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Protoss War Council rebalance checklist #152
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Basically I managed to do the entire zealot line so far, supplicant was the last one I completed. |
small correction: it looks like the changes i made to supplicant were undone |
Noting some feedback and ideas that I won't be able to implement during the first half of holiday time: Resource efficiency
Scout
|
I believe that removing the gas cost from Centurions entirely is a terrible misunderstanding of why the Sentinel WC upgrade works. Zealots serve three purposes, and they've served these purposes since SC1:
I think players forget that third one; I did, until I tried playing through the Prophecy and early LotV missions with pure Stalker. Even in situations where the player doesn't have leftover minerals, Zealots are so much more effective against Zerglings, Hydralisks, Marines, Marauders, and enemy Zealots than Stalkers are. The only units with similar or better effectiveness against Light have a high gas cost and high tech requirements. They also tend to counter units designed to counter Armored, like Marauders and Immortals. WC Sentinels are balanced with vanilla Zealots because they cost 60% more and do 0% more damage. If the player is against a large amount of units that aren't Armored (or specialize in killing armored units) and they don't have the gas or unlocks to support Colossi, Zealots are a superior choice over Sentinels. If light units are solved by other methods, Sentinels are a better tank. Removing Shadow Charge from the Centurion does not make them significantly worse at any of the three strengths of Zealots. The still have no gas cost, they still have high durability, and they only do slightly less DPS against light units at the start of the battle. In exchange for having virtually no drawbacks, they get one of the strongest CC tools in the game? That's ludicrous. We can reduce the gas cost to 25, maybe, but I can't envision any non-gas nerf to the Centurion that would make the player consider Zealots over them. Even if Darkcoil were removed (and it shouldn't be) they're still a direct upgrade over vanilla Zealots due to Shadow Charge being a straight upgrade over Charge. Reducing Instigator movespeed could be interesting, though! |
Creating a checklist for the war council rebalance sheet here: https://docs.google.com/spreadsheets/d/1hObgY0_T7O94AOJ6wVCElEex-sE6JKQmIMsQO2oshpA/edit
Some upgrades are already implemented as default tech in the
AP_Triggers_giveProtossDefaultTech()
action, I'll try and capture them here. @MadiMadsen would be nice if you could confirm what you implemented already, I see Zealot, Centurion, Sentinel, Void Ray, Phoenix, etc. I also notice some Supplicant and Slayer upgrades that seem unrelated. I am also unsure what the recommended testing configuration is, I'm hoping to shift things over to a client option soon.The text was updated successfully, but these errors were encountered: