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LotV Beta Balance Update - June 17 - Page 4

Forum Index > Legacy of the Void
164 CommentsPost a Reply
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Musicus
Profile Joined August 2011
Germany23579 Posts
Last Edited: 2015-06-19 07:09:20
June 19 2015 07:08 GMT
#61
Ghost ability looks stupid, but the overlord drop change will be crazy. We'll see crazy stuff since you don't need a lair. If you would need Lair it would just be a straight up nerf of course. And medivacs are already good enough at dropping, that change doesn't make sense.
Maru and Serral are probably top 5.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2015-06-19 07:29:35
June 19 2015 07:11 GMT
#62
On June 19 2015 15:56 SC2John wrote:
I'm not balance whining or anything....

but do we really need another buff to the medivac?


No, it's already (in my opinion) the most broken unit in the game. If you split the Medivac into 2 units, the Medic and the Dropship, we'd still make both of them.
In Somnis Veritas
CptMarvel
Profile Joined May 2014
France236 Posts
June 19 2015 07:11 GMT
#63
The new ghost ability is totally band-aidy and adds strictly nothing to unit interactions. Why won't they just tweak snipe?
tar
Profile Joined October 2010
Germany991 Posts
June 19 2015 07:18 GMT
#64
On June 19 2015 14:55 chipmonklord17 wrote:
Show nested quote +
On June 19 2015 14:41 pure.Wasted wrote:
On June 19 2015 14:32 chipmonklord17 wrote:
On June 19 2015 14:29 pure.Wasted wrote:
On June 19 2015 14:25 chipmonklord17 wrote:Zerg's aren't MEANT for small drops (aside from the previously mentioned baneling drops which honestly suck compared to their widow mine or general warpprism equivalents). The entire Zerg style and game play is based around masses and swarming. Small drops with Zerg are just not as good as the other races because of how the race's units are designed compared to Protoss and Terran. That's not a problem or imbalanced that's just how it is, Zerg is meant to swarm. Including an upgrade that promotes small dropping is counter-intuitive to the entirety of Zerg's game play. And if you're talking about doom dropping as Zerg then upgrading overlords individually becomes non cost efficient and defeats the entire purpose of the upgrade in the first place, as at that point you should use invincible nydus worms.


Zerg perform runbys all the time with a handful of Lings/Banes, and there's nothing "non-Zergy" about it despite the fact that it's not 200 supply worth of units. How is dropping one OL's worth of units any different from that?



Because a zergling runby can have as many zerglings as you want but the single overlord has a limit in capacity? For reference imagine a roach runby that is 4 roaches (that IS how many fit in an overlord right? I forget if its 4 or 6 but honestly its virtually the same thing). That does next to nothing, just as a roach drop would do.


That's why I very cleverly focused on Lings and Banes in my post. Roaches don't runby, they free up supply in the general vicinity of enemy workers.

The point is runbys are not anti-Zerg, so dropping units for a runby isn't anti-Zerg, either, contrary to what you were trying to establish. The only question that matters is that of efficiency. How many Lings does Life use for a typical runby? If it's less than 50, then upgrading OLs individually will be significantly cheaper, faster, and more convenient than bogging down a Hatchery to research Ventral Sacs.


Ah yes the infamous 6 zergling run by. Run by's aren't anti zerg because they have more units than you can fit in a overlord. Although I've never counted I'd be inclined to say that Life uses more zerglings most run bys than you can fit in an overlord, and that he does more than 8 overlord's worth of lings in runbys.

Yes there are definitely going to be a few situations where this upgrade MIGHT be cheaper than the global upgrade but that sounds absurdly few and far between. Now if overlords had some "battle evolution" passive that after 8 overlords transforming then they all "evolve" into being able to drop that might make more sense. But as it stands it just seems like they've found a great theory that has no actual place in reality.

I actually took the time to look for a Life game to see if this was in fact the case.
https://www.youtube.com/embed/oSQoyfI-DfI

Life does 2 runbys in this game. One of 16 lings, that does virtually nothing. Kills a few marines and forces 4 -6 hellions to come home. And one with over 50 units of ling/bane. The second attack alone makes the overlord upgrade in this case not cost efficient completely ignoring the first counterattack, that even with 2 and change overlords worth of units does virtually nothing. Small drops just aren't Zerg. Not to mention that I can't personally think of a situation where you'd want to small drop instead of run by because of the difference in overlord drop time one at a time versus a group of lings just running to whatever location

Perhaps it becomes a way for zerg to get around forcefields in really niche situations but at that point you're just risking them targeting down the overlords and either supply blocking you or killing the units inside or both


well, with regard to ZvP, the new drop thing enables the Zerg to bypass the 1 cannon 1 sentry wall-off, which atm stops unlimited amounts of lings, while the rest of the toss army is walking around the map. 16 speedlings in an undefended toss base can be quite devastating and should force a recall at least.
whoever I pick for my anti team turns gosu
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
June 19 2015 07:27 GMT
#65
On June 19 2015 16:18 tar wrote:
Show nested quote +
On June 19 2015 14:55 chipmonklord17 wrote:
On June 19 2015 14:41 pure.Wasted wrote:
On June 19 2015 14:32 chipmonklord17 wrote:
On June 19 2015 14:29 pure.Wasted wrote:
On June 19 2015 14:25 chipmonklord17 wrote:Zerg's aren't MEANT for small drops (aside from the previously mentioned baneling drops which honestly suck compared to their widow mine or general warpprism equivalents). The entire Zerg style and game play is based around masses and swarming. Small drops with Zerg are just not as good as the other races because of how the race's units are designed compared to Protoss and Terran. That's not a problem or imbalanced that's just how it is, Zerg is meant to swarm. Including an upgrade that promotes small dropping is counter-intuitive to the entirety of Zerg's game play. And if you're talking about doom dropping as Zerg then upgrading overlords individually becomes non cost efficient and defeats the entire purpose of the upgrade in the first place, as at that point you should use invincible nydus worms.


Zerg perform runbys all the time with a handful of Lings/Banes, and there's nothing "non-Zergy" about it despite the fact that it's not 200 supply worth of units. How is dropping one OL's worth of units any different from that?



Because a zergling runby can have as many zerglings as you want but the single overlord has a limit in capacity? For reference imagine a roach runby that is 4 roaches (that IS how many fit in an overlord right? I forget if its 4 or 6 but honestly its virtually the same thing). That does next to nothing, just as a roach drop would do.


That's why I very cleverly focused on Lings and Banes in my post. Roaches don't runby, they free up supply in the general vicinity of enemy workers.

The point is runbys are not anti-Zerg, so dropping units for a runby isn't anti-Zerg, either, contrary to what you were trying to establish. The only question that matters is that of efficiency. How many Lings does Life use for a typical runby? If it's less than 50, then upgrading OLs individually will be significantly cheaper, faster, and more convenient than bogging down a Hatchery to research Ventral Sacs.


Ah yes the infamous 6 zergling run by. Run by's aren't anti zerg because they have more units than you can fit in a overlord. Although I've never counted I'd be inclined to say that Life uses more zerglings most run bys than you can fit in an overlord, and that he does more than 8 overlord's worth of lings in runbys.

Yes there are definitely going to be a few situations where this upgrade MIGHT be cheaper than the global upgrade but that sounds absurdly few and far between. Now if overlords had some "battle evolution" passive that after 8 overlords transforming then they all "evolve" into being able to drop that might make more sense. But as it stands it just seems like they've found a great theory that has no actual place in reality.

I actually took the time to look for a Life game to see if this was in fact the case.
https://www.youtube.com/embed/oSQoyfI-DfI

Life does 2 runbys in this game. One of 16 lings, that does virtually nothing. Kills a few marines and forces 4 -6 hellions to come home. And one with over 50 units of ling/bane. The second attack alone makes the overlord upgrade in this case not cost efficient completely ignoring the first counterattack, that even with 2 and change overlords worth of units does virtually nothing. Small drops just aren't Zerg. Not to mention that I can't personally think of a situation where you'd want to small drop instead of run by because of the difference in overlord drop time one at a time versus a group of lings just running to whatever location

Perhaps it becomes a way for zerg to get around forcefields in really niche situations but at that point you're just risking them targeting down the overlords and either supply blocking you or killing the units inside or both


well, with regard to ZvP, the new drop thing enables the Zerg to bypass the 1 cannon 1 sentry wall-off, which atm stops unlimited amounts of lings, while the rest of the toss army is walking around the map. 16 speedlings in an undefended toss base can be quite devastating and should force a recall at least.


Yeah, this was my first thought too, this kind of play seems extremely powerful vs protoss when they only have 1-3 units from the gateway still. Especially the potential for a follow-up to an early game attack too, perhaps as a follow up to a 14/14 opening. It adds a lot of potential for early Zerg aggression to have more chances to do damage even after a wall goes up for very little cost.

50/50 for a 8 roach / 16 ling elevator into the main could be insanely powerful vs Terran or Protoss going for a macro build, too.
In Somnis Veritas
Ramiz1989
Profile Joined July 2012
12124 Posts
June 19 2015 07:28 GMT
#66
On June 19 2015 15:56 SC2John wrote:
I'm not balance whining or anything....

but do we really need another buff to the medivac?

No we don't lol. There are a lot more important things in the game that need to be fixed/balanced/changed and Medivacs being one of the most used Terran units certainly isn't one of them and they keep buffing it, lol...
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Ej_
Profile Blog Joined January 2013
47656 Posts
June 19 2015 07:30 GMT
#67
Lurker slow drop, here I come
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
June 19 2015 07:34 GMT
#68
Wow the ghost update is pretty much counter to Ultra? So ghosts > ultra again just like WoL?
MVP return incoming?
ModeratorTeam Liquid Football Thread Guru! - Chelsea FC ♥
digmouse
Profile Blog Joined November 2010
China6331 Posts
June 19 2015 07:42 GMT
#69
The Ghost change is utterly pointless and is as band-aid as it can be.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Hider
Profile Blog Joined May 2010
Denmark9443 Posts
Last Edited: 2015-06-19 07:42:53
June 19 2015 07:42 GMT
#70
On June 19 2015 10:23 NyxNax wrote:
Didnt they say last patch the ravager was too weak so they made it armored and now they just removed the armored but did nothing else? I could be remembering this incorrectly or confusing it with something else


No they are removing the armored tag so it doesn't take extra damage from Immortals and Maurauders. This means that the counters to the Roach are not the same as the counter to the Ravager.
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
June 19 2015 07:43 GMT
#71
It makes Terran able to beat Ultra by the looks of it too me, negates the armor upgrade they got pretty much. Cast drone on ultra rest of bio + ghosts then clean up

#DREAMBOIIS
ModeratorTeam Liquid Football Thread Guru! - Chelsea FC ♥
J. Corsair
Profile Joined June 2014
United States470 Posts
June 19 2015 07:55 GMT
#72
I like all the changes except the ghost-band aid change.
“...it is human nature, I suppose, to be futile and ridiculous.” - Scaramouche
imre
Profile Blog Joined November 2011
France9263 Posts
June 19 2015 07:57 GMT
#73
On June 19 2015 15:56 SC2John wrote:
I'm not balance whining or anything....

but do we really need another buff to the medivac?


their approach to bio since hots has been getting a broken unit that makes everything work. They're just pushing it further in lotv.
Zest fanboy.
Plantarbre
Profile Joined July 2014
France45 Posts
June 19 2015 08:06 GMT
#74
I think the overlord drop should use the OV speed, 7roach rush will be auto-win otherwise.
Jj_82
Profile Joined December 2012
Swaziland419 Posts
June 19 2015 08:07 GMT
#75
Why would anybody remove snipe??? Blizz plz...
Once rode a waterslide with PartinG and TaeJa ✌
Musicus
Profile Joined August 2011
Germany23579 Posts
June 19 2015 08:09 GMT
#76
On June 19 2015 16:43 Pandemona wrote:
It makes Terran able to beat Ultra by the looks of it too me, negates the armor upgrade they got pretty much. Cast drone on ultra rest of bio + ghosts then clean up

#DREAMBOIIS


Yeah and that's why it's stupid, they put in a new skill that's purely designed to enable bio to beat a single unit (Ultra) for which they made a poor decision earlier on. Give Ghosts something cool like lockdown and reduce the armor upgrade for Ultras from +4 to +3 or reverse the marauder nerf instead. It would be way better than this fix, which tries to circumvent the real problem.
Maru and Serral are probably top 5.
jotmang-nojem
Profile Joined May 2015
39 Posts
June 19 2015 08:09 GMT
#77
Starcraft2 == Dropcraft

They keep encouraging the #1 thing that makes SC2 shit by making it more powerful. Now zerg can pull the same shit that terrans do. loldrop pickup loldrop pickup and when your opponent is out of position attack the front.

Also, say goodbye to mech. Just loldrop left and right. Instead of units being out on the map executing strategy, they're holed up around the base defending against MMMM and now overlords, disruptor drops. They should get it over with and rename the game Dropcraft.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
June 19 2015 08:19 GMT
#78
How long does the transformation for overlords last? If it's along the lines of other morphs it should be okay, but if it's near-instant that opens up room for abuse. Imagine that any hellion or zergling run-by can be nullified by instantly transforming an overlord to carry the drones.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
June 19 2015 08:23 GMT
#79
On June 19 2015 17:19 Grumbels wrote:
How long does the transformation for overlords last? If it's along the lines of other morphs it should be okay, but if it's near-instant that opens up room for abuse. Imagine that any hellion or zergling run-by can be nullified by instantly transforming an overlord to carry the drones.


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ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-06-19 08:24:58
June 19 2015 08:24 GMT
#80
The individual overlord upgrade is a good idea but it seems too great a sacrifice to lose global upgrade for Zerg :/.
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