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Blizzard on 1v1 Balancing and the new patch - Page 4

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
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ensis
Profile Joined May 2010
Germany340 Posts
October 07 2010 16:30 GMT
#61
wow, unless they balance reapers, they just make them useless. i dont mind that fungal stuff, but zergs are doing quite well as of now. i think roach-buff could be too huge of an impact
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
zatic
Profile Blog Joined September 2007
Zurich15366 Posts
October 07 2010 16:30 GMT
#62
On October 08 2010 01:21 GTR wrote:
Show nested quote +
The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.


This is stupid.

Seriously why not finally get rid of reapers altogether. An early game unit you are not allowed to rush with.
ModeratorI know Teamliquid is known as a massive building
Ryps
Profile Blog Joined May 2010
Romania2740 Posts
Last Edited: 2010-10-07 16:32:32
October 07 2010 16:30 GMT
#63
They should just get rid of the reapers in that case. They wont ever be used anymore with that kind of nerf, some of the changes are even that good except the roach probably.

How are reapers even gonna compete in mid game since early is a no go for them and increased roach range will just crush them !
AJMcSpiffy
Profile Blog Joined May 2010
United States1154 Posts
October 07 2010 16:31 GMT
#64
Supply Depot before barracks seems kinda silly. But I love the roach change, I'm excited for this patch. And the post does say that these are "a few of the changes we have planned", so hopefully there will be some more good ones on the way.

Oh, and lets all cross our fingers and wear our PJ's inside-out for chat rooms being included.
If the quarter was in your right hand, that would've been micro
Rhyme
Profile Joined May 2010
United States1069 Posts
October 07 2010 16:31 GMT
#65
holy shit, increased roach range is huge. roaches will be much more viable before their tier 2 upgrades. i wonder what the range increase will be? will it be another upgrade, or a straight buff?
dont ever say that
Semipsyc
Profile Joined October 2010
Korea (South)123 Posts
October 07 2010 16:31 GMT
#66
Man, seems like they really want terrans to be using hellions more instead of reapers, lol
Bommes
Profile Joined June 2010
Germany1226 Posts
October 07 2010 16:31 GMT
#67
On October 08 2010 01:29 MrBitter wrote:
Being able to 14 hatch safely vs. Terran might break that matchup... If you look at the stats, It's already even.

Rough days in store for Terran players, imo.


14 CC > 14 hatch imo

I have 100% win with FEing against zerg so far (only 3 games, but whatever )
seaofsaturn
Profile Blog Joined September 2010
United States489 Posts
October 07 2010 16:32 GMT
#68
On October 08 2010 01:21 GTR wrote:
Show nested quote +
The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.


This is stupid.


i agree and i'm a zerg.
Photoshop is over-powered.
SwaY-
Profile Joined March 2009
Dominican Republic463 Posts
October 07 2010 16:32 GMT
#69
"As you can see there are some issues with Protoss vs. Terran in many of the leagues."

This worries me very very much since Protoss is like 60% in PvT in platinum and below... if they nerf protoss because of this I will change races, and I said I never would but this is ridiculous.
Do it beautifully
Odds
Profile Joined May 2008
Canada1188 Posts
October 07 2010 16:32 GMT
#70
On October 08 2010 01:24 floor exercise wrote:
Reaper is now never ever going to be used except for building 1 to camp watch towers etc


Is that really a problem, though? Because of its huge role overlap with the Hellion (Both light, fast, fragile, do bonus damage to other light), which IS used extensively throughout the game, perhaps they don't both need to be long-term viable units. A single reaper camping a watchtower or harassing an expansion can still be extremely obnoxious, and worth far more than the money spent on it.

In any case, Terran still has a wide range of openings they can use against Z- this just prevents a bunch of the cheese that everyone has been complaining about.

All the Terran players accusing Z of having 'l2play issues' in retail thus far may find themselves struggling with the same issues as they attempt to use the new reaper. I hope they enjoy it.
Odds.633, AM. Plat level currently. Would love more practice partners, add me, let's play!
Obsolescence
Profile Joined August 2010
United States270 Posts
October 07 2010 16:32 GMT
#71
The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.


Awesome! Maybe I'll just start hatch-before-pool'ing to Terrans natural out of spite

We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.


I'm sure it will at least be +1 range, but I'm secretly hoping for +2 (3 -> 5). Thank you, Blizzard!

Fungal Growth will now prevent Blink, which will give Zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.


This is the way I always expected it to work.

The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.


Poor, poor reapers. Your popularity well so short lived and so severely punished. Why don't they just get rid of them? The only time people used them was for the early game, and now they've nerfed the ability to get them out quickly 3x. They should at least give them the ability to go lay on the battlefield so the enemy might trip over them.
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
Sniggle
Profile Joined April 2010
United States21 Posts
October 07 2010 16:32 GMT
#72
Predicting an incoming Toss nerf to balance the lower leagues.
MrBitter
Profile Joined January 2008
United States2940 Posts
October 07 2010 16:33 GMT
#73
On October 08 2010 01:31 Bommes wrote:
Show nested quote +
On October 08 2010 01:29 MrBitter wrote:
Being able to 14 hatch safely vs. Terran might break that matchup... If you look at the stats, It's already even.

Rough days in store for Terran players, imo.


14 CC > 14 hatch imo

I have 100% win with FEing against zerg so far (only 3 games, but whatever )


If this is what ends up becoming the norm, I'll welcome it openly. Anything that encourages more macro play is great for the game.

Reminds me of BW from like a year ago:

Who can expo the most, the fastest?

Epic fun.
Karthane
Profile Joined June 2010
United States1183 Posts
October 07 2010 16:33 GMT
#74
As a Zerg player i am obviously liking these changes a lot. Though after 1.1 i barely ever saw (or had problems with) reapers. And after this i DEF don't think i'll be seeing any at all, not that i'm complaining.

Would still like hydra speed upgrade though =(
RxN
Profile Joined May 2010
United States255 Posts
October 07 2010 16:33 GMT
#75
I don't agree with the depot before rax requirement. Going to making opening hatch first a lot easier for zerg against T.
Acritter
Profile Joined August 2010
Syria7637 Posts
October 07 2010 16:33 GMT
#76
FINALLY! Blizzard understands the problem with Terran tech: the unit-specific upgrades aren't staggered between tiers. For Z and P, you have upgrades for early units at later tiers, which ensure that units are usable at all stages of the game while not being overpowered early on. Imagine if you could get Roach speed at T1. Early Roach rushes would be unstoppable as Protoss. Now that they're applying that same logic to Terran, they can make the lategame units balanced without making nigh-unstoppable early timing pushes.

This isn't the end-all to SC2 imbalance, but they're moving in the right direction!
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Slunk
Profile Blog Joined February 2010
Germany768 Posts
October 07 2010 16:33 GMT
#77
Holy shit, this is gonna be epic!
I think however they might go a little overboard with reaperspeed nerf and this supply depot requirement. Zerg is gonna 14hatch every game.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2010-10-07 16:34:54
October 07 2010 16:33 GMT
#78
Why does DB state that PvT has issues? As you can see its one of the most balanced MU's in the highest league while in lower leagues protoss are steamrolling terrans with 4 gates all day.

Why aren't they balancing for high level play? Terran ought to figure out how to deal with 4 gate all-ins soon enough.

They should realize that by balancing for gold level players, you WILL break diamond level balance
"trash micro but win - its marine" MC commentary during HSC 4
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
October 07 2010 16:33 GMT
#79
Oh my god these changes are awesome! Well done Blizz!

(I may switch to zerg now :D )
really?
Tomfour
Profile Joined September 2010
United States173 Posts
October 07 2010 16:34 GMT
#80
I'm really glad they are increasing the roach range, I don't know how many times I would be on Blistering sands and early game I would have roaches for whatever reason and have to defend the back door but be unable to really do anything but watch them tear it down because of the roach range.

If they can finally reach across destructible barriers I will be very happy.
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