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LOTV Beta: Balance Update Preview June 9 - Page 6

Forum Index > Legacy of the Void
297 CommentsPost a Reply
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Lexender
Profile Joined September 2013
Mexico2652 Posts
Last Edited: 2015-06-13 05:02:50
June 13 2015 05:00 GMT
#101
On June 13 2015 13:39 ETisME wrote:
They need to stop the medivac buff and start thinking to nerf them.
Terran needs to get punished by being out of positioned like any other race.
PvT is a disaster right now


TvT is not very pretty either

On June 13 2015 09:29 DeadByDawn wrote:
I wish I had the APM to use the new Ghost buff - but it takes all my efforts to split my army and kite in TvZ. The Medivac change is welcome - bio looks really bad in LotV whenever I have watched - in fact nowadays I only see Terran mech.


Funny I acutally find mech weaker and all I see in streams/tournaments is either bio or some bio/mech bio/sky combination
NyxNax
Profile Joined March 2014
United States227 Posts
June 13 2015 05:39 GMT
#102
Pretty obvious the ghost speed was so they can run more easily with bio but also work better as an "assassin" using snipe, EMT and now this drone. But I wonder if just giving them stim wouldve been a better idea? I'd like to see how fast they are now though. I know people have been cryin out to make them more useful against other races than protoss, and I sure would like to see them used more but dont know if this will do it or if these are the right changes. Already expressed my view of the drone idea. I will be watching to see how this goes,
SilverBullet
Profile Joined September 2010
Canada79 Posts
Last Edited: 2015-06-13 06:17:40
June 13 2015 05:41 GMT
#103
The ghost change is the biggest joke I've ever seen ............................


In HOTS a fully upgraded ultralisk had 6 armor, so marines did 3 damage and marauders 23.


In the beta ultras now have 8 armor, marines do 1 damage and marauders do 10.

So now WITH THE LOCK-ON, marines do 4 damage and marauders do 16. So unless you have a composition that's 7 marines to every marauder (you don't, because marines dont kill ultralisks) you're still behind on damage vs HOTS damage.

AND if you make it -4 armor instead of -3, then why even make marauders? lol...

Literally the ONLY problem bio has is against ultralisks. Who thinks that ghosts in a bio comp vs zerg is a good idea? They only thing they'd be good at is using the anti-ultralisk ability and then dying a glorious death. Damage against zerglings is perhaps a slight bonus, but they do base damage vs ultralisks and banelings

What is this supposed to solve ???????????????????????????


You'd be wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy (like way) better off trying to work the cyclone into a bio comp
There is no shame in defeat, so long as the spirit remains unconquored
usethis2
Profile Joined December 2010
2164 Posts
June 13 2015 05:47 GMT
#104
Ghost speed increase is not a good idea because it will impact Ghost v. HT dynamics. They are unbelievably underused units by Terrans for whatever reason but I do not think the reason is because they are underpowered in any way.
jotmang-nojem
Profile Joined May 2015
39 Posts
June 13 2015 05:49 GMT
#105
What's with DKim's obsession with medivacs. Probably his stupid ACTION ACTION ACTION HARASS HARASS HARASS philosophy. Yeah keep buffing the number one unit that is the source of SC2's retardedness DKim.
SilverBullet
Profile Joined September 2010
Canada79 Posts
Last Edited: 2015-06-13 06:15:20
June 13 2015 06:04 GMT
#106
And we still have no reason to build the cyclone .................. the most boring unit in the world


Takes more upgrades than a battlecruiser and costs 150 gas.

I'd like it a lot better if it was a ton of gas and we used it in place of the thor as a gas dump
There is no shame in defeat, so long as the spirit remains unconquored
HallofPain4444
Profile Joined April 2015
Japan71 Posts
June 13 2015 06:32 GMT
#107
As good as the ghost new ability is, I ain't got enough APM in hell to actually pull it off in a fight. If it was something like a ground Parasitic bomb(that anyone within the radius gets -3 armor and stacks) maybe it's usable but for it's a single target spell. HELL NO I'm not gonna waste my APM on that sh1t.
My daily life : sleep, eat, masterbate, repeat
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
June 13 2015 06:47 GMT
#108
still no change to early game zerg,,
Ravagers are still useless
saddaromma
Profile Joined April 2013
1129 Posts
June 13 2015 07:57 GMT
#109
You know there is something inherently wrong with the game when you have to remove 'armored' tag in order to increase survivility
Infiiiniity
Profile Joined April 2015
45 Posts
Last Edited: 2015-06-13 08:13:42
June 13 2015 08:07 GMT
#110
Changes look good overall. But PLEASE dont show rocks on the minimap. I remember it being a thing in the early stages of hots (correct me if im wrog, but for like a week). It completely freaked me out. Even stopped playing because of it until it got removed lol. So annoying.

Edit: And for the sake of all of us, just rebuff the marauder to what is was before. That would save many keyboards.
HallofPain4444
Profile Joined April 2015
Japan71 Posts
June 13 2015 08:28 GMT
#111
Why no mention on Liberator targetting bug? Is DK trying to make it how it's supposed to work?
My daily life : sleep, eat, masterbate, repeat
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 13 2015 08:46 GMT
#112
On June 13 2015 03:38 Acer.Scarlett` wrote:
that alt key thing will be a big deal for zerg in 1v1 o.o//

Yes, I soooo want this for 1on1!

Actually, to be a bit provocative, I think that change by itself will promote more smaller battles more than any economy change can ever do. Imagine the possibilities to split off a few units to an undefended mineral line, without having them suicide into the opponent army from some odd angle when you control your main army.

Also, what does "individual overlord drop upgrade" mean? I have to upgrade each overlord separately? Or was it joined with the speed upgrade, and now re-split?
dust7
Profile Joined March 2010
199 Posts
June 13 2015 08:49 GMT
#113
On June 13 2015 17:28 HallofPain4444 wrote:
Why no mention on Liberator targetting bug? Is DK trying to make it how it's supposed to work?

I'm pretty sure the Community Manager saying this behaviour is a bug made a honest mistake. But because they are Blizzard, they can't admit it and will just never say something about the issue again.
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
Last Edited: 2015-06-13 09:09:27
June 13 2015 08:52 GMT
#114
Everyone here who's unsatisfied with how this beta is going should listen to Nathanias go ham on Blizzard. It's amazing to hear this coming from a WCS caster.

http://www.twitch.tv/nathanias/v/6108995?t=4h23m27s

Although I disagree with him when he says the TL economy model is "complete trash", I still think it hasn't been tested enough.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
NiDoXiD
Profile Joined September 2009
Germany28 Posts
Last Edited: 2015-06-13 09:16:44
June 13 2015 09:15 GMT
#115
I dont understand the formulation of the overlord change, what exactly will be changed?

I love the direction that lotv is going, away from deathball mechanics, more like bw overall
_indigo_
Profile Joined August 2010
Slovenia171 Posts
June 13 2015 09:17 GMT
#116
Ghost changes are bad: speed increase will make them faster than unstimmed bio compositions and thus run ahead of them. Stim would be a much better change because they would mirror the rest of the bio behaviour and it would be easier on the hotkeys and army management. They could remove dmg buff with stim if needed but I don't think they are OP damage wise anyway.

Ghost drone ability - don't really know what to think of it. Vs protoss EMP is always a better choice damage wise and it's also AOE. Vs terran - I dont feel it's needed to "drone up" the mech units one by one and it's also much more beneficial for you to keep making marauders and use your apm for splitting. Vs zerg - the Ultralisk is the only viable target and honestly, I can't see many players be able to pull this off in TvZ when fighting ling-bane-muta. This ability should be AOE at the least, but i'd rather just have researchable nuke on cooldown.

Overlord transports seem very fun and I support this change. I'm slightly scared about nydus though, because it's really really powerful right now.

Medivac might be a bit strong, not sure. Considering terran bio doesn't change much during the course of the game this might be a useful buff in later stages. Terran shouldnt be punished so much for being out on the map because it SHOULD be out on the map, having the worst massable static defences and worst defense potential when you army is away (no warp ins, no really fast units on creep).

Ravager seems interesting - would need to see what this means for marauders in TvZ. This really needs testing before theorycrafting.

Rest seems quite OK to me. Also, Liberator "bug" is apparently not a bug which is cool, because if it would be, noone would make them for ground attack anymore. I guarantee it.
I have seen it all, and everything is just as senseless as chasing the wind.
_indigo_
Profile Joined August 2010
Slovenia171 Posts
June 13 2015 09:18 GMT
#117
On June 13 2015 18:15 NiDoXiD wrote:
I dont understand the formulation of the overlord change, what exactly will be changed?

I love the direction that lotv is going, away from deathball mechanics, more like bw overall


No more universal upgrade for overlord drops but you would be able to upgrade individual overlord to gain drop ability. Something like a morp to overseer, with presumably lower cost.
I have seen it all, and everything is just as senseless as chasing the wind.
NiDoXiD
Profile Joined September 2009
Germany28 Posts
Last Edited: 2015-06-13 09:23:19
June 13 2015 09:22 GMT
#118
On June 13 2015 18:18 _indigo_ wrote:
Show nested quote +
On June 13 2015 18:15 NiDoXiD wrote:
I dont understand the formulation of the overlord change, what exactly will be changed?

I love the direction that lotv is going, away from deathball mechanics, more like bw overall


No more universal upgrade for overlord drops but you would be able to upgrade individual overlord to gain drop ability. Something like a morp to overseer, with presumably lower cost.



Ah, thank you. It sounds like a reasonable change to me because then you have kind of a window in the early midgame where the other harassing methods are not available yet, without investing 200 200.
_indigo_
Profile Joined August 2010
Slovenia171 Posts
Last Edited: 2015-06-13 09:36:19
June 13 2015 09:31 GMT
#119
Agree, NiDoXiD. Drop upgrade would also not feel as "all in" with the resources invested. I'm all for Zerg having more legit options to do damage.

About the nydus worms - I guess viking followup will be very popular in TvZ now.

I have seen it all, and everything is just as senseless as chasing the wind.
DJHelium
Profile Joined December 2010
Sweden13480 Posts
June 13 2015 09:38 GMT
#120
Did Blizzard ever mention why they wont just fix snipe instead of adding yet another abliity? I just don't get it, qxc pointed out the problems with the ghost nerf 3 years ago and it hasn't been touched once.

http://www.teamliquid.net/blogs/311941-the-ghost-nerf-is-being-done-wrong
#1 player in the world atm: J-god | Follow me on twitter! @DJHelium
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