Since everyone is posting I thought I'd post as well

Incorrect information

I'm a d3 terran(bio preference). These are my views on the patch as of now:

  1. Maps are quite big. Traditionally that's not terran favoured

  2. I'm not very fond of the new cyclone... I felt the tech lab cyclone/tank choice gave some flavour to mech. Nobody is really massing them when I play. I've been forced to make them in tvt, I'm not sure if I'm supposed to not make hellions at al except vs cheese. If some higher MMR terran could tell me that would be cool. I think they shut down roach cheeses fairly hard. I would prefer if they didn't do that, the banshee is for example an excellent counter- takes long to build but does good dps. All in all an sg buff I suppose

  3. TvZ is pretty much the same... It's my best matchup so I can't really tell if the baneling nerf is ultra impactful. Certainly I haven't started winning some unreasonable fights. If I split well they survive, if I don't, they die. I do think banes should be like 31 or 32 hp tho cus I'm not convinced marines should do less shots. Of course since it's not instant maybe they heal 1 hp and take the same number of shots, in which case seems ok.

  4. They've killed the raven in tvp. I'm a bit upset about it because now ravens are gone except for tvt. But it's understandable. If they could make ravens less susceptible to feedback maybe people could play lategame ravens idk. Of course people are unlikely to waste time on that in the current climate.

Thoughts on current reddit threads: Protosses frequently complain about mine drops. They say they are dealing crippling damage to eco and mules are helping terran outmine. Personally I think phoenixes will be very popular since ravens are dead(so colossus is much safer as a tech)and cyclones are crap. They can pick up the mules and make it less imba I suppose

I personally am not a fan of widow mine drops but I appreciate them as the only low commital harass for terran against races which tend to explode in workers. I think the 2-3 workers killed + denied mining time is very useful in that regard. It would be nice if they stayed at about that damage early on, while retaining their full power later on. Maybe a kinda parabomb(2-3 ticks, first one instant obviously)+ root effect on the targeted probe at first, and once armoury is constructed full shots. Only does this against workers tho I suppose. Basically I don't want them to root units they won't insta kill, not sure if that can be coded in and such

Posted Oct 17, 2023, 2:59 PM UTC

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