I’m wondering though if it will have a time limit being in energy mode. If not once its in your base it could stay in energy mode the whole time and there wouldn’t be anything you could do
Im pretty sure its had it since launch. It only allows it if you’ve logged into bnet in the past 30 days, kinda like an authentication token that is valid for 30 days. Its always been there.
So you see how tempest not being able to attack air is a ner, but immortals not having hardened shield isn’t? that’s easily the biggest fucking nerf, akin to Sentinel nerf, now 2 base all ins, immortal timings, and immortal/archon late game will be nearly useless and not cost efficient wow, David Kim really must hate toss, this is a very big game changing nerf. Toss needs immortals to tank for the squishy colossus, hell almost every toss unit is so risky due to their cost that a beefy early/mid game unit like immortal is essential to give the player some peace of mind to run away after a failed harass.
The 3 second shield is laughable on paper immortals have always been a decent all around unit they may rape roaches for instance, but they do perfectly fine vs hydras too Tastosis have said several times that their is a miconception that immortals are only good vs armored units. The nerf is like taking someone’s wallet filled with hundreds and then giving them a $10 back, of course we’ll have to see how good this 3 second shield is.
Swarmhosts are obviously the most cost efficient unit in SC history, but they just took so long to pay for themselves let alone be cost efficient, especially since they are relatively useless in small number you need at least 9 or 10 to get any real damage done with them so I like the change to make them drastically more aggressive. The problem with swarmhosts in HOTS was they were too powerful of a cure all any zerg player in virtually any situation could and often did make as many swarmhosts as possible once they were massively behind so they can stall the game an extra 20 minutes and by then have the resources to recover, it’s boring and kind of brain dead like my old. sagat tiger shots =P so the aggressive change is really nice, I’m curious how long the spawn timer on them are now.
Lurkers will at the very least force toss to make robo facilities even more often and faster, and force terran to use less mules and more scans, with all the new units and changes in all 3 races it is very clear David Kim wants more harass based play as you said and also wants everyone to get detection early lol. I hope lurkers don’t become what swarhosts are now.
These changes overall are a mixed bag some smart, some super retarded, and some very game changing in ways that won’t be evident till years from now when the races are perfectly figured out in some spots. The ravager looks and sounds really fucking broken it will be pre nerf hellbats all over again, ravagers are easily the most powerful buff of all 3 races and now corrupters can attack ground units? holy shit David Kim really wants zerg to be OP as fuck.
That video makes it clear cyclones and maybe hercs should be nerfed day 1 lol. Cyclones are just silly.
How much do disrupters cost? Toss has psi storm, archons, and colossi so more AoE damage from the robo especially seems redundant, although mixing in 1 or 2 disrupters when a big late game fight comes or to stop a flank could make it worth making.
I think legacy of the void is in alpha, not even in beta yet so time will tell. People had to go swarm host vs toss, cause broodlords just die to tempest.
The problem is you cant go roach hydra vs toss, cause you will lose to colos and storms. You cant make brood lords cause of tempest. You cant make a ground army without aa, or you die to voids, or voids with colos.
This is why z need swarmhost. Most late game toss makes voids, tempest, colos and storm. Best way to beat it is swarm host, vipers, corruptors, and mutas.
I think toss players are going to use carriers again, with their new ability
I watch all the SC2 tournaments and regularly see toss lose to roach hydra, in fact vs zerg toss can’t take a greedy third they will almost always be forced to cancel anything but a super safe third depending on the map, and if zerg waits till late game to beat toss zerg will most likely lose anyways the universally known rule in toss deathball>>>>>>>>zerg deathball late game so zerg should try to win before it gets to that phase, zerg late game units are very slow including swarmhosts so toss always wants to maneuver around and snipe/pick off zerg indirectly.
Well if you watched Life play, who is one of the best zergs. He wins late games all the time, mostly cause he go’s swarm host, vipers, corruptors, and mutas.
I’ve also seen roach hydra lose to colos and storms a lot. You just have to scout the zerg. Roach hydra also has a problem with warp-ins. Like if the toss player warps in zealots all over the place, its really hard to catch them.