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Blogs > slimshady
Post a Reply
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2010-10-26 00:36:41
October 26 2010 00:33 GMT
#1
Hi guys,
First of all, I want to let you know that this isn't another blog for whinining/raging.
What I want is to hear your opinions and thoughts.
As you know, Blizzard are having a look at PvT at the moment, especially high templars. What I fear, however, is that they may nerf them. Obviously, that might affect PvZ as well although they haven't said (have they?) that there is a problem with it too.
My suggestion is simple, yet I don't know if it's the smartest.
Let's say HTs are really broken at PvT. Instead of nerfing it for all match-ups, why don't Blizzard nerf it only for PvT? A.k.a nerf for a single match-up.
If you haven't understood, I'm going to give you an example:
ATM:
Psi Storm does 20 dmg / sec.
What if it became (for example):
PvT: 15 dmg / sec
PvZ/PvP: 20 dmg / sec (no changes)


I'll be glad to hear what you think.

*
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
October 26 2010 00:35 GMT
#2
that's impossible and extremely inelegant.
ProgamerAustralian alcohol user follow @iaguzSC2
LSB
Profile Blog Joined April 2010
United States5171 Posts
October 26 2010 00:36 GMT
#3
Let's play PPVZT!
Game breaks
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
storm44
Profile Blog Joined July 2010
1293 Posts
Last Edited: 2010-10-26 00:38:09
October 26 2010 00:37 GMT
#4
i would rage so damn hard if they nerfed high templars cuz bronze leaguers dont know how to utilize ghosts which nullify sentries and temps..especially when templar storms are so easy to micro out of and they do almost nothing unless you land like 6 on their bio ball
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2010-10-26 00:42:00
October 26 2010 00:38 GMT
#5
On October 26 2010 09:36 LSB wrote:
Let's play PPVZT!
Game breaks


Can't programmers write code that makes storm does different damage to each race if you meet units from 2 races?
For example, you hit stalkers + marauders.
Storm will do 15 dmg/sec to marauders and 20 dmg/sec to stalkers.
DeckOneBell
Profile Blog Joined May 2010
United States526 Posts
Last Edited: 2010-10-26 00:45:59
October 26 2010 00:44 GMT
#6
On October 26 2010 09:38 slimshady wrote:
Show nested quote +
On October 26 2010 09:36 LSB wrote:
Let's play PPVZT!
Game breaks


Can't programmers write code that makes storm does different damage to each race if you meet units from 2 races?


Sure they can, but they're not going to. It's very, very, very inelegant.

For instance, marauder drops used to cause problems with buildings. Why not make them not able to damage Nexuses and Hatcheries? Because that's unintuitive and makes no sense. It not only makes the game harder to learn, it makes tooltips just stupid.

Having internal consistency in the game is very important for beginners to start to understand the game.

EDIT: For example, say you're explaining high templar to a new player. Is it easier to note, "Psi storm does 80 damage," or "Psi storm does 80 damage, except to terran, where it does 60." Any player who didn't know about the specific balance patch would ask why that was the case, and for probably 75% of the player base, there would be no apparent reason.

Yes, slippery slope is a logical fallacy, but if they implemented this sort of balance, essentially there would be three entirely different games: TvP, TvZ, PvZ all having essentially different units.
-{Cake}-
Profile Joined October 2010
United States217 Posts
October 26 2010 00:45 GMT
#7
I feel like nerfing ht is not the way to go at all, if blizzard decides to improve terran's lategame, they should do so by giving terran more options, or slight buffs, rather than nerf ht, which would only serve to force toss into robo even more, also, the removal of thor energy was a pretty big buff imo, without feedback, toss needs immortals or carriers to fight thors, neither of which are in the ht tech tree, if anything templar/stargate trees need buffs, if this breaks balance somewhere else, adjust within the other race
Grond
Profile Blog Joined June 2010
599 Posts
October 26 2010 00:46 GMT
#8
I think Blizzard needs to watch some replays of Terrans that know how to use Ghosts.
trotskyist
Profile Blog Joined October 2010
Belgium87 Posts
October 26 2010 00:57 GMT
#9
On October 26 2010 09:33 slimshady wrote:
Hi guys,
First of all, I want to let you know that this isn't another blog for whinining/raging.
What I want is to hear your opinions and thoughts.
As you know, Blizzard are having a look at PvT at the moment, especially high templars. What I fear, however, is that they may nerf them. Obviously, that might affect PvZ as well although they haven't said (have they?) that there is a problem with it too.
My suggestion is simple, yet I don't know if it's the smartest.
Let's say HTs are really broken at PvT. Instead of nerfing it for all match-ups, why don't Blizzard nerf it only for PvT? A.k.a nerf for a single match-up.
If you haven't understood, I'm going to give you an example:
ATM:
Psi Storm does 20 dmg / sec.
What if it became (for example):
PvT: 15 dmg / sec
PvZ/PvP: 20 dmg / sec (no changes)


I'll be glad to hear what you think.

well that would be ignoring the main issue that terran and zerg have, which is the colossus. colossus is a freakin mid game monster.

for a while, terrans said ok i will get alot of vikings and that sort of worked until protoss remembered that they can get blink, and when they have a late game engagement, the stalkers will blink under the viking, take them out, and then the colossus just clean house.

I know idra's main complaint as a zerg is the colossus too. maybe other zergs can answer better than me.

But to focus on the HT is too ignore the main problem. I agree that HT is too powerful, HT will shit on a terran all day, but so does colossus, and if you can get your apm up to 200, atleast you can have a semi-chance to emp the HT. but usually they will just feedback you with the HT longer range than the ghost and youll say oh... wow high templars are really good. lol


Seide
Profile Blog Joined August 2010
United States831 Posts
Last Edited: 2010-10-26 01:31:27
October 26 2010 00:57 GMT
#10
TBH I see a possible marauder nerf(though I think this would be overkill at this point) + a few late game buffs in exchange (maybe make mech stronger?) as they mentioned they were concerned about terran being too strong early game, and toss being too weak late game.

But I feel balance is pretty tight right now, and they would not be major changes. Probably a minor tweak like we saw with roach range.

I think the main issue in PvT is the Collosi -> HT tech switch.

While there are other ways to play PvT, most standard PvT flow like this:

Terran goes bio, quick concussive shells.
~Small battles happen, Terran can win game here with good micro, and if his opponent makes micro mistakes.
Toss goes robo for colossi and early obs.
Terran gets viking to counter colossi
Toss goes defensive while tech switching to temps.
~Terran can once again try to win the game here if he can break toss defense.
Tech switch done the money supply spent on vikings is now nearly worthless.
By the time Terran gets ghosts out, there are more temps than he can handle, and usually finds himself in a very defensive position.

If you want an example of this game flow, see NEXGenius vs Loner on Scrap Station, either set 1 or set 2 of blizzcon grand finals.

At this point it becomes a heavy micro battle, but due to the mechanics of warpgates, and him being able to warp in waves of temps as long as gas allows(focusing on zealots for backup), and with ghosts being equal in cost to a HT + Zealot(Ghosts also have a longer build time, and tie up your barracks production), I would say Toss has a pretty major advantage. Considering if you emp his temps, your ghost is kinda worthless as it has no energy, but toss can still morph archons.

But hey a good placed EMP can turn the tide of battle there as well. But its too much reliance on 1 unit, when both of you should be on 3 bases at that point. With warpgates and chronoboost, toss can just zealot/HT/Archon macro to victory faster than you can pump ghosts for EMP.

I have seen it go both ways though, but toss seems to have a much easier time.

On storm doing different damage per race:

It is generally not good design to have a single ability behave differently on a case basis.

There was at one point, when arena in WoW was in a state of imbalance(a specific point, as some would argue its always in a state of imbalance ) where the community asked the devs: "If talents and some spells are the problem, why not make them behave differently in PvE and PvP".

The reasoning for not doing that from the dev team was they considered it bad design.

Since design principles usually carry over, I do not see this solution likely unless it is absolutely the only option.

Also general programming principles really urge to minimize this sort of logic when possible. Even though the implementation of this would be very simple:
switch(Unit.race)
{
case Terran:
Unit.takeDamage(15);
default:
Unit.takeDamage(20);
}
and so on. But that is TERRIBLY ugly code, just using it as a quick example.
One fish, two fish, red fish, blue fish.
trotskyist
Profile Blog Joined October 2010
Belgium87 Posts
October 26 2010 01:14 GMT
#11
On October 26 2010 09:46 Grond wrote:
I think Blizzard needs to watch some replays of Terrans that know how to use Ghosts.


yeah they do dont worry, Actually i used a 2 rax expo into 4 rax ghosts mid game push alot vs toss. the problem that the HT can outrange the ghost with feedback, rendering the ghosts useless. sure, if your careless with your HT , they can get emped but @ the high diamond level, few tosses are careless
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
October 26 2010 01:21 GMT
#12
On October 26 2010 10:14 trotskyist wrote:
Show nested quote +
On October 26 2010 09:46 Grond wrote:
I think Blizzard needs to watch some replays of Terrans that know how to use Ghosts.


yeah they do dont worry, Actually i used a 2 rax expo into 4 rax ghosts mid game push alot vs toss. the problem that the HT can outrange the ghost with feedback, rendering the ghosts useless. sure, if your careless with your HT , they can get emped but @ the high diamond level, few tosses are careless

That is the opposite of what is true.

EMP has a longer effective range than Feedback.
My strategy is to fork people.
TheYango
Profile Joined September 2008
United States47024 Posts
October 26 2010 01:22 GMT
#13
The simple reason for this is that it makes the spectator experience much more complicated--the same thing does different things in different contexts. That's just hard to follow.
Moderator
SilentCrono
Profile Blog Joined March 2010
United States1420 Posts
October 26 2010 01:35 GMT
#14
meh i think they should honestly just nerf collosus, not HTs...
♞ Your soul will forever be lost in the void of a horse. ♞
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
October 26 2010 01:56 GMT
#15
On October 26 2010 10:35 SilentCrono wrote:
meh i think they should honestly just nerf collosus, not HTs...

Yes.

Colossi ruin Protoss as they're the only Protoss unit with DPS comparable to the other two races. This forces the other two races to have unstoppable Air-to-Air counters (Viking/Corrupter) or they'd autolose to Collosi every game, which in turn ruins big air units.

Reavers were dramatically more interesting than Colossi, because they were good in small numbers/relatively small investments, but stacked poorly with each other and were very difficult to control effectively in large armies. Protoss needed High Templar because Storm is more nimble for large armies, not because Zerg/Terran had units that were guaranteed to snipe your Reavers.
My strategy is to fork people.
chan-role-idyra
Profile Blog Joined October 2010
Japan35 Posts
Last Edited: 2010-10-26 02:12:44
October 26 2010 02:05 GMT
#16
If storm will be strong . zerg would died.so u should use feedback .It is effective to Units that have an energy.and you should use Guardian Shield , this is good ,It decreases to Terran's infatry Offensive power.in especially marines Offensive power .Immortal can defeat Thor and Marauder easier and Mass Phoenix is good! .. GooD luck for your starcraft life
My favorite players are Jaedong and HiyA
Grond
Profile Blog Joined June 2010
599 Posts
October 26 2010 14:13 GMT
#17
On October 26 2010 10:21 Severedevil wrote:
Show nested quote +
On October 26 2010 10:14 trotskyist wrote:
On October 26 2010 09:46 Grond wrote:
I think Blizzard needs to watch some replays of Terrans that know how to use Ghosts.


yeah they do dont worry, Actually i used a 2 rax expo into 4 rax ghosts mid game push alot vs toss. the problem that the HT can outrange the ghost with feedback, rendering the ghosts useless. sure, if your careless with your HT , they can get emped but @ the high diamond level, few tosses are careless

That is the opposite of what is true.

EMP has a longer effective range than Feedback.


Also Ghosts have Cloak. If he is spotting your Ghosts then you don't have a Raven. I'm still amazed at the lack of Ravens even at tournaments, Terrans giving Protoss free spotting of their army all game. Even vs Zerg they waste 2k+ in minerals to eliminate creep tumors when they could have just gotten a Raven
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