Blizzard on 1v1 Balancing and the new patch - Page 13
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United States1154 Posts
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United States381 Posts
they REALLY don't like this reaper play | ||
shindigs
United States4795 Posts
On October 08 2010 01:53 Chronicle wrote: Thats what Slow roachs die to. Fast roachs come out and arrive before enough stalker/sentry exist to stop them. Roachs with more range will be able to kite Zealots same as marines, which will be bullshit. Roaches could ALWAYS kite Zealots if you took a bit of effort to control them. I doubt the roach range will be any longer than a stalkers anyway (will probably still be less) so getting the stalker out is still critical in holding off early roach aggression. Makes early roach aggression a lot more better on the Zerg's part. As everyone else does, I don't agree with depot before barracks. Longer roach range is enough to stop an early reaper aggression. Even if T still went 5 rax, the lack of speed and +range roach on creep will have an easier time defending. | ||
gotterdammerung
Austria17 Posts
and to fix it, they are going to nerf reaper and maruader cheese? wow, now we will never be able to beat the toss if we cant cheese them. trying to go late game against toss is like banging your head against a wall.. I dont agree with depot before rax blizz, please dont implement this change. the only way we can beat toss is early cheese, and yet you all recognize that TvP is imbalanced in P's favor, yet you want to take away our one option to beat toss? i dont get it, i really dont | ||
eloist
United States1017 Posts
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Kiante
Australia7069 Posts
On October 08 2010 01:58 Defeat wrote: Agreed, mid-late game reapers are like mini dropships. They can force defenses and they also have the grenades. For some reason people think they can only early harass with them :s have you even played terran? Reapers take A LONG time to build and take LOTS of gas. So you make 8 reapers? you're down 4 dropships/3 ghosts/whatever, you're also down ~12 marauders you could've made, then the P pulls his probes and warps in two stalkers and kills all your reapers, or you accidently run your reaper pack into the back of his army and it instantly dies. Reapers are just too fragile and useless to make mid/late game and set you back too far | ||
VenerableSpace
United States463 Posts
Why should it be 50% for ALL skill levels, that is near impossible to do. They should focus on diamond and pro level rather then gold and platinum. They will break things at higher levels trying to fix it for silver/gold/plat players. | ||
Raiznhell
Canada786 Posts
best way to stop reapers is to get rid of them and give terran something else the unit is way too stupid. i also dont get why they arent editing banelings and ultras. both seem to just completely dominate in all modes of play. 1v1 2v2 and such. | ||
Altsa
Finland990 Posts
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Lumb
United Kingdom78 Posts
On October 08 2010 01:59 Demarini wrote: listen to all this terran qq. seriously? what are reapers good for besides some time of early cheese? now they actually have to think when they play zerg. Actually there isn't much Terran QQ in this thread. Just some thoughtful discussion regarding the fact that Reapers might become obsolete after this patch. Why have a unit in the game that NOBODY uses? | ||
greycubed
United States615 Posts
Imagine having a 4th race that was super weak- let's call them "Gerg." Gerg is so bad that only one gerg player could manage a 50% winrate against diamond players. So he's the only one promoted into diamond. Would people really point at him as evidence Gerg is balanced? I mean Diamond Gerg players have a 50% winrate. We should just wipe our hands and be done. Pretty dick move by blizzard to show off such misleading stats imo. | ||
gillon
Sweden1578 Posts
I agree, this is GAMEBREAKINGLY stupid. Terrans CANNOT cheese any longer. There is no longer a threat of cheese from this one race and that is huge. In a really bad fucking way. | ||
Overswarm
United States62 Posts
I played Toss for the first time the other day and one a PvZ pretty easily by just fast expoing and massing warpgates with +1 to weapons. It felt ridiculous how powerful warping units in was, and how little I had to keep replenishing my supply. Not losing units? What? But the fact they're planning on buffing zerg? I can see so many changes now. Roaches in ZvZ can be a possibility now on all maps, not just a select few. In ZvT, Z can go roaches to harass and defend and can tech to burrow/tunneling claws to harass Terran units and force them to lose MULEs. In ZvP, early Roach builds allow you to leave the base because you won't get kited all day. It's going to be starting off with roaches, expanding, then making hydras to support your roaches vs. the immortals or making banelings to take out extra zealots + lings for immortals. If Roaches become a viable unit to have all game, Z will have OPTIONS. I'm so happy. Roaches will be similar to Stalkers for protoss in the sense that they'll be useful units even after the initial few. | ||
Seam
United States1093 Posts
On October 08 2010 01:57 Gman1216 wrote: its not like a zerg just won the GSL by the way Oh man, the one Zerg from the round of 8 up managed to beat Terrans who played badly. MUST mean Zerg is balanced! | ||
PulseSUI
Switzerland305 Posts
this might actualy break the game if the other changes are just as horrible. | ||
mucker
United States1120 Posts
The fungal/blink... not sure I like this. I always considered the real issue in ZvP to be hydra speed off creep. This change feels too arbitrary. Barracks requires supply is dogshit. It reduces race differences and restricts gameplay too much. I think upping the tech lab cost and build time would be better. Nitro isn't the upgrade that needs to be pushed up the tech tree, concussive shells is. | ||
kmkkmk
Germany418 Posts
On October 08 2010 01:59 57 Corvette wrote: Protoss (even though they do, not technically) do not require a pylon to build a gateway. fail blog candidate? | ||
Maero
349 Posts
More specifically, I like the fungal growth change, since that is pretty intuitive and the way it should have been all along. +range on the roach is probably unnecessary, they have a job right now and they do it fairly well. More building hp is okay, but I would be fine with it being something really minor like +50 to spines/spores. The terran changes, though, I really don't agree with at all. Being able to make a quick rax and pump out some tier 1 units helps to keep the other races honest - I know the only thing stopping me from being super greedy with my drones early on is knowing that those reapers might be coming faster than I would be ready for. Not being able to get fast nitro packs early is going to make reapers really difficult to justify spending money on, as well. For the protoss changes, I've always been a supporter of some sort of minor nerf to chronoboost - a 10 second cooldown, for instance? Enough so you aren't completely screwed when you forget, but you lose a little bit of efficiency. It may help stop the more mediocre protoss players from being able to execute their 4 gates as effectively by not allowing them to boost all their production structures at once. Just my thoughts, though; I'm eager to see what happens if these changes go through in an actual game setting, rather than just theory. (TL;DR version: fungal growth yes, roach range mehhh, building hp shrug, terran changes ![]() | ||
DoMo.
Australia20 Posts
Imagine if roaches were still just 1 supply !?!?!?!?! Like others have said... 4range on roach = securing a natural for toss is going to be stupidly hard, and 1food again for a 75gold, 25gas unit that tanks well? yeah uh no =/ Personally, i think a hydra speed buff is needed~upgradeable or not is for people to speculate Reapers are already not that big of a deal anymore, lol fuck 2v2, focus on 1v1- - | ||
GameTime
United States222 Posts
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