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Blizzard on 1v1 Balancing and the new patch - Page 19

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
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NATO
Profile Joined April 2010
United States459 Posts
October 07 2010 17:18 GMT
#361
Now, I'm not saying these statistics mean anything, but it seems silly for Blizzard to cite them if they are going to do the opposite of what they imply.

Oh and if they're referring to the one league where zerg actually has a slight win % (silver) - I don't think those players have the attention required to pull off mass reapers.
Avaclon
Profile Joined May 2010
United States80 Posts
October 07 2010 17:18 GMT
#362
Well. With the new supply depot before Barrack. TLO probably wouldn't have been cheese to death in his last game in GSL.
jamvng
Profile Joined October 2008
Canada244 Posts
October 07 2010 17:18 GMT
#363
On October 08 2010 02:09 XSmokeX wrote:
Show nested quote +
On October 08 2010 02:00 Liquid`Jinro wrote:
On October 08 2010 01:47 MrBitter wrote:
On October 08 2010 01:46 Liquid`Jinro wrote:
WHAT. THE. FUCK?

Fuck my life, all hellion and reaper builds just died?

So this leaves what, camp like a whore for 30 minutes with planetary fortresses? Fun times.


Wait. What?

Hellions are gonna have a really hard time kiting roaches with longer range -_- Hellion into expo (i.e what TLO played in GSL vs Losira) is already balancing the razors edge when it comes to surviving roach busts, so this might just kill the build entirely (I will wait and see what the exact range upgrade is of course).

On October 08 2010 01:58 Defeat wrote:
On October 08 2010 01:28 Djeez wrote:
Stop saying the reapers will now be useless. It's true somewhat that they won't be the massive threat they were early game, but you can still use them mid-late game. For some reason nobody can conceive of making reapers mid-late game... but I know qxc does. When your opponent has 3 bases, maybe even 4 with zerg, and his units aren't spread out reapers can actually be really effective. Arguably more effective than early game, when you only have 1 base to defend.

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

Midgame reapers are kinda obsolete as by then you have dropships that are way more survivable, and dont take up 40 seconds or whatever of your barracks production time.

Reapers need some kind of midgame upgrade other than speed (lol, get a starport after factory or get speed reapers - HARD CHOICE, NOT) to be interesting.


In regards to hellions being unable to kite roaches, I don't see what the big issue is with this. Hellions are anti-light units that splash, why should they counter an armored tank-like unit. Should an armored unit not do well against a unit designed to counter light units?


Hellions DON'T counter roaches even with the range advantage. They do so little damage to roaches. BUt the ability to kite roaches enables a good player who can multi task and micro to still be able to use hellions against roaches. It awards skill, and allows for more variety in the game. Roaches will still win against Hellions easily, but hellions can at least play a role against small numbers of roaches.


On October 08 2010 02:11 gotterdammerung wrote:
Show nested quote +
On October 08 2010 02:08 jamvng wrote:
On October 08 2010 02:03 mucker wrote:
As a zerg I think this is too many changes. The roach range alone is huge and will change the game quite a bit. I'd rather they just implement that and let us see how it plays out.

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.


Agreed wit this. Barracks requiring supply depot limits Terran openings like crazy. There will be no more variety, less mind/meta games.

Concussive shells at factory is such a great idea. The only real problem with early game TvP is that the maurauder is too strong with concussive shells, putting the upgrade at factory helps a lot more than nitro.


I agree with you about depot first, its a disaster, but i disagree about a conc shells nerf, that would be the equivalent of the depot nerf, and would accomplish the same thing. it would force the terran to play for the late game, where he is up against an imbalanced protoss with sick units and lots of options


It doesn't really force terran into late game, maurauders can still kite zealots early game and still own stalkers. It just makes it so that zealots aren't completely useless early game. An early push with a few maurauders or marines is so strong early game against protoss.

I'm a terran player in diamond btw, so I'm not being biased, just saying what I think about the matchup. I do agree that protoss is strong against terran in late game, but I'm just talking about early game. Terran is too strong early game and protosss is strong late game.
gotterdammerung
Profile Joined October 2010
Austria17 Posts
October 07 2010 17:18 GMT
#364
On October 08 2010 02:14 accaris wrote:
Think cannon rushing and/or void ray cheese is contributing to higher Protoss wins in lower leagues? Or maybe because Protoss macro is easier to master?


nah those units arent the problem, its colussus high templar and the warpgate sick army replenish speed.
glhf.tv
papaz
Profile Joined December 2009
Sweden4149 Posts
October 07 2010 17:18 GMT
#365
Supply depo before rax seems to only limit the number of BO.s

Such change where the game has less BO can't be for the better. They should have balanced in other way.
Awesomesauce
Profile Joined August 2009
Belgium69 Posts
Last Edited: 2010-10-07 17:19:49
October 07 2010 17:19 GMT
#366
don't like these changes except FG.

I'm a zerg player

iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
October 07 2010 17:19 GMT
#367
factory requirement is harsh. Never going to see reapers again. Something had to be done here but this is too much.

Fungal should have ALWAYS prevented blink.. the fact it doesn't is a bug.

Range increase on roaches is fair but it better be +1 and not something stupid like +2-3
NATO
Profile Joined April 2010
United States459 Posts
October 07 2010 17:19 GMT
#368
If they wanted roaches to be more viable, given them regen again - that was cool.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 07 2010 17:19 GMT
#369
On October 08 2010 02:15 Lonyo wrote:
Show nested quote +
On October 08 2010 02:12 Cranberries wrote:
Terran is going to have trouble against 6 pools, really? Let's talk timings! Protoss' way of dealing with 6 pool is by walling off completely with a Forge or Gateway. From this we can see that:

Pylon: 25 seconds
Gateway: 65 seconds (requires Pylon)
Total: 90 seconds

Supply Depot: 30 seconds
Barracks: 60 seconds
Total 90 seconds

If Protoss can defend against 6 pool, Terran can defend against it too. Even if it is on Steppes of War.
I already said it isnt overpowered, TWICE. But you called it "useless" and it really, REALLY isnt.

Even if you scout it, its not like every single terran build has a good way of defending it - and you know what, there are a LOT of places buildings can be hidden.

Yes, you can scout - but if you get unlucky you wont find it in time or he will kill your scout. On some maps it can be easy, on others not so much. The fact is, this build is very good or it wouldnt be used by so many good protoss players.

If you dont trust me, you can just ask TLO and he will tell you the same - its a strong build.



Except Protoss gets a pylon earlier by default due to supply.
Also like said below, Terran needs to pull workers to do that, so -1 worker for the 90 seconds.


Which is the reason why Terran CCs give +1 supply than a Protoss Nexus.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 07 2010 17:19 GMT
#370
Okay, let's call the build strong.

What's the problem? They didn't nerf Marines, Vikings, Anti-Air Turrets. They didn't buff Void Rays, or creation times. If you can defend a Proxy Void Ray at the moment you'll be able to do it after the patch. If there is a more subtle problem, I cannot see it- please tell me

I should note that I DONT agree with the original post that suggested void rays should require a fleet beacon - I simply disagreed with the guy who suggested you have to be bad to find void rays difficult.

I should have been more clear, my comments were completely unrelated to the patch, as it has not chanaged anything in this regard.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Barook
Profile Joined July 2010
Germany143 Posts
October 07 2010 17:20 GMT
#371
On October 08 2010 02:14 Liquid`Jinro wrote:
Yep, not having concussive shells available would make some protoss cheese so fucking stupidly strong. Only reason marauders actually do good vs stalkers at low numbers and pre-stim is that the stalkers cant run away and heal.

Marauders are good against Stalkers because they're cost effective against them. They cost less, have less build time and survive in a 1on1 fight.
"Blink is pretty good, it helps your Stalkers to die quicker."
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
October 07 2010 17:20 GMT
#372
Everything is good except the Depot requirement for the Barracks imo.

It's funny that nearly every league has a Z>T statistic and every league except Diamnond has P>T. Terran under powered

I really hope they don't nerf Protoss due to these numbers, but who knows.
Darksoldierr
Profile Joined May 2010
Hungary2013 Posts
Last Edited: 2010-10-07 17:22:43
October 07 2010 17:20 GMT
#373
Why aren't they just remove the armored status from buildings? It would prevent so many problems :\
Like stalkers dominating sunken early game till ling speed, or pure marauder drops on anything
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
October 07 2010 17:20 GMT
#374
I don't understand why all terrans are now going "terran is now unplayable" or "terran has been nerfed a lot already"

NONE OF YOUR CORE UNITS HAVE BEEN TOUCHED

after the first 5 mins it's pretty much gonna be the same, mass roaches never worked vs terran and it still won't.
How often do you go rax before depot? 1 games in 10?
How many terran cheeses require a rax before depot? I can think of 2 off the top of my head. How many different cheeses can a terran do? Probably more than 10.

Yeah the reaper change is pretty stupid as it pretty much removes it from the game, but after 1.1 reapers weren't used that often anyway. This is stupid game design from blizzard, but it doesn't affect terran play.
We spend our youth attaining wealth, and our wealth attaining youth.
Zyphen
Profile Joined September 2010
United States258 Posts
Last Edited: 2010-10-07 17:22:02
October 07 2010 17:20 GMT
#375
Sweet. I was starting to get bored with Terran anyway. I'm switching main to Toss once this patch hits. This does little to fix PvZ imba and will help immensely with PvT. I love 10 rax vs Toss (reapers and/or marauders) and this will completely kill that opening. I won't ever have to worry about it. Now FE vs Terran is unstoppable.

I love how Blizz says they aren't going to overreact and then do so. It's going to be a merry-go-round of imba. Just hot swap to best race. GG.
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
October 07 2010 17:20 GMT
#376
Chrono boosted zealot comes out in 14 seconds, marines take 25, marines die to two lings, zealots can take on 5-6.

Cranberries do you actually know anything or are you just trying to argue for the sake of trolling? You don't need a 2nd pylon to defend a 6pool, you just go gateway pylon and chrono'd zealot, or when you scout the 6 pool since you should be sending a pylon scout on close map positions against a zerg, then you throw down another gateway and 2 gate with a zealot at the open point of the choke.
Follow me: www.twitter.com/zlasher
ch4ppi
Profile Joined July 2010
Germany802 Posts
October 07 2010 17:20 GMT
#377
As we know now these are the whole Patchnotes balance wise.

Well, I am Zerg and obviously RoachRange INCREASE is a big deal very nice and will help Zerg immensly in the early game against harrass
Increasing the health might help a bit, but nerfing Marauderdmg against armored or the removing "armored"-from techstructures would be a smoover solution, helping ALL races against Marauder drops.
Fungal works against blink is great too, didnt make sense in the first place. Also mass Stalkers with blink will have a more solid counter now. Good work there.

Barracks need Supply depots: I think it wont touch ZvT much, but I dont now the exact Terran timings, (mb 6pool stronger, Reaper even later?). This will help Toss sooo much against this pretty quick marauder I guess.
Reaper Speed, will never be seen anymore, as well as many reapers: I dont like the change. Blizzard keeps changing the reapers efficiency from 0 to 100 every 2nd patch. At least reverting the 5 second nerf might be okay, especially with better roaches to defend.
Pekkz
Profile Joined June 2009
Norway1505 Posts
October 07 2010 17:20 GMT
#378
On October 08 2010 02:00 Liquid`Jinro wrote:
Show nested quote +
On October 08 2010 01:47 MrBitter wrote:
On October 08 2010 01:46 Liquid`Jinro wrote:
WHAT. THE. FUCK?

Fuck my life, all hellion and reaper builds just died?

So this leaves what, camp like a whore for 30 minutes with planetary fortresses? Fun times.


Wait. What?

Hellions are gonna have a really hard time kiting roaches with longer range -_- Hellion into expo (i.e what TLO played in GSL vs Losira) is already balancing the razors edge when it comes to surviving roach busts, so this might just kill the build entirely (I will wait and see what the exact range upgrade is of course).

Show nested quote +
On October 08 2010 01:58 Defeat wrote:
On October 08 2010 01:28 Djeez wrote:
Stop saying the reapers will now be useless. It's true somewhat that they won't be the massive threat they were early game, but you can still use them mid-late game. For some reason nobody can conceive of making reapers mid-late game... but I know qxc does. When your opponent has 3 bases, maybe even 4 with zerg, and his units aren't spread out reapers can actually be really effective. Arguably more effective than early game, when you only have 1 base to defend.

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

Midgame reapers are kinda obsolete as by then you have dropships that are way more survivable, and dont take up 40 seconds or whatever of your barracks production time.

Reapers need some kind of midgame upgrade other than speed (lol, get a starport after factory or get speed reapers - HARD CHOICE, NOT) to be interesting.


You cant say it was fair for hellions to counter every single zerg unit before air or fungal growth. Nothing could reach them. You will still be able to harass mineral lines with them, but now you cant kill every single unit aswell.

Chronicle
Profile Joined September 2010
161 Posts
October 07 2010 17:20 GMT
#379
On October 08 2010 02:17 007Kain wrote:
Show nested quote +
Protoss should still be able to cannon vs roach, just likely needs a 2 space gap now instead of 1. Might need to do some practicality testing on this one though.


Well if you cannon 2 space behind a gateway roaches with increased range should totally be able to just hit the gateway.


Exactly. This is going to turn out to be a serious problem.
Liquid'Tyler is short for Liquid'Tylenol
NATO
Profile Joined April 2010
United States459 Posts
October 07 2010 17:20 GMT
#380
On October 08 2010 02:19 {88}iNcontroL wrote:
factory requirement is harsh. Never going to see reapers again. Something had to be done here but this is too much.

Fungal should have ALWAYS prevented blink.. the fact it doesn't is a bug.

Range increase on roaches is fair but it better be +1 and not something stupid like +2-3


I mostly agree, but still think roach regen was cooler than more range. Zerg units are already really boring - we don't need more hydralisk copies.
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