작성자 | 청소년관람불가 | ||
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작성일 | 2015-12-12 13:26:15 KST | 조회 | 677 |
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스2 공홈에 올릴 기생죽창 변경안 영어로 썼는데 도와줄분?
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기생죽창 변경사항을 간단하게 말하자면
1. 알라라크의 파도 날리기 기술에서 컨셉을 받아왔음
2. 유닛 하나에 죽창을 걸어서 컨트롤 하는데 장애를 만드는 대신
죽창을 전방에 직선으로 날려서 공격하는 거임
3. 그러면 상대방은 그걸 보고 양 옆으로 피하든지, 항상 화두가 되는 데스볼 분리되는것도
가능함.
4. 동시에 저그는 상대한테 어느 정도의 딜을 주게 되고, 상대는 그걸 최소화 할
좀더 쉬운 방법이 생기는 거임
쨌든 나보다 영어에 해박한 게이들이 읽고 문법좀 고친다음 공홈에 올려줬으면함.
내가 올릴려고 했더니, posting ability is disabled 라고 뜨면서 게시물이 안써짐.
님들의 힘을 믿어 의심치 않음.
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When i first heard the news that Blizzard is accepting feedback from players and applying to
in-game, personally thought that it would be perfect time to express my thought about the biggest problem which is also known as balance-breaker, parasitic bomb.
So, this post will be mainly about parasitic bomb that destroys equilibrium among 3 races.
Because of this ridiculously strong and overpowered skill, all races are having such a pain while playing game. Especially Protoss players are having most of pains during the game.
And this becomes more clear when the game gets longer.
For example, as Protoss plater, we have 2 choices while we are playing against Zerg.
Either we go for All-in push or go for late game and create Skytoss army.
But, ever since the emergence of this creation, parasitic bomb, neither of them can be a solution
When Protoss players attempted to go for All-in, we realize that it is almost impossible to try it
since Zerg can take multiples of expansion while Protoss players are having 2 or 3 expansions.
Most of time, Protoss players require 2 bases to try All in.
But while we are establishing second expansion, Zerg is already done with being completely settled at third base.
This means that Zerg is harvesting approximately 30 percent more minerals and gas
and posses more resources to reinforce their army.
As a result, Zerg will be having larger, stronger and more complete army than Protoss.
This also means that it forces Protoss players to turtle and aim for late-game.
But this is ALSO IMPOSSIBLE.
It is because of Parasitic bomb.
To explain about Parasitic Bomb, the Viper selects a unit and throw a chunk of gas to selected unit.
Then selected unit will be covered with this deadly gas and it will follow wherever that unit goes.
Also, this gas will be giving such a high DPS damage to other units around.
When Viper successfully throws more than 2 gas chunk, Zerg players will be dealing
such a insane amount of damage within 2 seconds.
Although the area that gives splash damage is narrow, Protoss air units will be receiving ridiculous
amount of damage since it is easy to overlap many units at a spot.
This situation leads to massive death of army.
Some people say "then control your units like a god" but it is also not easy.
For example, i tend to select all phoenixes at number 3 control group.
When some of my phoenixes get covered with parasitic bomb, then i select those units and send them
to somewhere further from my units so that they don't have to give splash damage and all die together.
And then, i press number 3 again to control my other phoenixes but ones i sent further away
come back give massive splash damage and die all together.
This is ridiculous.
In this situation, Protoss players should send phoenixes with parasitic bomb really far away
and select rest of them and put them into control group 3 once again.
This whole situation gives such a big disadvantage to all of Protoss and Terran even Zerg itself
since every nanosecond is important while combat is happening.
It is ALSO extremely difficult to use High-Templar's Feedback skill to Vipers
because they are always with Brood-Lord and other ground units. Once i approach them to
give Feedback, the Broodlings run over and kill all my HT.
Hence, i strongly argue that this ridiculously terrifying skill should be changed.
In the Legacy of the Void campaign, Alarak uses several skills.
One of them is active skill that throws a some kind of energy wave to forward.
This energy wave pushes all the units front of Alarak and deals massive damage.
So, if Parasitic Bomb gets similar concept from this skill, every single problem will be solved
and i have 0 doubt about it. If this concept is accepted to current parasitic bomb, the vipers will be
throwing a chunk of gas to straight forward and gives damage to almost entire units.
In this case, players can split their deathball into several pieces and avoid the attack by controlling
instead of watch them all getting destroyed.
In my conclusion, changing the concept of Parasitic bomb will be best answer.
I agree with the fact that zerg should have parasitic bomb so that they can counter attack Protoss'
Skytoss or Lasertoss. Also i agree with other people who think Parasitic bomb should be nuffed.
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