Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Strangelove

Pages: [1] 2 3 4
Zealot Frenzy General Discussion / Re: Will someone help me out here
« on: July 30, 2020, 03:39:58 AM »
Bro give it a rest. Everyone thinks you’re crazy.

Save your dignity. Or at least what’s left.

Yea the changes to the editor seem pretty huge. The SC2 map editor discord I’m in made a pretty big deal about that change.

Honestly not much of it makes sense to me, even after trying to work with the editor for the past while.

Hope you can make more sense out of it than I can.

Yea I figured it was the update that messed things up.

Haven’t done extensive testing so not sure if anything else is broken.

Sounds like blade is the only confirmed bug so far.

Yes there was a pretty massive SC2 update recently.

Looks like the editor had some pretty big updates as well.

Zealot Frenzy General Discussion / Re: Fix blade mirror image bug
« on: July 22, 2020, 07:02:57 PM »
Yes. Blade is already strong without mirror image bug. With it he is just broken.

Also Cairne still needs to be fixed as he can stay invis while casting ultimate.

Offering cash reward to incinerate to update the game

Zealot Frenzy General Discussion / Re: Fix blade mirror image bug
« on: July 22, 2020, 01:12:00 PM »
The problem is blade’s mirrors gain attributes from items (agility, str, etc) and along with his random proc to deal more damage, every 7th or so hit does a lot of extra damage. As the mirrors have bonus stats they are harder to kill and end up regenerating health due to leech.

Definitely a design oversight, which is why I bring it up with the hope incin sees it.

Zealot Frenzy General Discussion / Fix blade mirror image bug
« on: July 21, 2020, 09:00:50 PM »
Current bug with blade's mirror images.

Unlike nova's mirror images, blade's mirror images take use of the items purchased on blade.

ie. leech life works on blade's mirror images, etc.

I don't believe this is working as intended. Please fix if you are still alive Incinerate.

Zealot Frenzy General Discussion / Remove Artanis
« on: July 17, 2020, 11:22:37 PM »
Incinerate if you are still around, please remove Artanis from the game.

I think all vets can agree, a lobby with artanis is pretty much over from the start. Eventually all artanis players will get a blink dagger and it is literally impossible to stop an artanis blinking into your army to kill everything.

Besides the blink ultimate, it is literally impossible to kill Artanis' army because it is stronger than your army in every fucking way. All upgrades equal, Artanis wins 10/10 times.

I vote to remove the hero to allow for more competitive games.

Zealot Frenzy General Discussion / Re: Time for retirement t
« on: July 09, 2020, 02:42:51 AM »
It’s been real. Good luck with work bro

Zealot Frenzy General Discussion / Re: Merces
« on: July 07, 2020, 04:18:55 PM »
Lol. Why are you tweaking out about me using fake accounts when I have *rarely* played against you in a lobby. I only use alternate accounts to team snipe people grouping up when there is no competition on (ie Moma 3 stack). Even on those accounts I have still not played against you.

I honestly don't get what you are mad about at this point. Fake accounts? Mercs? Team stacking? Farming noobs?

You are clearly losing it and should probably take a breather and re read what you have typed. Like wanting to fight IRL? Lmao. Check yourself, this is a video game.

Anyway, the reason why mercs are not removed is that they add flavor to the game. Without them you only have your hero and your army, which would make the game much more boring. Mercs introduce new strategies and counters. Reapers are not even that hard to beat lol.

Zealot Frenzy General Discussion / Re: Merces
« on: July 07, 2020, 12:39:30 PM »
Lol tragic.

I haven’t played against you or even spoken to you in game in months....

You are clearly delusional and quite a bit autistic.

Chill out.

Zealot Frenzy General Discussion / Re: Merces
« on: July 05, 2020, 09:47:11 PM »
lol this is hilarious, keep it coming.

If you want any pointers just let me know.

Zealot Frenzy General Discussion / Re: calling faggets out
« on: July 05, 2020, 09:44:44 PM »
If some noobs are standing in Karass storm, then it probably isn't a good lobby... so just leave?

Not all games are going to be good or competitive. I play for the ones that are.

Also, who the fuck agrees with you lmao. You barely play anymore and then jump in here start bitching that you're losing.

Take it down a notch.

Zealot Frenzy General Discussion / Re: calling faggets out
« on: July 05, 2020, 07:44:42 PM »
There are two types of games. Competitive games and non competitive games.

Non competitive games I’m going to end it early. If that means targeting the weaker teams for easy minerals that is the way to do it.

In competitive games, well there is typically less “feed” so the game lasts a bit longer and is tougher.

Why on earth would you want to draw out a noob lobby by not touching the newer teams, only to eventually base them anyway?

Do you also think that every other team in the lobby will also ignore them because they are new??

You make zero sense mate

Zealot Frenzy General Discussion / Re: Merces
« on: July 05, 2020, 07:42:12 PM »
Lol Tragic. You are so lost.

Basically you want to dumb down the game to lower the skill cap and make it more noob friendly. Starcraft by nature isn’t that type of game, so what makes you think ZF would be any different.

Also why so angry?

Zealot Frenzy General Discussion / Re: Merces
« on: July 05, 2020, 12:57:15 PM »
You are missing the point as to how the game should be balanced.

Balance the game for the most competitive lobbies, not the least.

Games with lots of noobs to feed on are boring. The nature of the game is to feed off them.

In vet lobbies, mercs are useful and allow for different play styles.

For example, just because noobs don’t know to run away from reaper mines doesn’t mean reapers need to be nerfed.

Zealot Frenzy General Discussion / Re: THEMOD accounts updated
« on: June 05, 2020, 12:18:57 AM »
The guy literally has mental problems, idk what else there is we can really do.

I just hope he gets less and less interested in playing

Zealot Frenzy General Discussion / Re: THEMOD accounts updated
« on: June 04, 2020, 04:57:52 PM »
He guesses most of the time too. I think either you or me are his top two picks.

For example I was in a game under my alt and he kept on calling another alt in the lobby Strangelove.

Kinda funny, but yea he is still retarded. I noticed he isn’t as active anymore, hopefully that trend continues.

Zealot Frenzy General Discussion / Re: Rauder Nerf
« on: May 16, 2020, 05:23:15 PM »
1b2a your suggestions are horrible.

Shoshana, I agree. Recent patches have made the game less fun and have increased duration by quite a bit.

The most recent change which I really like is the introduction of passive minerals. Everything else is just meh.

Zealot Frenzy General Discussion / Re: Rauder Nerf
« on: May 16, 2020, 02:15:34 AM »
They are definitely the strongest tier 2.

I think Prides suggestion of implementing a cool down on stim would help a ton in balancing them.

Maybe make it same cool down as blink.

That way it is not perma stim.

Zealot Frenzy General Discussion / Re: Incinerate please fix
« on: May 15, 2020, 03:31:07 AM »
Moma has 3 stack while I play solo. In games where there are mostly noobs, of course the 3 stack will win.

Almost impossible to 1v3.

I don’t get your point.

Zealot Frenzy General Discussion / Re: Incinerate please fix
« on: May 15, 2020, 03:19:36 AM »
Win rate means absolutely nothing. I could lobby snipe to only get favourable lobbies or hide under fake names to get easy wins.

You do both.

I would rather play challenging lobbies than easy faceroll games. If I win 100% of my games I would find that rather boring.

The reason you are not good is you cannot do well if people know to focus you. That is why you are forced to have multiple accounts. I on the other hand can take the added pressure and still win.

Maybe one day you will learn.

Zealot Frenzy General Discussion / Re: dogshit community
« on: May 15, 2020, 03:09:00 AM »
Don’t fret. He is not a good player. Only good when he hides behind alt accounts.

Zealot Frenzy General Discussion / Vet Lobby Premade Night
« on: May 15, 2020, 02:02:56 AM »
Any interest in setting a dedicated day of the week for vet lobby premades?

Based on past experience it looks like Tuesday / Thursday works best with most people. 7-11pm PST.

Can get people to sign up and then sort teams beforehand.

Yup. Enough time to allow for some reflexes but not enough time to completely negate a base kill attempt.

Bumping this for the hope that Incinerate reads.

Also new suggestions:

Cairne nerf:
- Nerf Cairne's Z ability (big line of damage) to no longer cause block. Ability is strong enough as it is, doesn't need to stun AND block.
- Fix Light Bender with Cairne's ult. Right now if you pop light bender before ultimate, you stay invisible. Too strong.

- Please listen to previous suggestions and fucking nerf him already.

- Flashbang is too short a cooldown. Increase cooldown by 50%

- Nuke cooldown is too short. Revert back to the way it was. Monta did not need a buff.

- Passive ability is too strong, scales horribly. If a Nitro gets a slight lead early game it is over.


Bigger idea to change the hero meta:
- Make it so that there are 3 groupings of heroes.
- 1 damage hero (think Nitro or Tychus)
- 1 support hero (think Artanis or Paladin)
- 1 hybrid hero (think Flav or Dehaka)
- Each team will get 1 hero from each bucket. This way one team will not get 3 damage heroes or 3 support heroes, etc.

Right now there is too much emphasis on what hero you get. Please listen to these changes to help balance the game for the better.

Zealot Frenzy General Discussion / Incinerate please fix
« on: May 12, 2020, 08:50:32 PM »
This game is so fucking broken.

The recent patches only made the glaring problems worse. You balanced the most random shit (void seeker, stim nerf, sprock change, etc) when you left the most glaring and obvious problems right out there in the open.

The current hero state is beyond fucked and needs some serious tuning.

With the recent patches and the lack of competitive games, I see this causing the game to finally die out.

Lol it didn't click until now.

Welcome back Frank. I will admit the game kind of did get stale after you stopped playing.

As always, you are incredibly easy to beat when I know who you are.

So far I have you under Remastered, jonant and lawl.

Look forward to finding your other alts and beating them as well.

You fall behind so quickly in early to mid game, even with two competent team members. While I had THEMOD playing as WeaptileTTV and a random pug who shared control with me.


Rita is good... slimy was feeding? Not a good player lmao.

Next game vs you I win. Promise.

Different levels of decent players.

When I play on alt I can beat a 3 stack of vets easy. You beat me when I had 1 decent player and 1 noob.

Play against me again and it wont be easy.

bitch hiding behind a fake account.

beat me on your real account and I will respect it.

I believe I suggested double base HP.

My new suggestions are to help provide base defenders for a short duration, allowing the player enough time to react to a basing attempt.

I think it is a great addition to reduce the amount of cheese base snipes late game yet still allow for aggressive plays with the void seeker.

Pride I just think that is a mechanic of SC2, so nothing Incinerate can do there.

What Kaiser is saying is still true. Even with the debuff it is still possible for rauders to base snipe a T4 or T5 base, however it is much harder.

The unintended consequence of this nerf is the nerf of melee units.

My suggestion for a base defense should better protect players against the abuse of void seeker --> base snipe but still allow for aggressive unit drops to fight enemy units.

Looking to get the community's thoughts on the following.

Right now the current nerf to Void Seeker is too strong and basically makes buying it pointless. A -30% reduction to movement speed and -40% attack speed makes it a terrible investment to put pressure into an enemy base.

The void seeker was a useful tool in long games because it allowed a team to attack an opposing team without attacking in mid and to bypass any flanks.

The main problem with the void seeker (which this nerf tried to solve) was that people would load up a void seeker with units (likely tier 2) and go all in to base snipe a tier 4+ enemy to cheese end the game.

It was largely agreed that this mechanic felt cheap and there should be a change to address it.

My point with this thread is that the change introduced (while it did solve our problem) also had unintended side effects. By nerfing the void seeker, the game has severely nerfed all melee units, with this effect being amplified in all long lasting games.

In a long, drawn out match with 3+ teams, most teams are generally stationed in their base and move out with their heroes to farm. Sometimes with ranged units to fight. Rarely is someone engaging with melee units (ie ultras/archons) as they can easily get picked off by ranged units and flanked. Prior to this change, the one bonus melee units had was that they excelled in void seeker scenarios where they would be able to fight directly against ranged units without having to worry about fighting at the choke hold of a base.

So with the void seeker nerf, there is practically no reason to go melee units (ie I don't see zerg being as strong anymore) and there is almost no reason to go protoss.

Which leads me to my suggestion.

My idea is around adding in a simple base defense ability. The idea is that this ability will temporarily protect your base for around 10-15 seconds to give you enough time to react to a potential base snipe. Now what this ability exactly looks like is up for debate. I had the following ideas:
1. Create a temporary "base shield" that increases your base defenses for the next 15 seconds. Adds bonus health and increased armor. Cost around 400-500 minerals.
2. Surround your base with its own sprock towers. This ability will surround your base with 4-5 sprock towers protecting it from incoming attacks. These towers last for 30 seconds (shorter than normal towers) but are automatically placed around your base. Again, cost should be around 400-500 minerals.

Why do I like this? It solves the problem of cheese base snipes in long games as it provides the defending player an ability to stall an incoming attack and provide them with enough time to react. It also allows the reverse of void seeker as I think voids allow for interesting plays.


I disagree.

I do think adding a cool down to stim would be good though. Similar cool down to blink.

Zealot Frenzy General Discussion / Re: Comeback/stalemate breaker idea
« on: April 25, 2020, 08:29:15 PM »

Just played a game with the passive income. I liked the change. Kept good pace and kept things interesting.

To clarify, does it start at the 25 minute marker?

Zealot Frenzy General Discussion / Re: New glitch
« on: April 25, 2020, 12:09:32 AM »
Ok just watched the replay. It looks like Alarak used his Z (forget the name) charge onto an enemy base.

The base then was knocked back (like units do) and then every building on the map proceeded to blow up.

Was anything changed? Never seen this happen before.

Zealot Frenzy General Discussion / New glitch
« on: April 25, 2020, 12:02:12 AM »
Was just in a game where all of the shops blew up...

No middle shop, no side shops, no shops at base. I watched them all blow up. No idea what caused it.

Can you look into this? haha

Zealot Frenzy General Discussion / Re: Comeback/stalemate breaker idea
« on: April 24, 2020, 09:36:07 PM »
How about if sensor tower expires, it returns the minerals.

I think it would be well worth 25 minerals if it does something. But a refund if not would be nice.

Zealot Frenzy General Discussion / Re: List of known smurfs
« on: April 24, 2020, 09:06:14 PM »
Lol the autism.

ok I'm done responding to you.

Zealot Frenzy General Discussion / Re: List of known smurfs
« on: April 24, 2020, 06:52:25 PM »
Lmao Tragic you're retarded. I haven't played a single game yet today. Haven't played in a few days actually...

If you're going to call me out at least be accurate.

Lol what? Nope not me.

Zealot Frenzy General Discussion / Re: Comeback/stalemate breaker idea
« on: April 23, 2020, 01:46:03 PM »
I like that passive mineral increase a lot. Not sure exactly how it would effect games but would like a trial period where we try it out.

Could be interesting.

Zealot Frenzy General Discussion / Re: Comeback/stalemate breaker idea
« on: April 22, 2020, 11:43:53 PM »
I don't think you should further nerf void seeker. I think you should buff base defense so it is not as easy to snipe with void.

Why do I think this? There are scenarios where you can drop archons / ultras into an enemy base to fight (vs fighting at choke). Nerfing the void like this defeats its purpose. You want to reduce void's effect of base sniping, so rather than focusing on the ship itself look at other factors at play.

Kaiser your logic is literally retarded.

It is almost impossible to have a constructive argument with you on this because you are too stupid to fully understand.

Controlling MORE units (ie mercs like reapers, sci vessel, vanguard) requires MORE action and control which generally correlates to MORE skill.

Do you have any idea how SC2 is ranked on the normal ladder?

Try going to a masters 1v1. Do you see master players only training Marines and ignoring the rest of the units in the game? Because WHY would they need other units if they can just use their "skill" to only use marines and win. Sure it makes it easier to have a variety of units that counter what your enemy has, but if you have "skill" you can beat them anyway.

Don't you see how ridiculous your point is?

This game would be dumbed down if it just relied on heroes + army units. Mercs add in more flavor and allow people to counteract enemy actions.

Example. Enemy abusing speed at start, Ghost EMPs them. QoB spamming screech? Ghost EMPs them. People not fighting with units at start and end up with a lot of footmen? Use reapers to AoE them down.

For those with enough micro, it is great to use a science vessel to irradiate enemy units to cause more damage. 

Also I find vanguards hardly worth it (great to counter people using tanks though)

Zealot Frenzy General Discussion / Re: Comeback/stalemate breaker idea
« on: April 22, 2020, 08:08:24 PM »
Double base hp or increase it by 20%, I'm sure there is a good number somewhere.

I guess the question needs to be asked. Should a void seeker filled with tier 2 units be able to kill a base in under 5 seconds. If yes, then keep as is, if no, then change.

Sorry if I am sounding condescending. After playing this game for as much as I have over the past 2-3 years, I feel like I have the most experience with it (Pride being up there as well).

I think Tier 5 and Artifact are at a good price point now. People don't get artifact too early, and when they are used I feel it is at a proper time.

I understand your point about pooling. Yes it provides a bigger benefit to premade teams. Maybe introduce a "fee" to pool an ally, like 20-50% of the minerals (ie you can already trade them items which they can sell)

Zealot Frenzy General Discussion / Re: Comeback/stalemate breaker idea
« on: April 22, 2020, 07:56:08 PM »
Also yes, either remove Artanis or make each aura act like guardian's passive heal ability. Drains mana for each sec used, if using all 3 at once drains a lot of mana. Maybe you can only use one at once? Just an idea.

But Artanis' ult is also broken. Not only do you get minerals from killing enemy units, but their units die.

That is the foundation as to why units like Carine and Artanis are (in my opinion) broken. With the luck of obtaining a single hero, if used correctly you can kill 50+ units from the enemy team. Other heroes don't have that ability.

Zealot Frenzy General Discussion / Re: Comeback/stalemate breaker idea
« on: April 22, 2020, 07:52:07 PM »
Incinerate this is what happens when you keep on putting these bandaid patches without fully understanding the meta.

For me, in an ideal state, a competitive game should last 45min - 1hr. 1hr-1.5hr is fine, but anything over that is rather excessive.

Let's balance the game based on that.

Step 1: How to break a stalemate
- Scenario: Multiple teams are relatively close together in terms of unit value and pose equal risk/reward to engage in a fight.
- Each team has 1 of 3 ways to engage.
- Option 1: Bring units out into map and hit an enemy in mid or base chokepoint
- Option 2: Bring hero out into map and try and kill enemy heroes / units
- Option 3: Void seeker into enemy base

Right now stalemates happen because they do not feel that the reward > risk for starting a fight. Hence why games Starcraft out and people mass a ton of units. To fix this, there needs to be incentive or ways to engage vs others without as much risk.

The void seeker is a great tool to engage against a team across the map with minimum risk. Ie. Void seeker drop ultras into enemy base, have ally protect you.

The problem with void seeker is that people were just massing up tier 2 units, putting in void, and flying into an enemy base to base snipe them in 2 seconds. You could counter with sprocks, but with those costing minerals, most do not have enough up to prevent. You could carry around PDD, but that only helps a bit vs t2.

I think you should increase the health pool of the bases by double, this slows down any potential base snipe and allows people to be more aggressive. Think of it like this. Most people feel cheated if they have tier 5 and someone with a void seeker comes in with marauders and snipes their base in 2 seconds. But now, while base sniping is still possible, there is more emphasis on the actual fight rather than just a zerg to kill the base.

When you nerf the void seeker and sprocks, you are removing rewards and adding in risks to break a stalemate. This is the exact opposite effect that was intended.

Pooling minerals as well. I think pooling was fine. It helped decrease the overall length of games because it allowed people to reach tier 5 or artifact sooner.

Don't forget, items like artifact were introduced to end the game. If we remove artifact or nerf it, then games may go on for a lot longer.

For future changes, please do not blindly trust the word of some of the people who post on here. Some of the changes that were recently introduced do not add value to the games and cater to the "noobs". Based off of some peoples comments, they clearly have no understanding of the current meta and provide no value in fixing it.

Please ask me for advice on future changes as I am probably the most knowledgeable / relevant.

Zealot Frenzy General Discussion / Re: List of known smurfs
« on: April 22, 2020, 07:20:37 PM »
Then I haven't played against you in months then. Look at match history I don't play much. Yes fake accounts are annoying, but if people use fake accounts to snipe me then sometimes I like to return the favor.

Either way I play this game for competition. So I don't like easy games. Why I never stack teams and 99% of the time play solo.

Zealot Frenzy General Discussion / Re: List of known smurfs
« on: April 22, 2020, 06:35:48 PM »
Lol. Like 8-10. Typically only play them to dodge from THEMOD or to lobby snipe Raptor/Frank.

Now I only bring them out to lobby snipe groups of 3.

Zealot Frenzy General Discussion / Re: List of known smurfs
« on: April 22, 2020, 06:10:38 PM »
Read your last post? Or what do you think I was abusing lol

Zealot Frenzy General Discussion / Re: List of known smurfs
« on: April 22, 2020, 04:27:53 PM »

Ok serious question. Do you actually think I place “feed” accounts on other teams to feed myself so I win? If so you are more delusional than I thought.

Also how is buying multiple ghosts “abusing” the game in any way. It is literally a built in mechanic. I’m not going to play with one arm tied behind my back just because noobs can’t micro additional mercs.


Zealot Frenzy General Discussion / Re: List of known smurfs
« on: April 22, 2020, 02:57:12 PM »
This thread confuses me lmao. Most good players will use 1-2 ghosts at start because it is strong.

As for calling out these smurfs, Tragic you constantly call out “feed” accounts (when they are just random noobs) or call out “smurf” accounts when they are just below average players under a different name.

You then quickly give up in the first 10 minutes and then leave.

This mentality makes 0 sense.

Play games like everyone is a threat. With enough experience you can easily tell who is a vet mid-game and then focus accordingly.

If I am to play on my alt accounts, I will only ever join a noob team so I can 1v3 pro teams and beat them.

Zealot Frenzy General Discussion / Re: Comeback/stalemate breaker idea
« on: April 21, 2020, 09:37:42 PM »
The increased number of stalemates are due to the recent changes put in.

I would say the ideal ZF game length is between 45 minutes to 1 hour. Anything longer than that is excessively boring.

Recent changes that caused the spike of stalemates:
- Sprock tower cost money. People can't protect their base so they stay in it more.
- No resource pooling. People can't pool, so in long stalemates, only way to win is generally t5 or artifact. Also removes the point of playing a support class in vet lobbies since you can't pool allies.
- Void seeker nerf. Less incentive to push into enemy base with void.

Reason why most stalemates happen is because people think that it is the right thing to do. Most games I'm in turn to a stalemate because nobody knows how or when to engage. Pretty much every single game I'm in I have constant pressure, unless I am behind.

I don't think introducing a new mechanic like the one you described will help. I think reverting the sprock change will be good enough.

Zealot Frenzy General Discussion / Re: List of known smurfs
« on: April 21, 2020, 09:32:31 PM »
Lol the fact that you think those smurfs are better than me show how little you know.

Although I haven't played vs you in ages, unless now you are under a dif name?

Zealot Frenzy General Discussion / Re: List of known smurfs
« on: April 21, 2020, 08:36:06 PM »
Lol. The "smurfs" you are afraid of are all bad players. So why does this matter?

Get good and quit your bitchin

Zealot Frenzy General Discussion / Re: Changes and Feedback
« on: April 19, 2020, 08:29:31 PM »
Dont think that is something incinerate can fix. Sounds like more of a SC2 mechanic.

The change nerfs dropping units like ultras into a base but not so much to rauders to base snipe.

Zealot Frenzy General Discussion / Re: Please fix artanis
« on: April 18, 2020, 05:16:49 PM »
I just think Artanis should just be removed. I will win 90%+ of the games I have with him.

His mechanics are broken and do not make for interesting / fun games.

Zealot Frenzy General Discussion / Re: Changes and Feedback
« on: April 13, 2020, 04:14:55 AM »
The void seeker change is interesting. Basically makes it useless to get now.

Will be interesting to see what effect it has in games. I think it will draw out long games even longer now.

Nice to see players like Sbird and Raver playing. Raver has been a good competition.

New names like Dasnoob and Megatron are alt accounts, but not sure who they were before.

Too many people on the tier 1 list.

Top tier would be myself, Pride, Kiley and Someone.

Not sure if I've ever played with Garen.

Zealot Frenzy General Discussion / Re: THEMOD accounts updated
« on: April 11, 2020, 03:14:06 PM »
He has stabilized around having 8-10 accounts, with him changing the name once per season. Being able to identify him is a great way to prevent him from ruining lobbies. Will add to this once I can.

Zealot Frenzy General Discussion / Re: Changes and Feedback
« on: April 10, 2020, 04:06:20 AM »
Lol leave Rex alone. He is fine as is.

So many noobs recommending shit changes. Stop dumbing down this game.

Recent changes have kinda ruined the game. Don’t make it worse.

If you want to patch this game there needs to be a common theme amongst changes. Like you need to be buffing / nerfing things to reach a desired meta.

There needs to be some sort of agreement on what the desired meta should be. Right now the meta is it is a total shit show in terms of hero luck. Why nerf Rex when cairne is stupidly op.

If there is no common thread these random ass changes will pull the meta in a very weird direction and ruin the game even more.

also bugged with multiple heroes / nova clone.

If your nova clone is out when comeback minerals triggers, you get more. I've once gotten 3k+ from it.

Zealot Frenzy General Discussion / Re: $100
« on: March 27, 2020, 11:25:13 PM »
I said patched not matched. They balance / patch / update the game to the top 1% of players, rather than dumbing down the game to cater to noobs.

And yes Moma mostly plays in groups because he is not good enough to solo carry. I don't blame him though, few players are.

Zealot Frenzy General Discussion / Re: $100
« on: March 27, 2020, 10:49:09 PM »
ok lets dumb down this game to cater to the noobs... ya that makes sense

look at how every single competitive game is patched... they patch it to the top 1% of players. I don't get the argument of making this game easier so more people play. Sc2 by nature is a complicated game.

Zealot Frenzy General Discussion / Re: Thank you for the sprock change
« on: March 27, 2020, 08:50:33 PM »
I understand your point Larry but I believe this hurts the game more than it helps.

While it does promote less base camping, it is leaving a lot of players vulnerable to a lot of things.

I'm sure I can list a lot more, but here are a few things off the top of my head:
- Nova clones, blade clones, QoB banelings, hero ult's (carine, artanis, zeratul, etc)

In most games the only way to protect against constant hero pressure is sprocks. By charging 50 minerals per tower, you are effectively removing its purpose.

Also, I find that people do not camp any less, as they are now forced to stay in their base to prevent flanking.

If you are having trouble vs people massing units until they void seeker into your base to kill you, let me know and I can provide some tips. For players like Moma who rely on that mechanic to win games, there are easy counters.

To be frank, I've never found sprocks to be that big of a problem in games. They had their role and that was that. Rarely did games go past the 1 hour mark, and you can be assured they did not last that long due to sprock towers.

Zealot Frenzy General Discussion / Re: $100
« on: March 27, 2020, 08:41:53 PM »
wtf? mercs don't = skill ……. most of them require the same amount of apm as blink stalker, some require less. lmfao "skill" that's literally the same thing as saying you should have to play multiple games to learn how
to -repick and sell your recall to get a ghost instantly. if you are going to be consistent with what you say, than you will nerf mercs and make it a more skillful game and not a knowledge base skill game with mercs being op

I don't get it.

If you increase variables (mercs), you make the game more difficult. If you decrease variables, you make the game easier.

You make weird points that do not make sense.

I understand where Incinerate is coming from, but seeing as he hasn't played a game in years, I'm finding it harder and harder to trust his insight and input into the game. At the end of it, it is his game so we are all subject to whatever he decides. I just wish he would listen more to the most active and experienced players.

Zealot Frenzy General Discussion / Re: $100
« on: March 25, 2020, 02:58:26 AM »
I guess we disagree on what the game should be then.

In my mind, if all players are of equal skill level they should each stand a chance to win the game. With the current balance of the heroes, this is not possible.

Right now picking certain heroes solidifies the outcome of the game with little option to outplay it.

The changes I suggest remove the importance on picking a particular hero and place more emphasis on the players ability to impact the game using what is available to him.

The changes you implement further enforce the imbalance of certain heroes and solidify the advantages they provide.

I understand this game is not 100% inherently based on skill, but the percentage of luck is getting higher than I would prefer.

My suggestions are to balance out the game to make it more enjoyable and less of a one sided mess.

I welcome other vet players to chime in as well, but it seems that we are dumbing down the game to cater to players less skilled while placing a heavier emphasis on hero choice.

Zealot Frenzy General Discussion / Re: Buster ultimate is broken
« on: March 25, 2020, 02:52:39 AM »

I haven’t tested it extensively, but from what I can tell if you are still alive and cast the same level ultimate, nothing will happen.

Now if your hero dies it may reset. If your hero levels up and you use a level 2 ultimate vs a level 1 ultimate it may reset. I’m still not sure. But something is buggy about the ult. Worth looking into.

Zealot Frenzy General Discussion / Re: $100
« on: March 25, 2020, 01:11:52 AM »
New sprock change was bad. Please reverse. This furthers the snowball effect that hurts teams that are behind because they can’t stop enemies feeding off of them.

There was nothing wrong with sprocks before. There were a few vocal noobs, but they are noobs. Don’t listen to them.

Also please reverse the change you did with the teleport scroll. Being able to sell it for 125 minerals if you repicked was good. Anyone complaining about the ghost is a noob. That they can’t handle the micro of a single extra unit is proof.

Also, please make it so you can’t repick into sheep or tassadar. Please. It is great to have the option to play those heroes but don’t force someone too. It leads to bad games.

As I said before, I appreciate you putting time into updating the game but these recent changes are not good. I feel that you have lost touch of the meta of the game and these changes are leading to poor quality games.

If you share editor access I can help fix. OR play a few games so you can understand my points.


Zealot Frenzy General Discussion / Re: Buster ultimate is broken
« on: March 25, 2020, 01:06:14 AM »
You don’t understand...

Once you cancel the ultimate, next time you can use it nothing happens.

Example. I get level 6 ult, use it for the first time and then cancel it early.

Later in game I use ultimate again. This time nothing happens. Nothing.

Please, don’t tell me otherwise. This is a broken mechanic. Please fix.

Zealot Frenzy General Discussion / Buster ultimate is broken
« on: March 24, 2020, 09:19:24 PM »
Buster's ultimate is broken.

Right now once you go into siege mode for ultimate, it lasts a LONG time. So naturally you want to cancel early.

If you cancel ult early, next time you use ultimate, nothing happens.

Broken ult.

Zealot Frenzy General Discussion / Re: Quick Changes
« on: March 17, 2020, 08:56:30 PM »
If you -repick you can sell Teleport Scroll for 125 minerals, allowing you to buy an early ghost.

This should be kept in game. You give up teleport, but you gain ghost.

Only people who complain about this are noobs who can't handle the additional micro of 1 extra unit.

Zealot Frenzy General Discussion / Re: BEST PLAYERS
« on: March 16, 2020, 09:11:17 PM »
lmao this list

Zealot Frenzy General Discussion / Re: Clone bounties
« on: March 15, 2020, 03:11:37 PM »
Not possible unfortunately

Zealot Frenzy General Discussion / Re: your top 5 heroes in the game
« on: March 13, 2020, 09:29:14 PM »
Monta isn't really that strong. If you know what you're doing you can counter pretty easy.

In noob lobbies though where noobs stand in your nuke... yea he can be really strong.

Zealot Frenzy General Discussion / Re: Solving the Marauder Problem
« on: March 13, 2020, 04:22:54 PM »
I hate Thors personally because they are so slow. Attack slow and move slow with a huge unit frame.

I personally find them the weakest t4, but again that is just for my play style.

As Pride said there are ways to play around it.

Pls don’t cater this game to noobs who can’t think.

Zealot Frenzy General Discussion / Re: your top 5 heroes in the game
« on: March 13, 2020, 01:35:51 AM »
Lol who are you no name noob. Post your in game name so you can back up your claims.

As far as heroes go, good luck beating me with any of the ones I listed. Probably should have added chuck in there too.

As for me joining stacked teams, that must be a joke. Pride and I are probably the only 2 people who actively try to play solo.

If I have the option I always try to go to the weaker team.

And the heroes you listed as weak are actually really good. Which makes me think you are just another noob.

Zealot Frenzy General Discussion / Re: Solving the Marauder Problem
« on: March 12, 2020, 12:25:45 AM »
Watch Someone when he uses roaches vs rauders. Someone probably the best with roaches that I've seen.

Rauders are not that much stronger than the other t2. They have a slight advantage, but also have disadvantages.

there are so many bigger problems with the balance of this game that idk why this is an area of focus

Zealot Frenzy General Discussion / Re: your top 5 heroes in the game
« on: March 12, 2020, 12:23:18 AM »
Since most games are random, making Artanis random only doesn't really do much.

I personally think he should be either majorly reworked or removed since he is broken, but I'll take the free win every time I pick him.


What I do think though is that you should keep Sheep to be random only (and not allow -repick into sheep) and make Tassadar the same as well.

Zealot Frenzy General Discussion / Re: your top 5 heroes in the game
« on: March 12, 2020, 12:21:12 AM »
Best heroes:

1. Artanis
2. Carine
3. Guardian
4. Blade
5. Egon

Worst heroes:
1. Karass
2. DT / tass


also you can tell who is noob by what heroes they complain are bad. with his list, I don't think 1b2a even knows how this game works.

Golem isnt a good hero? Rory, rex, kerrigan? If anyone says those are bad please ignore their input.

Also, Raptor calling cattle bad. lmaoooo. Cattle is one of the best heroes. Flashbang is stupidly op. You can control so much of the map with your hero. decent aoe at lvl 6 Z too.

Incinerate, I appreciate you making changes, but please don't base your choices off of a lot of people commenting. Most people are bad and do not understand game mechanics.

Zealot Frenzy General Discussion / Re: Quick Changes
« on: March 07, 2020, 08:56:34 PM »
You cannot repick into death sheep lol.

Look into how you designed it and you will see.

Zealot Frenzy General Discussion / Re: Solving the Marauder Problem
« on: March 07, 2020, 08:55:34 PM »
Tier 2 is well balanced right now.

Yes Marauders will beat Stalkers and Roaches 1v1, but they also lack what roaches and stalkers have.

Stalkers have blink, which allows you to trap enemy heroes / armies and to stop others from harassing you. Roaches are fairly weak, but you get rewarded with ultras later on.

They don't need to be touched.

Zealot Frenzy General Discussion / Re: Quick Changes
« on: March 07, 2020, 01:27:04 AM »
Good to know where you're heads at. Respect where you are coming from and appreciate your feedback.

Few points below.

1. With Artanis, as soon as I tech marauders the game is over. I could never use his ultimate and still win 100% of the time. He is that stupidly strong. My build is healing aura, dmg, speed, dmg, speed, ult, dmg,  speed, healing, etc. As soon as I get marauders and mass up enough units, its GG easy. Ult is just icing on the cake. If I want the game to end quick, I get a blink dagger and blink ult into peoples bases. If I don't mind a slow victory, I pour money into units. The only possible way I can lose is if I get focused by every team, I am alone, and they use PDD on cooldown. The fact that you don't see how the Auras are the broken part says you are a bit disconnected with the current meta. I'm easily one of, if not the top player and this is coming from months of playing daily. I think my opinion holds a fair bit of weight.

2. Comparing to other heroes, it is undeniable that Karass is on the weaker side. With that said, I find that Karass can be quite useful. If all you do is fix his shadow so he can properly go invis, that will help a lot.

3. My point from Tassadar is similar to sheep. You can not repick into sheep, because sheep is a very niche hero. I believe Tassadar is the same. Yes he is fun to play now and then, but if you are in a vet lobby and you get stuck with Tassadar, it is GG. Even if you have other teammates to help you out.

4. Queen is good early game, but does nothing late game. There are so many direct comparisons I can make. Queen vs Chuck, Chuck wins 100% of time. Queen vs Paladin, Paladin wins 100% of time. Queen vs most heroes loses late game. Early game, queen is on-par with heroes like Tychus and Nitro. While those heroes stay relatively good, Queen depreciates rapidly.

5. Flav is great, I can generally make him work, however again late game he becomes pretty useless.

Other change I thought would be good. For templar (again, pretty useless late game) is for his teleport silence ability to also silence enemy units (at level 6). Since this mechanic is already in the game (sylvanas and farseer), this shouldn't be a problem to implement. Yes templar has other good abilities, but the fact he has to place down the pylon and then teleport to it to silence makes it fair. Would be a good change.


Again, want to stress that I appreciate you making these changes. This is just my input / feedback :)

Zealot Frenzy General Discussion / Re: Quick Changes
« on: March 06, 2020, 11:32:34 PM »
Not sure the point of some of these changes, especially around the new mercs and new items. Those will just switch up the current meta, not necessarily fix it.

There are a few fundamental pieces broken with the current game that should be fixed instead. Most of those revolve around the heroes.

Easy fixes:
1. Make it so that you can't repick into Tassadar (same as sheep). He forces a certain playstyle that is not winnable in some lobbies.
2. Make Artanis' auras only effect his own units (not team buff) and make it a castable ability (similar to guardian aura). Have it drain energy so it isn't always on. I cannot stress how stupidly overpowered this hero is. Literally impossible for me to lose with him in a vet lobby.
3. Karass is weak as shit. The fixes you suggested are good. He needs his unit model changed though. The current model has this weird shadow, that even if you invis the hero, you still see the shadow in the game. Gimps the hero a stupid amount as you cannot make stealth moves.

Hero ideas:
1. Flav is still kinda weak late game. I suggest you remove banish and replace it with a cloud similar to Queen of Blade's armor ability. This cloud will instead provide an area of effect resistance to magic abilities. Will help in team fights vs heroes like nitro and tychus.
2. Queen also kind of weak. Change single unit healing ability to raven drone (provides AoE healing to army)

Thoughts on current meta.

I stopped playing as much a month or so ago, but I have some few thoughts about the current state of the game. While I've always accepted that this game is half chance, half skill, there comes a time where hero selection can literally decide the fate of the game immediately.

Everyone is currently used to the balance of the units, the items and the mercs in the game. I find each tier 1&2 viable, given certain scenarios, with the later tiers having their respective pros and cons. I still believe ultras and brutas are vastly superior, but zerg gives up being the stronger tier 1&2s to receive that benefit.

Where the game falls completely flat is how the heroes are composed. There are support heroes, AoE damage heroes and some absolutely useless heroes. I understand that each hero brings a different spice to the game, but how some heroes influence the game is absolutely broken.

If player 1 has a lvl 18 Artanis and player 6 has a lvl 18 egon, with the exact same units, player 1 will win the game 100% of the time. This is like that for multiple hero scenarios. Flav is one of the most useless heroes late game if you are against heroes like egon, carine or other farmable heroes.

I like the idea of some heroes being more of a support role, where their main duty is to fight with an army and support your team, and other heroes being AoE focused like Tychus where they can dish out some damage without an army, but as long as they're comparable the game is fine. This is not currently the case.

Some heroes are just total dogshit that no matter the skill of the player, there is almost no chance to win.

Your choice is to either buff the weaker heroes or nerf the stronger ones. Heroes like Carine can keep a team pinned down the entire game with one ability, and if they don't have an adequate hero to fight back with it is GG.

I appreciate you wanting to make some quick changes, but I don't think you need to waste time on new mercs or items. Just refining what is already there.

I used hellions once. Very situational and would most likely not recommend.

The instance I used it was in a competitive game. I was on T4, with T2 and T3 being good players. T1 was decent but weak tier 1 & 2 units. I went hellions while I still had around 50-60 marauders.

Kept marauders safe to put pressure on mid. Saved hellions and went invis into T1 enemy base. Hellions worked due to unit surround.

Used hellions for a fair bit of time but went right to thors.

Zealot Frenzy General Discussion / Re: Darkmus is too strong
« on: January 24, 2020, 06:18:33 PM »
Lol I almost never rage quit that early. Also as long as you are not a total noob you will make back money on your ghosts.

Trick is to not snipe the units you are fighting, but weak units across the map. It requires such little extra micro that I’m not sure why more players don’t do it.

Nobody is saying you need 2 ghosts to win vs Darth, it’s just the best way to beat that hero.

Also, I mostly choose to not tech up at 8:30 if you see me do that. Sometimes it is worth it to buy that early sceptor or reapers vs teaching tier 1 with no ups.

Unrelated but so many random names replying in these threads. Do any of you actually play the game? If so under what names.

I think it is working as intended. Like how it is too

Zealot Frenzy General Discussion / Re: Darkmus is too strong
« on: January 23, 2020, 01:23:12 AM »
You get 2x ghost vs darth...

Darth is good but doesn't need to be nerfed. If you focus him with ghosts he will be crippled early.

who are you in game?

Zealot Frenzy General Discussion / Re: Fake account pussies
« on: January 20, 2020, 12:45:21 AM »
Free accounts can play arcade. But he must be up to 15+ accounts by now.

Zealot Frenzy General Discussion / Re: buster need a buff
« on: January 15, 2020, 01:37:01 AM »
yea his ult is glitchy. When I first used it, I cancelled it early. Next  time I used it, never worked. Almost like when you turn off siege mode before ult ends, next time you ult it brings you back to that same state.

Zealot Frenzy General Discussion / Re: 3x repick
« on: January 14, 2020, 01:52:57 AM »
no. ricardo is full of shit

Zealot Frenzy General Discussion / Re: buster need a buff
« on: January 14, 2020, 01:52:33 AM »
buster is ok. haven't gotten him enough to really try him out but seems balanced.

His ult is crazy strong but I haven't seen anyone use it right so just leave it for now.

Zealot Frenzy General Discussion / Re: Fake account pussies
« on: January 14, 2020, 01:49:33 AM »
aw I thought more old school vets were coming back.

turns out all the accounts were ialwayslose / IIIIIIIIIIIII / frank

Zealot Frenzy General Discussion / Re: Fake account pussies
« on: January 12, 2020, 05:01:05 PM »
Legit new ones every day

Zealot Frenzy General Discussion / Re: Is this game still alive?
« on: January 12, 2020, 02:21:01 AM »
Game is plagued with fake account n00bs but it is alive.

Any time I group up the pussies fucking log off. They only there to lobby snipe you when you have a shit team.

So yea game is alive but community still cancer like always.

come back bb

Zealot Frenzy General Discussion / Fake account pussies
« on: January 12, 2020, 02:17:54 AM »
How many accounts do you pussies have. lmaooooooo

seriously grow some fucking balls and play on your main account.


Zealot Frenzy General Discussion / updated THEMOD account list
« on: December 28, 2019, 09:35:03 PM »
accounts to avoid in lobbies are:


add to this list as needed

holy shit how many fucking accounts do these autists have. they group up under fake names into noob lobbies... how do they find sub 30 min games any fun.

this game has gone to shit.

Zealot Frenzy General Discussion / Re: Everyone goes blink stalker.......
« on: December 24, 2019, 12:44:02 AM »
Stalkers are not that strong. In noob lobbies I prefer rauders. In vet lobbies, zerg is stronger. Protoss is as good as it needs to be.

Pages: [1] 2 3 4