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Blizzard on 1v1 Balancing and the new patch - Page 21

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
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QueueQueue
Profile Joined July 2009
Canada1000 Posts
October 07 2010 17:24 GMT
#401

The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.


I am all for game balance. The tank nerf, reaper build time nerf, and bunker nerf were all pretty justified, but this is just stupid.

Raxx before depot isn't overpowered by any means. It gives early aggression options which is just a part of SC. It is not impossible, or even incredibly difficult to stop when scouted... Just like proxy gates.
Obsolescence
Profile Joined August 2010
United States270 Posts
October 07 2010 17:24 GMT
#402
On October 08 2010 02:20 Chronicle wrote:
Show nested quote +
On October 08 2010 02:17 007Kain wrote:
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.


So what do protoss do vs terran (marine has range 5)? Or what did they do vs hydralisks in BW? I never played the multiplayer competitively in BW but I'm aware that forge FE was common or at least usable.
It doesn't think. It doesn't feel. It doesn't laugh or cry. All it does from dusk till dawn is make the soldiers die. -Phyrexian Hulk
noD
Profile Blog Joined August 2010
2230 Posts
October 07 2010 17:25 GMT
#403
Just me thinking kind dumb to do changes based on team games and not 1v1 ?
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
October 07 2010 17:25 GMT
#404
On October 08 2010 02:20 Toadily wrote:
I like how everyone keeps saying that toss FE is now dead, think about BW. Hydras had longer range, moved faster, costed less supply than roaches. Yes there were threats of hydra busts, but toss players pretty much forge expanded every single game anyways. You know what they did? They built more than a single cannon when they scout the bust, why the f would you people think that it's perfectly fine that ONE cannon should be able to keep you 100% safe.


The problem is that Roach has double amount of hp than hydra
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
Last Edited: 2010-10-07 17:25:47
October 07 2010 17:25 GMT
#405
Ok, I think people QQing about Hellion builds need to face reality a little bit.

1. You still outrange roaches, insane isn't it?
2. I'm sorry your straight tech to tier 2 build isn't fail-proof. Just because roaches are made doesn't mean you auto lose, it just means you can't still constantly abuse Hellions. I know, adjusting your build order? What Terran does that?!?!
3. Hellion are still a mineral sink that can effectively kill workers fast still. And if your micro is good enough, you can still outrange roaches (yes, I know I already said this). If the zerg is able to confront you directly as you enter creep, I think the Zerg should able to a few more shots off rather than Terran still being able to kite initially without taking hits.
Jaedong <3 HOOK'EM HORNS!
iRRelevance
Profile Joined June 2009
Romania725 Posts
October 07 2010 17:25 GMT
#406
On October 08 2010 01:44 Uhh Negative wrote:
Show nested quote +
On October 08 2010 01:41 Toadily wrote:
LOL @ the supply depo change, next thing you know it'll be 2 overlords required before you can build a pool xD

Or pylon before gateway.... oh wait....


C'mon man ...

terran =! protoss
AND
marine=! zealot

Supply before before rax is a BAD BAD ideea.
"You can ... draw sounds ?"
Fraidnot
Profile Blog Joined May 2008
United States824 Posts
October 07 2010 17:25 GMT
#407
On October 08 2010 02:21 heishe wrote:
Wow, so many people in here against the depot->barracks change.

So you like random coinflipping and guessing games instead of actual skill-dependent games?

Because that's exactly what it is when you proxy, or when you 6-pool etc. It's just gamble which either wins you the game outright, or loses you the game outright, with little to no margin of error in between. It's not just a "risk-taking" strategy like going for a little more econ instead of army which may give you a small disadvantage if it fails, it's a 99.99% definitive All-in which fails in every case except the ones that you're trying to luck-counter (and call metagame what you want, in the end it's just luck and nothing more, since the "i know that you know that i know" game can be continued endlessly).

Most importantly, those luck-dependent builds give wins to players who just don't deserve them.

It's a good thing super-early proxying from Terran is gone for good.

Just a coincidence that this was your 666th post? I don't think so.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
October 07 2010 17:25 GMT
#408
this is pretty freakin sweet. HELLO TERRAN NERFS!!!

I'm glad to see they're making a change to the roaches as well. They're so frustrating when I make them and they just dont attack. It's sad that I need to babysit them because they get the mentality of "I think I can, but I don't feel like chasing it."
"We have unfinished business, I and he."
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 07 2010 17:25 GMT
#409
On October 08 2010 02:22 Chronicle wrote:
Show nested quote +
On October 08 2010 02:19 Liquid`Jinro wrote:
I should have been more clear, my comments were completely unrelated to the patch, as it has not chanaged anything in this regard.


Any comment on my opinion of VR being the "Flying Reaper?".

In what way? I ll try to find it but I missed your post. I think the void ray is a lot more useful in a lot more situations than the reaper to be honest (mass speed void rays are quite decent late game TvP) - but yeah I can see some similiarities.
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
Chen
Profile Joined June 2009
United States6344 Posts
October 07 2010 17:26 GMT
#410
On October 08 2010 02:12 VonLego wrote:
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.

no >.>
with 4 range, if cannons are 2 back of the gateway the roaches kill the gateway while the cannons cant shoot back. if cannons protect the gateway the roaches can hit the cannon.
Cranberries
Profile Joined July 2010
Wales567 Posts
October 07 2010 17:26 GMT
#411
On October 08 2010 02:23 Liquid`Jinro wrote:
Show nested quote +
On October 08 2010 02:17 Cranberries wrote:
If you're defending against a 6 pool you, as a Protoss, need to cut probes in order to wall off with a second pylon completely. Just like you could wall off with a second depot. Besides, a 6 pool is all in. Defend it and you win. Also- Marines will be better because you can repair Terran buildings and they're built faster while being cheaper than Zealots.

People, Terrans, seem to be whining that they're going to have to play macro against a race which is balanced against playing macro? I honestly can't see the upset people feel with any of these changes.

If you cant be aggressive against zerg, and put pressure on them, you are - on a lot of maps/positions - forced into playing a ridiculously boring turtle style where you simply camp until the zerg commits suicide out of boredom.

But once again Im not commenting patch specifically here - Im just saying that if terran were to lose all options of aggression the matchup would probably be broken in zergs favour UNLESS terran plays a very specific and very boring (for both players) style.

Note that pressure doesnt have to be a rax before supply type pressure, but if the new roach change ruins a lot of other terran openings, well that could be bad for the matchup.

Dropships are still going to be good harassment.
Hellions will still be useful, they are after all faster than Roaches off and on creep (without Roach speed upgrade I think).
Banshees will still be a good followup after Hellions.

Allowing the Zerg to actually prepare against some harassment isn't a bad thing, if you commit them to make a Roach Warren you could just go Banshee or Thor. It's not as if you're commited to harassing Zerg when you've already made them expend precious larva on Roaches or Zerglings.
gotterdammerung
Profile Joined October 2010
Austria17 Posts
October 07 2010 17:28 GMT
#412
On October 08 2010 02:20 Zyphen wrote:
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.


Hell yeah, you know what sir you have a right attitude. at first i was upset, The terran cheese option isnt that strong anyway, and usually gets held off by toss unless they fast expand. Im going to switch to toss as well, colussus, high templars, archons, forward pylons, not to mention rediculously fast zealots.

Im switching to toss as well, terran wont be able to stop the late game toss. at first i was upset, but no reason to be really, just switch to the OP race
glhf.tv
andrewlt
Profile Joined August 2009
United States7702 Posts
October 07 2010 17:28 GMT
#413
Like the changes except the supply depot requirement for barracks. Don't think that one is necessary and it's a bad way to weaken reapers. I think the unit just needs a complete redesign.
heishe
Profile Blog Joined June 2009
Germany2284 Posts
October 07 2010 17:28 GMT
#414
On October 08 2010 02:23 snowdrift wrote:
Show nested quote +
On October 08 2010 02:21 heishe wrote:
Wow, so many people in here against the depot->barracks change.

So you like random coinflipping and guessing games instead of actual skill-dependent games?

Because that's exactly what it is when you proxy, or when you 6-pool etc. It's just gamble which either wins you the game outright, or loses you the game outright, with little to no margin of error in between. It's not just a "risk-taking" strategy like going for a little more econ instead of army which may give you a small disadvantage if it fails, it's a 99.99% definitive All-in which fails in every case except the ones that you're trying to luck-counter (and call metagame what you want, in the end it's just luck and nothing more, since the "i know that you know that i know" game can be continued endlessly)


The threat of all-ins and cheese is necessary to force players to be honest. Otherwise everyone can go for the greediest opening every game.


Yes, but only to a certain degree, especially when it comes to Zerg. Safely being able to open hatch-first is pretty "honest". And it's not like Protoss can go expand before gate now.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Sixes
Profile Joined July 2010
Canada1123 Posts
October 07 2010 17:28 GMT
#415
On October 08 2010 02:15 Gentso wrote:
Why is blizzard releasing Matchmaking win %'s when the system is DESIGNED to keep you at 50% anyway?


The system keeps you at 50% overall, not 50% vP 50% vT and 50% vZ. This means that if say Zerg was really terrible versus terran but had some crazy I win strategy versus P the matchmaking would show 50% but in reality you would have 70% wins vP and 30% wins vT which is not balanced.

They released the matchup stats which are meaningful. They show that (in diamond) the ZvT and PvT matchups are won about half the time by each side and ZvP is slightly skewed in protoss' favor. This does not mean that the matchups are perfect because again there could be a situation where say P wins half the time in the first 10 minutes and T wins as soon as the game goes longer which is not a fun matchup.

As for the tweaks:

- Roach range to 4 (I am guessing, to 5 would be excessive imo). Nice, helps defend harass and makes them better around chokes (both offensive and defensive). Still can be kited by most of the same units (stalker, MMM) but are a little better in the early and mid game where Zerg lacked the ability to push up a ramp (we still will but this might help).

- Reaper speed needs factory. Delaying reaper speed means the 3-5 rax reaper is less viable. It was an annoying and gimmicky strategy so I'm not upset at that.

- Depot before Barracks. Interesting ... means that Terrans may need to play more macro games instead of 1 base all ins because their opponents can macro off the bat without worrying about a 6 or 9 rax. This makes no difference to standard build timings though (10 depot 12 rax).

- Fungal stops blink. Needed doing, it stops burrow and generally locks things down, Blink was the exception. Mass blink stalkers are a problem ZvP and this gives Zerg a solid solution to stopping their mobility.

- Zerg building health. Good, Zerg were extremely vulnerable to drops because of the 1 building per unit system, making the buildings a little tougher just gives a little more time to save them.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 07 2010 17:29 GMT
#416
If they really want to make roaches useful mid/late game, make it an UPGRADE not standard 4 range!!!
Quepp42
Profile Joined May 2010
United States96 Posts
October 07 2010 17:29 GMT
#417
Oh man, I'm super pumped for this patch. I wonder if it will take them a month like last time haha.

I think the roach buff is fantastic, however, I agree with the person who stated that hydras will pretty neglected once this happens (not that they are used that much now). I wish the hydra would get an upgrade to give me incentive to buy them considering they are so darn expensive for how easily killed they are.
All it takes to fly is to throw yourself at the ground and miss.
Foreplay
Profile Joined May 2008
United States1154 Posts
October 07 2010 17:30 GMT
#418
On October 08 2010 02:13 Rah wrote:
that's sad. reaper openings were one of the few high risk/ high reward strategies in the early game. even though it was frustrating on the zerg's end, those should at least be an option, maybe nerfed some but not into oblivion. wc4

how is a reaper opening high risk? if you can't do damage you just take your complete map control and expand. Maybe if you lose all your reapers you might be in trouble but thats pretty hard to do. That being said i do agree that they are way over nerfing them.
Better than Pokebunny
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
October 07 2010 17:30 GMT
#419
lol supply before barracks is crazy and I am a toss. What's next? two pylons before gateway?...
Nirano
Profile Joined September 2010
Canada77 Posts
October 07 2010 17:30 GMT
#420
I agree with this patch. Zerg was very weak and needed a lot of buffs to keep the game fair. Good work, Blizzard.
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