Blizzard on 1v1 Balancing and the new patch - Page 47
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bLuR
Canada625 Posts
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lindn
Sweden833 Posts
On October 08 2010 04:37 Yokoblue wrote: Roach buff is too huge in my opinion. Roach with speed already beat stalkers... now with range... they dont even need speed + they will be able to crush any FE... Nice balancing blizzard... You make roach too viable.. and reaper never viable + the supply depot is only reducing creativity which is bad double rax marine all in is creative? that's like calling 6 pool creative | ||
Shikyo
Finland33997 Posts
On October 08 2010 04:40 bLuR wrote: So if Terran needs a depot before rax zerg should need a second overlord before spawning pool right? Ok, I'm not sure if you understand this... Spawning pool is NOT a unit producing facility. Got it? Protoss should require a Pylon to build a gateway... which they do. | ||
blade55555
United States17423 Posts
On October 08 2010 04:39 JHancho wrote: Buff Turrets? Screw it... you can have your Reapers back, and your supply-less Barracks. Seriously... 1 Turret can fend off 4 Mutas. Any more than that, and you should be building counters to your opponents airborne army. Give them splash? You mean make Turrets into scarier Thors? No thanks. Turrets scare me much more than Thors as it is. Until you can no less than 3 shot a Turret, I don't engage. (doesn't mean I won't fly around and pick off what I can, though) Turrets can hold off like 8 muta if repaired I know it can hold off 10 if the turrets being repaired ![]() | ||
shindigs
United States4795 Posts
On October 08 2010 04:36 iEchoic wrote: I'd definitely support removing reapers from the game. I thought they could have been cool units but it's clear that Blizzard does not have any idea how to handle them. Now it's starting to impact non-reaper play, and is causing stupid changes like needing a supply before rax. The supply before rax totally goes over my head on why that even needed to happen. Roaches now do amazing against reapers so I don't see why the change is warranted. Its a hilarious one though. | ||
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Chill
Calgary25969 Posts
On October 08 2010 04:39 kojinshugi wrote: "Cost for cost" is a specious argument. Mutas are harassment units and they're too strong against slow mech. There's no good counter to them except critical masses of stimmed marines, or building retarded amounts of turrets. I don't know what to say except you're wrong. Please move on. | ||
avilo
United States4100 Posts
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SichuanPanda
Canada1542 Posts
1. Nerf early Terran aggression 2. Buff Zerg mid-game 3. Leave Protoss alone as it is fine These changes meet these requirements, which I and evidently many others think are appropriate requirements for a balance patch at this state of the game. | ||
DminusTerran
Canada1337 Posts
On October 08 2010 04:34 Phrencys wrote: Make Reapers 2 supplies, cost 75/75 and Nitro Packs cost 100/100. No need for this supply depot first and factory requirement for nitro nonsense. That would be a far, *FAR* bigger nerf than factory requirement lol. Blizzard's change just makes speed reapers inaccessible. Your change makes them completely useless. | ||
Seam
United States1093 Posts
On October 08 2010 04:42 avilo wrote: does blizzard even play test or get outside input on their balance ideas? Because...unless these notes are some sort of elaborate joke...I don't think blizzard is up to date on how SC2 is playing out balance-wise. Yes, they do. And they are most likely more up to date than we are, really =\ | ||
KULA_u
Switzerland107 Posts
right, just because reapers are too strong early on, you need a depot... I really think this should be another building. taking away opening makes the game much less interesing. | ||
FrostedMiniWeet
United States636 Posts
On October 08 2010 04:40 bLuR wrote: So if Terran needs a depot before rax zerg should need a second overlord before spawning pool right? Don't be silly. If we use that logic, we inevitably lead to all 3 races being exactly the same. Medivacs get drop for free? Well so should overlord then right? | ||
DannyGlover
35 Posts
On October 08 2010 04:30 SexyBimbo wrote: Oh and before anybody says something like "LOL terran players crying already" Coming from BW terran (only D+ level though -.-) I do already have 260 APM and don't freaking care how hard some guys think zerg macro is on a mechanical level because that is probably the thing I am best at in the whole game... Guess what, I switched from Terran to Zerg because macro fits my style, because I always found lategame Zerg to be extremely strong (if not even OP granted the player is good) and because Zerg rewards high APM the most, I feel. Felt pretty solid so far but I think with this patch buffing Z even more they might overdo it. Honestly, with Cool decisively winning the GSL and the ZvT stats Browder provided us with I'd rather give it some more time, especially since the reapers have already been nerfed last patch. Guess what? You don't actually have 260 APM that are meaningful. Maybe you have 260 APM while spamming during the first 30 seconds, but whats the point in lying to a video game forum? Post a replay of your meaningful 260 APM. | ||
Anfere
Canada231 Posts
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K Love
Australia45 Posts
How does blizzard look at data that supports zerg being overpowered vs terran and decide to implement massive zerg buffs and terran nerfs? | ||
ejac
United States1195 Posts
The roach does need a buff for sure, but I think changing it's supply to 1.5 would be better than increasing it's range. I guess this will make the unit better early game, but still late game I don't see it being used. They simply take too much supply for how good the unit is, even with a range increase. 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. I don't like this even as a zerg player. I think they should buff creep somehow, not nerf blink. The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes. While I never enjoy playing zvt rax first, I respect early aggresion builds that punish someone for being too economic. Not much going to stop zerg from just going hatch first every game now. 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. Heh, I can't think of a reason to get reaper speed after factory. Maybe reapers need a nerf... I haven't played enough since the patch to really say, but this is too much. Perhaps they should change its cost back to 100/100? If they're increasing roach range, this is not necessary at all anyway. We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids. We don’t expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low. Yeah, sure, cool. Don't see any problems with this. | ||
K Love
Australia45 Posts
On October 08 2010 04:45 FrostedMiniWeet wrote: Don't be silly. If we use that logic, we inevitably lead to all 3 races being exactly the same. Medivacs get drop for free? Well so should overlord then right? Yes, and supply depots can now fly. | ||
MangoTango
United States3670 Posts
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kojinshugi
Estonia2559 Posts
On October 08 2010 04:39 JHancho wrote: Buff Turrets? Screw it... you can have your Reapers back, and your supply-less Barracks. Seriously... 1 Turret can fend off 4 Mutas. Any more than that, and you should be building counters to your opponents airborne army. Give them splash? You mean make Turrets into scarier Thors? No thanks. Just tested in the map editor and 5 mutas with micro kill a turret without a single casualty. It wouldn't be so bad if they didn't kill workers so damn fast. | ||
Shikyo
Finland33997 Posts
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