작성자 | -레알마드리드- | ||
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작성일 | 2018-02-03 03:44:28 KST | 조회 | 798 |
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피닉스 개선안과 한 호너 변경된? 개선안 원본!!!!!
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Hi again! Last week, we shared our ideas regarding the direction we want to take with Han & Horner. Before we get into our update this week about Fenix, we’d like to update you on our progress on H&H.
One concern players had with the proposed changes was the unwieldy supply costs Horner’s units would have after everything went through. We’d like to start off by highlighting that the supply cost nerfs were not designed to compensate for the damage buffs given to his units, but rather to bring the units to a DPS/supply ratio to that of similar units from other commanders. That said, we did take another hard look at all of Horner’s units.
We’ll be making the following supply cost changes to more closely reflect their true power levels and encourage players to incorporate Strike Fighters into their games:
But enough about Han & Horner. It’s Fenix time! In our initial community update, we identified the following issues the community had with the leader of the Purifier army:
Additionally, we felt that the Champion mechanic wasn’t highlighted enough and we want to further focus on this aspect of Fenix. Here’s what we came up with:
Operational Efficiency
Two of Fenix’s shortcomings are his long ramp-up time and his expensive macro. He requires significant infrastructure to get started, and this change is designed to help him expand and field units more quickly. Macro costs should be greatly reduced overall, especially for 6-Champion builds, which tend to require more production and tech buildings than mass Carrier builds.
Legionnaires
Legionnaires are perceived as one of Fenix’s most underpowered units, and many players requested a buff--specifically to their survivability. We considered this approach, but ultimately we felt that Legionnaires with more durability would overlap too much with Immortals. Instead, we opted for a damage buff, pushing Legionnaires towards more of a Zergling-type role (cheap, high-DPS, fragile) rather than a Supplicant-type role (cheap, low-DPS, durable). While this change doesn’t necessarily make Legionnaires more powerful when thrown into a deathball style of army, players who can control Legionnaires separately from their main army will able to see significant improvements in performance (+11 damage at full upgrades, a 37% increase).
Conservators
Fenix had issues maintaining his army unless he was massing Carriers. To combat this, we’ll be buffing the Conservator’s bubble ability even more. In addition to a damage reduction increase, we wanted to increase the quality of life of the unit and we’re further increasing the radius of Protective Field.
Colossi
We felt this upgrade was too expensive compared to the other upgrades in Fenix’s kit.
Scouts
When we were testing 6-Champion builds, we often found ourselves in the following scenario: we would engage an enemy force, and both our ground units and Scouts would autotarget ground enemies. Once all the ground enemies were destroyed, our Scouts would switch to air targets while our Robotics units fumbled around, without remaining enemies to fight.
With this change, Scouts will feel more responsive against air units and they’ll prefer targeting air units in fights. Not only will Scouts be significantly more powerful, this buff will also indirectly buff Robotics units, whose air weaknesses will be mitigated.
Scout weapon upgrades should now scale correctly according to standard upgrade rules.
Carriers
We wanted to revert a change we made to the Carrier in a previous patch. Instead of nerfing Carriers, however, we decided to go in the opposite direction and buff all his other units so that they could compete with mass Carriers.
Avenging Protocol
We view Avenging Protocol as a core mechanic for Gateway-focused armies, but as a bonus mechanic for more sturdy compositions such as 6-Champion builds or mass Carrier builds. That said, we felt the numbers for Avenging Protocol were slightly underwhelming, so we doubled them all! This change is intended to act as a moderate buff for mass Gateway builds, a small buff for 6-Champion builds, and an almost imperceptible change for mass Carrier builds.
Additionally, expanding with Champions will now be slightly better now that they have superior rock-clearing abilities.
Champions
A few patches ago, we reduced the range of all our Champions by 1. The idea was that if the Champions had less range, they’d be more prone to dying, thus activating the effects of Avenging Protocol. Unfortunately, this idea didn’t work out as we expected for many of our Champions. Taldarin at range 5 often found himself stuck among a sea of friendly Adepts and Warbringer at range 8 didn’t actually tank in practice. We feel that this range decrease was beneficial for both Talis and Mojo, so we’ll be keeping the changes there.
We also wanted to revert the range change to Clolarion, but we found that, due to a bug, the previous intended decrease in range didn’t come into effect. Thus, we will not be making any changes to Clolarion and instead updating its tooltips to reflect its range of 8.
We liked that Mojo charged into battle ahead of other Scouts, often tanking area of effect attacks and spells. We didn’t like how he often died without getting a shot off due to his 3 range.
Talis and Taldarin had abilities that were identical to that of their base units. We felt that as Champions, all their abilities would be superior to their counterpart host shells.
Champions are not as impactful on the battlefield as we had hoped, so we’re increasing their effectiveness overall through their special abilities. Changes were made with Tactical Data Web in mind so players would be more encouraged to maximize their TDW bonuses for each Champion. This also indirectly buffs the base units of each respective Champion.
We want to highlight the changes to Taldarin, who will now have the same attack speed as an Immortal. This should significantly improve both his Graviton Disruptor and Gravimetric Overload abilities. A side effect of this change is that breaking rocks and expanding with Taldarin will now be a more tempting option.
Masteries
Each of these Masteries was given a slight bump to make them more impactful compared to both the Masteries of other commanders and the alternate Mastery in each Power Set.
Going Forward
Though Carriers did get slightly buffed with these proposed changes, we feel Fenix’s other options will be even more potent. After the patch goes live, we encourage you to experiment with the following compositions:
Regardless of your playstyle, Fenix will now hopefully be able to…how do you Terrans say it… “Throw down with the best of them!”
Kevin Dong
Co-op Commander Designer
원문 - https://us.battle.net/forums/en/sc2/topic/20761676232
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