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DiaBoLuS' Balance suggestions

Blogs > KalWarkov
Post a Reply
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
Last Edited: 2014-01-25 06:49:03
January 24 2014 23:39 GMT
#1
After basically everyone complaining about the recent balance suggestions by blizzard, I tried to think how it would be possible to completly rebalance the game.
I came up with a lot of ideas, some might be over the top, but maybe there is something to it.
Goal was not only to rebalance the game, but to create new opportunities for strategy and probably make the game more interesting to viewers again.


So here we go! Please view the suggested changes in context with the other changes posted.




Terran



SCV
45 HP → 50 HP
(Oracles 3 shot SCVs now*)


Ghost
Snipe:
25 (+25 vs psionic) → 35 (+15 vs psionic)


Thor
Armor 1 (+1) → 2 (+1)


Reactor Tech Lab
100min/50gas/60seconds
Can build Techlab units 2 at a time in all facilities.
Can be upgraded from Techlab for 50/25/50seconds
Can be upgraded from Reactor for 50/0/25seconds
Unlocks:
Barracks → Regenerative Genes. 150/150/140seconds
All biological units passivly heal 1HP / 2 seconds
Factory → Aftershot. 100/100/110seconds
Tank shots have a second damage instance, dealing 10 damage in the same radius to all units.
(Immortal shields burn down twice as fast, general damage buff to all)


Engineering Bay
Building Armor now includes the Neosteel Frame upgrade.
(Bunkers +2 size, CC / PF +5 size)
Neosteel Frame is removed from the game.
150min/150gas/140sec → 150/150/110.


Factory
Transformation Servos upgrade removed.
Hellions and Hellbats can switch mode automatically now after building an armory.


Starport
Caduceus Reactor (Medivac Energy) 100/100/80 → 50/50/60sec
Durable Materials (PDD / Turrent duration) 150/150/110 → 50/50/60sec





Protoss



Oracle
Pulsar Beam
15 (+10 vs light) → 14 (+10 vs light)
Energy Cost: 25 (+1,4 per second) → 25 (+1.6 per second)
(*Oracles 3 shot SCVs now)
Envision
Moved to Mothership Core.
Revelation
Duration: 60 seconds → 40 seconds
Reveals cloaked and burrows units now.


Carrier
Rebuilding Interceptors is now for free.
Speed: 1.875 → 2


Tempest
30(+3) [+50(+2) vs. Massive] → 40(+4) [+40(+2) vs Massive]


Mothership Core
Photon Overcharge
Duration: 60sec → 45sec
Range: 10 → 9
Time Warp
Moved to Sentry.
Forcefield 75 Energy
Barrier that lasts 15 seconds. Twice as long but 50% narrower than the old forcefield
Gains the Envision ability from the Oracle.


Mothership
Gains the Envision ability from the Oracle.
Gets Forcefield instead of Time Warp just like the Mothership Core.
Recharge 100 Energy
Recharges the shields of all units in 7 range (= Mass Recall range)


Observer
25/75/30sec → 25/50/30sec


Sentry
Forcefield
Moved to Mothership Core
Time Warp 50 Energy
Creates a temporal field that slows all ground units’ movement speed by 40% (old: 50%).
The size of the field as as small as the old Sentry Forcefield.


Stalker
Blink:
Cooldown 10sec → 12sec


High Templar
Storm
Range 9 → 8


Templar Archives
Khaydarin Amulet
150/150/110seconds
Gives High Templar 25 more starting energy.


Fleet Beacon
300/200/60seconds → 200/150/60seconds
Anion Pulse 150/150/90sec → 100/100/80sec





Zerg



Hydralisk
80 HP, Armor 0 (+1) → 85 HP, Armor 1 (+1)
Muscular Augments
150/150/100sec → 100/100/80sec


Ultralisk
Armor 1 (+1 / +2 from Chitinous Plating) → 2 (+1 / +2)


Infestor
Neural Parasite Range 7 → 8
Fungal Growth: 30 dmg → 35 dmg (+5 to armored)


Corruptor
Attack cooldown 1.9sec → 1.6 sec [DPS 7.4(+0.5) → ~ 9.5 (+0.67)]
Corruption
20% more dmg → 30% more dmg


Queen
Transfusion
Heals 125 HP → 100 HP


Overseer
50/50/17sec → 50/25/9sec


Lair
Ventral Sacs
200/200/130sec → 100/100/110sec
Pneumatized Carapace
100/100/60sec → 100/100/40sec


Nydus Worm
100/100/20sec → 50/50/20sec
200 HP → 275 HP


Nydus Network
150/200/50sec → 150/100/50sec





*
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
agahamsorr0w
Profile Joined April 2011
Netherlands359 Posts
January 24 2014 23:56 GMT
#2
these are pretty good proposals :O i think the blizzard balance team should consider most of these changes.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45672 Posts
Last Edited: 2014-01-25 00:01:49
January 25 2014 00:01 GMT
#3
45 HP → 50 HP
(Oracles 3 shot SCVs now*)


Just make the oracles do less damage to the scv unit types, rather than making scvs stronger than the Protoss or Zerg workers. Bitbybit all-ins are already good enough without even tankier workers

Forcefield
Moved to Mothership Core


lol?

High Templar
Storm
Range 9 → 8


Already less range than ghosts; does it really have to be worse?

I'm good with pretty much all others
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
January 25 2014 01:15 GMT
#4
the sentry/mothercore thing is just an idea to make the game a bit more dynamic, not sure how it would turn out. the cahnges would work not chaning those as well i guess.

i just like the idea of buffing the weak parts of all races.
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Lachrymose
Profile Joined February 2008
Australia1928 Posts
January 25 2014 04:27 GMT
#5
Your proposed changes are that if Protoss save up their energy they can have one Forcefield? If you force Protoss to Photon Overcharge they instead get half a Forcefield.

So basically you're removing Forcefield from the game and replacing it with Forcefield sized Time Warps without touching Gateway units (except to nerf blink) and you're "not sure how it would turn out"?
~
ETisME
Profile Blog Joined April 2011
12703 Posts
January 25 2014 04:31 GMT
#6
sorry but I disagree with most of the change lol
especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
January 25 2014 04:38 GMT
#7
On January 25 2014 13:31 ETisME wrote:
sorry but I disagree with most of the change lol
especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle


P and Z cant build 12 HTs or infestors?^^
keep in mind a lot would change for the other races, too.

for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
ETisME
Profile Blog Joined April 2011
12703 Posts
Last Edited: 2014-01-25 04:45:35
January 25 2014 04:45 GMT
#8
On January 25 2014 13:38 KalWarkov wrote:
Show nested quote +
On January 25 2014 13:31 ETisME wrote:
sorry but I disagree with most of the change lol
especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle


P and Z cant build 12 HTs or infestors?^^
keep in mind a lot would change for the other races, too.

for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing

and you should ask yourself how is the game balanced throughout most of the SC2 release history without needing to build that many ghosts per production cycle, as opposed to why P and Z need to get a brunch of their spell casters

TvP is already so focused on the perfect balance between ghost emp/snipe and HT's storm.
there is no reason to make it even more volatile than what it is now.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Lachrymose
Profile Joined February 2008
Australia1928 Posts
January 25 2014 05:02 GMT
#9
On January 25 2014 13:38 KalWarkov wrote:
Show nested quote +
On January 25 2014 13:31 ETisME wrote:
sorry but I disagree with most of the change lol
especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle


P and Z cant build 12 HTs or infestors?^^
keep in mind a lot would change for the other races, too.

for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing


Your proposed Ghosts right-click for 35 damage. High Templar and Infestors right-click for 0.35 move speed.
~
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
January 25 2014 06:42 GMT
#10
On January 25 2014 14:02 Lachrymose wrote:
Show nested quote +
On January 25 2014 13:38 KalWarkov wrote:
On January 25 2014 13:31 ETisME wrote:
sorry but I disagree with most of the change lol
especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle


P and Z cant build 12 HTs or infestors?^^
keep in mind a lot would change for the other races, too.

for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing


Your proposed Ghosts right-click for 35 damage. High Templar and Infestors right-click for 0.35 move speed.


how about reading?
the spell SNIPE would get buffed from 25 to 35 dmg. it was at 45 dmg vs all in WoL.

if you have no clue about the game and are unable to read, plz dont comment.
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
January 25 2014 06:48 GMT
#11
On January 25 2014 13:45 ETisME wrote:
Show nested quote +
On January 25 2014 13:38 KalWarkov wrote:
On January 25 2014 13:31 ETisME wrote:
sorry but I disagree with most of the change lol
especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle


P and Z cant build 12 HTs or infestors?^^
keep in mind a lot would change for the other races, too.

for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing

and you should ask yourself how is the game balanced throughout most of the SC2 release history without needing to build that many ghosts per production cycle, as opposed to why P and Z need to get a brunch of their spell casters

TvP is already so focused on the perfect balance between ghost emp/snipe and HT's storm.
there is no reason to make it even more volatile than what it is now.



TvP is focused on ghost v HT in very lategame situations. And there might be a perfect balance between them. BUT: usually, the terrans die before that nowadays.

you have to see the context of my changes. TvP is very hard for terran right now cuz it is hard for them to transition from MMM 200/200 with 3-4 ghosts into a more ghostheavy play, while P usually has up to 10 templars with their first max. them being able to reproduce ghosts and marauders faster is just making it more even (in case it would be standard P v Bio which i doubt with those changes).

notice that P air would get more viable. P would still have an earlygame advantage.
Mech would be more viable, too. Khaldarian Amulet would be in the game again. The matchup might completly change.



Please give some constructive critizism without balance whine - and do your reasearch before you post.
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Lachrymose
Profile Joined February 2008
Australia1928 Posts
January 25 2014 07:13 GMT
#12
On January 25 2014 15:42 KalWarkov wrote:
Show nested quote +
On January 25 2014 14:02 Lachrymose wrote:
On January 25 2014 13:38 KalWarkov wrote:
On January 25 2014 13:31 ETisME wrote:
sorry but I disagree with most of the change lol
especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle


P and Z cant build 12 HTs or infestors?^^
keep in mind a lot would change for the other races, too.

for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing


Your proposed Ghosts right-click for 35 damage. High Templar and Infestors right-click for 0.35 move speed.


how about reading?
the spell SNIPE would get buffed from 25 to 35 dmg. it was at 45 dmg vs all in WoL.

if you have no clue about the game and are unable to read, plz dont comment.


Do you think the other races' spellcasters literally move at 0.35 movespeed? It was obviously a joke. The fact you think your question is serious is really weird.
~
Nerchio
Profile Joined October 2009
Poland2633 Posts
January 25 2014 09:18 GMT
#13
You just made terran so broken lol
Progamer"I am the best" - Nerchio , 2017.
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
Last Edited: 2014-01-25 10:10:58
January 25 2014 10:07 GMT
#14
just need proper ghosts back

also khaydarin amulett literally makes tvp unwinnable
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
Dingodile
Profile Joined December 2011
4139 Posts
January 25 2014 14:37 GMT
#15
I would very appreciate if protoss get a new spell (or unit) that can compensate FF.

Generally Lategame is the biggest problem to watch.
TvP, it is way too focussed on HT vs Ghost. It need definitively a other way to fight than that one-man vs one-man show.
ZvP, mostly very boring because it looks like it is extremely artificially extended. It doesnt matter if swarmhost or bl-c-inf combo or sky-aiur.
Generally such 2sec fights has to be stopped.
Grubby | ToD | Moon | Lyn | Sky
TheFlexN
Profile Joined March 2012
Israel472 Posts
January 25 2014 19:31 GMT
#16
Hydralisk
80 HP, Armor 0 (+1) → 85 HP, Armor 1 (+1)

I think you should choose between 5 more hp or the 1 starting armor, not both (hydra rush will be insane with those 2 together)

Ultralisk
Armor 1 (+1 / +2 from Chitinous Plating) → 2 (+1 / +2)

Big no-no, 7 armor on a unit isnt something reasonable, a swift tech switch to ultra after muta ling play will make it impossible to defeat.
I dont understand the force field size, now its a ~3x3 area, what is "narrower"?
The techlab/reactor fusion feels to me really strong, I dont feel like it is a good thing to add, 1 factory making x2 thors? Its better to make it so you have a limited range of units to be built out of it (upgrading it on a factory lets you build x2 tanks but not thors, on a barracks it lets you build x2 muraders but not ghosts) or scraping that idea.
The 1hp/2sec regen for bio should come with a medivac nerf.
The hellbat/helion upgrade was added to stop super early rushes with mass hellbat, it was like that at the start of the hots beta and was so hard to stop that the upgrade was added, maybe moving the upgrade to the armory should be the right thing, not removing it.
dont nerf casting range on storm, make the AoE it has smaller if you wish, you need to have the range similar to ghosts and infestors.
Everything else looks like really positive changes, Blizzard should hire you.
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
Salv
Profile Blog Joined December 2007
Canada3083 Posts
January 25 2014 23:10 GMT
#17
Buff the shit out of Terran and nerf the shit out of Protoss - such a unique perspective!
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
Last Edited: 2014-01-25 23:37:42
January 25 2014 23:37 GMT
#18
terran is probably a bit too strong doing this, even with the other races being buffed.

but guess what - one could acutally make a map with those changes implemented, test it and rethink some changes.
ppl seem to think that reactor techlab would be imbalanced, but to be hoenst, a 2nd factory with techlab isnt that much more expensive / doesnt need way longer to build.
Also, losing one of those (still 400HP) addons hurts way more.

the forcefield wouldnt be 2x2 (as it is now) or 3x3, it would be 4x1 or 3x1
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Shebuha
Profile Blog Joined May 2011
Canada1335 Posts
January 26 2014 00:34 GMT
#19
On January 25 2014 19:07 teddyoojo wrote:
just need proper ghosts back

also khaydarin amulett literally makes tvp unwinnable

ya because terrans NEVER EVER won a tvp game EVER when khaydarin amulet existed

this is like an entirely different game..
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
January 26 2014 07:52 GMT
#20
I actually like more than half of these suggestions. However, I'd like to address a few in particular.
On January 25 2014 08:39 KalWarkov wrote:
Hydralisk
80 HP, Armor 0 (+1) → 85 HP, Armor 1 (+1)
Muscular Augments
150/150/100sec → 100/100/80sec

While these would be good balance changes to the current game, I think it's the wrong patch philosophy for the Hydra in the longterm. I think it would be healthier for the viewership to see them cheaper and less supply, in exchange for lower DPS, particularly versus light. Then it would encourage lower DPS density, larger numbers of total units, and longer battles with more micro potential.


Reactor Tech Lab
100min/50gas/60seconds
Can build Techlab units 2 at a time in all facilities.
Can be upgraded from Techlab for 50/25/50seconds
Can be upgraded from Reactor for 50/0/25seconds

I agree that Terran needs a better way of reinforcing its lategame front-lines. However, this doesn't sufficiently account for the potency of certain units that already produce quick enough as it is. My counter proposal for how a reactor-techlab add-on would function is that it would first decrease the build-time of any unit it's producing by half. It would then add an additional 15 seconds of build-time to that unit. This would not greatly increase the speed of producing ghosts or siege tanks, it would help quite a bit with thors, ravens, and with BCs.


Ghost
Snipe:
25 (+25 vs psionic) → 35 (+15 vs psionic)

If it's changed back to 45 damage (or 50, if preferred), but simply cannot target massive units, all the problems with this spell are taken care of, and ghosts are still awesome as an unexpected opener.


Carrier
Rebuilding Interceptors is now for free.
Speed: 1.875 → 2

This seems really against the spirit of Protoss. An alternate change would be just to have Carriers spawn with full interceptors, rather than replacing them being free. Also, instead of making them faster, bump up their default armor from 2 to 4, as it was in BW. I wouldn't mind increasing their interceptor range and leash range from 8 and 12 to 10 and 14, respectively. This increases the emphasis of using them at range to score damage that is not returned to the carrier, but merely its (somewhat) cheap interceptors.


Mothership Core
Photon Overcharge
Duration: 60sec → 45sec
Range: 10 → 9
Time Warp
Moved to Sentry.
Forcefield 75 Energy
Barrier that lasts 15 seconds. Twice as long but 50% narrower than the old forcefield
Gains the Envision ability from the Oracle.

I absolutely adore this method of de-emphasizing huge forcefield usage in the early and midgame, but you really need to couple this with buffs to some gateway units, particularly the zealot's health and the stalker's DPS. Furthermore, it just seems really excessive to have only one FF-casting unit allowed to the player, and not let them have multiple armies in different locations that have access to this highly-versatile spell. If you'd make this change, I think making mothership cores having a soft-cap of one per nexus would be an ideal change. With only two FFs per MSC, I don't think that would make FFs get out of control anytime soon.


Queen
Transfusion
Heals 125 HP → 100 HP

This would have to come with a decrease in the energy needs of transfuse, or some other way of keeping transfuse a highly-valuable skills that is worth keeping queens around for. One idea would be to give it 100 + 50 on buildings.


Corruptor
Attack cooldown 1.9sec → 1.6 sec [DPS 7.4(+0.5) → ~ 9.5 (+0.67)]
Corruption
20% more dmg → 30% more dmg

Bump up corruption to 40%, and you can not only skip the DPS buff, you can even remove their hideously poorly-designed bonus against massive units. That way, their ability to focus down collosi and to counter BCs and carriers is wholly dependent on the player's ability to cast corruption on the right units in the heat of battle.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
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