First of all i need to adress the goliath nerf which everyone is sleeping on. This might be the most drastic nerf i have ever seen on a unit and should not ever go live as goliaths wont counter air any more after this change.
The reason for this is splash fraction and armour mechanics. Goliaths have a splash fraction of 50% (while very high, it means that half the main damage is added to the sorrounding units as splash). With air being clumped up the vast majority of the damage dealt to them is splash damage, lets say every rocket hits 6 additional voidrays within its splash radius, that means the splash stands for 3/4ths of the dps. Due to armour scale being 50, a player on even bounty can get half as many armour ups as the enemy can get damage ups, on even bounty. Lets say enemy golis deal 40 damage, our voidrays have 20 armour. How it used to be is the main target gets hit for 20 and the 50% armour ignore allows for (40*50%)-(20*50%)= 10 splash damage per void ray. HOWEVER. If this change goes live and the armour penetration is removed, the splash damage would be 40*50% - 20 which is 0
, or in MA's case, 1. This change would remove ALL the splash damage golis deal to the air, and thus their dps is reduced by lets say 75%. With a change like this players would not need to split vs golis (letting 30+ void rays get hit per missile making it more of a 90-95% dps decrease)
It is also a huge buff to air in general since armour is great vs splash but used to be bad vs golis. So you would upgrade health against the golis which made u "weaker" vs the other mercs. But if u can build armour vs golis you counter all the other mercs as well, giving way stronger matchups across the board.
Oracle, great changes, well done! Not a fan of observer buff since i sorta dislike the unit. Would be nice if you could still snipe an observer without having it detect you (so that a few units surrounding an afk obs cant save it from all gh snipe attempts). As for medi, make it more punishing to lose it, why not. I think thats enough tho and the energy increase to 50 seems a bit much.
Merc comp change is kinda nice if ur next to cheeky excal going kerrigan =)
As for the ellite shop, this is a very drastic change.At first it sounds like the tank and pdd nerfs i've been dreaming of for years ^^. However, losing the medi sounds very bad though as it is so centric to sd play. Would make stalkers even stronger since they can take towers with blink. Losing the medi will become such a big deal that it wont make for fun gameplay. Losing such an essential unit at that point would just be frustrating and catastrophical.
Mostly good changes in this patch but i do get a bit concerned of this "harsh sd" vision. Sudden death is in pres viewed as the best and most intense part of the game. Trying to make the game end 10 minutes after sd would most likely scare away the pre community to other alternatives as sudden death play is what players join to play. Pubs do end in this time anyways so i'd highly suggest thoroughly discussing (which i know is the point of this thread
) SD changes with the pre community before pushing them live, more so than other changes which affect pres and pubs.
Ghost - Bring back old sniper training ups
Collo - bring back the old splash radius value making it actually relevant. Right now it is stronger to get merc attack than having a collo since it does not offer much farming at all. You could easily bring back the old collo now. Remember now we have strong ultimates and a nova which can 2 shot them with emp late game (lot easier for nova since the first emp has 100% shield drain, meaning that 2 nova emps deal 33% more damage than 4 gh emps).