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Why it is too early to make severe balance changes - Page 2

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Crushgroove
Profile Joined July 2010
United States793 Posts
Last Edited: 2010-09-07 07:32:54
September 07 2010 07:29 GMT
#21
English must not be your first language, command of idioms comes later.

Its short-sighted, not "short-sided". Helpful note.

Other than that, a good post. I disagree with your opinion, but I'm impressed by the articulation of said opinion.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
Wolfpox
Profile Blog Joined March 2010
Canada164 Posts
Last Edited: 2010-09-07 07:38:57
September 07 2010 07:37 GMT
#22
Looking at it now, I am surprised Marauders were ever allowed to be so powerful/inexpensive/quick to build (depending on how you look at it) to begin with.

Firebats required a whole new building, and were short range specialists. Marauders only need one little add-on, which is massively useful, fast, cheap, can be swapped with multiple buildings(!) Yes, it means you can only produce Marauders from those Barracks which have the Tech Lab, rather than unlocking tech everywhere with a single building, but when they're so cheap and easy to get, and so terribly useful, it doesn't even feel like a strategic choice, it's just obvious and easy.

Anyway, the "Zerg problem" is obvious a matter of having so terribly few options, and such a demanding tech tree, building whole new buildings for (practically) every unit, and needing to research at each of them before the unit becomes even respectable in the field. No wonder early game suffers for them, and ironically they're the ones who have the worst static defense by far, no way to block their ramps. Delaying the ass-pounding is a good start to fixing the issue.
[B] Butigroove wrote:[/B] Blizzard is double expanding to the natural gold base of our poor little nerd hearts.
vileChAnCe
Profile Blog Joined May 2010
Canada525 Posts
September 07 2010 07:41 GMT
#23
I guess your right, man oh man IdrA must be horrible because he just can't spread his creep enough and defend such a simple thing like reaper rush! Well I guess we gotta practice 12 more hours a day so that we can be as good as those terran players!
Day[9] i've broken 6 mice, 5 keyboards, 3 pairs of headphones, and a mousepad, all from raging after starcraft losing streaks
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
September 07 2010 07:42 GMT
#24
While there may be balance once the game shifts towards new strategies, we can't rely on any sort of arbitrary time to make those balance changes. Because SC2 is a relatively new game, how long should we wait before trends start to stabilize? Months? One Year? Five Years?

Much better is to make small tweaks along the way and see how things change. The changes outlined in the patch notes are by no means gamebreaking and I for one am glad to see how things will pan out (although I don't think some of the fundamental issues are addressed).
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
Wolfpox
Profile Blog Joined March 2010
Canada164 Posts
September 07 2010 07:49 GMT
#25
Yeah I think the title of this thread is totally misleading, come to think of it. It's suggesting that the balance changes are "severe".
[B] Butigroove wrote:[/B] Blizzard is double expanding to the natural gold base of our poor little nerd hearts.
drivec
Profile Joined May 2009
United States354 Posts
September 07 2010 08:01 GMT
#26
just hope that by balance one match up they dont mess up another. id prefer buffs to units rather then nerfs.
starcraft is chess at warp speed
lololol
Profile Joined February 2006
5198 Posts
September 07 2010 08:04 GMT
#27
I don't like the reaper change at all. Reapers are used only early game for one build in one matchup(and the odd scout) and what they are doing is even further restricting the reapers to that specific build and nothing else. They just need to be available later, but with better stats.
I'll call Nada.
Cade
Profile Joined August 2010
Canada1420 Posts
September 07 2010 08:06 GMT
#28
It's definitely not too early to make balance changes. After reading your whole post I am convince that you need to spend some time thinking about these things rather than just typing up all this misinformed nonsense. I'd address each point individually but it's just wayy too much wrongness to spend my time on.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 07 2010 08:09 GMT
#29
On September 07 2010 17:04 lololol wrote:
I don't like the reaper change at all. Reapers are used only early game for one build in one matchup(and the odd scout) and what they are doing is even further restricting the reapers to that specific build and nothing else. They just need to be available later, but with better stats.


That's why I think the changes aren't severe enough: Blizz just needs to totally revamp certain units like reaper and marauder. Instead, they add 5 secs to a 40-sec build time?

HISTERICAL!
https://soundcloud.com/thesamplethief
x7i
Profile Joined July 2010
United Kingdom122 Posts
September 07 2010 08:09 GMT
#30
ooh, so instead of balancing the game as the problems surface lets wait unspecified amount of time in hope they will clear themselves while new ones emerge, great idea, i totally get it

blizz is already erring on the side of caution _tad_ too much for my liking
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
September 07 2010 08:10 GMT
#31
On September 07 2010 15:05 AJMcSpiffy wrote:
In one fell swoop, Thors went from staple anti muta units to being almost worthless against them.


Worthless, as in 'no longer completely hilarious, but still good value'?

10 muta is 1000 gas and 1000 minerals, 3 thors plus 10 marines is 600 gas, 1400 mineral. Even when taking muta mobility into consideration, calling that 'almost worthless' is a huge joke.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
September 07 2010 08:12 GMT
#32
On September 07 2010 16:24 hdkhang wrote:
RE: 5 rax reaper
The problem isn't that it can't be beat, the problem is that the economic harrassment is too punishing and all the while the Terran opponent has time to expand. For a strategy with the devastating effectiveness of an all-in to also have a viable follow up strategy is one of the main issues, the other being the multitude of openings possible.

Reapers already have superior mobility, yet they get a cheap upgrade to get superior move speed as well. If that weren't enough, they have the ability to destroy buildings quite easily rendering static defense impotent. Instead of a 5 second increase to build time, they should have nitro packs cost 100/100 like ling speed and remove their building damage.


I don't even understand the thinking behind the reaper by Blizzard other than its 'cool'. So it's an early game harassment unit, ok so far (although Hellion seems to share the role anyway). But it can go up cliffs... has a speed upgrade AND can destroy buildings at a ridiculous speed? That would be fine if Zerg had actually got anything new that was useful since BW. If you put things in the context of BW, the Hellion replaces the firebat/vulture. So what does the reaper replace? If you put the reaper into BW it would be just as ridiculous as it is in SC2 considering they got hardly anything extra to help with it. Not to mention it breaks teamplay completely. An important part of BW 2v2 or 3v3 Hunters was holding chokes, but oh now you have units which can completely bypass chokes early-game so its irrelevant.
Rabiator
Profile Joined March 2010
Germany3948 Posts
September 07 2010 08:19 GMT
#33
On September 07 2010 16:24 hdkhang wrote:
@Rabiator
Maps are a problem, but large maps won't solve all the problems either. A good surround would make things a little easier, but without units able to effectively destroy a bio ball at reasonable cost the followup is pretty much nonexistent.

Recall the Dimaga v Tarson match at IEM on Metalopolis. Day9 and Apollo were constantly amazed at how Tarson always came out ahead of Dimaga in food count whenever they clashed... I just sat there with a big fat "DUH" expression on my face. Banelings are a 1 time use unit. So of course if Dimaga has to blow up a bunch of banelings he is going to wind up with less food. The fact that the number of units needed to destroy that army was greater in food count shows how ineffective the Zerg units are even on a map like metalopolis where you can usually get multiple flanking positions. With the improved unit pathing it becomes even easier to use marauders as shields.

Now you have me "duh-ing" ... cough cough ... Baneling is not able to destroy a bioball? What more do you want? Being unable to put Marauders in front of your Marines (because you cant surround your whole army with Marauders and still be effective) is actually the only thing you need to nerf their "shielding".

The food numbers do not mean anything for Zerg (meaning you cant compare them to Terrans in a Baneling battle), because you can also reproduce much faster. For a Terran to produce masses you really need a lot of production facilities and getting these takes a ton of time (especially building lots of Reactors).
If you cant say what you're meaning, you can never mean what you're saying.
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
September 07 2010 08:20 GMT
#34
If reapers were only that good against light units so that it fell into a harassment niche I would dislike it much less. The speed of which they can take out a hatch is completely disgusting.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
Rabiator
Profile Joined March 2010
Germany3948 Posts
September 07 2010 08:23 GMT
#35
On September 07 2010 17:10 Ghad wrote:
Show nested quote +
On September 07 2010 15:05 AJMcSpiffy wrote:
In one fell swoop, Thors went from staple anti muta units to being almost worthless against them.


Worthless, as in 'no longer completely hilarious, but still good value'?

10 muta is 1000 gas and 1000 minerals, 3 thors plus 10 marines is 600 gas, 1400 mineral. Even when taking muta mobility into consideration, calling that 'almost worthless' is a huge joke.

Thors become a joke once the Zerg stops trying to kill them with Mutas and instead kills the bases when the Thors have left. Thats the whole point of the game ... destroying the opponents bases & economy and you have automatically won. Armies only matter if they threaten you. The mobile Mutas can also determine when they engage the Thors, so the lumbering giant hulks of steel ARE a joke unless the Mutas suicide into them.
If you cant say what you're meaning, you can never mean what you're saying.
Count_Waltz
Profile Joined April 2010
United States48 Posts
Last Edited: 2010-09-07 08:27:28
September 07 2010 08:24 GMT
#36
Reapers deny zerg doing any fast expansion. So the only option zerg can do is fast speed. Even then its hard to tell if reapers are coming out because a tech lab on barracks can be either reapers hellions with flame or banshees. and those are just the standard builds. I like that BC build that guy did in the GOM match. Too hard to scout and thats why you see most zergs going early gas fast ling speed. Zerg used to atleast have the option to FE vrs t but now were stuck one basing until we have 20 speedlings and 18 drones lol.

they need to be fixed.

EDIT: for top. Missle Turrets destroy air. Get a few in your mineral line and mutalisks are useless.
sono me ni kizame ko na
Kelekkis
Profile Joined April 2010
Finland27 Posts
Last Edited: 2010-09-07 08:30:23
September 07 2010 08:28 GMT
#37
On September 07 2010 15:38 kickinhead wrote:
It's not too early...

It's too late for my taste, Blizzard can't be that ignorant and not see that:

- Reapers and Marauders are heavily overpowered.

- Almost any kind of early timing-push (or 4-gateway-timing-push) is extremely hard for Zerg to hold (they have to sacrifice their economy basically).

- Structural defense is underpowered (cuz stuff like Marauders and Reapers deal ridiculous DMG).

- Zerg has too less options early on and their basic Unit (Zergling) is by far the weakest compared to Zealot/Marine.

- Terran Upgrades like Nitro Packs, Blue-Flames for Hellions and Stim Packs are too cheap and good, while Zergs Upgrades are too expensive and bad (Adrenalin-Upgrade for Zerglings)

- Tech Lab is too cheap, builds too fast and opens up too many Options for Terran.

- The Creep-Mechanic is totally f'd up...

- Several Skills like Neural parasite, 250mm Cannon and HSM have been nerfed to death with no apparent reason.

- THEIR MAPS FKN SUCK!

None of the changes Blizzard mentioned so far won't do anything to make the game more balanced. I mean: 5 sec's more on the reapers? With 5-rax-reapers, you can't build Reapers out of all raxes at any time anyways until the expansion is fully up- and running, so absolutely no harm done there. zealot -5 sec? Who cares if all the other Warpgate-Units still have a much too short cooldown for Zerg to hold without saccing their economy (while Protoss can pump Probes and even expand...). BC-change is ridiculous and the Siege-Tank-nerf will only make Tanks less viable in TvP, but everyone uses Bio in TvP anyways, so who cares?... rly, it's like Blizzard randomly throws dart at the wall with different Units and Stat-buff's/nerf and then implements them into the game - how can they be so oblivious?

This guy pretty much summed my thoughts too. Just wanna add few things:

Zergling's AI should be improved or changed completely. It would wise to change it to so they attack their closest target. This would make countering thor pushes with repairing scvs a bit easier. There is probably some kind trick to this too (like letting zerglings run around thor and hitting hold position), but making this AI change would make them a lot better harassing units when killing enemy workers.

Creep should be a bonus, not a thing that you are forced to spread or you lose. (atleast in early game against T)

Currently 2-Proxy-Gateways feels way too strong against zerg, if zerg is going standard (13-14 pool etc.).

Also I don't really accept that protoss can just warp in more units reinforcing their attacks immediately. Where is defender's advantage?

And about reapers... I don't really know are they THAT good. I pretty much always go 14 pool 15 hatch against T and I can hold reapers just fine. Could be that I haven't played against good T with reapers yet. Ofc they do damage even though they don't kill anything, which is kinda stupid.
Bitches don't know bout my tech.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-09-07 08:30:54
September 07 2010 08:28 GMT
#38
On September 07 2010 17:20 Ghad wrote:
If reapers were only that good against light units so that it fell into a harassment niche I would dislike it much less. The speed of which they can take out a hatch is completely disgusting.


Yepp - I've punched a wall or two cuz my buildings got assraped within seconds by Reapers... Marauders are not better...

Why would they need that high Anti-Building-DMG?
https://soundcloud.com/thesamplethief
Wolfpox
Profile Blog Joined March 2010
Canada164 Posts
Last Edited: 2010-09-07 08:36:54
September 07 2010 08:35 GMT
#39
They are base-raiders, plain and simple. The problem is that fucking Tech Lab that unlocks EVERYTHING.

Make them build a seperate god damn building for Mauraders and Reapers, the same way you need to for the Ghost Academy. Call it the Merc Post and put the upgrades for the units in there instead of the Tech Lab. That's what they were going to do, but then they were like, "no let's make it easier so they can rush these units, but let's not give any half-decent equivalent to Zerg, even though Protoss can warp units anywhere they want."

Really, with the Reaper/Marauder rape advantage, this all boils down to the Terran tech tree being so ridiculously flexible and advantageous, whereas Zerg has to build a new building for every unit and then research the upgrades if they dont want them to suck balls.
[B] Butigroove wrote:[/B] Blizzard is double expanding to the natural gold base of our poor little nerd hearts.
Cade
Profile Joined August 2010
Canada1420 Posts
Last Edited: 2010-09-07 08:40:12
September 07 2010 08:38 GMT
#40
On September 07 2010 17:28 Kelekkis wrote:
Show nested quote +
On September 07 2010 15:38 kickinhead wrote:
It's not too early...

It's too late for my taste, Blizzard can't be that ignorant and not see that:

- Reapers and Marauders are heavily overpowered.

- Almost any kind of early timing-push (or 4-gateway-timing-push) is extremely hard for Zerg to hold (they have to sacrifice their economy basically).

- Structural defense is underpowered (cuz stuff like Marauders and Reapers deal ridiculous DMG).

- Zerg has too less options early on and their basic Unit (Zergling) is by far the weakest compared to Zealot/Marine.

- Terran Upgrades like Nitro Packs, Blue-Flames for Hellions and Stim Packs are too cheap and good, while Zergs Upgrades are too expensive and bad (Adrenalin-Upgrade for Zerglings)

- Tech Lab is too cheap, builds too fast and opens up too many Options for Terran.

- The Creep-Mechanic is totally f'd up...

- Several Skills like Neural parasite, 250mm Cannon and HSM have been nerfed to death with no apparent reason.

- THEIR MAPS FKN SUCK!

None of the changes Blizzard mentioned so far won't do anything to make the game more balanced. I mean: 5 sec's more on the reapers? With 5-rax-reapers, you can't build Reapers out of all raxes at any time anyways until the expansion is fully up- and running, so absolutely no harm done there. zealot -5 sec? Who cares if all the other Warpgate-Units still have a much too short cooldown for Zerg to hold without saccing their economy (while Protoss can pump Probes and even expand...). BC-change is ridiculous and the Siege-Tank-nerf will only make Tanks less viable in TvP, but everyone uses Bio in TvP anyways, so who cares?... rly, it's like Blizzard randomly throws dart at the wall with different Units and Stat-buff's/nerf and then implements them into the game - how can they be so oblivious?

This guy pretty much summed my thoughts too. Just wanna add few things:

Zergling's AI should be improved or changed completely. It would wise to change it to so they attack their closest target. This would make countering thor pushes with repairing scvs a bit easier. There is probably some kind trick to this too (like letting zerglings run around thor and hitting hold position), but making this AI change would make them a lot better harassing units when killing enemy workers.

Creep should be a bonus, not a thing that you are forced to spread or you lose. (atleast in early game against T)

Currently 2-Proxy-Gateways feels way too strong against zerg, if zerg is going standard (13-14 pool etc.).

Also I don't really accept that protoss can just warp in more units reinforcing their attacks immediately. Where is defender's advantage?

And about reapers... I don't really know are they THAT good. I pretty much always go 14 pool 15 hatch against T and I can hold reapers just fine. Could be that I haven't played against good T with reapers yet. Ofc they do damage even though they don't kill anything, which is kinda stupid.


The post you quoted is great, but your comments seem like the comments of a gold level player. Try playing a few games vs 1400+ level terran players and then come back w/ what you have to say about reapers

Edit) Bolded especially misinformed comments
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