I dont even play SC2 but Im still watching the patchnotes because Winter is basically the lifeblood of this game as a spectator. Best caster anywhere full stop.
Between Pig, Harstem and Winter I feel like I get a balanced diet. With the Pig and Harstem I feel like I'm focused on learning/thinking. With Winter I feel like I'm having the most fun. I enjoy all 3. Keep up the gw Winter! (I knew I forgot one. Loko is great too. >XD)
quick wtf u talking about bro. we waited more then decade for the non abductable mothership.1000 resources most expensive and most longest build time unit in the game to get fucked from giant tongue of a lizard sucking 10 seconds health from his hatchery to get 100 energy. let aside every time they nerfing toss for no reason. if they made good job and quick job we were never gonna be here in this position in the first place. big ty to entire community all honest terrans, zergs [yes i am toss and i dont like the ultralisk speed nerf getting kitted to death from stim mmm bio ball.] and waking up from sleep protosses who rise their voices during the last week. thanks to their work and ppl like winter [ not biased shitty bought ppl like harstem and pig]. we made them start moving to the right direction so this game not die.
@@Avrorabg To be fair, the development team from Blizzard handles game balance when SCII is still supported. It was only then the task was given to this community council around the pandemic. But yes it still took them long. Should have been the first update the council has released. EDIT: Clarified things because again community council is not the one who handles game balance from the start. Blame it to Blizzard from their inaction for so many years. It did lead some of the best games of the decade, but yea its still absurd.
I still favor the idea of sentry shield being able to tank 50% of emp shield damage or tanking one or two shots and breaking or even a combination of the two, maybe play around with energy drain in the same manner. It would isolate the nerf to TvP, give a purpose to the sentry and has a lot of room for fine tuning. Increased amount of emps would require Terran to sacrifice more supply in favor of ghosts or risk being drained in a kiting dance vs toss.
@andrewferguson6901 if it were to block the energy drain before breaking, for example, we might get a use out of a less known ability known as "feedback". If templars don't get flashbanged the moment they leave the gate, we might actually see some meaningfull fights between casters like we see between infestors and ghosts.
@@usr45129 that's the biggest advantage of the this buff to sentry. It can be any combination of the 3. It can block one emp or it can lower the damage of 2 emps by 50% before breaking. Or 3 by 30. Or it can block only energy drain. With enough testing, you can make a combination that fits the balance really well.
It will be interesting to see how zerg is able to deal with it now, though. I'm not sure they have a dependable solution that doesn't involve a Protoss mistake
@@nathanbennett1735 I dont think its mandatory for zerg to be able to snipe the mothership now that it doesnt give perma cloak actually killing it will be a lot harder but it also doesn't really threaten the zerg as much any more
You guys forget what Mothership is made out of? A group of Corruptors can easily tank 1-2 storms, that's too many seconds for Mothership to survive, but at least it will cost the zerg something, instead of a free wank off from the Viper.
@@mcmarkmarkson7115 This is why I like the change. The mother ship still dies if out of position. But now that'll be up to player error rather than the zerg yanking 10 miles away from the army. All I want now if for emp not to affect it. Or at least not to affect the shields on the ship. Or give it an ability called like shield overcharge that makes its shields and units near it unaffected by emp for 5 seconds
The conversation on ghosts takes me back to when liberators were disgustingly overpowered at launch and zombiegrub suggested that ghosts should be able to be made with a reactor to compensate a nerf to liberators. I still can't believe she was invited to give input to the balance team.
What is this? Protoss buffs? I have not seen this before 😮 Finally, a city sized capital ship can't be pulled by some random dragonfly 😂 Also, make EMP go as slow as Vessel EMP from BW.
I find it amazing how they changed Colossus shield/hp to make it less susceptible to EMP. I mean... here's this race called Protoss with its signature feature called Plasma Shields, which gives them a pool of expendable, quickly rechargable hit points, at the cost of having their normal HP non-repairable, and here's this Terran unit called Ghost which has an obnoxiously "racist" ability that deals record damage to specifically protoss shields... and in order to fix how that hurts Colossi, we're going to turn some of its signature, expendable shields into non-repairable HP. How is that a "buff"? Are you telling me that if all Protoss units had their entire shield pools turned into non-repairable HP, that would could as a "buff", because hooray now Protoss is immune to EMP? Its seems like the wrong direction tbh. Imho it would be better if EMP worked like fungal growth. Alternatively, if we don't want to make EMP too similar to Fungal, make EMP disable shields for ~4-6 seconds. Like, the amount of shields remains the same, but all damage is applied to HP while the effect is active, and then the shields turn on again (if the thing is still alive ofc). That would make EMP useful if reapplied during longer fights, and would give Protoss more incentive to hunt Ghosts with HT feedbacks.
@@ArminKordus well, at least you can argue that there is some biological stuff among terran and protoss units. There ain't nothing with shields that isn't protoss tho.
Don't forget too that emp does 100 damage. Colossi shields are now... 100 hp. So it takes just one emp now to deal permanent damage to Colossi, wheras it took 2 before, with the second one delivering less value.
Ghost has a huge number of abilities alongside cloak, are small, fast AND have a standard attack..... meanwhile Infestors used to spawn with ZERO abilities or attacks and now 2, that can be used once.... and EMP renders it useless 😂
Hey that’s my Reddit post! I do know how to screen record but it was like 2AM, I was feeling inspired, but I didn’t have everything ready to record so I took a quick video on my phone. Thanks Winter!
Glad to hear your voice on the mend. Seriously don't ever push yourself when you're sick, there's no caster like you, at all! ❤ After watching several matches, the biggest benefit I've seen from Energy Overcharge in PvT is the unlimited scouting you get from hallucinated phoenix. It's really helped to solve how blind a Protoss is if they don't open Stargate.
This is a very good opinion and analysis that is both well grounded while it does not try to hide or soften criticism that is well deserved. Two points: 1) Maps of the current pool have huge handouts to Terran in the form of dead air spaces behind the main and the natural where Terran, being the race who abuses air harassment the most, can hide their units where anti-air ground units can't reach them. They seriously need to give maps with zero space behind. Also, every main ramp being narrow enough so Terran can conveniently close with 2 Depos + Barracks which makes scouting much harder and gives incredibly assymetry of information. Make the entrance to the main as wide as the entrance to the natural and we're talking. 2) All the changes are focused on tier 3 or specialist units which reveal a stubborn refusal to review core tier 1 units. It seems to me they don't even want to entertain the idea of nerfing the Terran Bio units or buffing the Protoss core Gateway units and try to dance around the problem with indirect adjustments to other units. They need to be confronted hard on this issue.
To your second point: I agree. I've maintained since beta that combat shields are a terrible idea and the sole reason banelings exist in this game. Ditch combat shields and ditch banelings and watch how quickly the game improves.
Get well soon Winter! stay warm and hydrated. EMP being a slow projectile to give some counter play for top pros without it doing much for lower ranks is a good idea. I would really like the energy part of EMP kept on the Ghost so it keeps its anti caster role, and the shield part of EMP moved over to the sensor tower or as an optional upgrade to the Tank. Tanks are awesome and need some love, they are fun to play against because they don't feel unfair and are fun to use because they look and sound great and are such an iconic unit. I think moving some of the power from the Ghost to the tank is the best option, and that would also leave some room to buff BC's in some ways as Terran anti air may be lacking if Tank's anti shield was ground only.
best thing they can do with ghosts to reduce their power vs toss without ruining the unit, is to make EMP grenades (projectile) disable the shield for like 4-5 seconds and then the shield comes back on, or if you dont like projectiles, then make it instant, same concept.
@Winterstarcraft! How dare you not defend "Brenda" 25+ minerals increase is a insult to the Queen. And to all of Zerg out there!1 To balance this the Queen can fly on creep.
@@SomenoobIoI The biggest balance issue in Starcraft 2 is cost effectiveness of some units and buildings. Zerg race is the least cost effective race. Some units like Mutas, Brood Lords and even Ultralisks are trash. They just cost to much and do to little. You need 5 Mutas to kill a SCV that's -500 - 500 minerals and you can lose them to a widow mine. They can;t stand and trade with any unit cause they get destroyed, they are easy to counter if you scout and are very micro intensive just to get some value out of them. If you go Mutas and don't get very good dmg on the other side you just die to the counter atk if the opponent get's tired of defending the Mutas and just comes across the map and kills you cause you can't base trade you will just lose. Buffing the Mutas will give Zerg the ability to play the game and not just go for a roach/ ravager all in every 2/3 games. I suggest giving the Mutas the ability to 3 shot workers +6 more dmg vs light units, this way you can harass and have a decent defense unit vs marine drops and protos warps in you base. As Zerg you will now be able to trade decent vs Marines and can help defend Zelot run bys. You can also make ling/bane/muta work and make the game more fun having incredible cinematic fights for the fans that just watch. All units should be useful in more the 1 situation. For the Brood Lord they should just cost less, it;s a good units it's just to expensive. The Queen cost should remain 150 mineral cause it's just a core unit to the Zerg. Terran is good as it is and Protos is just very bad in the early game. To balance this I suggest that the shield battery restore 4 shield points and drains 1 energy and start from there, even 5 shield points if necessary. Ghost supply increased to 3 is good and to balance them just do what Winter suggested, make the EMP a more visible projectile so you can dodge it with very good micro, it's only fair. This game is still alive because it's very good it just needs to be balanced to make it even more fun. Put me on that balance council and I can make Starcraft 2 amazing.
Your analysis was well considered and well stated and I basically agreed with everything you had to say except that I think the Spore change was unnecessary and make the necessary early Protoss harass harder to pull off now. The Disruptor change is still criminal. I guess could live with it if they reverted them back to 3 supply though...
Mothership: - Recall ability - Defense mode (becomes a shield battery for support) - Offense mode (has a big longer range oracle beam) (Have to choose which mode, 10 sec cooldown)
Dude - your emp suggestion for it being projectile and your suggestion of damage changes against different races are fantastic. Legit could solve this game.
The Protoss timing issue (that Clem Tweeted about) is very easy to fix, but the balance council chose to reduce Stalker build time instead. Cybercore + Twilight is 36 + 36 build time for 72, versus a Tech Lab at 18 (!) and pool 0 (!!), which means all Protoss infantry research upgrades from the Twilight come out very late compared to other races, so why not shorten them? It doesn't even make units better, it only changes the pace.
Lmaooo its so funny watching thousands of protosses in SC2 clamoring ENDLESSLY for balance changes in PvT because terran is better. Meanwhile Sc1 PvT is so favored towards protoss that I can count on 1 hand the number of terrans with a winning TvP record, and noone ever cares lol.
@@fangedcow12345 This is a SC2 balance patch, go to SC1 videos to cry about balance in a SC1... No one with an actual brain will even debate that Terran is broken in SC2.
Terran units don't really have a universal attribute the way Zerg is biological and Protoss is shields. Anti biological would hit bio and Zerg, anti mechanical would hit Factory, Starport, and also Robo, Stargate.
@@TefGG Most units are already non-psionic. Only Zerg units that are, are Queens and Infestors. Protoss has Sentry, Templars, Archon, Mothership, and Prism. An anti-no-psionic would be pretty good against a lot of units outside Terran too. Sure you could make them all psionic, but now that means Ghost Snipe does 170 to everything again.
The Hydra-change makes no sense, they don't need an active ability, and they definitely don't need a nerf. My suggestion would be to increase their Attack speed, maybe with the upgrade, because that would help make them more viable throughout the game. They may be useful as a worker-harass unit in certain timings, but more importantly they'd be better at killing marines & interceptors, more useful but still weak splash-damage & armored units.
I'm not sure how difficult it would be to implement with the current game engine, but an easy "nerf" to ghosts exclusively on protoss would be to only have emp destroy say 1,000 total energy or shields. So if you dropped an emp on an archon with a group of stalkers or some high templar, it could only destroy a total amount of energy and shields combined for that group. It would need some tweaking but it would still do the same stuff against zerg but wouldn't just be a huge slap in the face to every protoss on the front.
The easiest way to describe the sensor tower nerf is to think about a pyramid of blocks (Just as a visual aid.) Top block? 1. Go down 3 rows? Now its 4 blocks. Go down another 6 rows? now its 10 blocks. So every range you extend from the center covers a greater proportion of area from the last. So even though 22 to 27 doesnt sound large, each of those removed rows is the largest one to previously exist.
An interesting change to the Liberator that might fix some of these problems - Liberators can only siege over valid terrain (i.e. ground that a land based unit could stand on + maybe unbroken rocks). This nerfs mineral line harass and unexpected terrain exploits, but retains some other hard to reach places like over rocks or on top of the pillars that overlords use to spy.
Just had an idea to potentially make the disruptor feel less polarising across different tiers of play. Change the disruptor "shot" to deal a damage over time burn effect to enemy units it touches, then when manually re-activated the nova explodes dealing high damage to all units (ally and enemy) in its area but ending the burn effect on all units. This would mean there is some damage for "tagging" enemy units in the higher (pro) skill games, while being mostly unimpactful in lower skill games as the explosion damage should massively exceed the burn damage (e.g. 150 damage).
I will always advocate that hydras should be t1 units while roaches t2 (with appropriate tkeaks). That would alleviate part of the over reliance the race has on queens (still would have a lot because of creep and inject though) But I know that is probably too drastic of a change now.
If you want to nerf the immortal vs zerg but buff vs Terran and make it better for better players but worse for everyone else, I think what you could do is give it two "modes". One being a default auto attack mode where it constantly shoots smaller, quicker shots constantly like a how cyclone doesn't have to stop to shoot. This dps would be lower but the rate of fire faster, better at dealing with swarms sort of reasonably. If you make them target (like cyclone lock on), it switches to slower charge up blaster mode, doing something more like what they currently do. I think this would make the immortal feel like a sort of ultimate battle platform (and rightfully it'd be less niche) but also lock a lot of its potential behind micro. The idea is that they help against swarms, alleviating some of the role of disruptor colossus but obviously not do the job nearly as well. If you don't micro them, they effectively stay in this mode, being sort of a worse colossus vs Terran which allows it at lower levels to be better vs Terran but worse vs Zerg. If microed, it would be mildly better vs Zerg but much better vs Terran. From this point, you could balance the stats in whatever way to achieve the overall power level intended. I have no idea how to do that. I feel like balances are often made with the top in mind but if the problem is balance between how they perform in one matchup vs another and at particular skill levels, can't we make adjustments to match that? I mean, they're willing to redesign the cyclone. If the immortal's problem is being too niche, make it less niche. If Protoss' problem is being too strong at lower levels but too weak at the top, make micro more valuable.
I have no clue how this would play out. It does add even more micro to 'toss, at least the way you've implemented it. There's plenty of fiddling to be done with it - but I think the general idea is something fresh that should be thrown in as a possibility.
@@pelyphin0 Yeah, I'm more a spectator than a player. I figure the details are best left to people who are much more familiar with the mechanics. My point was just that they're clearly willing to rebalance stuff in a big way and Protoss early game gets remade semi regularly so even that isn't a meaningful objection. The only reason not to not try this sort of stuff is if the goal was to not fix Protoss, just patch.
great job on the Balance council t make the changes needed to go in the right direction. Now Jimmy, get Winter back into bed and take care of himself! Thank you for bringing us your opinions on the new patch while feeling under the weather but take care of yourself as well!
Thanks for this. I haven't watched the channel in a while because Protoss never wins championships. Hopefully this moves in the right direction to change that.
I think this may be imba, but I think it'll be really fun and cool if the Mothership can activate a shield charging field, where it'll work kind of like the cloaking field, covering a radius around the mamaship to charge protoss unit shields the same rate as normal shield regeneration (except charging the mothership itself), removing the need to wait a few seconds without taking damage to charge shields. To make this ability more effective on zealots, they can make the ability remain on units for a short while after exiting the charging field. On top of this maybe even give mothership the ability to cast energy overcharge as well, but still sharing the same cd as the nexus (or maybe not). The mothership, being sort of a hero unit, deserve a hero-unit treatment. This way, you don't have to further nerf ghosts after being 3 supply while directly reduce the effect of EMP on toss army by giving the whole protoss army mass shield regeneration, should all of their shields get obliterated by a few ghosts. I'm a zerg player back in the days (so not biased towards Toss). I've always loved the design of the mothership but felt it's always been so weak ever since the removal of Archon Toilet.
Honestly, if the energy recharge ability has global cooldown between all Nexuses, Scanner Sweep should ALSO have a global cooldown between all Orbital Commands (maybe then we'll see Ravens act as detectors). If I'm allowed to offer some oddball suggestions to change protoss. (I'm just looking for a civil discussion not all have to be hypothetically implemented, I just would like feedback on any of these that catch your eye) Gateway: Lower all production times for units made with a Gateway so that they are made faster than with Warpgate (give us a reason to EVER use a gateway instead of a Warpgate) Warpgate: Make warpgate unit cooldowns 4 seconds longer. Phoenix: Unit no longer has energy, Graviton beam cooldown increased to compensate (why does it have energy in the first place?). Allow the Phoenix to shoot the target it picked up with Graviton Beam (seriously one Phoenix is soo useless, and it falls on the oracle to do what the Phoenix was intended to do back in WoL) Archons: +1 range, and a bigger splash radius (enough so that it at least can hit two Marauders that are right next to eachother without resorting to archon toilet); also reduce the windup of the attack (Their bulk feels worse than it actually is because it takes them too long to engage and therefore mitigate damage by killing the enemy, between their low range, slow movement, big hitbox and long wind-up for their attack, they're impossible to micro and can never use their own bulk effectively) Zealots: Ability to charge at a destination instead of exclusively at a target (maybe tack on a bonus armor when charging so that they at least get to their target alive). While this doesn't solve all their issues it'd at least help them escape from a single stray concussive shell from a marauder, while being better at catching marines.
lmaaao why nerf ultras more when ghost snipe exists ??????? What about just having a bunch of thors, tanks, and libs around??? No we MUST allow terran to kill ultras by kiting with bio alone xd no they shouldn't have to adjust their playstyle and stop making nothing but barracks units. There was plenty of micro in dodging storms with hydras, idk why they need to make it based on a CD ability, and frankly it's just gonna create too many situations where fleeing units get sniped with hydras, and catching them with splash in general will be super mega inconsistent compared to before. This also means punishing mass hydra with banelings in ZvZ will be hard even before lurkers come into the equation. This could end MLB style in ZvZ entirely.
one thing i cannot get over is how the CBC has one objective (reduce turtling & defensive play) and their main way to implement it is to remove a core protoss defensive ability, in exchange for an experimental energy ability, as opposed to offering protoss more tools they take a fundamental ability away. yea the patch updates rebalances things somewhat but my critique is how they implement changes in pursuit of their objectives. instead of taking away options they should add options and let the meta evolve on its own
z is fine against toss, some ppl are saying skytoss might be too strong after mothership change but it's literally only toss players saying it. and also roach may be op against toss after disruptor and immortal changes, but again it's only zergs saying it. given those facts we should just wait and see.
Something is seriously off at Blizzard lately. Everything that came out in the last month is barely playable. It is not just bad content either. The games are badly optimised, very buggy, and crash randomly. I stopped playing D4: VoH and stopped playing WoW for a week when 11.0.5 patch came out. I do not play SC2 anymore, but right now, it is clearly not in a good trend either. It is like they suddenly forgot the basics of making a video game 😢
Honestly though the last one was absolute garbage and it's not only insane but beyond hypocritical it was ever considered So after reading through, I think the damage point change was bad Liberators do still need nerfing because while all they got was a buff it does still dictate the games far too much Zerg needs some serious love, brood lords losing their buff, queens being nerfed (going to become a bigger issue), Ultras becoming slower and unable to catch up with bio Terran Think the cyclone change is a bit iffy but we'll see Oh and the orbital/sensor tower thing badly needs to be reverted But yeah all in all much better than the last one, aside from cyclone (too much reading) it does feel like it will be a net swing in Terran's favour with Zerg in particular suffering but we'll see what the endgame with less ghosts brings And as Winter says, yes it is bloody important they're willing to do any of this, both listen and revisit their own prior changes too Honestly allies being able to build on creep is long overdue for team games as well, a small amount of additional backend work to have a check for both creep (Zerg building on enemy Zerg creep) and allied (allies building on friendly creep but not enemy creep) Modern day Protoss sort of feels like.. is it the race, or is it the players and the best players simply dont like the race MaxPax feels about the only equivalent, like there's no Maru or Dark or.. anything like that - there was Yolo Toss like PartinG (how's he doing by the way?), and then aside from MaxPax it's just not comparable in terms of players, Astrea and Showtime and to a lesser extent herO simply aren't comparable to the top level of other races, they just don't hold up - herO and MaxPax are the only two in discussion at the top now And finally, thank you for posting and reviewing the update, even when sick
The Ghost is too tanky for a spell caster. 2 Supply was ridiculous, but there is probably more nerfs needed on this unit. IMO the EMP should be a Raven ability.
8:00 Concerning a possible ghost change, how about moving EMP from the ghost to the raven? That would bring the raven back into TvP and to a lesser degree TvZ lategame and reduce the reliance on the ghost.
I am afraid that this little. Yes I said little nerf of the ghost, will be used forever to not nerf anything for terran for next 5 years. Ghost should be more fragile and with less dmg output. TvZ will be better I guess. TvP I think same. I hope tosses (Hero - because there is no other toss to actually compete) will actually win smth.
I kinda have grown to appreciate the depot thing as a watcher, but i think it should just add the health, healing it fir the amount added not full heal the entire thing
Because you make they day a little bit greater, they listening to your feedback closely. the no mothership abduct and 3 supply for ghost is because of u. Winter for Balance Council!!!
Stagger the Stalker's shots. It would make them cooler and more fun to watch, more microable, less cumbersome, less overkill, more fluid and not actually buff dps. I feel like they try so hard to avoid risking making Protoss good. They just need a gentle, unconditional bump to _some_ bread and butter unit.
What if power overcharged any damaged unit and it received 100 energy and shield similar to how emp works but for one unit. Here is another potential buff. What if you only got up to 100 shield if you were missing 100 shield and or health. (The shield fills in any missing health after topping of regular shields). Then the one Protoss unit regenerates the health as fast as a Zerg unit displacing the shield that is filled in over the missing health.
The map pool, I would have a yellow flag in my mind at a 60% win rate... and a orange flag at 65... and red flag at 70% above. I noticed Harstem playing against Clem, and the mains had really good drop spots and during his live play Icalled out that clem would dorp those drop advantage sides, and that he should mimic hte same drop to his base timing wise. It's chat, and every time he got punished, by an early terran drop. Typically by the layout its pretty easy for drops. Making mains also tighter, forces expanding if you need more simcity space, but it also stops usually or slows down easy main drops. in the fog, since yo ucan react before they marines have dropped out and stimm'd before fighting, There is all sorts of things you can add to the main areas, liek spy mode, or make it a funny arena mode, where the main area, is outlined with a vision buff to the player starting there and the perimeter is visioned for 3 minutes. Now that won't stop a drop but its to give a full sense of security, whcih I find that is a great thing taught. lol
The Spore makes little sense, for a bio-bonus, since if its flailing a reactive substance that substance could be neutralized, like an acid or base to whatever the material is. An interesting idea that would be more for a campaign but increase tactic ability of persons and co-op versus, is give spore 3 different modes. Where it takes a few seconds but depending what form it does bonus damage to. Bio-augmentation for versus, that allows it to change its damage bonus in game, its default is bio. Makes sense if your an overmind ot have an ability to kill wild lings not hiving in to your cerebral core, keep thems, in line. Mechanical bonus, and a Massive bonus, COlour of hte projectile, blue for mechanical (blue whitish), massive (red Whitish) Its firing rate and damage could change or just its bonus changes and you can write anything, like hybrid metallic enzymes released, Massives bonus could be a dot, that does low damage, but on a massive it does bonus +2, so its eating the haul of the ship on top of the impact, more like a sludge to atomize the systems. the language used is supposed to be creative science with fictional application. Zerg may still be weak verse air, but it gives an adaptation to various interaction. Not sure of all the armor types of air, other than massive, bio, and mechanical, but some may be light. When in massive mode, maybe it loses its ability to see cloaked units... maybe when its in mechanical mode it gains faster uproot and movement speed. So being in some different state offers various bonus', which follows through with the story line of heart of the swarm and augmentations and mutations, and upgrade feeling of being able to strategically plan out your assault for advantageous means, but if you changed your spores ot massive and then couldn't see cloaked well the ottis is on you. Whats neat is you could do this for spine crawler... but meh, it might be too much apm, but hte poitn of chaning wouldn't be to change the default just how itoperates around bonus damage, which is more a set, but in multiplayer versus, it can add another layer of depth. Another interesting thing would be, spreading tumours and turning on creep spread or not, so you could spread tumours adn then turn them on later, so suddenly the creep can feeling suffacating or overwhelming to the enemy, adds a layer of ambush and sudden attack. Of course a raven could clean it up.
You solve the immortal issue by giving them an execute. If they damage a unit, and after that damage the unit has 20 hp or less (spitball, exact number pending actual breakpoint analysis), it instantly dies. Helps them a lot against swarmy little bodies and a tiny bit against others
Funny, the moment they nerfed ghost and reverted the lib buff, they decided that not only do the other buffs to tempests/broods/ultras needs to be reverted, the BUG FIX of broods needs to be reverted too. The others for balance issues, sure. The bug fix? WTF are they smoking?
Disruptors were too gambly. They needed the nerf to one-shot tide turning power, but they should have gotten a commensurate buff to refire rate or cost or nova speed or something.
Gotta say, from a diegesis point of view, I'd like the depot drop to just add 250 hit points to the supply depot and heal the rest over time rather than healing to full instantly...
the main problem is that want it only a bit less terrible for protoss to survive, they are open about how they have no desire to have protoss to ever be on equal footing
2 to 3....good start but i really wanna hear what the hold up is. Its as obvious as sunlight . More needs done. Reduce e.m.p. damage or make each ghost get one e.m.p. Extremely simple. The delay at obvious adjustments hurts the players and the game.
Would like if they make the emp grenade a lot slower and the projectile a LOT more visible, and the steady targeting should be blockable by units standing/flying (respectively) in the way. would love to see some james bond muta throwing himself into the shot to save the viper, or have some safeguard overlords arround the brutes. that would make the very tactical sounding 'steady targeting' or also called 'snipe' ACTUALLY a lot more tactical and not just a brutishly used 'i lay 100 red lasers on your army and now its gone'. also that they are not light units is redicules. they should be TACTICAL units, not a REPLACEMENT for the army. it should be BAD to just go mass ghosts. PS: maybe dont give it bonus dmg to biological units but instead light units or energy units? Like, how can it be that even after nerfs, the best counters to the ARMORED ultralisks is a SNIPER RIFLE instead of the siegetank?
Iam glad they listened. This patch seems much more reasonable, the mothership might actually survive for more than a minute against zerg. As you said, this doesnt fix ghosts in TvP. Emp being a DoT seems like a really good idea. Blinking out of an emp would only be for the very best players. aka not me
ghost emp shield damage should work like reaper grenades, it sits on the ground for a second before it detonates with the same radius as a disruptor shot. The energy drain should be instant still, but just the shield damage should be on a delay. also, how is a 100 energy ability on a 60 second cool down supposed to replace shield battery overcharge or do anything at all against terran when ghost emps can just remove that energy instantly? An Ultra buff should happen, I like it, it's such a cool unit and I'd so much rather see Ultras being made instead of lurkers. Edit: okay a few other things: Protoss gateway units need a buff to make them more consistent. I like buffing adepts, since they're so damn cool with shades flying around and forcing weird army splits from opponents but they do so very very little outside of one specific all in and they are gas heavy enough to have significant tech penalty associated with massing them. They need a 3/4 base upgrade that gives them the ability to fight midgame roach/ravager and marauder/tank compositions , it feels bad that Adepts are nearly useless beyond eighty or so supply. Vipers need a nerf. Vipers are why ghosts are so absolutely critical to TvZ and we could make more aggressive changes to ghosts if it weren't for how completely devastating two vipers are in a fight. Blinding cloud is a full terran army off button that should never have existed, it's always been too strong and I don't know why it has stayed that way forever. Abduct I can live with, pulling tanks/liberators from siege positions before a push is fine, it's a nice interplay between the vipers and the terran anti-air or ghosts and leads to very high skill gameplay, while shitting out an aoe that makes the entire terran army stop attacking is the opposite. Imagine stasis trap being able to be fired as a projectile, that's what blinding cloud is against terran. The nerf is simple too, you just take away consume as an option. If vipers blew their overpowered load, zerg got a good fight, an efficient trade, that'd be fine, but the fact that they can just keep doing it every thirty seconds with full viper energy is bonkers. A terran that has good eco in the late game could then remax that expensive as hell army the zerg just destroyed with vipers and counterattack without facing the vipers again, it would lead to more back and forth gameplay, rather than the impossible to overcome challenge that is an economically superior zerg with infinite viper energy. Liberator advanced ballistics should be transferred to the siege tank. Just give siege tanks the extra two range, they can't even use it without help from an air unit to provide vision, it's high skill, active gameplay for a powerful siege unit. Give libs the smart servos upgrade application and that's it, then they can be what they are before advanced ballistics, a solid harassment tool and a high damage army support that forces anti-air committment/tech. with smart servos they're more microable, which rewards your high apm skilled terrans who are good at reading the flow of the game and positioning without making them oppressive. Tempests should get a big antiair damage buff. I don't like that vikings and corruptors just sweep tempests out of the sky, the tempest is supposed to be an efficient long range unit that controls the engagement. It should take a bigger investment from other races to win back air control when a protoss invests into fleetbeacon to get the things, rather than just rushing them down with similar supply, less resource investments, and lower tech requirement amounts of vikings/corruptors. Thors don't get made enough and I don't know what should be done about it, they're very powerful sometimes, but they're so supply heavy and expensive and they're countered by zerglings/marines/zealots not to mention vipers/infestors. Reapers deserve the zergling treatment, give them a fusion core upgrade that makes them viable to break up big ling/bane floods maybe extra bounce radius or a longer stun against light units after grenade bounce, something to allow a cool, fragile, micro heavy unit to contribute beyond that first 3 minutes of the games. Hydras should be hatch tech. Nerf the shit out of queen HP and let zergs spend larva on hatch hydras and lings if they want to be super safe against air unit early game attacks/harass. Spore damage is too nutty revert that junk, watching all protoss stargate shut out by one spore, one queen is too sad, it's easy mode zerg defense and hurts build diversity greatly. Not to mention lategame zerg sporchards, that stuff is the opposite of fun gameplay. God help me I think mutas deserve a buff. they are very expensive and very fragile and I don't think there's enough reward for using them currently. Remove the medivac fusion core upgrade, lategame terrans don't need even more cost efficiency, not when they can throw away all their scvs and dramatically increase their army supply at no economic penalty once they have ten orbitals up and running. Late game protoss is too hard to control, sentries with guardian shield, disruptors, storm, blink stalkers, it's too much and they get run over too often. Colossus should have like +2 armor or something so they can build around a unit that has good sustained damage that doesn't fall over to basically anything. Archons used to be that but they're too expensive and don't work at all against terran. against zerg, sure archons are fantastic, but the TvP matchup feels terrible to watch with how easily colossus are dispatched. Since hydras are getting a buff to rush in, I think they'll pretty much be able to hop in an one tap colossus in the late game so that armor won't help for longer than it ought to if the protoss gets caught out of position, not to mention the air tech switch is more viable in mid-late game to fight back against a better colossus, it just takes slightly longer to deal with them, giving the protoss time to fight back around a stable unit rather than have half a second to cast six different abilities on six different units that must all land or you lose instantly. Remove warp prisms, instead, give the mothership a power field that can slow warp in, I want Mama to be a part of every lategame protoss army and I want protoss to be building pylons on the map for reinforce and harass, especially if it will permit zealots to get a buff. Revert the DT blink attack nerf, that shit is so bad. Getting jumped by six DT's just for them to do nothing before they are scanned or an overseer wanders over is tragic. That's all I can think of for now.
Adepts are an anti-light unit, and so I do not feel like they should also be made an anti-armored unit. They are good at what they do, but in later game, AOEs just outperforms them. And god knows protoss is not staved for chose when it comes to anti-ground aoe. Zerg being primarily a melee focused race needs the ability to be able to engage into fortified positions somehow, and that is the niche that Vipers fulfill, blinding cloud is not even that big a radius, and bio can easily move out of it, of course it's meant to stop tanks, which, again, the Vipers niche is the disruption of fortified areas, which is absolutely needed, abduct to peel away at the periphery and blinding cloud to engage. One could however argue that that niche is also filled by the broodlord. Tanks having extra range is a bad idea, as it would nullify Lurkers. That both tanks and lurkers have the same range is deliberate and should remain so. Vikings and corruptors are specifically air supremacy unites, corruptors even more so against massive air, like tempest. That the air supremacy unites wins against the long range siege ship is how it should be. Thors are not countered by vipers, they are still countered by zerglings, with the support of vipers to help positions. Which I sure hope that an expensive late game support unite can do some support. But yes, something with the thors would be neat. And I also agree that doing something for the early game unites in the late game would also be wacky and fun. Colossi I agree feels too paper mache-like in durability, but honestly, without a complete rework on the unite, I do not know if there is a way to change it, without massively overcompensating Removing warp prisms is a terrible idea, first of all, all races should have a unite transport, currently all of the transports have their niches, terran have their high utility heal, making them a stable for the race, zerg is able to mass up a lot of dropper lord very fast, if they want to. The thing with the warp prism, is that one of protosses core race element, is their ability to make unites quickly, out on the map, wherever you chose. Naturally, the ability to warp in unites leads itself naturally to doing so as a flanking maneuver, which is what the Warp Prism enables, without the prism, one of protosses core features looses a lot of it's meaning. DT's are a unit.
Yes, EMP should either be an instant single-target projectile or an AoE grenade with a delay like Reaper's. Having an instant low-risk AOE doesn't provide fair counterplay. EMP basic attack: - Ghosts now have 8 attack range (up from 6) - Ghosts attack speed reduced to 2.68 (from 1.07) - Ghost damage is now 20 (+3) (+10 vs Light (+3)) (up from 10(+1) + 10(+1) vs Light) ... DPS reduced by 40%-27% - EMP Rounds is now an upgrade, adding +60 Shield damage to Ghost attacks.
@winterstarcraft don't sleep on the thor buff, insanely op vs magic box muta, 400% dps increase. so a buff to the strongest unit and a nerf to one of the weakest.
I dont even play SC2 but Im still watching the patchnotes because Winter is basically the lifeblood of this game as a spectator. Best caster anywhere full stop.
him and PiG
@@Icytouched1337pig is so biased .. can't watch a game without him criticizing a Korean player and constantly praising serral/ Clem
Between Pig, Harstem and Winter I feel like I get a balanced diet.
With the Pig and Harstem I feel like I'm focused on learning/thinking.
With Winter I feel like I'm having the most fun.
I enjoy all 3.
Keep up the gw Winter!
(I knew I forgot one. Loko is great too. >XD)
Harstem and Lowko great too
If only he could have used his platform and prominence to save Peanut. RIP Peanut. Winter, do better
Honestly props to them to stand up to the criticism and see quick changes implemented
quick? Some of these literally took years...
Yeah opposite to riot who guted our gp x)
quick wtf u talking about bro. we waited more then decade for the non abductable mothership.1000 resources most expensive and most longest build time unit in the game to get fucked from giant tongue of a lizard sucking 10 seconds health from his hatchery to get 100 energy. let aside every time they nerfing toss for no reason. if they made good job and quick job we were never gonna be here in this position in the first place. big ty to entire community all honest terrans, zergs [yes i am toss and i dont like the ultralisk speed nerf getting kitted to death from stim mmm bio ball.] and waking up from sleep protosses who rise their voices during the last week. thanks to their work and ppl like winter [ not biased shitty bought ppl like harstem and pig]. we made them start moving to the right direction so this game not die.
@@Avrorabg To be fair, the development team from Blizzard handles game balance when SCII is still supported. It was only then the task was given to this community council around the pandemic. But yes it still took them long. Should have been the first update the council has released. EDIT: Clarified things because again community council is not the one who handles game balance from the start. Blame it to Blizzard from their inaction for so many years. It did lead some of the best games of the decade, but yea its still absurd.
@@Avrorabg the game is dead lol since hots
Still the best commentator alive. Yes, better than Tasteless and Artosis. Please don’t die, and acquire a large fake beard for sc2/brood war games.
No one is better than the archon tastosis
How is winter better than "WWWWWWWWWWW" and "Luigi didn't know what was in his hand, but Mario did"?
@@sandrorass890 Brenda has one thing to say to you! "GETT OFFF MY CREEEEP"
I love winter, but comon. Tastosis. Especially cuz they do BW, which is way way better
Agree, the view botting was silly but he's good
Glad youre feeling better winter
Guessing Brenda nursed him knee-deep in the spawning pool
When I first saw Winter I was like “who is this weird man”? Now I’m addicted to his content. Not just SC2.
I still favor the idea of sentry shield being able to tank 50% of emp shield damage or tanking one or two shots and breaking or even a combination of the two, maybe play around with energy drain in the same manner. It would isolate the nerf to TvP, give a purpose to the sentry and has a lot of room for fine tuning. Increased amount of emps would require Terran to sacrifice more supply in favor of ghosts or risk being drained in a kiting dance vs toss.
Letting sentry help defend vs ghosts would be very based
@andrewferguson6901 if it were to block the energy drain before breaking, for example, we might get a use out of a less known ability known as "feedback". If templars don't get flashbanged the moment they leave the gate, we might actually see some meaningfull fights between casters like we see between infestors and ghosts.
Why not both?
@@usr45129 that's the biggest advantage of the this buff to sentry. It can be any combination of the 3. It can block one emp or it can lower the damage of 2 emps by 50% before breaking. Or 3 by 30. Or it can block only energy drain. With enough testing, you can make a combination that fits the balance really well.
Give it an upgrade in the twilight council
Finally the moving city can't be yanked by a flying bug woooo
It will be interesting to see how zerg is able to deal with it now, though. I'm not sure they have a dependable solution that doesn't involve a Protoss mistake
Heresy.. also same issue as always zerg does not shoot up or deal with aire that well.. meh we shall see
@@nathanbennett1735 I dont think its mandatory for zerg to be able to snipe the mothership now that it doesnt give perma cloak
actually killing it will be a lot harder but it also doesn't really threaten the zerg as much any more
You guys forget what Mothership is made out of? A group of Corruptors can easily tank 1-2 storms, that's too many seconds for Mothership to survive, but at least it will cost the zerg something, instead of a free wank off from the Viper.
@@mcmarkmarkson7115 This is why I like the change. The mother ship still dies if out of position. But now that'll be up to player error rather than the zerg yanking 10 miles away from the army. All I want now if for emp not to affect it. Or at least not to affect the shields on the ship. Or give it an ability called like shield overcharge that makes its shields and units near it unaffected by emp for 5 seconds
The conversation on ghosts takes me back to when liberators were disgustingly overpowered at launch and zombiegrub suggested that ghosts should be able to be made with a reactor to compensate a nerf to liberators. I still can't believe she was invited to give input to the balance team.
31:45 yeah but what about when Scarlett mind controls a Probe and techs up to mass Phoenix and starts lifting Zealots? There's your 1v1 use case!
do you have a link to a video where she did that ?
@@anarchosnowflakist786 ua-cam.com/video/RYeB_oBuFXs/v-deo.htmlsi=PkBkqIzUHzGpcH_l
min 29 just in case
@@anarchosnowflakist786 No it's sarcastic haha. But if any player did nonsense strats like that, it would be Scarlett :PP
@@yugonostalgia8961 ah too bad lol, though iirc harstem might have done something similar in beating grandmasters with stupid stuff
What is this? Protoss buffs? I have not seen this before 😮 Finally, a city sized capital ship can't be pulled by some random dragonfly 😂 Also, make EMP go as slow as Vessel EMP from BW.
Immortals are still nerfed
but they get cheaper too
@@yenihayatisland protoss units should not get cheaper in exchange for power. this shit went way too far.
@@yenihayatislandNo one fights with the bank, they fight with the units. When maxxed it it is a 10% nerf.
Yes!! Been checking out the channel every 2 hours for the patch review. Glad you finally posted! 👌
I find it amazing how they changed Colossus shield/hp to make it less susceptible to EMP.
I mean... here's this race called Protoss with its signature feature called Plasma Shields, which gives them a pool of expendable, quickly rechargable hit points, at the cost of having their normal HP non-repairable, and here's this Terran unit called Ghost which has an obnoxiously "racist" ability that deals record damage to specifically protoss shields... and in order to fix how that hurts Colossi, we're going to turn some of its signature, expendable shields into non-repairable HP. How is that a "buff"? Are you telling me that if all Protoss units had their entire shield pools turned into non-repairable HP, that would could as a "buff", because hooray now Protoss is immune to EMP? Its seems like the wrong direction tbh.
Imho it would be better if EMP worked like fungal growth.
Alternatively, if we don't want to make EMP too similar to Fungal, make EMP disable shields for ~4-6 seconds. Like, the amount of shields remains the same, but all damage is applied to HP while the effect is active, and then the shields turn on again (if the thing is still alive ofc). That would make EMP useful if reapplied during longer fights, and would give Protoss more incentive to hunt Ghosts with HT feedbacks.
Yes, you just get less healing at almost no advantage.
ghost is double racist, with snipe vs biological. Zerg: "lol"
@@ArminKordus well, at least you can argue that there is some biological stuff among terran and protoss units. There ain't nothing with shields that isn't protoss tho.
Don't forget too that emp does 100 damage. Colossi shields are now... 100 hp. So it takes just one emp now to deal permanent damage to Colossi, wheras it took 2 before, with the second one delivering less value.
Ghost has a huge number of abilities alongside cloak, are small, fast AND have a standard attack..... meanwhile Infestors used to spawn with ZERO abilities or attacks and now 2, that can be used once.... and EMP renders it useless 😂
I'm glad to see that you're healthy again :)
About x3 better analysis about the patch, and how it impacts the matchups than I heard from the other reaction videos including Pig and Lowko.
Nice to have you back Winter !!
The soul of the Starcraft 2 community. Your raw passion for this game and warming personality bring so much life to it. Never change, Winter ❤
Hey that’s my Reddit post! I do know how to screen record but it was like 2AM, I was feeling inspired, but I didn’t have everything ready to record so I took a quick video on my phone. Thanks Winter!
Glad to hear your voice on the mend. Seriously don't ever push yourself when you're sick, there's no caster like you, at all! ❤
After watching several matches, the biggest benefit I've seen from Energy Overcharge in PvT is the unlimited scouting you get from hallucinated phoenix. It's really helped to solve how blind a Protoss is if they don't open Stargate.
Very balanced commentary. The only commentator that isn't emotional about the patch
I thought Harstem had a very reasonable take on it.
Isn't emotional? Winter is super Zerg favored in it's comment. He knows Zerg has dominated most of LOTV and he just complains about Terran units.
@@alexandrel4569 you are the biased one. who the hell cares who won the most 5 years ago? only whiny terrans care.
This is a very good opinion and analysis that is both well grounded while it does not try to hide or soften criticism that is well deserved. Two points:
1) Maps of the current pool have huge handouts to Terran in the form of dead air spaces behind the main and the natural where Terran, being the race who abuses air harassment the most, can hide their units where anti-air ground units can't reach them. They seriously need to give maps with zero space behind. Also, every main ramp being narrow enough so Terran can conveniently close with 2 Depos + Barracks which makes scouting much harder and gives incredibly assymetry of information. Make the entrance to the main as wide as the entrance to the natural and we're talking.
2) All the changes are focused on tier 3 or specialist units which reveal a stubborn refusal to review core tier 1 units. It seems to me they don't even want to entertain the idea of nerfing the Terran Bio units or buffing the Protoss core Gateway units and try to dance around the problem with indirect adjustments to other units. They need to be confronted hard on this issue.
To your second point: I agree. I've maintained since beta that combat shields are a terrible idea and the sole reason banelings exist in this game. Ditch combat shields and ditch banelings and watch how quickly the game improves.
@@Aiphiae What would zerg then do about mass zealots?
@@Burred11 Depends on the stage of the game and whether or not additional tweaks need to be made to address the issue.
Get well soon Winter! stay warm and hydrated. EMP being a slow projectile to give some counter play for top pros without it doing much for lower ranks is a good idea. I would really like the energy part of EMP kept on the Ghost so it keeps its anti caster role, and the shield part of EMP moved over to the sensor tower or as an optional upgrade to the Tank. Tanks are awesome and need some love, they are fun to play against because they don't feel unfair and are fun to use because they look and sound great and are such an iconic unit. I think moving some of the power from the Ghost to the tank is the best option, and that would also leave some room to buff BC's in some ways as Terran anti air may be lacking if Tank's anti shield was ground only.
Give disruptors an option. Either heal 100 shields or deal 100 damage. Same cooldown
The only channel that i remember to like the video EVERY VIDEO. You always make me laugh Winter! keep it up my man!
best thing they can do with ghosts to reduce their power vs toss without ruining the unit, is to make EMP grenades (projectile) disable the shield for like 4-5 seconds and then the shield comes back on, or if you dont like projectiles, then make it instant, same concept.
this looks already way better and actually a nice change of pace from the pre crazy patch situation
Glad to see that you're feeling a little bit better. Gretings from Italy
Winters seems to have some nice connections within the council.
Winter is the catspaw. Jimmy (maxpax) is the mastermind pulling everyone's strings.
Bro, you still sound so sick lol. I appreciate whatever energy or motivation it took to get out of bed and get this video made!
@Winterstarcraft! How dare you not defend "Brenda" 25+ minerals increase is a insult to the Queen. And to all of Zerg out there!1 To balance this the Queen can fly on creep.
That would unironically be an excellent change if it were purely cosmetic. Give Brenda back her wings dev team!
@@SomenoobIoI The biggest balance issue in Starcraft 2 is cost effectiveness of some units and buildings. Zerg race is the least cost effective race. Some units like Mutas, Brood Lords and even Ultralisks are trash. They just cost to much and do to little. You need 5 Mutas to kill a SCV that's -500 - 500 minerals and you can lose them to a widow mine. They can;t stand and trade with any unit cause they get destroyed, they are easy to counter if you scout and are very micro intensive just to get some value out of them. If you go Mutas and don't get very good dmg on the other side you just die to the counter atk if the opponent get's tired of defending the Mutas and just comes across the map and kills you cause you can't base trade you will just lose. Buffing the Mutas will give Zerg the ability to play the game and not just go for a roach/ ravager all in every 2/3 games. I suggest giving the Mutas the ability to 3 shot workers +6 more dmg vs light units, this way you can harass and have a decent defense unit vs marine drops and protos warps in you base. As Zerg you will now be able to trade decent vs Marines and can help defend Zelot run bys. You can also make ling/bane/muta work and make the game more fun having incredible cinematic fights for the fans that just watch. All units should be useful in more the 1 situation. For the Brood Lord they should just cost less, it;s a good units it's just to expensive. The Queen cost should remain 150 mineral cause it's just a core unit to the Zerg. Terran is good as it is and Protos is just very bad in the early game. To balance this I suggest that the shield battery restore 4 shield points and drains 1 energy and start from there, even 5 shield points if necessary. Ghost supply increased to 3 is good and to balance them just do what Winter suggested, make the EMP a more visible projectile so you can dodge it with very good micro, it's only fair. This game is still alive because it's very good it just needs to be balanced to make it even more fun. Put me on that balance council and I can make Starcraft 2 amazing.
I am so freakin glad you are feeling better. We decided we like your face and it makes your videos the BEST!
thanks for putting up this video, although your still sick.
hope you get better soon!
Your analysis was well considered and well stated and I basically agreed with everything you had to say except that I think the Spore change was unnecessary and make the necessary early Protoss harass harder to pull off now. The Disruptor change is still criminal. I guess could live with it if they reverted them back to 3 supply though...
Mothership:
- Recall ability
- Defense mode (becomes a shield battery for support)
- Offense mode (has a big longer range oracle beam)
(Have to choose which mode, 10 sec cooldown)
Neat idea. Maybe cloaking field available in defense, time warp available in offense.
@rogirek3362 cloak and time warp both useless abilities.
Dude - your emp suggestion for it being projectile and your suggestion of damage changes against different races are fantastic. Legit could solve this game.
Put Winter on the balance council.
I'm glad to see that you're doing better, Winter.
Your legendary commentary lives on!
The Protoss timing issue (that Clem Tweeted about) is very easy to fix, but the balance council chose to reduce Stalker build time instead.
Cybercore + Twilight is 36 + 36 build time for 72, versus a Tech Lab at 18 (!) and pool 0 (!!), which means all Protoss infantry research upgrades from the Twilight come out very late compared to other races, so why not shorten them? It doesn't even make units better, it only changes the pace.
EMP on the raven, interference lockdown [sic] on the ghost? Slow projectile for both. To take inspiration from broodwar.
If it goes along with neural parasite nerf it can be a good idea
@christopheleddet2830 what nerf?
@@christopheleddet2830 when was that brought up?
Lmaooo its so funny watching thousands of protosses in SC2 clamoring ENDLESSLY for balance changes in PvT because terran is better. Meanwhile Sc1 PvT is so favored towards protoss that I can count on 1 hand the number of terrans with a winning TvP record, and noone ever cares lol.
@@fangedcow12345 This is a SC2 balance patch, go to SC1 videos to cry about balance in a SC1...
No one with an actual brain will even debate that Terran is broken in SC2.
I think it's fine to include things like: +dmg against shielded, +dmg against biological, +dmg against mechanical, +dmg against armored units.
doesn't the viking already have +vs mechanical?
"biological" and "mechanical" are already tags that exist in the game, and some units do bonus damage against those.
Terran units don't really have a universal attribute the way Zerg is biological and Protoss is shields. Anti biological would hit bio and Zerg, anti mechanical would hit Factory, Starport, and also Robo, Stargate.
@@Appletank8 maybe non-psionic. Both P and Z are psionic. The only exception is the ghost :)
@@TefGG Most units are already non-psionic. Only Zerg units that are, are Queens and Infestors. Protoss has Sentry, Templars, Archon, Mothership, and Prism.
An anti-no-psionic would be pretty good against a lot of units outside Terran too. Sure you could make them all psionic, but now that means Ghost Snipe does 170 to everything again.
The Hydra-change makes no sense, they don't need an active ability, and they definitely don't need a nerf. My suggestion would be to increase their Attack speed, maybe with the upgrade, because that would help make them more viable throughout the game. They may be useful as a worker-harass unit in certain timings, but more importantly they'd be better at killing marines & interceptors, more useful but still weak splash-damage & armored units.
You sound better! Glad you're getting better man.
I'm not sure how difficult it would be to implement with the current game engine, but an easy "nerf" to ghosts exclusively on protoss would be to only have emp destroy say 1,000 total energy or shields. So if you dropped an emp on an archon with a group of stalkers or some high templar, it could only destroy a total amount of energy and shields combined for that group. It would need some tweaking but it would still do the same stuff against zerg but wouldn't just be a huge slap in the face to every protoss on the front.
Then the Terran would build 3 more ghosts and cast EMP an extra time :D
The easiest way to describe the sensor tower nerf is to think about a pyramid of blocks (Just as a visual aid.)
Top block? 1. Go down 3 rows? Now its 4 blocks. Go down another 6 rows? now its 10 blocks. So every range you extend from the center covers a greater proportion of area from the last. So even though 22 to 27 doesnt sound large, each of those removed rows is the largest one to previously exist.
Having hydra dash/lunge/frenzy as auto casted ability just like immortal might be fun
28:25 perfect ghost response xD
An interesting change to the Liberator that might fix some of these problems - Liberators can only siege over valid terrain (i.e. ground that a land based unit could stand on + maybe unbroken rocks). This nerfs mineral line harass and unexpected terrain exploits, but retains some other hard to reach places like over rocks or on top of the pillars that overlords use to spy.
Just had an idea to potentially make the disruptor feel less polarising across different tiers of play.
Change the disruptor "shot" to deal a damage over time burn effect to enemy units it touches, then when manually re-activated the nova explodes dealing high damage to all units (ally and enemy) in its area but ending the burn effect on all units. This would mean there is some damage for "tagging" enemy units in the higher (pro) skill games, while being mostly unimpactful in lower skill games as the explosion damage should massively exceed the burn damage (e.g. 150 damage).
I really like the slowed down emp idea, because it'll only help Protos if you have the apm to dodge it.
Thank you for your excellent microphone etiquette
I will always advocate that hydras should be t1 units while roaches t2 (with appropriate tkeaks). That would alleviate part of the over reliance the race has on queens (still would have a lot because of creep and inject though)
But I know that is probably too drastic of a change now.
If you want to nerf the immortal vs zerg but buff vs Terran and make it better for better players but worse for everyone else, I think what you could do is give it two "modes". One being a default auto attack mode where it constantly shoots smaller, quicker shots constantly like a how cyclone doesn't have to stop to shoot. This dps would be lower but the rate of fire faster, better at dealing with swarms sort of reasonably. If you make them target (like cyclone lock on), it switches to slower charge up blaster mode, doing something more like what they currently do.
I think this would make the immortal feel like a sort of ultimate battle platform (and rightfully it'd be less niche) but also lock a lot of its potential behind micro. The idea is that they help against swarms, alleviating some of the role of disruptor colossus but obviously not do the job nearly as well. If you don't micro them, they effectively stay in this mode, being sort of a worse colossus vs Terran which allows it at lower levels to be better vs Terran but worse vs Zerg. If microed, it would be mildly better vs Zerg but much better vs Terran. From this point, you could balance the stats in whatever way to achieve the overall power level intended. I have no idea how to do that. I feel like balances are often made with the top in mind but if the problem is balance between how they perform in one matchup vs another and at particular skill levels, can't we make adjustments to match that? I mean, they're willing to redesign the cyclone. If the immortal's problem is being too niche, make it less niche. If Protoss' problem is being too strong at lower levels but too weak at the top, make micro more valuable.
I have no clue how this would play out. It does add even more micro to 'toss, at least the way you've implemented it. There's plenty of fiddling to be done with it - but I think the general idea is something fresh that should be thrown in as a possibility.
@@pelyphin0 Yeah, I'm more a spectator than a player. I figure the details are best left to people who are much more familiar with the mechanics. My point was just that they're clearly willing to rebalance stuff in a big way and Protoss early game gets remade semi regularly so even that isn't a meaningful objection. The only reason not to not try this sort of stuff is if the goal was to not fix Protoss, just patch.
Thank you for the analysis of the patch!
great job on the Balance council t make the changes needed to go in the right direction. Now Jimmy, get Winter back into bed and take care of himself! Thank you for bringing us your opinions on the new patch while feeling under the weather but take care of yourself as well!
I have watched 10x the amount of winterSC content than I have actually played starcraft
Glad you feel better!
Hope you get better soon Winter otherwise gg's and wp
04:22 Mothership can *no longer be yoinked?!* #MakeAiurGreatAgain 🎉
Glad you're feeling better!
Thanks for this. I haven't watched the channel in a while because Protoss never wins championships. Hopefully this moves in the right direction to change that.
He’s alive
I think this may be imba, but I think it'll be really fun and cool if the Mothership can activate a shield charging field, where it'll work kind of like the cloaking field, covering a radius around the mamaship to charge protoss unit shields the same rate as normal shield regeneration (except charging the mothership itself), removing the need to wait a few seconds without taking damage to charge shields. To make this ability more effective on zealots, they can make the ability remain on units for a short while after exiting the charging field. On top of this maybe even give mothership the ability to cast energy overcharge as well, but still sharing the same cd as the nexus (or maybe not). The mothership, being sort of a hero unit, deserve a hero-unit treatment.
This way, you don't have to further nerf ghosts after being 3 supply while directly reduce the effect of EMP on toss army by giving the whole protoss army mass shield regeneration, should all of their shields get obliterated by a few ghosts.
I'm a zerg player back in the days (so not biased towards Toss). I've always loved the design of the mothership but felt it's always been so weak ever since the removal of Archon Toilet.
get well soon winter!
Immortal damage, +10 vs fishing ships!
Emp damage over time or have the sentry shield eat two or three before going down. That is what I would like to see.
J-Jimmy! What are we at?
Honestly, if the energy recharge ability has global cooldown between all Nexuses, Scanner Sweep should ALSO have a global cooldown between all Orbital Commands (maybe then we'll see Ravens act as detectors).
If I'm allowed to offer some oddball suggestions to change protoss. (I'm just looking for a civil discussion not all have to be hypothetically implemented, I just would like feedback on any of these that catch your eye)
Gateway: Lower all production times for units made with a Gateway so that they are made faster than with Warpgate (give us a reason to EVER use a gateway instead of a Warpgate)
Warpgate: Make warpgate unit cooldowns 4 seconds longer.
Phoenix: Unit no longer has energy, Graviton beam cooldown increased to compensate (why does it have energy in the first place?).
Allow the Phoenix to shoot the target it picked up with Graviton Beam (seriously one Phoenix is soo useless, and it falls on the oracle to do what the Phoenix was intended to do back in WoL)
Archons: +1 range, and a bigger splash radius (enough so that it at least can hit two Marauders that are right next to eachother without resorting to archon toilet); also reduce the windup of the attack (Their bulk feels worse than it actually is because it takes them too long to engage and therefore mitigate damage by killing the enemy, between their low range, slow movement, big hitbox and long wind-up for their attack, they're impossible to micro and can never use their own bulk effectively)
Zealots: Ability to charge at a destination instead of exclusively at a target (maybe tack on a bonus armor when charging so that they at least get to their target alive). While this doesn't solve all their issues it'd at least help them escape from a single stray concussive shell from a marauder, while being better at catching marines.
lmaaao why nerf ultras more when ghost snipe exists ??????? What about just having a bunch of thors, tanks, and libs around??? No we MUST allow terran to kill ultras by kiting with bio alone xd no they shouldn't have to adjust their playstyle and stop making nothing but barracks units. There was plenty of micro in dodging storms with hydras, idk why they need to make it based on a CD ability, and frankly it's just gonna create too many situations where fleeing units get sniped with hydras, and catching them with splash in general will be super mega inconsistent compared to before. This also means punishing mass hydra with banelings in ZvZ will be hard even before lurkers come into the equation. This could end MLB style in ZvZ entirely.
one thing i cannot get over is how the CBC has one objective (reduce turtling & defensive play) and their main way to implement it is to remove a core protoss defensive ability, in exchange for an experimental energy ability, as opposed to offering protoss more tools they take a fundamental ability away. yea the patch updates rebalances things somewhat but my critique is how they implement changes in pursuit of their objectives. instead of taking away options they should add options and let the meta evolve on its own
Does this call for a new airborn Zerg unit? Both to balance against terrans strengths in closed maps, and in a general balance against Protoss?
z is fine against toss, some ppl are saying skytoss might be too strong after mothership change but it's literally only toss players saying it. and also roach may be op against toss after disruptor and immortal changes, but again it's only zergs saying it.
given those facts we should just wait and see.
Good to see you unburrow! Stay on the creep, though, till you're 100%.
Something is seriously off at Blizzard lately. Everything that came out in the last month is barely playable.
It is not just bad content either. The games are badly optimised, very buggy, and crash randomly. I stopped playing D4: VoH and stopped playing WoW for a week when 11.0.5 patch came out.
I do not play SC2 anymore, but right now, it is clearly not in a good trend either.
It is like they suddenly forgot the basics of making a video game 😢
Honestly though the last one was absolute garbage and it's not only insane but beyond hypocritical it was ever considered
So after reading through,
I think the damage point change was bad
Liberators do still need nerfing because while all they got was a buff it does still dictate the games far too much
Zerg needs some serious love, brood lords losing their buff, queens being nerfed (going to become a bigger issue), Ultras becoming slower and unable to catch up with bio Terran
Think the cyclone change is a bit iffy but we'll see
Oh and the orbital/sensor tower thing badly needs to be reverted
But yeah all in all much better than the last one, aside from cyclone (too much reading) it does feel like it will be a net swing in Terran's favour with Zerg in particular suffering but we'll see what the endgame with less ghosts brings
And as Winter says, yes it is bloody important they're willing to do any of this, both listen and revisit their own prior changes too
Honestly allies being able to build on creep is long overdue for team games as well, a small amount of additional backend work to have a check for both creep (Zerg building on enemy Zerg creep) and allied (allies building on friendly creep but not enemy creep)
Modern day Protoss sort of feels like.. is it the race, or is it the players and the best players simply dont like the race
MaxPax feels about the only equivalent, like there's no Maru or Dark or.. anything like that - there was Yolo Toss like PartinG (how's he doing by the way?), and then aside from MaxPax it's just not comparable in terms of players, Astrea and Showtime and to a lesser extent herO simply aren't comparable to the top level of other races, they just don't hold up - herO and MaxPax are the only two in discussion at the top now
And finally, thank you for posting and reviewing the update, even when sick
The Ghost is too tanky for a spell caster. 2 Supply was ridiculous, but there is probably more nerfs needed on this unit. IMO the EMP should be a Raven ability.
totally agree...because the raven is straight trash and never gets built because 2 medivacs > 1 raven every day of the week
8:00 Concerning a possible ghost change, how about moving EMP from the ghost to the raven? That would bring the raven back into TvP and to a lesser degree TvZ lategame and reduce the reliance on the ghost.
Really important I keep up with patch notes for watching streams while cooking.😂😂😅
I smashed the like button so hard I broke my mouse
RIP in peace 🙏
The solution for the immortal is to do bonnus damaga vs a specific type of armor upgrade
I am afraid that this little. Yes I said little nerf of the ghost, will be used forever to not nerf anything for terran for next 5 years. Ghost should be more fragile and with less dmg output. TvZ will be better I guess. TvP I think same. I hope tosses (Hero - because there is no other toss to actually compete) will actually win smth.
that 'oh its still on cooldown' is such a mood
I kinda have grown to appreciate the depot thing as a watcher, but i think it should just add the health, healing it fir the amount added not full heal the entire thing
Great video, Winter
Because you make they day a little bit greater, they listening to your feedback closely. the no mothership abduct and 3 supply for ghost is because of u. Winter for Balance Council!!!
Stagger the Stalker's shots. It would make them cooler and more fun to watch, more microable, less cumbersome, less overkill, more fluid and not actually buff dps. I feel like they try so hard to avoid risking making Protoss good. They just need a gentle, unconditional bump to _some_ bread and butter unit.
I like the idea, but at a high/pro level, SC2 is a game of precision. I don't think any pro would choose to weaken that precision.
What if power overcharged any damaged unit and it received 100 energy and shield similar to how emp works but for one unit.
Here is another potential buff. What if you only got up to 100 shield if you were missing 100 shield and or health. (The shield fills in any missing health after topping of regular shields). Then the one Protoss unit regenerates the health as fast as a Zerg unit displacing the shield that is filled in over the missing health.
The map pool, I would have a yellow flag in my mind at a 60% win rate... and a orange flag at 65... and red flag at 70% above. I noticed Harstem playing against Clem, and the mains had really good drop spots and during his live play Icalled out that clem would dorp those drop advantage sides, and that he should mimic hte same drop to his base timing wise. It's chat, and every time he got punished, by an early terran drop. Typically by the layout its pretty easy for drops. Making mains also tighter, forces expanding if you need more simcity space, but it also stops usually or slows down easy main drops. in the fog, since yo ucan react before they marines have dropped out and stimm'd before fighting, There is all sorts of things you can add to the main areas, liek spy mode, or make it a funny arena mode, where the main area, is outlined with a vision buff to the player starting there and the perimeter is visioned for 3 minutes. Now that won't stop a drop but its to give a full sense of security, whcih I find that is a great thing taught. lol
It's kinda sad how i regularly forget to hit the like button unless it's mentioned - then i OFC immediately hit it :D
The Spore makes little sense, for a bio-bonus, since if its flailing a reactive substance that substance could be neutralized, like an acid or base to whatever the material is. An interesting idea that would be more for a campaign but increase tactic ability of persons and co-op versus, is give spore 3 different modes. Where it takes a few seconds but depending what form it does bonus damage to. Bio-augmentation for versus, that allows it to change its damage bonus in game, its default is bio. Makes sense if your an overmind ot have an ability to kill wild lings not hiving in to your cerebral core, keep thems, in line. Mechanical bonus, and a Massive bonus, COlour of hte projectile, blue for mechanical (blue whitish), massive (red Whitish) Its firing rate and damage could change or just its bonus changes and you can write anything, like hybrid metallic enzymes released, Massives bonus could be a dot, that does low damage, but on a massive it does bonus +2, so its eating the haul of the ship on top of the impact, more like a sludge to atomize the systems. the language used is supposed to be creative science with fictional application. Zerg may still be weak verse air, but it gives an adaptation to various interaction. Not sure of all the armor types of air, other than massive, bio, and mechanical, but some may be light. When in massive mode, maybe it loses its ability to see cloaked units... maybe when its in mechanical mode it gains faster uproot and movement speed. So being in some different state offers various bonus', which follows through with the story line of heart of the swarm and augmentations and mutations, and upgrade feeling of being able to strategically plan out your assault for advantageous means, but if you changed your spores ot massive and then couldn't see cloaked well the ottis is on you. Whats neat is you could do this for spine crawler... but meh, it might be too much apm, but hte poitn of chaning wouldn't be to change the default just how itoperates around bonus damage, which is more a set, but in multiplayer versus, it can add another layer of depth. Another interesting thing would be, spreading tumours and turning on creep spread or not, so you could spread tumours adn then turn them on later, so suddenly the creep can feeling suffacating or overwhelming to the enemy, adds a layer of ambush and sudden attack. Of course a raven could clean it up.
Ultra change is actually bad. Melee units need to be faster than ranged units or they never connect.
That's the point, Terrans don't want the Ultra to actually be capable of beating bio cost for cost, and the balance council is biased towards Terran.
You solve the immortal issue by giving them an execute. If they damage a unit, and after that damage the unit has 20 hp or less (spitball, exact number pending actual breakpoint analysis), it instantly dies. Helps them a lot against swarmy little bodies and a tiny bit against others
Funny, the moment they nerfed ghost and reverted the lib buff, they decided that not only do the other buffs to tempests/broods/ultras needs to be reverted, the BUG FIX of broods needs to be reverted too. The others for balance issues, sure. The bug fix? WTF are they smoking?
Disruptors were too gambly. They needed the nerf to one-shot tide turning power, but they should have gotten a commensurate buff to refire rate or cost or nova speed or something.
Gotta say, from a diegesis point of view, I'd like the depot drop to just add 250 hit points to the supply depot and heal the rest over time rather than healing to full instantly...
the main problem is that want it only a bit less terrible for protoss to survive, they are open about how they have no desire to have protoss to ever be on equal footing
2 to 3....good start but i really wanna hear what the hold up is. Its as obvious as sunlight . More needs done.
Reduce e.m.p. damage or make each ghost get one e.m.p. Extremely simple.
The delay at obvious adjustments hurts the players and the game.
I would prefer protoss be able to donate their energy to eachother or maybe drain their shields for some energy for a give take
Would like if they make the emp grenade a lot slower and the projectile a LOT more visible, and the steady targeting should be blockable by units standing/flying (respectively) in the way. would love to see some james bond muta throwing himself into the shot to save the viper, or have some safeguard overlords arround the brutes. that would make the very tactical sounding 'steady targeting' or also called 'snipe' ACTUALLY a lot more tactical and not just a brutishly used 'i lay 100 red lasers on your army and now its gone'. also that they are not light units is redicules. they should be TACTICAL units, not a REPLACEMENT for the army. it should be BAD to just go mass ghosts.
PS: maybe dont give it bonus dmg to biological units but instead light units or energy units?
Like, how can it be that even after nerfs, the best counters to the ARMORED ultralisks is a SNIPER RIFLE instead of the siegetank?
You could make Zerg easier to use then nerf it, if you are trying to incentives 33 split.
Iam glad they listened. This patch seems much more reasonable, the mothership might actually survive for more than a minute against zerg.
As you said, this doesnt fix ghosts in TvP. Emp being a DoT seems like a really good idea. Blinking out of an emp would only be for the very best players. aka not me
ghost emp shield damage should work like reaper grenades, it sits on the ground for a second before it detonates with the same radius as a disruptor shot. The energy drain should be instant still, but just the shield damage should be on a delay. also, how is a 100 energy ability on a 60 second cool down supposed to replace shield battery overcharge or do anything at all against terran when ghost emps can just remove that energy instantly? An Ultra buff should happen, I like it, it's such a cool unit and I'd so much rather see Ultras being made instead of lurkers.
Edit: okay a few other things:
Protoss gateway units need a buff to make them more consistent. I like buffing adepts, since they're so damn cool with shades flying around and forcing weird army splits from opponents but they do so very very little outside of one specific all in and they are gas heavy enough to have significant tech penalty associated with massing them. They need a 3/4 base upgrade that gives them the ability to fight midgame roach/ravager and marauder/tank compositions , it feels bad that Adepts are nearly useless beyond eighty or so supply.
Vipers need a nerf. Vipers are why ghosts are so absolutely critical to TvZ and we could make more aggressive changes to ghosts if it weren't for how completely devastating two vipers are in a fight. Blinding cloud is a full terran army off button that should never have existed, it's always been too strong and I don't know why it has stayed that way forever. Abduct I can live with, pulling tanks/liberators from siege positions before a push is fine, it's a nice interplay between the vipers and the terran anti-air or ghosts and leads to very high skill gameplay, while shitting out an aoe that makes the entire terran army stop attacking is the opposite. Imagine stasis trap being able to be fired as a projectile, that's what blinding cloud is against terran. The nerf is simple too, you just take away consume as an option. If vipers blew their overpowered load, zerg got a good fight, an efficient trade, that'd be fine, but the fact that they can just keep doing it every thirty seconds with full viper energy is bonkers. A terran that has good eco in the late game could then remax that expensive as hell army the zerg just destroyed with vipers and counterattack without facing the vipers again, it would lead to more back and forth gameplay, rather than the impossible to overcome challenge that is an economically superior zerg with infinite viper energy.
Liberator advanced ballistics should be transferred to the siege tank. Just give siege tanks the extra two range, they can't even use it without help from an air unit to provide vision, it's high skill, active gameplay for a powerful siege unit. Give libs the smart servos upgrade application and that's it, then they can be what they are before advanced ballistics, a solid harassment tool and a high damage army support that forces anti-air committment/tech. with smart servos they're more microable, which rewards your high apm skilled terrans who are good at reading the flow of the game and positioning without making them oppressive.
Tempests should get a big antiair damage buff. I don't like that vikings and corruptors just sweep tempests out of the sky, the tempest is supposed to be an efficient long range unit that controls the engagement. It should take a bigger investment from other races to win back air control when a protoss invests into fleetbeacon to get the things, rather than just rushing them down with similar supply, less resource investments, and lower tech requirement amounts of vikings/corruptors.
Thors don't get made enough and I don't know what should be done about it, they're very powerful sometimes, but they're so supply heavy and expensive and they're countered by zerglings/marines/zealots not to mention vipers/infestors.
Reapers deserve the zergling treatment, give them a fusion core upgrade that makes them viable to break up big ling/bane floods maybe extra bounce radius or a longer stun against light units after grenade bounce, something to allow a cool, fragile, micro heavy unit to contribute beyond that first 3 minutes of the games.
Hydras should be hatch tech. Nerf the shit out of queen HP and let zergs spend larva on hatch hydras and lings if they want to be super safe against air unit early game attacks/harass. Spore damage is too nutty revert that junk, watching all protoss stargate shut out by one spore, one queen is too sad, it's easy mode zerg defense and hurts build diversity greatly. Not to mention lategame zerg sporchards, that stuff is the opposite of fun gameplay.
God help me I think mutas deserve a buff. they are very expensive and very fragile and I don't think there's enough reward for using them currently.
Remove the medivac fusion core upgrade, lategame terrans don't need even more cost efficiency, not when they can throw away all their scvs and dramatically increase their army supply at no economic penalty once they have ten orbitals up and running.
Late game protoss is too hard to control, sentries with guardian shield, disruptors, storm, blink stalkers, it's too much and they get run over too often. Colossus should have like +2 armor or something so they can build around a unit that has good sustained damage that doesn't fall over to basically anything. Archons used to be that but they're too expensive and don't work at all against terran. against zerg, sure archons are fantastic, but the TvP matchup feels terrible to watch with how easily colossus are dispatched. Since hydras are getting a buff to rush in, I think they'll pretty much be able to hop in an one tap colossus in the late game so that armor won't help for longer than it ought to if the protoss gets caught out of position, not to mention the air tech switch is more viable in mid-late game to fight back against a better colossus, it just takes slightly longer to deal with them, giving the protoss time to fight back around a stable unit rather than have half a second to cast six different abilities on six different units that must all land or you lose instantly.
Remove warp prisms, instead, give the mothership a power field that can slow warp in, I want Mama to be a part of every lategame protoss army and I want protoss to be building pylons on the map for reinforce and harass, especially if it will permit zealots to get a buff.
Revert the DT blink attack nerf, that shit is so bad. Getting jumped by six DT's just for them to do nothing before they are scanned or an overseer wanders over is tragic.
That's all I can think of for now.
Yes ultra's need zealot charge upgrade that activates like stalker blink!
Adepts are an anti-light unit, and so I do not feel like they should also be made an anti-armored unit. They are good at what they do, but in later game, AOEs just outperforms them. And god knows protoss is not staved for chose when it comes to anti-ground aoe.
Zerg being primarily a melee focused race needs the ability to be able to engage into fortified positions somehow, and that is the niche that Vipers fulfill, blinding cloud is not even that big a radius, and bio can easily move out of it, of course it's meant to stop tanks, which, again, the Vipers niche is the disruption of fortified areas, which is absolutely needed, abduct to peel away at the periphery and blinding cloud to engage. One could however argue that that niche is also filled by the broodlord.
Tanks having extra range is a bad idea, as it would nullify Lurkers. That both tanks and lurkers have the same range is deliberate and should remain so.
Vikings and corruptors are specifically air supremacy unites, corruptors even more so against massive air, like tempest. That the air supremacy unites wins against the long range siege ship is how it should be.
Thors are not countered by vipers, they are still countered by zerglings, with the support of vipers to help positions. Which I sure hope that an expensive late game support unite can do some support. But yes, something with the thors would be neat.
And I also agree that doing something for the early game unites in the late game would also be wacky and fun.
Colossi I agree feels too paper mache-like in durability, but honestly, without a complete rework on the unite, I do not know if there is a way to change it, without massively overcompensating
Removing warp prisms is a terrible idea, first of all, all races should have a unite transport, currently all of the transports have their niches, terran have their high utility heal, making them a stable for the race, zerg is able to mass up a lot of dropper lord very fast, if they want to. The thing with the warp prism, is that one of protosses core race element, is their ability to make unites quickly, out on the map, wherever you chose. Naturally, the ability to warp in unites leads itself naturally to doing so as a flanking maneuver, which is what the Warp Prism enables, without the prism, one of protosses core features looses a lot of it's meaning.
DT's are a unit.
Yes, EMP should either be an instant single-target projectile or an AoE grenade with a delay like Reaper's. Having an instant low-risk AOE doesn't provide fair counterplay.
EMP basic attack:
- Ghosts now have 8 attack range (up from 6)
- Ghosts attack speed reduced to 2.68 (from 1.07)
- Ghost damage is now 20 (+3) (+10 vs Light (+3)) (up from 10(+1) + 10(+1) vs Light) ... DPS reduced by 40%-27%
- EMP Rounds is now an upgrade, adding +60 Shield damage to Ghost attacks.
@winterstarcraft don't sleep on the thor buff, insanely op vs magic box muta, 400% dps increase. so a buff to the strongest unit and a nerf to one of the weakest.