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The Ghost Nerf is Being Done Wrong - Page 8

Blogs > qxc
Post a Reply
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ThirdEye
Profile Joined August 2010
Norway15 Posts
February 14 2012 20:14 GMT
#141
I love this change from blizzard, cause watching TvZ was horrible and it pissed me off to watch, and I don't even play zerg.
Ghosts deserve this, just because all the trouble they've caused through the year(s)
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
February 14 2012 20:14 GMT
#142
On February 15 2012 05:11 Jayecks wrote:
Show nested quote +
On February 15 2012 03:24 CrtBalorda wrote:
Waw a lot of effor put into this. I completly aggree. A bit wierd that blizzard made this change when they put so much thought into thair balance changes and qxc just comes up with a better solution on state of the game in 5 seconds


Agreement. I would really like to hear a valid counter-argument on their part. It even seems that implementing his solution (raising base slightly and adding a -massive modifier) is just as simple as their solution (lowering the damage and adding +psionic modifier).


Isn't it obvious? 1-shoting Zerglings with snipe is just way OP

XD
SovSov
Profile Joined September 2010
United States755 Posts
Last Edited: 2012-02-14 20:45:33
February 14 2012 20:15 GMT
#143
50 base damage changes too much in PvT
SC2NeCro
Profile Joined November 2011
Canada507 Posts
February 14 2012 20:15 GMT
#144
Snipe was nerfed with the intent on making it weaker vs Zerg late game units aka Ultralisks and Broodlords. This change is perfect and makes it remain viable for everything else. Ghosts are an extremely expensive unit and should be powerful. Not fill a small niche.
Fav Terran: forGG, aLive, Jinro ||| Fav Zerg: Moon, TLO, DRG ||| Fav Protoss: Genius, Grubby, ToD
MajorityofOne
Profile Joined December 2010
Canada2506 Posts
February 14 2012 20:16 GMT
#145
The proposed higher base damage+reduction versus massive does make intuitive sense. Solves the lategame ZvT issue without hurting the usefulness of the Ghost otherwise.

That being said, I prefer the 25+25 to what we had before...the lost utility of Ghosts TvT (where they are important but not standard) and vs banelings/mutalisks (which Terran can deal with well enough sans Ghosts) is worth the balancing of lategame ZvT (though if Zerg becomes too strong now we'll be second-guessing the change, but I think Terran will still thrive at high levels as it always seems to do).
nukkuj
Profile Blog Joined March 2010
Finland403 Posts
February 14 2012 20:16 GMT
#146
Agreed, ghost need to be viable in other ways than tunnel visioning them to only vs. HT, infestor, ghost.

I hope Blizzard reads the thread.
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
February 14 2012 20:17 GMT
#147
Awesome write up mr QXC Take not BLIZZARD
ModeratorTeam Liquid Football Thread Guru! - Chelsea FC ♥
Orzabal
Profile Joined December 2009
France287 Posts
February 14 2012 20:17 GMT
#148
If blizzard keep snipe like it is right now, they need to go back to the previous price of ghost.
Haustka
Profile Joined August 2010
United States221 Posts
February 14 2012 20:19 GMT
#149
... how about getting rid of the snipe cause like infestor and high temp, they cant attack units like ghosts do, they have to use the spell to do so.

if u want it to be balanced qxc, there's answer for you, no more snipe ability for ghosts. or id say even less damage on snipe to balance this game.
Power of Human Will
Gryffes
Profile Blog Joined March 2010
United Kingdom763 Posts
February 14 2012 20:19 GMT
#150
I agree the changes make them costly vs anything else but I disagree with a ghost army being able to clean up the leftover mutas/banelings/etc or the engaging mutas/blings at lategame just because you made 15 of the same unit. How is zerg meant to deal with ghosts lategame efficiently if T makes ~10 or so regardless of zerg unit comp?

We're meant to use infestors to fungal - when they get 2 shot? or we're meant to get ultras/broodlords in range then fungal then baneling?

I agree with you that making them viable in TvT would be great and improve the matchup depth but having them 1 shot banelings and 2 shot mutas is still debateable , especially when other terran units have great efficiency vs those units anyway.
www.youtube.com/gryffes - Random Gaming Videos.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2012-02-14 20:27:59
February 14 2012 20:21 GMT
#151
Ghosts do 45 base damage to non-massive units
Ghosts do 30 base damage to massive units
Increase the Battlecruiser Air to Air attack damage from 6 to 8 (to match its ground attack). Leave it's Air to Ground attack the same.

Viola. Zerg T3 will be better against Ghosts, and Infestors will be the same against Ghosts. But Terran will gain a new high tech way to efficiently kill Zerg T3 without disrupting early/midgame TvZ.

Lategame TvT and TvP will also be slightly improved, but not so drastically that it will unbalance either matchup. (especially considering that Protoss is getting a Phoenix buff...although I will admit that both the Fleet Beacon and Interceptors could use some cost reduction on top of current changes)
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
February 14 2012 20:21 GMT
#152
Great post.
Very well presented.
I hope Blizz reads this.
moo...for DRG
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
February 14 2012 20:22 GMT
#153
I approve!
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Ripps
Profile Joined April 2011
Canada97 Posts
February 14 2012 20:23 GMT
#154
That's what I posted in the Patch 1.4.3 thread. Reduced damage vs massive just makes more sense.
"Video games are bad for you? That's what they said about rock and roll." -Shigeru Miyamoto
Demonhunter04
Profile Joined July 2011
1530 Posts
Last Edited: 2012-02-14 20:30:23
February 14 2012 20:24 GMT
#155
On February 15 2012 05:15 SovSov wrote:
why do ghosts need 50 base snipe damage?

why not keep the 45 base damage and THEN reduce to massive.

to me, it sounds like QxC has alterior motives and wants ghost buffed in other aspects. i dont see why else he'd want 50 base damage still. things QxC wants to be able to do: 3 shot zealots, 1 shot combat shield marines, 3 shot banshees, 2 shot ghosts, 3 shot roaches etc

i agree, it should be a reduction to massive instead, but i dont get why QxC has to slyly propose the change to buff snipe at the same time vs so many other units.

oh well, just wanted to point out that QxC's ghost bias is trying to push for a ghost buff (which would arguably make the ghost better overall)

everyone is ignoring the fact that 50 base damage to all non-massive units is a HUGE buff and jumping on the bandwagon. i knew QxC had a bias when i heard him on SotG say it should be 50 base damage with a 10 reduction (lol? really qxc? is that what you want? a 5 damage reduction from what it is right now? that would be an overall buff to the ghost, no argument)

50 base damage would change the match ups incredibly. also, no one seems to point out that with 25+25psi that ghosts are better vs archons..


Combat shield marines have 55 hp and therefore will not die to a 50 damage snipe without stimming, in which case they would die to a 45 damage snipe. You cannot snipe banshees. Ghosts being able to 2 shot other ghosts instead of 3 shotting them wouldn't make anything imbalanced. As I said earlier, the only thing that changes significantly is that roaches and zealots now die in 3 shots instead of taking 3 snipes and then having 10 or 15 hp left over.

On February 15 2012 05:21 RoboBob wrote:
Ghosts do 45 base damage to non-massive units
Ghosts do 30 base damage to massive units
Increase the Battlecruiser Air to Air attack damage from 6 to 8 (to match its ground attack). Leave it's Air to Ground attack the same.

Viola. Zerg T3 will be better against Ghosts, while staying the same vs Infestors. But Terran will gain a new high tech way to efficiently kill Zerg T3 without disrupting early/midgame TvZ.

Lategame TvT and TvP will also be slightly improved, but not so drastically that it will unbalance either matchup. (especially considering that Protoss is getting a Phoenix buff...although I will admit that both the Fleet Beacon and Interceptors could use some cost reduction on top of current changes)


The problem with your proposed BC changes is that corruptors hard counter battlecruisers and BCs are not that greatly effective against ultralisks, so zerg can fall back on their tech switching to easily destroy BCs anyway. BCs also only have 6 range and are vulnerable to neural parasite.

On February 15 2012 05:19 Haustka wrote:
... how about getting rid of the snipe cause like infestor and high temp, they cant attack units like ghosts do, they have to use the spell to do so.

if u want it to be balanced qxc, there's answer for you, no more snipe ability for ghosts. or id say even less damage on snipe to balance this game.


No offense, but you clearly have little to no experience in the situations where snipe becomes required. If a protoss spreads his high templar, EMP becomes a big waste of energy and snipe needs to be used instead. On top of that, zerg is already favored in the lategame at the pro level vs terran (and on ladder zerg is even more favored), and removing snipe would mean that zerg could just go BL/infestor into ultra and the terran won't be able to stop it even if he knows it's coming unless he is a far superior player than the zerg or the zerg makes a big mistake in army control.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
Paladia
Profile Joined August 2003
802 Posts
February 14 2012 20:28 GMT
#156
On February 15 2012 03:10 qxc wrote:
Things you want to snipe
Marine
Marauder
Reaper
Zealot
High Templar
Dark Templar
Baneling
Hydralisk
Mutalisk
Infestor
Corruptor
Broodlord
Ultralisk
Workers

Using snipe to help deal with overwhelming number of zealots after the main army has been EMP'd

And that's the problem right there.

EMP, extremely good versus everything Protoss. Snipe, very good vs anything Zerg. This is so much the case that the other good caster unit of Terran (Ravens) isn't even used.

On February 15 2012 03:10 qxc wrote:Using snipe to help deal with overwhelming number of zealots after the main army has been EMP'd

Perhaps that isn't how it should be, however? For example High Templars can't start one shotting units after they have stormed the entire army. They can't even attack normally.

However, I think the Ghost change is perhaps a bit excessive in some ways but your suggestion would still make Ghosts a killer unit against everything and even more so than before against certain units.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2012-02-14 20:30:37
February 14 2012 20:28 GMT
#157
On February 15 2012 05:15 SovSov wrote:
why do ghosts need 50 base snipe damage?

why not keep the 45 base damage and THEN reduce to massive.

to me, it sounds like QxC has alterior motives and wants ghost buffed in other aspects. i dont see why else he'd want 50 base damage still. things QxC wants to be able to do: 3 shot zealots, 1 shot combat shield marines, 3 shot banshees, 2 shot ghosts, 3 shot roaches etc

i agree, it should be a reduction to massive instead, but i dont get why QxC has to slyly propose the change to buff snipe at the same time vs so many other units.

oh well, just wanted to point out that QxC's ghost bias is trying to push for a ghost buff (which would arguably make the ghost better overall)

everyone is ignoring the fact that 50 base damage to all non-massive units is a HUGE buff and jumping on the bandwagon. i knew QxC had a bias when i heard him on SotG say it should be 50 base damage with a 10 reduction (lol? really qxc? is that what you want? a 5 damage reduction from what it is right now? that would be an overall buff to the ghost, no argument)

50 base damage would change the match ups incredibly. also, no one seems to point out that with 25+25psi that ghosts are better vs archons..


The reason for the 50 damage rather than 45 was because Blizzard said they were wanting the 50 damage number (vs psionic in their numbers) so that Infestors could also be killed with 2 Snipes instead of 3 because of the difficulty of effective EMP's vs a unit of their size. Because of Zerg regen, Infestors took 90 damage and regenerated 1 leaving them on 1 health. Therefore 50 damage was a round number that resolved this and I think that's why qxc used that number.

I think trying to argue that Terran would start going mass Znipe vs Roach and Zealot because of a 5 damage increase is also a bit silly honestly. That's just not going to happen. In fact were a Terran to want to use 3 Snipes per Roach a lot I'd start producing a lot of Roaches because of how badly ineffective that would be.

As to vs Archons, no one is pointing out because it can only target Bio units, and Archons aren't bio and so are completely untargettable. For the same reason they also couldn't 3 shot Banshees, at best they could EMP their energy off and auto attack, neither of which would be affected.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
CableSCES
Profile Blog Joined September 2011
United States367 Posts
February 14 2012 20:28 GMT
#158
Very nice blog QXC. Very descriptive, and well laid out. This is the best idea to 'fix' the ghost, while keeping it fun and encouraging of unique playstyles.
Saving SoCal eSports one sponsor at a time: MSI, JINX, Tt eSPORTS, HyperX, Red Bull ¯\_(ツ)_/¯
Elyvilon
Profile Joined August 2008
United States13143 Posts
February 14 2012 20:30 GMT
#159
On February 15 2012 05:28 Iyerbeth wrote:
Show nested quote +
On February 15 2012 05:15 SovSov wrote:
why do ghosts need 50 base snipe damage?

why not keep the 45 base damage and THEN reduce to massive.

to me, it sounds like QxC has alterior motives and wants ghost buffed in other aspects. i dont see why else he'd want 50 base damage still. things QxC wants to be able to do: 3 shot zealots, 1 shot combat shield marines, 3 shot banshees, 2 shot ghosts, 3 shot roaches etc

i agree, it should be a reduction to massive instead, but i dont get why QxC has to slyly propose the change to buff snipe at the same time vs so many other units.

oh well, just wanted to point out that QxC's ghost bias is trying to push for a ghost buff (which would arguably make the ghost better overall)

everyone is ignoring the fact that 50 base damage to all non-massive units is a HUGE buff and jumping on the bandwagon. i knew QxC had a bias when i heard him on SotG say it should be 50 base damage with a 10 reduction (lol? really qxc? is that what you want? a 5 damage reduction from what it is right now? that would be an overall buff to the ghost, no argument)

50 base damage would change the match ups incredibly. also, no one seems to point out that with 25+25psi that ghosts are better vs archons..


The reason for the 50 damage rather than 45 was because Blizzard said they were wanting the 50 damage number (vs psionic in their numbers) so that Infestors could also be killed with 2 Snipes instead of 3 because of the difficulty of effective EMP's vs a unit of their size. Because of Zerg regen, Infestors took 90 damage and regenerated 1 leaving them on 1 health. Therefore 50 damage was a round number that resolved this and I think that's why qxc used that number.

I think trying to argue that Terran would start going mass Znipe vs Roach and Zealot because of a 5 damage increase is also a bit silly honestly. That's just not going to happen. In fact were a Terran to want to use 3 Snipes per Roach a lot I'd start producing a lot of Roaches because of how badly ineffective that would be.

As to vs Archons, no one is pointing out because it can only target Bio units, and Archons aren't bio and so are completely untargettable.

So, how about
45 damage (+5 vs psionic)
(-20 vs massive) ?
Liquipedia
Torenhire
Profile Blog Joined April 2009
United States11681 Posts
Last Edited: 2012-02-14 20:34:53
February 14 2012 20:33 GMT
#160
On February 15 2012 05:28 Iyerbeth wrote:
Show nested quote +
On February 15 2012 05:15 SovSov wrote:
why do ghosts need 50 base snipe damage?

why not keep the 45 base damage and THEN reduce to massive.

to me, it sounds like QxC has alterior motives and wants ghost buffed in other aspects. i dont see why else he'd want 50 base damage still. things QxC wants to be able to do: 3 shot zealots, 1 shot combat shield marines, 3 shot banshees, 2 shot ghosts, 3 shot roaches etc

i agree, it should be a reduction to massive instead, but i dont get why QxC has to slyly propose the change to buff snipe at the same time vs so many other units.

oh well, just wanted to point out that QxC's ghost bias is trying to push for a ghost buff (which would arguably make the ghost better overall)

everyone is ignoring the fact that 50 base damage to all non-massive units is a HUGE buff and jumping on the bandwagon. i knew QxC had a bias when i heard him on SotG say it should be 50 base damage with a 10 reduction (lol? really qxc? is that what you want? a 5 damage reduction from what it is right now? that would be an overall buff to the ghost, no argument)

50 base damage would change the match ups incredibly. also, no one seems to point out that with 25+25psi that ghosts are better vs archons..


The reason for the 50 damage rather than 45 was because Blizzard said they were wanting the 50 damage number (vs psionic in their numbers) so that Infestors could also be killed with 2 Snipes instead of 3 because of the difficulty of effective EMP's vs a unit of their size. Because of Zerg regen, Infestors took 90 damage and regenerated 1 leaving them on 1 health. Therefore 50 damage was a round number that resolved this and I think that's why qxc used that number.

I think trying to argue that Terran would start going mass Znipe vs Roach and Zealot because of a 5 damage increase is also a bit silly honestly. That's just not going to happen. In fact were a Terran to want to use 3 Snipes per Roach a lot I'd start producing a lot of Roaches because of how badly ineffective that would be.

As to vs Archons, no one is pointing out because it can only target Bio units, and Archons aren't bio and so are completely untargettable. For the same reason they also couldn't 3 shot Banshees, at best they could EMP their energy off and auto attack, neither of which would be affected.


Was just about to post that. The point of the 25+25 to Psionic was so that ghosts could two-shot infestors with snipe, which is why QXC is using that number. I mean heck even if the change got made to 45 - 20 vs massive it would still be alright. With EMP decreased radius it's hard to hit the amount of infestors you need while not getting fungalfucked.

On February 15 2012 05:30 Elyvilon wrote:

So, how about
45 damage (+5 vs psionic)
(-20 vs massive) ?


That would be best case scenario I think, if that amount of modifiers were allowed.
SirJolt: Well maybe if you weren't so big and stupid, it wouldn't have hit you.
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