David Kim Blizzcon Interview about balance - Page 9
Forum Index > Community News and Headlines |
Wr3k
Canada2533 Posts
| ||
Cyber_Cheese
Australia3615 Posts
Q. We are seeing a decrease in cheesy play? A. We aren't looking to remove cheese. There are cannon rushes and gateway rushes, but we are trying to patch cheeses that are too strong. But again, we are not trying to remove them altogether. i love the way both his examples are toss ![]() | ||
noD
2230 Posts
and they seem kinda serios about not nerfing terran anymore too... | ||
Morphs
Netherlands645 Posts
Too bad no question was asked about the broodlord. I understand that the Battlecruiser and Carrier are capital ships. The broodlord isn't the Zerg equivalent of that though and should IMO see the battlefield more often. As a matter of fact I don't really agree with their stance that some units should see the battlefield less than others. What's wrong with having more options as a player if it's in a balanced fashion? Their stance on the hydra seems like an attempt to avoid the discussion. If it shoots air and ground it should have a BIG weakness? Then why didn't he mention the marine and stalker? I can't recall those units having a weakness as big as the hydra.. | ||
AzureD
United States320 Posts
As for the HT it is possible to nerf an aspect of a unit while still keeping it balanced or making it stronger in another aspect. For example HT warping in ready to storm is probably a bit OP. You could change this by say making them warp in with 25 energy or 50 energy with the upgrade and giving them higher regeneration rate. This slows down their viability some more and directly nerfs warp in HT. However it makes them stronger when they are fully charged as it lets them use storms more frequently and are more easily able to recover from EMP. | ||
Darpa
Canada4413 Posts
| ||
![]()
BisuDagger
Bisutopia19231 Posts
| ||
Antipod
Canada18 Posts
| ||
Maynarde
Australia1286 Posts
On October 27 2010 11:48 Antipod wrote: Interviewer is biased against T? He makes it sound like the only complaining comes from marauders, banshees and repair being too good. Give T a break ffs. Um, no? If anything the mood favours an incoming Protoss nerf. | ||
Antipod
Canada18 Posts
On October 27 2010 14:23 Maynarde wrote: Um, no? If anything the mood favours an incoming Protoss nerf. I did say the interviewer didn't I? Not David Kim. | ||
TheGiftedApe
United States1243 Posts
| ||
summerloud
Austria1201 Posts
On October 27 2010 11:05 Darpa wrote: WoW I'm glad they are looking at storm It is really strong. the other day i was playing a free for all, and I defended my base with 11 templar killing a near max army of hydras. Also it smashes terran bio particularily when coupled with Colossus. That said im glad they are going about it cautiously. i really hope they would nerf carriers too. the other day i played a ffa and my opponent had 17 bases and got 53 carriers and a mothership and i couldnt stop them oh and banshees are too good too once you get more than 40 they really rape also i wish blizzard would make marines have less hp. they are really too good in that ums called nexus wars | ||
k4ne
Austria34 Posts
Ask for a nerf : marauders, marines, medivacs, banshee, ghost emp, repairing scv nerfed: BC, Reapers, tanks. What's remaining ? Vikings range ? Hellion flame drop too strong vs workers ? and ? erf, no more units to nerf... PvT is the only balanced MU, why do people want changes ? -_- Early game in PvT is not that one sided, protoss just need to learn HOW TO (i saw some protoss replay owning terran bio build so fast with many sentries or colossus+phoenix build), as terran with patch have to learn how to play against Zerg with no harass in early game. | ||
Samhax
1054 Posts
On October 27 2010 11:03 AzureD wrote: Look guys it is possible to balance the game around various skill levels without breaking the balance in multiple levels of skill. Or at the very least come closer to it. Fixing something for silver and bronze league might in the end have no real impact on platinum and diamond. The supply depot change I am starting to see as not really a big deal at all. You can still pull of very early rushes by doing things like going double rax after supply depot. As for the HT it is possible to nerf an aspect of a unit while still keeping it balanced or making it stronger in another aspect. For example HT warping in ready to storm is probably a bit OP. You could change this by say making them warp in with 25 energy or 50 energy with the upgrade and giving them higher regeneration rate. This slows down their viability some more and directly nerfs warp in HT. However it makes them stronger when they are fully charged as it lets them use storms more frequently and are more easily able to recover from EMP. I think you are right, the main think that make ht too powerfull in end game battle is the warp into storm. Because of that you can defend quite easily all your basis. Maybe put a 10+ seconds cd on storm ability after a warp or something like that. | ||
Raigeki
Hong Kong207 Posts
Q. I would like to ask you for your opinions regarding the banshees [/b]A. We're getting a lot of feedback regarding banshees. We don't think it's overpowered at this point in time, and we will make decisions in 1~2 weeks after discussion. However, we've nerfed terran so much that if we do end up nerfing terran, we will do so very carefully. We are trying to avoid nerfing terran if we can. dont touch my banshees man... XD | ||
EmilA
Denmark4618 Posts
If there's anything terran has a real problem with it's fighting zerg lategame, not protoss. | ||
dybydx
Canada1764 Posts
| ||
Edmon
United Kingdom259 Posts
A. There were a lot of strategies terrans could use before scouting their opponent. We were planning to decrease the number of possible strategies because we felt they were having a negative effect, and the reaper happened to be problematic in team games so we adjusted the balance with a focus on reapers. In the case of barracks before depot, there were a lot of games that ended before it was even scouted. It didn't happen very often on the pro level, but it was becoming a problem in lower tier play. The main focus is the pro level, but our ultimate goal is for players of all levels to be able to play a fair and balanced game. Barracks first builds were too strong in that regard and created a lot of problems in low level play, which is why we made the adjustments. I totally called this, months and months ago. I knew they were going for casual balance. You can read about this theory here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=127450 | ||
theBlues
El Salvador638 Posts
| ||
terranghost
United States980 Posts
On October 24 2010 22:36 Tachion wrote: Were tournament maps used as ladder maps in SC1? It seems a little awkward in practice to separate the two because a lot of pros still ladder a ton right now, and if there were separate tourny maps from laddder maps, then they would all be forced into custom games for any meaningful practice. People that are practicing for tournaments usually have a practice partner where both people involved have this other map that will be used in the tournament. | ||
| ||