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#Post#: 1970--------------------------------------------------
Proposal to nerf Ion
By: Mett Gaming Date: March 1, 2021, 12:45 pm
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Hi all,
as you can read in the title I would like to propose an ion
nerf. It's just way too easy for terrans to turtle in, wall up
and ion the zerg to death without giving zerg the sufficient
time to deal with it. So I'm proposing to increase the time
between ions thus giving zerg a couple of extra minutes to get
more eco/ attack ups to break passive terrans.
I would consider either of the following options:
Increase Ion charges from 40 to 50
Decrease Ion damage from 600 to 500
Both options would give zerg more time without disabling the Ion
victory entirely against zerg that went full aggro in the early
game.
Let me know what you think down below!
#Post#: 1971--------------------------------------------------
Re: Proposal to nerf Ion
By: Adam Date: March 1, 2021, 4:44 pm
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as long as zerg can casualy build 6 spawners + full cap on me
and deny me any right to play other than ion? no
if cap get finally locked? maybe
#Post#: 1972--------------------------------------------------
Re: Proposal to nerf Ion
By: RickSanchez Date: March 1, 2021, 5:03 pm
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he just want his infused build to have 100% winrate. so he and
smith can applaud each other what great players they are.
Deny of midgame is not enough.. if there are not atleast 4 good
terrans you can instaleave and hear him complain about very
early leavers.
Nerfing ion makes sense in that regard.
Relevant problems in normal lobbies are still capacity and
hydras which are op so i dont really care if ion gets nerfed or
not. it is unplayable anyways..
If that sounds mean, it is not the worst suggestion ever and can
have a place after other problems are solved.
Also it would require a compensation in term of pushtime to win
the game that way.
#Post#: 1973--------------------------------------------------
Re: Proposal to nerf Ion
By: Mett Gaming Date: March 2, 2021, 6:40 am
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Well the capacity issue has been discussed plenty of times and I
think we all more or less agree it should be at least locked
behind armor 1 as that would increase the overall zerg
performance. Next thing would be removing the bankling upgrade.
But right now infused are pretty much the only way to stop
terrans from pushing. Which then creates the other issue.
T1 spam also is unstoppable but I've only encountered that once
the past two streams and there are not as many players that can
actually pull it off.
[quote author=RickSanchez link=topic=207.msg1972#msg1972
date=1614639823]
he just want his infused build to have 100% winrate. so he and
smith can applaud each other what great players they are.
[/quote]
Yes, we are indeed the greatest zerg duo there has ever been and
will ever be.
#Post#: 1974--------------------------------------------------
Re: Proposal to nerf Ion
By: elon.schools@yahoo.com Date: March 2, 2021, 7:07 am
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As ion is now, 3 terrans who know how to in-base can kill BOTH
zergs in less than 30 min. with the first ion coming out between
17-18 min and then 2nd coming out about 23-24 and the last
coming out shortly after, it is impossible for zerg to beat even
3 terrans in-basing, not to mention 1 or all 3 gas turtle. By
increasing charges for ion from 40 to 50 you change charge time
from 4 min to 5 making the time to fire 3 ions from 12 to 15
min. By changing the ion to 500 damage instead of 600 you add 1
more ion needed to kill both hives. This would be more balanced
for 4 good players rather than the current which 2 good players
who know how to turtle on all their gasses. As a solo turtle
terran in random lobbies I have personally been able to kill a
single hive myself without much issue.
#Post#: 1975--------------------------------------------------
Re: Proposal to nerf Ion
By: Asiown Date: March 2, 2021, 7:54 am
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starting and saying that without zerg sharing eco, there is no
chance of winning 3-4+ same level terrans with or without ion.
if terrans had time to do 9 ions it means one from two things:
1)zerg tried to push early and didnt eco well/didnt share
2)zerg did eco well but couldnt get mass brutas few torras with
up attack early enough.
when u see terrans are not going for armory and aggro play you
can chill with some inf and hydra and get ridicolous eco and
brutas and torras and up attack before they can defend it
#Post#: 1983--------------------------------------------------
Re: Proposal to nerf Ion
By: ZergTriumph Date: March 2, 2021, 2:12 pm
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[quote author=That Strait Smith link=topic=207.msg1974#msg1974
date=1614690420]
As ion is now, 3 terrans who know how to in-base can kill BOTH
zergs in less than 30 min. with the first ion coming out between
17-18 min and then 2nd coming out about 23-24 and the last
coming out shortly after, it is impossible for zerg to beat even
3 terrans in-basing, not to mention 1 or all 3 gas turtle. By
increasing charges for ion from 40 to 50 you change charge time
from 4 min to 5 making the time to fire 3 ions from 12 to 15
min. By changing the ion to 500 damage instead of 600 you add 1
more ion needed to kill both hives. This would be more balanced
for 4 good players rather than the current which 2 good players
who know how to turtle on all their gasses. As a solo turtle
terran in random lobbies I have personally been able to kill a
single hive myself without much issue.
[/quote]
This is true, but it's extremely rare to find 3 terrans in the
same lobby who will rush ion.
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