So yeah lost my internet for a while there due to not paying the bill. Money's been fairly tight especially since I'm taking CompTIA A+/N+ courses. I feel like I'm trying to squeeze blood from a stone at this point. I'm even behind on rent money.
Anyway I seen an interesting thread on Teamliquid. A user had made a discussion thread talking about these following abilities:
Now the reason why they were mentioned was because they can potentially remove the "micro" aspect of battles, which was unanimously agreed upon; Is bad.
Concussive Shells devastate units like stalkers. Once a marauders out it shuts down early stalker pressure. Because if you get clipped by one that unit is pretty much dead. It's quite annoying. Zealots and roaches are also completely destroyed by this ability. Zerglings are only spared because of the high volume you can produce it overwhelms the marauder(s).
Forcefield allows a player to completely encircle, cut off, or cut in half a whole army. This is clearly overpowered since there's no real counter to it other than massive units. Once again this cuts down the micro aspects of early game and even middle game at times. A separate issue I have with this ability is the fact that Protoss NEEDS it to survive early game pressure from Z and T. I don't think a race should be completely dependable on an ability like this just to survive.
Fungal Growth isn't as bad as the other two I'd say since it's fairly high up the tech tree and harder to acquire and use. However it still has that problem of completely mobilizing an army removing micro. I just wish plague would have been in the game instead.
I'm not sure what Blizzard is so content with those abilities. Starcraft 2 is very heavily macro orientated. I miss the micro days of Broodwar.
PTR Balance Changelog...
o Archons are now a massive unit.
o Pylon power radius has been decreased from 7.5 to 6.5.
o Cybernetics Core
+ Research Warp Gate time increased from 140 to 180.
+ Sentry train time decreased from 42 to 37.
+ Stalker train time decreased from 42 to 37.
+ Zealot train time decreased from 38 to 33.
+ Warp Gate unit train times remain unchanged.
+ Cost changed from 150/150 to 200/100.
+ Salvage resource return reduced from 100% to 75%.
o Spore Crawler
+ Root time decreased from 12 to 6.
I actually like most of these changes. However everyone will have to be more weary of proxy gateways now. They really plagued the game during launch due to the fast production time of zealots. So we'll see how this goes. I think it's a step in the right direction though given how powerful 4 gating is.
Anyway I'm out of things to say at the moment.