That being said, I don't really understand the zealot nerf. They didn't seem like they were tearing ass and, even if they were, I can't imagine the impact a 10 hp decrease will do.
On the topic of roaches: even though I don't think they're all that crazy-powerful, they just don't seem like a genuine zerg unit. They're beefy and clunky and walk like idiots. They could've been more creative with the unit. As HDStarcraft said, "they really dull zerg play."
They are dull. It's easy enough to kite unupgraded zealots, workers, marines, ect. and get a lot of damage out of a small number of Roaches. T/P HAVE to respond with Marauders/Immortals or Roaches will steamroll them. Once Marauders and Immortals pop out suddenly Roaches are practically useless and you have to go t2. The changes are too extreme.
Oh believe me, I'm not a fan of how hard the counters are in sc2. But I'm starting to get the feeling players are getting more comfortable with the game and they're not so 'hard' anymore. Unit compositions have become more mixed, and we're seeing cool things like immortal drops (not JUST making them to counter fatty base damage, but creatively and offensively--since reavers are no longer in the game)
I'm pretty sure zealots have 100 hp and 60 (->50 (most recent patch)) shields.
Hmm, if they have 100 hp that'd be news to me and make it even more astounding at how easy it is to kill them.
Units just do too much damage in general. Things like Marauders and Roaches wouldn't fit at either end of the spectrum (either being insanely powerful or completely useless) if the damage bonuses weren't totally ludicrous. The Roach does 16 base damage... the Immortal 20+30... and the immortal fires reasonably fast. If the numbers are reduced then hard counters will evaporate.
145 hp, but can only attack ground with a range of 3. You might say "But hey, a zealot has 150 hp and a melee attack, only being able to attack ground." Well, the zealot comes right out of the gateway and does have the charge ability.
I'm not totally with roaches (or any zerg unit under hive tech having that amount of hp), but people are blowing it out of proportion. It's not the most viable unit, and is becoming less viable since all anyone wants to do is counter it. Creativity sprouts.
Well, yeah, Roaches get stomped by immortals. But consider that even with 3 range, you need a 200/200 upgrade out of tier 2 to counter Roaches with Zealots and even then, Roaches at tier 2 become even stronger with burrow and moving underground. As Protoss, you absolutely need to open fast robo. For a tier 1.5 unit they are too much imo. Not completely ludicrous, but too many numbers are flying around in sc2 right now which makes hard counters very silly.
They = blizzard. I poopslashed my pronouns.
RogerChillingworth 2 years ago
That being said, I don't really understand the zealot nerf. They didn't seem like they were tearing ass and, even if they were, I can't imagine the impact a 10 hp decrease will do.
On the topic of roaches: even though I don't think they're all that crazy-powerful, they just don't seem like a genuine zerg unit. They're beefy and clunky and walk like idiots. They could've been more creative with the unit. As HDStarcraft said, "they really dull zerg play."
RogerChillingworth 2 years ago
They are dull. It's easy enough to kite unupgraded zealots, workers, marines, ect. and get a lot of damage out of a small number of Roaches. T/P HAVE to respond with Marauders/Immortals or Roaches will steamroll them. Once Marauders and Immortals pop out suddenly Roaches are practically useless and you have to go t2. The changes are too extreme.
mancatcher 2 years ago
Oh believe me, I'm not a fan of how hard the counters are in sc2. But I'm starting to get the feeling players are getting more comfortable with the game and they're not so 'hard' anymore. Unit compositions have become more mixed, and we're seeing cool things like immortal drops (not JUST making them to counter fatty base damage, but creatively and offensively--since reavers are no longer in the game)
I'm pretty sure zealots have 100 hp and 60 (->50 (most recent patch)) shields.
RogerChillingworth 2 years ago
Hmm, if they have 100 hp that'd be news to me and make it even more astounding at how easy it is to kill them.
Units just do too much damage in general. Things like Marauders and Roaches wouldn't fit at either end of the spectrum (either being insanely powerful or completely useless) if the damage bonuses weren't totally ludicrous. The Roach does 16 base damage... the Immortal 20+30... and the immortal fires reasonably fast. If the numbers are reduced then hard counters will evaporate.
mancatcher 2 years ago
Yep they do have 150 total. They seem to die way easier than roaches, though. Probably because of the Roach's 2 armor.
mancatcher 2 years ago
145 hp, but can only attack ground with a range of 3. You might say "But hey, a zealot has 150 hp and a melee attack, only being able to attack ground." Well, the zealot comes right out of the gateway and does have the charge ability.
I'm not totally with roaches (or any zerg unit under hive tech having that amount of hp), but people are blowing it out of proportion. It's not the most viable unit, and is becoming less viable since all anyone wants to do is counter it. Creativity sprouts.
RogerChillingworth 2 years ago
Well, yeah, Roaches get stomped by immortals. But consider that even with 3 range, you need a 200/200 upgrade out of tier 2 to counter Roaches with Zealots and even then, Roaches at tier 2 become even stronger with burrow and moving underground. As Protoss, you absolutely need to open fast robo. For a tier 1.5 unit they are too much imo. Not completely ludicrous, but too many numbers are flying around in sc2 right now which makes hard counters very silly.
Don't Zealots have 80/50 right now?
mancatcher 2 years ago
awsome commentary :)
ThyDoogie 2 years ago
i like these commentaries of yours so much that i am opting to watch them in unrendered eye strain mode. thats just how i roll, brah.
quikijiki 2 years ago