Scythes are such unfun unit design to me. The devs initially said they wanted to stray away from air dominant units. But they then implemented an air unit that gets an armour buff on-hit, which makes people mass it. Kind of wish it was removed from their kit and cel gets another ground unit instead. Or at least scythes only being able to target air, perhaps, because a flying immortal type unit is not fun game design IMO.
I think if there was some kind of air AoE that players could use to proc the bubble and then wait for it to run out might make for better interactions. it'd put the C player at a choice to either push the attack with the shield up early or maybe do a feint with just a few to bait the attack. something like that
Exos getting bonus damage against heavy and shroudstones not having a special building type armor is kinda nonsense. Exos just counter everything on Infernal and combined with the new lancers and their speed upgrades, Vanguard gets to choose when and where to engage and Infernal can't retreat because what's the point? only the fiends can escape. The balance this update is in shambles. But the game is still awesome. They just need to look at Warcraft 3 and take lessons from how it does armor and damage types rather than trying to do the SC2 thing of every unit having a weird specific "3+3vs.light" or "5+16vs.heavy" kinda nonsense. Sometimes it's not about "finding answers as the patch goes on." Sometimes the numbers are just all wrong. And right now the numbers are all wrong. Infernal is supposed to have worse units because they can overwhelm with more units but that's not how it works right now. You're lucky if you keep up with vanguard in supply especially as you are having to constantly rebuild imps because Infernal needs WAY more infrastructure than Night Elves or Zerg ever did. So you have worse units but you certainly don't have more. And even if you have slightly more they just kite your slow ass trash anyway. It's just not good balance. I have tried all 3 factions this patch a bit and I am not the best player, but Vanguard definitely feels the easiest to win with because you don't have to think. Bio ball is unbeatable in a straight fight so all you need to do is scout against harassment.
Well you can also count that infernal is a non finished race as it doesnt have tier 3 units beside the dragon the game feels like they put all the work in vanguard and celestials and neglected infernals
@@BeoMulf I don't think inf beats cel atm though it is closer than Inf v. Van. And I don't think cel consistently beats van either anymore. Cel has scythes which are quite good but their ground game kinda stinks atm especially compared to the bioball. The extra damage when their dudes have energy is good but then they run out and they are just weak. Cel can do the + energy top bar ability but all van has to do is move the fight and they lose that or have to let Van get away. And Scythes don't do as well against hornets and exos as they do against gaunts and inf air. Look, even in the patches where gaunts had infest baseline on all their attacks, there were still Vanguard players in the top 20. But the balance was bad and if it had stayed that way there wouldn't have been Vanguard players at that rank for long as they would have gotten sick of struggling to squeeze wins out through openings smaller than the eye of a needle. The current balance is that way for the other factions especially Inf. Exos need a nerf. Inf needs some redesigns, IMO. Spreading shroud should be a core gameplay mechanic for them not just an effigy dropped mid battle. And they shouldn't need as much infrastructure as the other two factions since they are giving workers up every time they build something. Luminite costs aren't the only expense when you sacrifice an imp to build a structure. They also need an ore-only return spot like the other two factions have that costs less or they are going to continue to struggle with the map design favoring expansions where the ore is far from the luminite or they have ore-only expansion spots.
Snoxtar being a gentleman and not massing weavers vs nina animancers cause he saw how much that autocast annoyed her on stream :3
Scythes are such unfun unit design to me. The devs initially said they wanted to stray away from air dominant units. But they then implemented an air unit that gets an armour buff on-hit, which makes people mass it. Kind of wish it was removed from their kit and cel gets another ground unit instead. Or at least scythes only being able to target air, perhaps, because a flying immortal type unit is not fun game design IMO.
I think if there was some kind of air AoE that players could use to proc the bubble and then wait for it to run out might make for better interactions. it'd put the C player at a choice to either push the attack with the shield up early or maybe do a feint with just a few to bait the attack. something like that
Spriggens are awesome, but vanguard is so fast
To think hornets got giga nerfed with bonus to light reduced 50% and still feel too strong. They need lower hp for the amount of dmg they do.
Lancers need at least a movespeed nerf
Exos getting bonus damage against heavy and shroudstones not having a special building type armor is kinda nonsense.
Exos just counter everything on Infernal and combined with the new lancers and their speed upgrades, Vanguard gets to choose when and where to engage and Infernal can't retreat because what's the point? only the fiends can escape.
The balance this update is in shambles. But the game is still awesome. They just need to look at Warcraft 3 and take lessons from how it does armor and damage types rather than trying to do the SC2 thing of every unit having a weird specific "3+3vs.light" or "5+16vs.heavy" kinda nonsense.
Sometimes it's not about "finding answers as the patch goes on." Sometimes the numbers are just all wrong.
And right now the numbers are all wrong. Infernal is supposed to have worse units because they can overwhelm with more units but that's not how it works right now. You're lucky if you keep up with vanguard in supply especially as you are having to constantly rebuild imps because Infernal needs WAY more infrastructure than Night Elves or Zerg ever did.
So you have worse units but you certainly don't have more. And even if you have slightly more they just kite your slow ass trash anyway.
It's just not good balance. I have tried all 3 factions this patch a bit and I am not the best player, but Vanguard definitely feels the easiest to win with because you don't have to think. Bio ball is unbeatable in a straight fight so all you need to do is scout against harassment.
Well you can also count that infernal is a non finished race as it doesnt have tier 3 units beside the dragon the game feels like they put all the work in vanguard and celestials and neglected infernals
@@nzoth66 40% of the top 500 players are inf. They are statistically on paper the strongest race.
By RP, there are 5 infernal players in the top 20. It's more that C > V > I >? C
@@BeoMulf I don't think inf beats cel atm though it is closer than Inf v. Van. And I don't think cel consistently beats van either anymore. Cel has scythes which are quite good but their ground game kinda stinks atm especially compared to the bioball. The extra damage when their dudes have energy is good but then they run out and they are just weak. Cel can do the + energy top bar ability but all van has to do is move the fight and they lose that or have to let Van get away.
And Scythes don't do as well against hornets and exos as they do against gaunts and inf air.
Look, even in the patches where gaunts had infest baseline on all their attacks, there were still Vanguard players in the top 20. But the balance was bad and if it had stayed that way there wouldn't have been Vanguard players at that rank for long as they would have gotten sick of struggling to squeeze wins out through openings smaller than the eye of a needle.
The current balance is that way for the other factions especially Inf. Exos need a nerf. Inf needs some redesigns, IMO. Spreading shroud should be a core gameplay mechanic for them not just an effigy dropped mid battle. And they shouldn't need as much infrastructure as the other two factions since they are giving workers up every time they build something. Luminite costs aren't the only expense when you sacrifice an imp to build a structure.
They also need an ore-only return spot like the other two factions have that costs less or they are going to continue to struggle with the map design favoring expansions where the ore is far from the luminite or they have ore-only expansion spots.