a problem of Terrans dealing with Immortal is resolved. As for the Zerg, their army often consists of great numbers of units with medium, fast dealed damage, so there's no problem too.
4) I, despite the fact that my favorite race is Protoss and I would be very glad, would call Immortal overpowered only if he possessed a possibility to attack air targets.
Last edited by Kknewkles; 07-09-2009 at 02:20 PM.
07-10-2009, 05:54 AM
#16
07-10-2009, 09:53 AM
#17
Let us PLEASE keep discussing balance in the presence of SaharaDrac![]()
07-10-2009, 01:18 PM
#18
Personally, I think Zealots are broken.
They attack and stuff.
What's up with that?
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07-10-2009, 01:23 PM
#19
07-10-2009, 01:40 PM
#20
How does nerfing the damage to 30 allow workers to have a fighting chance? They're still dead either way.Banelings can destroy workers very effectively, I think their damage should be nerfed to 30 so that workers have a fighting chance against Banelings