작성자 | AeMin | ||
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작성일 | 2011-12-01 21:24:10 KST | 조회 | 588 |
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Overview of Korean SotIS
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Overview of Korean SotIS (Storm of the Imperial Sanctum) User’s Feedback and Suggestion.
SotIS in Korea is one of the most famous AOS game in Starcraft 2. Not only is its quality is promising, it is now over 1 year old and has many base fans. Even though it is still in English and people in Korea are not familiar with it, there has been quite a large amount of translation works such as TAK, 무지개호빵, and many others before us, including myself. However, after the patch 4.0 lots of Korean users criticized those patches for not being able to fit the balance between characters and creating Over Powered (will be used as OP from now on) Heroes that can kill every other heroes, even in 1:5 situations. This report is based on all Korean Users’ opinions about the game, as before they could not actively take part in the balance debates that were going on in the official SotIS site.
Reminder: Note that users from KR’s playstyle can be entirely different from users from NA or EU’s playstyle. However, even though your opinions may differ from ones here, please read it thoroughly and give your opinions when you read this completely.
1. Feedbacks
As NA users can easily use Mumble to directly convey their opinion to developers or posting on the SotIS official site, Korean users cannot do that, because of several reasons.
- They do not know English, so KR uses cannot communicate with developers or NA users.
- The Time Zone between KR and NA/EU are different, so that when it is active in KR, it is not in NA. This can be solved by using the SotIS official site. However, as noticed above, it is quite hard for Korean users to use English.
- It is impossible to ask developers to check our biggest SotIS forum, “PlayXP SotIS Section”, because:
n Developers do not know Korean, and there is no need for them to learn Korean at all.
n They can use the online translators to translate Korean into English, but as translators all do, they can misread the information.
The Korean SotIS community is quite big, over about 100 users, has many pro users, and even a private league that is going on right now. To see that it has grown this much, Korean Users’ opinions can’t possibly be ignored.
Another problem that Korean Users talk about is that Korea is excluded from the Beta Test. When there is now a Beta Test in NA, EU and SEA, Korea seems to be ignored from the test and is forcefully required to buy NA account to be in the Beta Test. Therefore Korean Users cannot participate in debates over how the new balance is fit or how the new hero is ok or not. Judging from the developers’ view, it may be hard to have a Beta Test in KR server because of Time Difference or Server Errors. However, if possible, we request that the Beta Test should be in Korea too.
Therefore the Developers should also take Korean Users’ opinions for SotIS to enhance the game further, and there should be more interactions between KR and NA/EU/SEA users to discuss about the game, have more balance debates, and if possible have some arranged games. This may be hard for Koreans as many do not know English, but can be solved by them learning English or having a translator work as a bridge between the two countries.
Finally if possible, please remove the 4.25 version that still exists in KR server. Because of that all people played 4.25 version too much that they cannot forget the play that existed before. I know that the developers lost their contact with the uploader “Deose”, but if possible we wish that you can bring down that map, even by inquiring it to Blizzard itself. Otherwise, there will be no future for SotIS but having everyone play that same map over and over again forever.
2. Hero Types
There are 27 heroes in overall in SotIS. Like all other AOS games, each heroes have a specific type, for example, Vagabond.Darpa is a chaser and a DPS carry, Micro.Gravitus is an tanker and an initiator, and Egon.Stetmann is a healer and a supporter. However, these days those borderlines between the hero types are fading, as Korean users worry. This will be further explained below.
3. Overall Overview of SotIS Balance on KR Server’s view.
Note that we are not asking for all solutions to be done, as if it did these heroes will get called UP. These are some suggestions, and some of these should be done but not all.
Micro.Gravitus
- Micro got significantly strong when his Grow! has changed into no weapon speed decrease and increased movement speed, his Fast Twitch being able to stun, and his Spatial Flux not costing any health.
- There is a similar hero in DotA Allstars and League of Legends, “Tiny” and “Singed”. They can also throw other enemy heroes and slow or stun enemies. However, they do not have any teleportation skill that they can quickly go near enemy heroes and throw them. This can be the ideal concept for Micro, but there can be no “reaction time” when Micro teleports in and throws about as long as a screen width. Tiny, for example, also throws long, but does not have the “hero targeting” system so that he just throws any unit randomly near him, making his throw skill more like a damaging skill than an initiator skill. Singed, on the other hand, also have the throw, but his distance is very short, about just behind his back. Micro, compared to these heroes, have a very wide throwing range, have the hero targeting system, and yet a large amount of damage. Now comparing to other games cannot be a solution, but it is just that these combos are way too effective.
- it is the problem that he can just keep throwing anytime when his cooldowns are reset. Therefore, this three skills, Constricting Slime, Psionic Slam and Spatial Flux can be used too quickly and too often, and not costing much energy or health.
- If Micro is an initiator, then why does he have stun in his Auto Attack, and yet he attacks so quickly? His boosted Weapon damage can make sense, since he can be the “burst damage” hero. However, now he can make that “burst damage” too often and too quickly. Because of the recent patch the cooldown of Fast Twitch has changed into 12 seconds, but his attack speed still remains, with is fast movement speed and a teleportation skill. Now Micro is more like a carry.Tank.Initiator.DPS.Chaser than just two of them.
- His Spatial Flux’s range is too long. This is longer than Zyrkhan’s Blinkstorm, or System’s Terrablink, and yet does not cost any health or energy but heals energy. This makes his initiating skill too effective, not to mention that chasing is good too.
- Solutions: Longer cooldown on his Psionic Slam. This skill is used too often, and yet it is one of the best initiating and burst damage skill. Shorter range on Psionic Slam. As I said before this throws too long, just absolutely separating the thrown hero from his team. Remove the Stun from Fast Twitch. He is not a DPS carry hero. Shorter range on Spatial Flux. This is the longest blink skill in SotIS with range of 9. Bring back the Health cost in Spatial Flux. Some costs need to be paid when he has the longest blink skill.
Molgloo.Grunty
- The physical damage that Assault Shawtgun gives triggers the Black Hole Magnum, which then sucks all enemies together because of the fast three shots given by Shawtgun. It also triggers Isomorphic Pyre, which does at least 10% of health in damage. When these two items are made, his AA gets significantly stronger.
- The cooldown on his Assault Shawtgun is too short, compared to other charging skills (except of IADs). When he has sufficient Time Scale, and shoots three Shawtguns, he recharges one again, and in the time he shoots Rocket Lawncher another one is recharged, making it 5 shots in a quick time.
- Why did Grunty’s River Racer change in 5.x? We thought it was a really special idea for him to run around the river quickly and regenerate his health and energy quickly.
- Solutions: The damage by Assault Shawtgun should be Spell Damage, so that it does not trigger Isomorphic Pyre or Black Hole Magnum. Also, it would be great that it triggers Synthesizer. The cooldown of Assault Shawtgun should be longer by a second or two, so that maximum of 4 shawtgun can be used quickly. Also, change River racer like this, or make a new skil – Molgloo creates a swamp on the ground, with a radius of 6. In this swamp Molgloo gains extra Movement speed and Weapon speed, and regenerates his health and energy. (Similiar to Shadow’s Shadow walk, but smaller radius and same River Racer effect.) or just have a ice field in the middle of the map and bring back the River racer.
Sarah.Kerrigan
- The physical damage that Glaive Wurm gives triggers Black Hole Magnum and Isomorphic Pyre. Considering that Kerrigan is a carry, the fast attack speed that she have makes other heroes to be sucked into the “black hole” forever while gaining spell damage from Pyre.
- Solutions: Change the Glaive Wurm Damage into Spell Damage.
Tiberius.Rancor
- All his skills have too short cooldown, compared to how high his Time Scale can be. Also the Satellite Vision has too short cooldown that he can spam that skill with just a 1 second delay.
- The stun that Dead Eye Lockdown gives is not affected by Time Scale.
- The damage from Dead Eye Lockdown and Armageddon is too high, even though Rancor is a Supporter hero. Now he is more of a Burst Damage Dealer.
- Solutions: Increase all Cooldowns of Rancor. Because of Time Scale, He can always be cloaked, keep shooting Lockdowns in about 5 seconds, and kills all lanes with his Armageddon each time they come. Make the stun that Dead Eye Lockdown gives be affected by Time Scale, and decrease the damage that Dead Eye Lockdown and Armageddon gives. He should be a supporter hero, and a Last-hitter with his Armageddon. And change his Satelite Vision with same cooldown on all levels (about 40~60 seconds. This may look very long but is not because of Time Scale) and increase the range of the Vision.
Entaro.Tassadar
- Too less hits required for illusions to come out.
- Solutions: Increase the required hits for illusions to come out to 4/5/6/7.
Biotron.Tyrannitus
- His Cannibalize skill is too effective. The amount of health he heals from the skill is too high, and even though the cooldown may look decent, the extra Time Scale from Cannibalize itself and Aberrated Claymore resets all skills too quickly. By this skill alone Biotron can stay in the lane longer than any heroes (Except maybe for Tassadar) and stay in the team battles as longer as any others can.
- The range of his Aberrated Claymore is too long even though this was patched. With the Cannibalize skill this is a Teleport + Burst Damage + Heal + Twin Paradox Isolator skill that can be used for too many purposes.
- The towers cannot kill the Civilians of Biotron well, because there are too many and the tower’s attack is strong but slow, not good for mass enemies.
- The silence that Biotron had in Putrify made him a unique supporter, tank and a chaser hero that was used in a variety of ways. With the silence gone, this skill cannot be used for multi purposes.
- The length of Putrify is too long. It is too good to chase a hero for 15 seconds when other heroes do not have any anti-putrify items such as Superheated Mantle.
- Solutions: Delete the Cannibalize skill, or decrease the healing in Cannibalize significantly. If this is not possible, decrease the range of Aberrated Claymore. By this he will not be able to heal very quickly or chase others and escape easily. Make Towers have a Splash attack, because Tower Terrors by Biotron cannot be countered in any ways except for other heroes to come. Bring back the silence in Putrify, and decrease the length of Putrify by 12/13/14 instead of 15. The silence he had can be used for lots of different ways, for that he is a supporter and a tank/initiator.
Viron.Volkov
- His passive skill that passes the phages from enemies to enemies are too effective against team fights that all enemies from the start gain most of the phages. This makes a really huge disadvantage so that the one with Volkov almost always wins.
- All his skills’ cooldowns are too short. He can keep stacking phages to his enemies and there is no stop for it.
- The damage from Aerobic Phage is too big. Not only that, it is absurd that the enemies take damage even though they are outside Volkov’s vision. It is more effective than tracking spider or if used well, Molotov.
- Solution: At least change the passive that the phage does not flick to enemy heroes nearby, but only to creeps. Increase the cooldowns for phages. Also reduce Aerobic Phage’s damage and make it so that enemies do not take damage once they are out of Volkov’s sight. However, increase the duration of the slow of his Viral Catalyst, as it is not used often and has little uses.
Lord.Zyrkhan
- The fact that Time Scale affects the damage ticks of his skills make him an unbeatable ganker. The speed that the damage goes into the enemies is too quick once Zyrkhan makes a Twin Paradox Isolator or any other Time Scale items.
- Solution: Change his skills so that Time Scale does not affect damage ticks.
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