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The Ghost Nerf is Being Done Wrong - Page 23

Blogs > qxc
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NexCa
Profile Joined March 2011
Germany954 Posts
February 15 2012 14:54 GMT
#441
On February 15 2012 03:13 Frostfire wrote:
I think snipe need to be 35 +15 to casters. We shouldn't live in a world where it takes more than 1 snipe to kill a zergling.

And I'm zerg.


simply correct, Sir ! +1
Best Protoss Player 4 ever - Bisu[Shield] || http://www.teamliquid.net/forum/viewmessage.php?topic_id=326242 || THIS IS WHERE WE STAND, THIS IS WHERE THEY FALL, GIVE THEM NOTHING, BUT TAKE FROM THEM EVERYTHING ! || SKT FIGHTIIING
Firenza
Profile Joined October 2011
United States51 Posts
February 15 2012 15:12 GMT
#442
I agree completely with the approach in the OP. Blizzard/David Kim absolutely need to address how this changes TvT and TvBanelings and give some sort of rationale. Some things to consider:

45 damage (-20 to Massive): Everything stays the same except Brood Lord/Ultralisk. Infestor's still can't be 2-shotted, but I'm not sure that's a necessary buff since A) They're still vulnerable to EMP and B) a slightly injured infestor (from tank splash or mis-micro) can be 2-shotted.

50 damage (-25 to Massive): Does this 2-shot zealots? If it does, that's a problem that's not worth the buff of 2-shotting infestors. If 1 point of shield regenerates that's fixed, but it's still an extra 5 damage in this situation and the TvT situations that's probably not necessary.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2012-02-15 15:16:56
February 15 2012 15:15 GMT
#443
I actually think that snipe should only target ground units. The +psionic makes the ability completely redundant with emp. Without hitting air it would gives ghosts only limited ability against broods (in the form of nukes, basically) but still effective against ultras. It would also get rid of the silly instasniping of overseers.

And it could actually be flavorfully justified instead of +psionic which just makes no logical sense.
Glaceau
Profile Joined February 2012
Wales333 Posts
February 15 2012 15:24 GMT
#444
they are way too strong against zerg and while it might not be the best solution its a good band-aid for now
Cmon, swing it
kubiks
Profile Blog Joined March 2011
France1328 Posts
February 15 2012 15:45 GMT
#445
I have to agree with QXC, not only because I am in his fanclub, but because he's pretty right. While nerfing ghost vs zerg T3 was maybe needed ( as a zerg I personnaly want the broodlord to die, I hate to have to do this lame unit), I would like snipe just do dmg to light and psionic units (and less to the other). It would be more "roleplay", and anyway except T3 zerg units and corrputers, most of the units you want to snipe are light.
I really agree on the fact that this change is killing the usage of ghost in TvT (your snipe deals more dmg to...ghosts, yeah!), and I doubt this will make the ZvT match-up better to watch (huge air are soooo untrertaining -_-), I would just rely on better maps to avoid to let the terran have the possibility to split the map in 2 (shakuras plateau get out).
Juanald you're my hero I miss you -> best troll ever on TL <3
achew
Profile Joined February 2012
France86 Posts
February 15 2012 15:46 GMT
#446
I agree with qxc, at least snipe still one shot Changelings.
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
February 15 2012 16:00 GMT
#447
I do not like this change because it makes snipe redundant. If the spell is only good against casters now then why not just use emp and hit them all at once? It may be slightly better against dark templars but once again emp might be more useful because it reviles them.
My other car is a battlecruiser.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
February 15 2012 16:07 GMT
#448
What's stopping me agreeing with the OP is that, right now, there doesn't seem to be enough of a penalty for overmaking ghosts - in TvZ anyway. High-tech units ought to need to be used carefully (Too many broodlords, not enough corruptors; too many colossi, not enough stalkers). But ghosts in TvZ are so good, against almost everything, that it's almost always better to have more of them. The 1.4.3 change puts ghosts in the same 'judicious use' category as other high-tech units. Overmake them and you'll be vulnerable.

I'm not going to defend the exact numerical change, but I can see a justification for making ghosts less of an end-game 'safe option no matter what'.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
MythicRule
Profile Joined October 2011
51 Posts
February 15 2012 16:07 GMT
#449
I was reading this thinking yeah hes right these are fair points. Until he proposed 50 base damage :/ What a typical Terran lol
SgtPepper
Profile Joined November 2010
United States568 Posts
February 15 2012 16:17 GMT
#450
In qxc we trust. Good post, i agree.
"After I reconquer Ba Sing Se, I'm going to reconquer my tea shop! And I'm going to play Pai Sho every day."
Zorkmid
Profile Joined November 2008
4410 Posts
February 15 2012 16:20 GMT
#451
I agree that there might be a better way to nerf the ghost/fix ZvT. I don't agree that terrans regularly snipe the emboldened members of QXC's "less" list:


marine
marauder
reaper
zealot
baneling
hydralisk
mutalisk
infestor
corruptor
broodlord
ultralisk
workers
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
February 15 2012 16:21 GMT
#452
I didn't like ghosts being that strong in the first place. Especially not after people learned they could use their scroll wheels to kill off entire armies with them.
Charger
Profile Blog Joined September 2010
United States2405 Posts
February 15 2012 16:25 GMT
#453
On February 16 2012 01:20 Zorkmid wrote:
I agree that there might be a better way to nerf the ghost/fix ZvT. I don't agree that terrans regularly snipe the emboldened members of QXC's "less" list:


marine
marauder
reaper
zealot
baneling
hydralisk
mutalisk
infestor
corruptor
broodlord
ultralisk
workers


Less regular is better than never. Just cause we don't see it a ton today doesn't mean we won't tomorrow.
It's easy to be a Monday morning quarterback.
Neurosis
Profile Joined October 2010
United States893 Posts
February 15 2012 16:27 GMT
#454
I just think they need to quit changing the game. Every time they patch they take away credibility for this game being a "sport". They didn't make basketball goals taller in the NBA just because Shaq is freakishly large.
rtem
Profile Joined March 2011
Finland54 Posts
February 15 2012 16:38 GMT
#455
Personally I'd rather have the post patch ghosts in game rather than the new one even with the zerg tier 3 problems and I say this as a zerg. I did cry a single zerg tear every now and then seeing whole bunch of broods go down but this nerf is just too much.
Dudelida
Profile Joined March 2011
Norway3 Posts
February 15 2012 16:46 GMT
#456
"Progamers play this game for a living. We practice everyday perfecting and refining strategies - strategies which rely on the current balance."
... EVERYTHING relies on the current balance, but you will adapt as you have with every single change that has been made thus far. Sure I can agree on that this might be a bit much, but terrans, like every other race, will adapt to the changes, comming or present.
Saying you do not like a change because of what you have not seen pro players do yet with the current settings when the change adresses game balance is nothing short of ridiculous to me.

We never really got to see Tanks being used in innovative ways to take advantage of that ridiculous 50 damage to EVERYTHING when they still were that powerful, it was changed because it was needed, people whined about it at that time too, It will be ok in the end!
Playing a game you like is great, playing it with friends is AWESOME!
Zorkmid
Profile Joined November 2008
4410 Posts
Last Edited: 2012-02-15 16:59:03
February 15 2012 16:47 GMT
#457
On February 16 2012 01:27 Neurosis wrote:
I just think they need to quit changing the game. Every time they patch they take away credibility for this game being a "sport". They didn't make basketball goals taller in the NBA just because Shaq is freakishly large.


But they do make rule changes all the time. Handchecking turned the league from a big man dominated game to a small man dominated game. They've also added the 24 second clock, and the 3 point line. Widened the key area. You ALWAYS need to adjust rules as time goes on. This goes for SC2.

What we really need to stop changing is the game that we play as an RTS e-Sport. I think that's a closer analogy.
MafiaCheese
Profile Joined April 2010
United States87 Posts
February 15 2012 16:58 GMT
#458
Seems kind of odd that they want snipe to be an Anti-Psionic ability when emp serves that purpose already /shrug
antilyon
Profile Blog Joined February 2011
Brazil2546 Posts
February 15 2012 17:04 GMT
#459
On February 16 2012 01:46 Dudelida wrote:
"Progamers play this game for a living. We practice everyday perfecting and refining strategies - strategies which rely on the current balance."
... EVERYTHING relies on the current balance, but you will adapt as you have with every single change that has been made thus far. Sure I can agree on that this might be a bit much, but terrans, like every other race, will adapt to the changes, comming or present.
Saying you do not like a change because of what you have not seen pro players do yet with the current settings when the change adresses game balance is nothing short of ridiculous to me.

We never really got to see Tanks being used in innovative ways to take advantage of that ridiculous 50 damage to EVERYTHING when they still were that powerful, it was changed because it was needed, people whined about it at that time too, It will be ok in the end!

Ghost nerf whining isn't about what you had seen, it's about what you will never have a chance to see if it goes through.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
February 15 2012 17:19 GMT
#460
On February 16 2012 01:20 Zorkmid wrote:
I agree that there might be a better way to nerf the ghost/fix ZvT. I don't agree that terrans regularly snipe the emboldened members of QXC's "less" list:


marine
marauder
reaper
zealot
baneling
hydralisk
mutalisk
infestor
corruptor
broodlord
ultralisk
workers


You missed the point completely.

I can't say it better than qxc, but as he says in the OP:

On February 15 2012 03:10 qxc wrote:
Have we seen these situations before? Not really. Maybe once? Maybe almost never, but the point is that if Blizzard changes Ghosts in the proposed way we won't. Not now, not ever. This change kills potential innovation and interesting play. But the ghost vs. Tier 3 Zerg relationship can be fixed while keeping the ghost in tact in other situations.

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