|
Canada8157 Posts
Below you will find the latest balance changes for the StarCraft II Legacy of the Void Beta.
- Protoss
- Chronoboost
- Reduced effectiveness from 22.5% to 15%
- Adept
- Replace shield upgrade with an upgrade which reduces attack period by 45%
- Shield reduced from 90/90 to 60/90
- Terran
- Raven
- Movement speed increased from 3.15 to 3.85
- M.U.L.E.
- Return rate multiplier increased from 2.05 to 3.85
- Ghost
- Snipe ability delay reduced from 2.14 seconds to 1.43 seconds
- Zerg
- Ravager
- Removed Corrosive Bile range upgrade
- Queen
- Reduced Spawn Larva count from 4 to 3
source
|
|
|
No Infestor changes?
No Ultralisk nerf?
No Liberator nerf/Siege tank buff?
No removing structure damage on CB so forge expands can be viable again?
No Lurker hp/movement nerfs?
This patch is decent but it seems soooo small and minor for the amount of things that still need to be tested, the Infestor still being garbage is ridiculous.
|
The nerf of MM is strange really :o Mule and spam larva got nerfed by 25 % but chronoboost got nerfed by 33%. The first change to chrono boost was a nerf from HOTS to begin with cause it was less versatile about the use .
Any thoughts on that strange change ?
|
Minor toss/zerg nerf and terran buff, nothing massive or noteworthy.
|
Thanks, I was searching the patch notes!
|
They still haven't solved stinker units like Thor, Cyclone, Infestor, Swarm Host, and arguably Void Ray. There are going to be some legacy junk units still in the queues but left unbuilt come release.
What is the point of this Raven buff? So it runs ahead of your air units and gets killed long before the fight starts? Delete its abilities and give it auto-repair ray plz.
I like the Ghost buff and Adept nerf though. 1 base ghost play got a lot safer. I plan on delaying my expo until I see toss throw theirs down.
|
The MULE is only returning 30 minerals compared to 45 before. Blizzard left it out of the notes. Mining time is actually the same as it was pre-patch.
Legacy was 6 trips of 45, HotS is 9 trips of 30. Both resulted in 270 minerals. On beta right now mules return 180 minerals. Edit: Best guess is they're comparing the hots mule to current legacy mule instead of old legacy mule to new legacy mule.
On October 03 2015 07:07 CannonsNCarriers wrote: What is the point of this Raven buff? So it runs ahead of your air units and gets killed long before the fight starts? Delete its abilities and give it auto-repair ray plz. It's just about, if not exactly, Viking speed now.
|
On October 03 2015 07:05 owlman wrote: The nerf of MM is strange really :o Mule and spam larva got nerfed by 25 % but chronoboost got nerfed by 33%. The first change to chrono boost was a nerf from HOTS to begin with cause it was less versatile about the use .
Any thoughts on that strange change ?
Mule seems to have nearly 50% nerf? 2.05-3.85
chono compared to hots got the biggest nerf, but compared to their more recent changes isnt as bad.
Larvae seems to be the odd one out imo. I am mixed about it. I do like macro mechanics being nerfed as I was an advocate for removing them... but from 4>3 larva is a pretty small difference...
A part of me feels like I should be happy that the Zerg mechanic may actually be rewarding relative to the other races now since theirs arent as strong... but the rest of me is still upset that larvae is still responsible for 50% of ur larvae production when the mechanics for the other races are not nearly as integral to function.
|
Mule seems to have nearly 50% nerf? 2.05-3.85
Some users talked about 270 mineral atm on HOTS (i used 240 mineral to calculate the 25%) so it means it's a 33% decrease . (new value is 180)
|
Wait seriously 45% attackspeed increase for adepts? That's some un-starcraft like increase percentage wtf. Makes adrenal glands look shit in comparison. Also half the cost too...This will lead to some unstoppable timing for sure.
|
Finally nerfing Zerg, about time. I mean there are barely 3 Zergs in the top 16, so imba.
Anyway I can't believe they remove the only good counterplay to Liberators, but Liberators stay untouched. They really need a range nerf too on their anti ground.
|
Canada8157 Posts
On October 03 2015 07:18 FueledUpAndReadyToGo wrote: Wait seriously 45% attackspeed increase for adepts? That's some un-starcraft like increase percentage wtf. Makes adrenal glands look shit in comparison. This will lead to some unstoppable timing for sure.
stim!
|
Just a little comparison between protoss gate units cos most ppl are concerned by adepts :
- zealot 150 life / 13.3 dps (+8 dmg from charge) - stalker 160 life / 6.9 dps ( 9.7 dps vs armored) - adept 150 life / 6.4 dps ( 14.8 dps vs light)
the new upgrd for adepts has been taken into the calculations
Most units in the game are armored so adept still has a niche role and zealot is almost as good as adept vs light.
|
On October 03 2015 07:20 Jer99 wrote:Show nested quote +On October 03 2015 07:18 FueledUpAndReadyToGo wrote: Wait seriously 45% attackspeed increase for adepts? That's some un-starcraft like increase percentage wtf. Makes adrenal glands look shit in comparison. This will lead to some unstoppable timing for sure. stim! also adrenalin glands is at 40% or 50% in LotV as well!
|
On October 03 2015 07:21 owlman wrote: Just a little comparison between protoss gate units cos most ppl are concerned by adepts :
- zealot 150 life / 13.3 dps (+8 dmg from charge) - stalker 160 life / 6.9 dps ( 9.7 dps vs armored) - adept 150 life / 6.4 dps ( 14.8 dps vs light)
Most units in the game are armored so adept still has a niche role and zealot is almost as good as adept vs light.
but factor in the new adept research? +45% attack speed?
(Edit: He edited it in, please ignore =)
|
but factor in the new adept research? +45% attack speed?
yes i edited
|
On October 03 2015 07:20 Jer99 wrote:Show nested quote +On October 03 2015 07:18 FueledUpAndReadyToGo wrote: Wait seriously 45% attackspeed increase for adepts? That's some un-starcraft like increase percentage wtf. Makes adrenal glands look shit in comparison. This will lead to some unstoppable timing for sure. stim! but but but limited time and self harm
On October 03 2015 07:22 Big J wrote:Show nested quote +On October 03 2015 07:20 Jer99 wrote:On October 03 2015 07:18 FueledUpAndReadyToGo wrote: Wait seriously 45% attackspeed increase for adepts? That's some un-starcraft like increase percentage wtf. Makes adrenal glands look shit in comparison. This will lead to some unstoppable timing for sure. stim! also adrenalin glands is at 40% or 50% in LotV as well! :o really? I really hope there's gonna be a hots>lotv total change list when it launches, pretty hard to keep up.
|
On October 03 2015 07:24 Spyridon wrote:Show nested quote +On October 03 2015 07:21 owlman wrote: Just a little comparison between protoss gate units cos most ppl are concerned by adepts :
- zealot 150 life / 13.3 dps (+8 dmg from charge) - stalker 160 life / 6.9 dps ( 9.7 dps vs armored) - adept 150 life / 6.4 dps ( 14.8 dps vs light)
Most units in the game are armored so adept still has a niche role and zealot is almost as good as adept vs light. but factor in the new adept research? +45% attack speed? he did
|
Canada8157 Posts
On October 03 2015 07:26 FueledUpAndReadyToGo wrote:Show nested quote +On October 03 2015 07:20 Jer99 wrote:On October 03 2015 07:18 FueledUpAndReadyToGo wrote: Wait seriously 45% attackspeed increase for adepts? That's some un-starcraft like increase percentage wtf. Makes adrenal glands look shit in comparison. This will lead to some unstoppable timing for sure. stim! but but but limited time and self harm Show nested quote +On October 03 2015 07:22 Big J wrote:On October 03 2015 07:20 Jer99 wrote:On October 03 2015 07:18 FueledUpAndReadyToGo wrote: Wait seriously 45% attackspeed increase for adepts? That's some un-starcraft like increase percentage wtf. Makes adrenal glands look shit in comparison. This will lead to some unstoppable timing for sure. stim! also adrenalin glands is at 40% or 50% in LotV as well! :o really? I really hope there's gonna be a hots>lotv total change list when it launches, pretty hard to keep up.
it willl be interesting to see, maybe there will be a new adept rush including the upgrade!
|
On October 03 2015 07:26 FueledUpAndReadyToGo wrote:Show nested quote +On October 03 2015 07:20 Jer99 wrote:On October 03 2015 07:18 FueledUpAndReadyToGo wrote: Wait seriously 45% attackspeed increase for adepts? That's some un-starcraft like increase percentage wtf. Makes adrenal glands look shit in comparison. This will lead to some unstoppable timing for sure. stim! but but but limited time and self harm Show nested quote +On October 03 2015 07:22 Big J wrote:On October 03 2015 07:20 Jer99 wrote:On October 03 2015 07:18 FueledUpAndReadyToGo wrote: Wait seriously 45% attackspeed increase for adepts? That's some un-starcraft like increase percentage wtf. Makes adrenal glands look shit in comparison. This will lead to some unstoppable timing for sure. stim! also adrenalin glands is at 40% or 50% in LotV as well! :o really? I really hope there's gonna be a hots>lotv total change list when it launches, pretty hard to keep up. http://www.teamliquid.net/forum/legacy-of-the-void/491202-lotv-multiplayer-changes-compilation
|
pretty nice changes overall, I wonder if this is enough for the adept, as right now the adept is the only strong things protoss has, also I hope the do more changes to the raven, its abilities are pretty shitty right now.
|
I played five games. The macro changes are really slowing down the game.
|
The adepts are still pretty much winning in PvT - warpprism adept or allins are insanely hard to hold - not being able to hold with being ahead or even at all on certain maps if you ask me.
Also yeah - you can really tell the lack of minerals due to the new mule D;
|
Canada8157 Posts
On October 03 2015 07:32 NarutO wrote: The adepts are still pretty much winning in PvT - warpprism adept or allins are insanely hard to hold - not being able to hold with being ahead or even at all on certain maps if you ask me.
Also yeah - you can really tell the lack of minerals due to the new mule D;
how do you feel about siege tanks in TvP? I've had a lot of success with them, but i haven't faced any adept with warp prism builds yet
|
Correction:
Health reduction of Adepts' is 90/90 to 60/90, not 90/90 to 90/60.
|
On October 03 2015 07:34 Jer99 wrote:Show nested quote +On October 03 2015 07:32 NarutO wrote: The adepts are still pretty much winning in PvT - warpprism adept or allins are insanely hard to hold - not being able to hold with being ahead or even at all on certain maps if you ask me.
Also yeah - you can really tell the lack of minerals due to the new mule D; how do you feel about siege tanks in TvP? I've had a lot of success with them, but i haven't faced any adept with warp prism builds yet
Wouldn't they just teleport under the tank?
|
Canada8157 Posts
On October 03 2015 07:40 Lexender wrote:Show nested quote +On October 03 2015 07:34 Jer99 wrote:On October 03 2015 07:32 NarutO wrote: The adepts are still pretty much winning in PvT - warpprism adept or allins are insanely hard to hold - not being able to hold with being ahead or even at all on certain maps if you ask me.
Also yeah - you can really tell the lack of minerals due to the new mule D; how do you feel about siege tanks in TvP? I've had a lot of success with them, but i haven't faced any adept with warp prism builds yet Wouldn't they just teleport under the tank?
with medivac*
|
Canada8157 Posts
On October 03 2015 07:35 Grusalugg wrote: Correction:
Health reduction of Adepts' is 90/90 to 60/90, not 90/90 to 90/60.
True that, rather than health as the source implies, it's shields that were reduced by 30
|
On October 03 2015 07:34 Jer99 wrote:Show nested quote +On October 03 2015 07:32 NarutO wrote: The adepts are still pretty much winning in PvT - warpprism adept or allins are insanely hard to hold - not being able to hold with being ahead or even at all on certain maps if you ask me.
Also yeah - you can really tell the lack of minerals due to the new mule D; how do you feel about siege tanks in TvP? I've had a lot of success with them, but i haven't faced any adept with warp prism builds yet
I dont even feel like there is no counter play to what Protoss can do - the problem is that every build needs a different counterplay. At least thats what I feel like. White-rA for example does 3 Gate adept proxy robo - I tried 3 rax ghost/marine - I tried reactormarine siegetank - I couldnt hold in either case. I have held adept builds 1 base and 2 base but in no situation I have been ahead seemingly.
Also even if you hold it - its so little commitment and photon overcharge and adept warpins would always prevent counter aggressinon. That in mind - it could be dts, blink stalkers which are very good as well (still) oracles and every otehr kind of shit. I feel like I have to be very defensive allowing the protoss to either be very greedy which leeds to a midgame I cannot attack OR I suffer from Protoss aggression.
I really dont LIKE to whine but I see no way on being even or ahead after defending such builds. If you have any suggestions I will gladly try them out .
|
DinoMight wrote an excellent blog post about the nefarious consequences of having the Adept in the game in this state.
Blizzard quite obviously shot themselves in the foot by keeping the unit unnerfed this long into the beta, because as DinoMight points out, the Adept being as strong as it is has created the illusion that TvP is more or less balanced. It'll only take until the first Code S of the next season to see that nothing could be further from the truth.
And then what?
How is Blizzard supposed to nerf this unit into something remotely approaching reasonable, without completely trashing Protoss's ability to have map presence in the early game?
Protoss needs buffs but there's nothing fundamental to buff. Zealots are as strong as an A+move unit has any right to be. Stalkers can't be buffed or it's 2014 all over again. MSC can't be buffed because it's loathsome and abhorrent and in fact needs nerfing. That leaves... Sentries? I mean, there's literally nothing else, unless they wise up and start CHANGING instead of buffing and nerfing.
|
Terran again gets fucked over for economy, while Zerg loses a bit of unit production that can be supplemented in the late game by making more hatcheries and that doesn't affect early game as much as this patch affects Terran ;;
I wonder when will Blizzard realize "macro mechanics" for Zerg, Terran and Protoss are COMPLETELY DIFFERENT and you can't buff and nerf all 3 of them at same time because they are completely different things...sigh.
|
I'm confused about Blizzard's intentions with the Ghost ability.
The snipe "delay" obviously exists to create some form of counterplay. But what sort of counterplay is a Zerg supposed to pull off in the allotted 1.5 seconds? What are the chances you'll have a spotter AND a Zergling available within 1.5 seconds of movement + attack of that Ghost, never mind actually pulling off the micro.
Do they still intend for counterplay to exist? If yes, is that actually reasonable? If no, why keep the ability as is at all?
|
I wonder when will Blizzard realize "macro mechanics" for Zerg, Terran and Protoss are COMPLETELY DIFFERENT and you can't buff and nerf all 3 of them at same time because they are completely different things...sigh.
Yeah definitely ... A simple example : nerfing chronoboost weaken protoss defense against early rush like early pools, proxy gates, proxy barracks, photon canons ... but it doesn't affect other race at that stage of the game
|
On October 03 2015 07:54 Beastyqt wrote: Terran again gets fucked over for economy, while Zerg loses a bit of unit production that can be supplemented in the late game by making more hatcheries and that doesn't affect early game as much as this patch affects Terran ;;
I wonder when will Blizzard realize "macro mechanics" for Zerg, Terran and Protoss are COMPLETELY DIFFERENT and you can't buff and nerf all 3 of them at same time because they are completely different things...sigh.
Zerg is in the worst state of beta atm so while I do think they need some sort of buff, I would not be opposed to removing more drones from spawn larvae. 2 I think sounds about right on paper imo.
I always thought it's silly that Zerg gets more production from 1 queen than they do from a macro hatch... and right now it is pretty much equal. IMO a macro hatch should reward more eggs than a queen, not just for the higher price, but the fact that the eggs need to be used up immediately and can not be pooled so you need to stay on top of using them.
|
On October 03 2015 07:58 pure.Wasted wrote: I'm confused about Blizzard's intentions with the Ghost ability.
The snipe "delay" obviously exists to create some form of counterplay. But what sort of counterplay is a Zerg supposed to pull off in the allotted 1.5 seconds? What are the chances you'll have a spotter AND a Zergling available within 1.5 seconds of movement + attack of that Ghost, never mind actually pulling off the micro.
Do they still intend for counterplay to exist? If yes, is that actually reasonable? If no, why keep the ability as is at all? It's never been about specific micro to cancel ghosts in a big battle, just that you can't have a bunch of ghosts spamming it because so many will take incidental damage and have it canceled.
|
They really need to remove all macro mechanics and balance the game around that, best state of the game we ever had was when there were no macro mechanics!
|
That patch calls for others, but I think it's a fair beginning. Let's hope they're quick on balancing in the upcoming weeks so that we get a playable end product.
|
On October 03 2015 08:02 GGzerG wrote: They really need to remove all macro mechanics and balance the game around that, best state of the game we ever had was when there were no macro mechanics!
Agreed... but that is off the table now sadly according to Blizzard...
I guess this is the best we will get.
Even though I am Zerg, I actually still hope they remove the importance of spawn larvae by making it 3>2 larvae. I know queens are important for early game with the current SC2 balance, but for late game I always thought macro hatch's felt much better/natural.
But who am I kidding. Theres like a 90% chance that Blizzard will revert this back to HotS mechanics anyway, with the reason being something that affects only 1 of the races (just like they did when mechanics were removed before and Terran were unable to function without further rebalances), so the entire game will suffer because they do not want to fix problems with specific races design...
|
On October 03 2015 07:07 CannonsNCarriers wrote: They still haven't solved stinker units like Thor, Cyclone, Infestor, Swarm Host, and arguably Void Ray. There are going to be some legacy junk units still in the queues but left unbuilt come release.
i really dont see a problem with that as long as the the units that are viable are balanced and fun to use, having a bunch of 100% junk tech trees or units in bw didn't hurt it at all
|
MULEs used to mine 270 minerals, now how much do they mine?
|
On October 03 2015 08:14 ZAiNs wrote: MULEs used to mine 270 minerals, now how much do they mine? 180
|
On October 03 2015 08:15 TheWinks wrote:Show nested quote +On October 03 2015 08:14 ZAiNs wrote: MULEs used to mine 270 minerals, now how much do they mine? 180
Holy shit. Terrans are already on the back foot economically in TvP because of the power of Adepts.
In what universe is directly hurting Terran economy the sensible next step?
|
It's weird that they attempt to turn the macro mechanic knobs at the same amounts instead of considering their effects independently.
|
On October 03 2015 08:23 TheWinks wrote: It's weird that they attempt to turn the macro mechanic knobs at the same amounts instead of considering their effects independently.
What's even more "weird" is that you'd think they learned this lesson the first time they tried this a few weeks ago.
|
Adept upgrade which reduces attack period by 45% Just to make it make more sense, the Adept dps has increased by +81% Workers are going to die a lot lot faster now.
A quick purely mathematical comparison devoid of context. HP reduced to 0.65 of former level. DPS increased to 1.81 of previous level. Multiply and square root = 1.09 Adept is 9% buffed in a "straight" combat.
|
On October 03 2015 08:33 Dangermousecatdog wrote: A quick purely mathematical comparison devoid of context. HP reduced to 0.65 of former level. DPS increased to 1.81 of previous level. Multiply and square root = 1.09 Adept is 9% buffed in a "straight" combat.
Why would you calculate HP independent of shields? Adept survivability was nerfed by ~17%, not 35%.
|
On October 03 2015 08:33 Dangermousecatdog wrote: Adept upgrade which reduces attack period by 45% Just to make it make more sense, the Adept dps has increased by +81% Workers are going to die a lot lot faster now.
A quick purely mathematical comparison devoid of context. HP reduced to 0.65 of former level. DPS increased to 1.81 of previous level. Multiply and square root = 1.09 Adept is 9% buffed in a "straight" combat.
No, it's buffed by 45.045045045045...%, the exact amount they buffed the attack cooldown. How do you even get to 81%?
|
On October 03 2015 08:02 GGzerG wrote: They really need to remove all macro mechanics and balance the game around that, best state of the game we ever had was when there were no macro mechanics!
Best state of the game ever, minus the need for a complete overhaul of the cost and design of the entire terran race.
|
Another week i will play LoL instead of SC2 because of liberators, thanks blizzard.
|
On October 03 2015 08:20 pure.Wasted wrote:Show nested quote +On October 03 2015 08:15 TheWinks wrote:On October 03 2015 08:14 ZAiNs wrote: MULEs used to mine 270 minerals, now how much do they mine? 180 Holy shit. Terrans are already on the back foot economically in TvP because of the power of Adepts. In what universe is directly hurting Terran economy the sensible next step?
That sounds more like a balance issue with adepts rather than a global economy issue for terran...
For harassment to not be game-ending, and scouting to be more reasonable, the economy NEEDS to be slowed down.
They just need to tweak all 3 races so their economies are on equal footing AS WELL as rebalancing the units... And sadly they are probably too lazy to do that, so this will all be revert to hots in a week or 2...
|
On October 03 2015 08:33 Dangermousecatdog wrote: Adept upgrade which reduces attack period by 45% Just to make it make more sense, the Adept dps has increased by +81% Workers are going to die a lot lot faster now.
Is Liquipedia wrong? It says on the sidebar that it's a 45% dps increase. (6.2 to 9)
http://wiki.teamliquid.net/starcraft2/Adept
|
On October 03 2015 08:40 Spyridon wrote:Show nested quote +On October 03 2015 08:20 pure.Wasted wrote:On October 03 2015 08:15 TheWinks wrote:On October 03 2015 08:14 ZAiNs wrote: MULEs used to mine 270 minerals, now how much do they mine? 180 Holy shit. Terrans are already on the back foot economically in TvP because of the power of Adepts. In what universe is directly hurting Terran economy the sensible next step? That sounds more like a balance issue with adepts rather than a global economy issue for terran...
If Terran economy in early and midgame is overpowered vZ and v(hypothetically balanced)P, you're right, but if that's Blizzard's thought process then I'd love to hear what made them think Terran economy is indeed too strong. That's the sort of conclusion you can only come to after closely analyzing some statistics.
There's no stats mentioned anywhere in yesterday's or today's posts, though. It sounds a lot more like their reasoning was "we hate macro mechanics whee!"
|
On October 03 2015 08:10 rauk wrote:Show nested quote +On October 03 2015 07:07 CannonsNCarriers wrote: They still haven't solved stinker units like Thor, Cyclone, Infestor, Swarm Host, and arguably Void Ray. There are going to be some legacy junk units still in the queues but left unbuilt come release. i really dont see a problem with that as long as the the units that are viable are balanced and fun to use, having a bunch of 100% junk tech trees or units in bw didn't hurt it at all Moreover, if there are a few units no one uses, someone finding a use for them in one game will create excitement and room for innovation.
|
Aw, i liked adepts actually formed some sort of tanky unit for toss , i don't want more dmg output i want survivability.
Lurkers will shred these new adepts.
|
Mexico2170 Posts
Does anyone else finds the new chronobost actually harder to use than the old one? Becuase it's automatic you kinda forget about it and sometimes you keept it at, idk, your forge when you aren't researching anymore or stuff like that. I guess I need to get used to it, but I would still prefer the old one.
|
On October 03 2015 07:52 pure.Wasted wrote:DinoMight wrote an excellent blog post about the nefarious consequences of having the Adept in the game in this state. Blizzard quite obviously shot themselves in the foot by keeping the unit unnerfed this long into the beta, because as DinoMight points out, the Adept being as strong as it is has created the illusion that TvP is more or less balanced. It'll only take until the first Code S of the next season to see that nothing could be further from the truth. And then what? How is Blizzard supposed to nerf this unit into something remotely approaching reasonable, without completely trashing Protoss's ability to have map presence in the early game? Protoss needs buffs but there's nothing fundamental to buff. Zealots are as strong as an A+move unit has any right to be. Stalkers can't be buffed or it's 2014 all over again. MSC can't be buffed because it's loathsome and abhorrent and in fact needs nerfing. That leaves... Sentries? I mean, there's literally nothing else, unless they wise up and start CHANGING instead of buffing and nerfing.
I read that post last night, and funny thing is i've said the exact same things he has said on my stream about how the adept being so utterly broken doesn't allow myself or anyone to make an informed opinion about the state of Protoss in LOTV.
I have tried to use the voice i have on stream to get this issue, and i say adept as an "issue" because it has now become one for beta, to get the issue fixed because it's ruining a lot of the game.
So now like you guys i just read the patch notes and i see the adept is barely being nerfed and is instead getting a ridiculous buff.
Ok...i honestly don't want to get angry or pessimistic for SC2 because i would rather be constructive...but something is very wrong with the blizzard balance team or whoever is in charge doesn't seem to understand their own game much =/
In regards to the other "macro mechanic" changes....HERE WE GO AGAIN! Why? Why is blizzard wasting their own time listening to bronze leaguers on reddit and the official bnet forums about how atrocious macro mechanics are for the game, instead of WORKING ON THE GAMEPLAY OF THE GAME, THE UNIT DESIGN, and oh yeah...THE GAMEPLAY.
I personally am predicting once again Terran is going to take a hard hit from any economy change because mules allow Terran to keep up with the other two races. As a matter of fact, Protoss is going to take a hard hit too, because Zerg will now just become the god race again.
I don't know how many times i have to post it, say it on stream, go on any SC2 talk show and talk about it...ZERG'S ECONOMY INCREASES EXPONENTIALLY, Protoss and Terran economy increases LINEARLY.
This means if blizzard does any stupid changes to economy or macro mechanics it turns Zerg naturally into the god tier race because P/T, especially as games get figured out and go longer, end up losing out versus a Zerg who is able to drone up to 60 drones the same exact way as before while the other two races have less economy.
Not too happy again with Blizzard's recent patch, there's my reasoning as logical as i can put it out here on the forums. Blizzard needs to stop touching macro/economy and focus on the gameplay of this game.
Blizzard needs to also nerf the adept because this unit is flat out ruining the entire beta, and on top of that not do a ridiculous buff to the unit in the same patch where they barely touch it.
I expect adepts to be even more bullshit than last patch.
|
On October 03 2015 08:46 pure.Wasted wrote:Show nested quote +On October 03 2015 08:40 Spyridon wrote:On October 03 2015 08:20 pure.Wasted wrote:On October 03 2015 08:15 TheWinks wrote:On October 03 2015 08:14 ZAiNs wrote: MULEs used to mine 270 minerals, now how much do they mine? 180 Holy shit. Terrans are already on the back foot economically in TvP because of the power of Adepts. In what universe is directly hurting Terran economy the sensible next step? That sounds more like a balance issue with adepts rather than a global economy issue for terran... If Terran economy in early and midgame is overpowered vZ and v(hypothetically balanced)P, you're right, but if that's Blizzard's thought process then I'd love to hear what made them think Terran economy is indeed too strong. That's the sort of conclusion you can only come to after closely analyzing some statistics. There's no stats mentioned anywhere in yesterday's or today's posts, though. It sounds a lot more like their reasoning was "we hate macro mechanics whee!"
Well game ending harassment has been a huge issue lately... even in the tournaments most games end before reaching "mid-late" game. The early game (as a WHOLE) ramps up far too fast. All the dangerous openers that need to be scouted have less time to respond to now. And games can be ended before moving past 3 bases (again).
This is all due to the faster economy + macro mechanics. Having BOTH causes problems.
So as a whole, the best way to fix these issues, is slow down the initial scaling of early game. Slower scaling = more combat with less units early, more fighting over expansions before a bunch of air units/drops make siege units useless, less game ending harassment, more of an investment of time to go down a specific tech path.
Those are actually good things. The only problem is they are only changing economy and not the units themselves as needed... Then when it doesnt work (because they are half-assing it) they revert it, instead of doing things properly.
Tired of these half-measures...
|
On October 03 2015 08:37 Big J wrote:Show nested quote +On October 03 2015 08:33 Dangermousecatdog wrote: Adept upgrade which reduces attack period by 45% Just to make it make more sense, the Adept dps has increased by +81% Workers are going to die a lot lot faster now.
A quick purely mathematical comparison devoid of context. HP reduced to 0.65 of former level. DPS increased to 1.81 of previous level. Multiply and square root = 1.09 Adept is 9% buffed in a "straight" combat. No, it's buffed by 45.045045045045...%, the exact amount they buffed the attack cooldown. How do you even get to 81%? Eh, Blizzard can't even describe their own changes properly. The attack period wasn't reduced by 45% as was written. "Adept upgrade which reduces attack period by 45%" is not the same thing as "45% increase in attack speed". Two completely different things Silly silly Blizzard. Makes you wonder how incompetent whoever it is that wrote the update is.
Anyhow Adept is nerfed by 3% in a straight fight, devoid of context. Amazing Nerf.
It's pretty much a buff if you consider how much point damage the adept does.
|
On October 03 2015 09:01 Dangermousecatdog wrote:Show nested quote +On October 03 2015 08:37 Big J wrote:On October 03 2015 08:33 Dangermousecatdog wrote: Adept upgrade which reduces attack period by 45% Just to make it make more sense, the Adept dps has increased by +81% Workers are going to die a lot lot faster now.
A quick purely mathematical comparison devoid of context. HP reduced to 0.65 of former level. DPS increased to 1.81 of previous level. Multiply and square root = 1.09 Adept is 9% buffed in a "straight" combat. No, it's buffed by 45.045045045045...%, the exact amount they buffed the attack cooldown. How do you even get to 81%? Eh, Blizzard can't even describe their own changes properly. The attack period wasn't reduced by 45% as was written. "Adept upgrade which reduces attack period by 45%" is not the same thing as "45% increase in attack speed". Two completely different things  Silly silly Blizzard. Makes you wonder how incompetent whoever it is that wrote the update is. Anyhow Adept is nerfed by 3% in a straight fight, devoid of context. Amazing Nerf. It's pretty much a buff if you consider how much point damage the adept does.
you missed the opportunity cost of the damage buff versus the shield buff that was there previously
also you missed the fact that hit points are more valuable than shields
|
OMG THANK YOU BLIZZARD
Adept attack period upgrade is exactly what this unit needed to scale in the late game... I think.....
Let's see how it plays out.
|
Aaaand the zerg economy got out of control... Or my macro is worse than normal (which is possible).
Seems to me that Protoss is suffering the macro changes much more than zerg.
And we need to be patient. Blizzard already said they will release updates faster from now on.
|
On October 03 2015 09:01 Dangermousecatdog wrote:Show nested quote +On October 03 2015 08:37 Big J wrote:On October 03 2015 08:33 Dangermousecatdog wrote: Adept upgrade which reduces attack period by 45% Just to make it make more sense, the Adept dps has increased by +81% Workers are going to die a lot lot faster now.
A quick purely mathematical comparison devoid of context. HP reduced to 0.65 of former level. DPS increased to 1.81 of previous level. Multiply and square root = 1.09 Adept is 9% buffed in a "straight" combat. No, it's buffed by 45.045045045045...%, the exact amount they buffed the attack cooldown. How do you even get to 81%? Eh, Blizzard can't even describe their own changes properly. The attack period wasn't reduced by 45% as was written. "Adept upgrade which reduces attack period by 45%" is not the same thing as "45% increase in attack speed". Two completely different things  Silly silly Blizzard. Makes you wonder how incompetent whoever it is that wrote the update is. Anyhow Adept is nerfed by 3% in a straight fight, devoid of context. Amazing Nerf. It's pretty much a buff if you consider how much point damage the adept does.
I don't quite understand what you are arguing. The upgrade reduces the attack cooldown from 1,61 to 1,11. 1,61/1,11=1,45, i.e. the upgrade gives a 45% decrease in attack cooldown. Which is equivalent to saying the unit attacks at 1,45 times the speed as before, i.e. 45% increased attack speed. Unless I'm terribly mistaken on something, attack period decrease by some % is the exact same as attack speed increase by the same %.
Edit: Ah yeah, obviously I'm with stupid.  It's getting late here
|
^^Attack period reduced by 45% => the new attack period is 1-.45 = .55 of the old one, or 1/.55 = 1.818 times the attack speed. Which isn't the case, the attack speed was increased by 45%.
It's just sloppy wording on Blizzard's part.
|
does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself..
|
On October 03 2015 09:17 Athenau wrote: ^^Attack period reduced by 45% => the new attack period is 1-.45 = .55 of the old one, or 1/.55 = 1.818 times the attack speed. Which isn't the case, the attack speed was increased by 45%.
It's just sloppy wording on Blizzard's part.
Edit: I'm retarded
Difference of 1 -> .55 rather than 1 -> 1.45 is so obvious jesus christ
|
Anyhow Adept is nerfed by 3% in a straight fight, devoid of context. Amazing Nerf.
Yes after the upgrade it get nerfed by 3% that means in mid/late game where the adept started to become less and less effectiv so the goal of the upgrade is not matched.
At least they nerfed adept early game and that was the point. They get rekt by speedling before attack upgrade now
|
what the heck does return rate multiplier mean? Shouldn't it go down, not up if they are nerfing it?
|
CB is just not as important for Protoss as MULE for Terran or SL for Zerg. Protoss has an advantage in this patch. Zerg got hit heavily, Terran are meh.
|
I think people have warped ideas about the macro mechanics and devalue their contributions to the overall rate of the races' progression throughout a game.
CB is significant early game with a 22.5% increase in the production of workers, alongside the fact that protoss doesn't need to sacrifice much mining time to produce structures. It remains vital throughout tech transitions, upgrades and late game production of capital ships etc. CB is nerfed by 33%.
Mule is the lifeblood of terran to help them keep up or get ahead in economy considering a linear production rate of workers and having to sacrifice mining time to produce structures, as well as having very expensive mineral-heavy bio forces. Mule is nerfed by 33%.
Spawn larvae is the cornerstone of zerg production, allowing them to switch army composition and replenish workers quickly. SL is nerfed by 25%.
One of these things is not like the others. Zerg got hit the least overall with these changes. Zerg may need a few more tweaks with macro mechanics or the rate of spawning larvae, and I'm sure any issues will begin to be highlighted over the next week.
|
On October 03 2015 09:20 Lumi wrote: does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself..
This is the third time it's been suggested in the beta. And many have suggested it because the current iteration gives increased volatility. I think it's an amazing change to reduce that. Four is way too much at once.
|
On October 03 2015 10:28 deth wrote: I think people have warped ideas about the macro mechanics and devalue their contributions to the overall rate of the races' progression throughout a game.
CB is significant early game with a 22.5% increase in the production of workers, alongside the fact that protoss doesn't need to sacrifice much mining time to produce structures. It remains vital throughout tech transitions, upgrades and late game production of capital ships etc. CB is nerfed by 33%.
Mule is the lifeblood of terran to help them keep up or get ahead in economy considering a linear production rate of workers and having to sacrifice mining time to produce structures, as well as having very expensive mineral-heavy bio forces. Mule is nerfed by 33%.
Spawn larvae is the cornerstone of zerg production, allowing them to switch army composition and replenish workers quickly. SL is nerfed by 25%.
One of these things is not like the others. Zerg got hit the least overall with these changes. Zerg may need a few more tweaks with macro mechanics or the rate of spawning larvae, and I'm sure any issues will begin to be highlighted over the next week. A 7 percent decrease in the speed of worker production through the early game is virtually nothing compared to the changes in the macro mechanics for Terran and Zerg. It amounts to about 2 slower workers at the point you're at 40 workers.
|
On October 03 2015 10:32 crazedrat wrote:Show nested quote +On October 03 2015 10:28 deth wrote: I think people have warped ideas about the macro mechanics and devalue their contributions to the overall rate of the races' progression throughout a game.
CB is significant early game with a 22.5% increase in the production of workers, alongside the fact that protoss doesn't need to sacrifice much mining time to produce structures. It remains vital throughout tech transitions, upgrades and late game production of capital ships etc. CB is nerfed by 33%.
Mule is the lifeblood of terran to help them keep up or get ahead in economy considering a linear production rate of workers and having to sacrifice mining time to produce structures, as well as having very expensive mineral-heavy bio forces. Mule is nerfed by 33%.
Spawn larvae is the cornerstone of zerg production, allowing them to switch army composition and replenish workers quickly. SL is nerfed by 25%.
One of these things is not like the others. Zerg got hit the least overall with these changes. Zerg may need a few more tweaks with macro mechanics or the rate of spawning larvae, and I'm sure any issues will begin to be highlighted over the next week. A 7 percent decrease in the speed of worker production through the early game is virtually nothing compared to the changes in the macro mechanics for Terran and Zerg. It amounts to about 2 slower workers at the point you're at 40 workers.
No, the change is significant.
|
On October 03 2015 10:32 crazedrat wrote:Show nested quote +On October 03 2015 10:28 deth wrote: I think people have warped ideas about the macro mechanics and devalue their contributions to the overall rate of the races' progression throughout a game.
CB is significant early game with a 22.5% increase in the production of workers, alongside the fact that protoss doesn't need to sacrifice much mining time to produce structures. It remains vital throughout tech transitions, upgrades and late game production of capital ships etc. CB is nerfed by 33%.
Mule is the lifeblood of terran to help them keep up or get ahead in economy considering a linear production rate of workers and having to sacrifice mining time to produce structures, as well as having very expensive mineral-heavy bio forces. Mule is nerfed by 33%.
Spawn larvae is the cornerstone of zerg production, allowing them to switch army composition and replenish workers quickly. SL is nerfed by 25%.
One of these things is not like the others. Zerg got hit the least overall with these changes. Zerg may need a few more tweaks with macro mechanics or the rate of spawning larvae, and I'm sure any issues will begin to be highlighted over the next week. A 7 percent decrease in the speed of worker production through the early game is virtually nothing compared to the changes in the macro mechanics for Terran and Zerg. It amounts to about 2 slower workers at the point you're at 40 workers.
The races have very different identities. Protoss units are much more powerful and cost-effective as the other races. CB also serves to allow Protoss to get away with building less infrastructure and production facilities, as well as hit timings to exploit weakness.
If we look at the spell as a purely macro-focused mechanic, then you're absolutely right. It's far more complex than that and I think people would do well to remember that.
|
Just played a few games with the new adept. It's noticeably a lot less beefy now, and seems to be quite a significant nerf to the unit in the very early game. The new upgrade does do a lot, although in the games I've played i was too far behind for it to make a significant impact. But it definitely took a huge hit towards its tanking power, both with the nerf of its base stats and the lack of the shield upgrade now.
Chrono boost is also noticeable weaker now, will take some time to get use to.
Small nitpick, they changed the hotkey for the new adept upgrade to A, while the old one was S. Is there really any reason to do this apart from ruin all that muscle memory from the last 2 weeks?
|
On October 03 2015 10:37 deth wrote:Show nested quote +On October 03 2015 10:32 crazedrat wrote:On October 03 2015 10:28 deth wrote: I think people have warped ideas about the macro mechanics and devalue their contributions to the overall rate of the races' progression throughout a game.
CB is significant early game with a 22.5% increase in the production of workers, alongside the fact that protoss doesn't need to sacrifice much mining time to produce structures. It remains vital throughout tech transitions, upgrades and late game production of capital ships etc. CB is nerfed by 33%.
Mule is the lifeblood of terran to help them keep up or get ahead in economy considering a linear production rate of workers and having to sacrifice mining time to produce structures, as well as having very expensive mineral-heavy bio forces. Mule is nerfed by 33%.
Spawn larvae is the cornerstone of zerg production, allowing them to switch army composition and replenish workers quickly. SL is nerfed by 25%.
One of these things is not like the others. Zerg got hit the least overall with these changes. Zerg may need a few more tweaks with macro mechanics or the rate of spawning larvae, and I'm sure any issues will begin to be highlighted over the next week. A 7 percent decrease in the speed of worker production through the early game is virtually nothing compared to the changes in the macro mechanics for Terran and Zerg. It amounts to about 2 slower workers at the point you're at 40 workers. The races have very different identities. Protoss units are much more powerful and cost-effective as the other races. CB also serves to allow Protoss to get away with building less infrastructure and production facilities, as well as hit timings to exploit weakness. If we look at the spell as a purely macro-focused mechanic, then you're absolutely right. It's far more complex than that and I think people would do well to remember that.
All protoss timings remain in tact and their economy hardly suffers at all.
|
On October 03 2015 10:53 crazedrat wrote:Show nested quote +On October 03 2015 10:37 deth wrote:On October 03 2015 10:32 crazedrat wrote:On October 03 2015 10:28 deth wrote: I think people have warped ideas about the macro mechanics and devalue their contributions to the overall rate of the races' progression throughout a game.
CB is significant early game with a 22.5% increase in the production of workers, alongside the fact that protoss doesn't need to sacrifice much mining time to produce structures. It remains vital throughout tech transitions, upgrades and late game production of capital ships etc. CB is nerfed by 33%.
Mule is the lifeblood of terran to help them keep up or get ahead in economy considering a linear production rate of workers and having to sacrifice mining time to produce structures, as well as having very expensive mineral-heavy bio forces. Mule is nerfed by 33%.
Spawn larvae is the cornerstone of zerg production, allowing them to switch army composition and replenish workers quickly. SL is nerfed by 25%.
One of these things is not like the others. Zerg got hit the least overall with these changes. Zerg may need a few more tweaks with macro mechanics or the rate of spawning larvae, and I'm sure any issues will begin to be highlighted over the next week. A 7 percent decrease in the speed of worker production through the early game is virtually nothing compared to the changes in the macro mechanics for Terran and Zerg. It amounts to about 2 slower workers at the point you're at 40 workers. The races have very different identities. Protoss units are much more powerful and cost-effective as the other races. CB also serves to allow Protoss to get away with building less infrastructure and production facilities, as well as hit timings to exploit weakness. If we look at the spell as a purely macro-focused mechanic, then you're absolutely right. It's far more complex than that and I think people would do well to remember that. All protoss timings remain in tact and their economy hardly suffers at all.
How many games did you play as Protoss?
|
Just look at the math.
On October 03 2015 10:28 FabledIntegral wrote:Show nested quote +On October 03 2015 09:20 Lumi wrote: does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself.. This is the third time it's been suggested in the beta. And many have suggested it because the current iteration gives increased volatility. I think it's an amazing change to reduce that. Four is way too much at once.
And now I can't go early pool. I have a boring race which I am not that interested in playing. I'm not being dramatic either. What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues. I can't play the way I want to now. I have to go hatch 1st, it's the same streamlined game. Boring. B-o-r-i-n.g.
|
The adept "nerf" doesn't solves early game issues , hell, it exacerbates it . I don't get it, why blizzard is so stubborn keeping this Warhound 2.0 unit in the game , and now they give it almost a 50% attack speed increase ?!
|
On October 03 2015 11:13 crazedrat wrote:Just look at the math. Show nested quote +On October 03 2015 10:28 FabledIntegral wrote:On October 03 2015 09:20 Lumi wrote: does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself.. This is the third time it's been suggested in the beta. And many have suggested it because the current iteration gives increased volatility. I think it's an amazing change to reduce that. Four is way too much at once. And now I can't go early pool. I have a boring race which I am not that interested in playing. I'm not being dramatic either. What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues. I can't play the way I want to now. I have to go hatch 1st, it's the same streamlined game. Boring. B-o-r-i-n.g.
You feel it all the way to the very top. You can scout the opponent has zero units, and after you're done scouting their 3 hatch can produce around 30 zerglings at once. Or another 15 drones. That's volatile and should be toned down. The lack of ability to cancel larvae compounds the issue that a Zerg's decision is also all made at once, unless they opt to pool larvae, which isn't optimal.
Would be better if inject simply popped out larvae one by one throughout the inject if you ask me (only requires one inject).
|
On October 03 2015 11:42 FabledIntegral wrote:Show nested quote +On October 03 2015 11:13 crazedrat wrote:Just look at the math. On October 03 2015 10:28 FabledIntegral wrote:On October 03 2015 09:20 Lumi wrote: does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself.. This is the third time it's been suggested in the beta. And many have suggested it because the current iteration gives increased volatility. I think it's an amazing change to reduce that. Four is way too much at once. And now I can't go early pool. I have a boring race which I am not that interested in playing. I'm not being dramatic either. What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues. I can't play the way I want to now. I have to go hatch 1st, it's the same streamlined game. Boring. B-o-r-i-n.g. You feel it all the way to the very top. You can scout the opponent has zero units, and after you're done scouting their 3 hatch can produce around 30 zerglings at once. Or another 15 drones. That's volatile and should be toned down. The lack of ability to cancel larvae compounds the issue that a Zerg's decision is also all made at once, unless they opt to pool larvae, which isn't optimal. Would be better if inject simply popped out larvae one by one throughout the inject if you ask me (only requires one inject). If you play greedily you can be punished for it. Don't play greedy and you'll be fine.
|
On October 03 2015 11:46 crazedrat wrote:Show nested quote +On October 03 2015 11:42 FabledIntegral wrote:On October 03 2015 11:13 crazedrat wrote:Just look at the math. On October 03 2015 10:28 FabledIntegral wrote:On October 03 2015 09:20 Lumi wrote: does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself.. This is the third time it's been suggested in the beta. And many have suggested it because the current iteration gives increased volatility. I think it's an amazing change to reduce that. Four is way too much at once. And now I can't go early pool. I have a boring race which I am not that interested in playing. I'm not being dramatic either. What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues. I can't play the way I want to now. I have to go hatch 1st, it's the same streamlined game. Boring. B-o-r-i-n.g. You feel it all the way to the very top. You can scout the opponent has zero units, and after you're done scouting their 3 hatch can produce around 30 zerglings at once. Or another 15 drones. That's volatile and should be toned down. The lack of ability to cancel larvae compounds the issue that a Zerg's decision is also all made at once, unless they opt to pool larvae, which isn't optimal. Would be better if inject simply popped out larvae one by one throughout the inject if you ask me (only requires one inject). If you play greedily you can be punished for it. Don't play greedy and you'll be fine. Actually you are completely wrong. You can still open pool first if you are good enough, and all timings for Protoss, Terran and Zerg have changed.
Please stop talking as if you are omniscient, because you are 100% wrong here.
|
On October 03 2015 11:46 crazedrat wrote:Show nested quote +On October 03 2015 11:42 FabledIntegral wrote:On October 03 2015 11:13 crazedrat wrote:Just look at the math. On October 03 2015 10:28 FabledIntegral wrote:On October 03 2015 09:20 Lumi wrote: does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself.. This is the third time it's been suggested in the beta. And many have suggested it because the current iteration gives increased volatility. I think it's an amazing change to reduce that. Four is way too much at once. And now I can't go early pool. I have a boring race which I am not that interested in playing. I'm not being dramatic either. What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues. I can't play the way I want to now. I have to go hatch 1st, it's the same streamlined game. Boring. B-o-r-i-n.g. You feel it all the way to the very top. You can scout the opponent has zero units, and after you're done scouting their 3 hatch can produce around 30 zerglings at once. Or another 15 drones. That's volatile and should be toned down. The lack of ability to cancel larvae compounds the issue that a Zerg's decision is also all made at once, unless they opt to pool larvae, which isn't optimal. Would be better if inject simply popped out larvae one by one throughout the inject if you ask me (only requires one inject). If you play greedily you can be punished for it. Don't play greedy and you'll be fine.
What a conpletely irrelevant comment...
|
On October 03 2015 12:47 GGzerG wrote:Show nested quote +On October 03 2015 11:46 crazedrat wrote:On October 03 2015 11:42 FabledIntegral wrote:On October 03 2015 11:13 crazedrat wrote:Just look at the math. On October 03 2015 10:28 FabledIntegral wrote:On October 03 2015 09:20 Lumi wrote: does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself.. This is the third time it's been suggested in the beta. And many have suggested it because the current iteration gives increased volatility. I think it's an amazing change to reduce that. Four is way too much at once. And now I can't go early pool. I have a boring race which I am not that interested in playing. I'm not being dramatic either. What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues. I can't play the way I want to now. I have to go hatch 1st, it's the same streamlined game. Boring. B-o-r-i-n.g. You feel it all the way to the very top. You can scout the opponent has zero units, and after you're done scouting their 3 hatch can produce around 30 zerglings at once. Or another 15 drones. That's volatile and should be toned down. The lack of ability to cancel larvae compounds the issue that a Zerg's decision is also all made at once, unless they opt to pool larvae, which isn't optimal. Would be better if inject simply popped out larvae one by one throughout the inject if you ask me (only requires one inject). If you play greedily you can be punished for it. Don't play greedy and you'll be fine. Actually you are completely wrong. You can still open pool first if you are good enough, and all timings for Protoss, Terran and Zerg have changed. Please stop talking as if you are omniscient, because you are 100% wrong here. Pool now depends on hoping that it works rather than executing it with skill and precision. Zergs and Terran economies are hit much harder than Protoss with this patch. I won't join your little clan and now you pin your favorite memes onto me. Buzz off.
|
On October 03 2015 13:30 crazedrat wrote:Show nested quote +On October 03 2015 12:47 GGzerG wrote:On October 03 2015 11:46 crazedrat wrote:On October 03 2015 11:42 FabledIntegral wrote:On October 03 2015 11:13 crazedrat wrote:Just look at the math. On October 03 2015 10:28 FabledIntegral wrote:On October 03 2015 09:20 Lumi wrote: does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself.. This is the third time it's been suggested in the beta. And many have suggested it because the current iteration gives increased volatility. I think it's an amazing change to reduce that. Four is way too much at once. And now I can't go early pool. I have a boring race which I am not that interested in playing. I'm not being dramatic either. What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues. I can't play the way I want to now. I have to go hatch 1st, it's the same streamlined game. Boring. B-o-r-i-n.g. You feel it all the way to the very top. You can scout the opponent has zero units, and after you're done scouting their 3 hatch can produce around 30 zerglings at once. Or another 15 drones. That's volatile and should be toned down. The lack of ability to cancel larvae compounds the issue that a Zerg's decision is also all made at once, unless they opt to pool larvae, which isn't optimal. Would be better if inject simply popped out larvae one by one throughout the inject if you ask me (only requires one inject). If you play greedily you can be punished for it. Don't play greedy and you'll be fine. Actually you are completely wrong. You can still open pool first if you are good enough, and all timings for Protoss, Terran and Zerg have changed. Please stop talking as if you are omniscient, because you are 100% wrong here. Pool now depends on hoping that it works rather than executing it with skill and precision. Zergs and Terran economies are hit much harder than Protoss with this patch. I won't join your little clan and now you pin your favorite memes onto me. Fuck off.
Its not exactly a massive difference. Yes, it's a nerf, but to insinuate pool first is suddenly unviable is ridiculous. It originally put you at a slight disadvantage. Now it puts you at a slightly more disadvantage. To state it kills it on day1 of the patch is the type of things that shit up forums.
|
[B] [*]Adept - Shield reduced from 90/90 to 60/90
source [/list]
I think it should be health nerf instead of shield nerf.
|
On October 03 2015 13:46 FabledIntegral wrote:Show nested quote +On October 03 2015 13:30 crazedrat wrote:On October 03 2015 12:47 GGzerG wrote:On October 03 2015 11:46 crazedrat wrote:On October 03 2015 11:42 FabledIntegral wrote:On October 03 2015 11:13 crazedrat wrote:Just look at the math. On October 03 2015 10:28 FabledIntegral wrote:On October 03 2015 09:20 Lumi wrote: does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself.. This is the third time it's been suggested in the beta. And many have suggested it because the current iteration gives increased volatility. I think it's an amazing change to reduce that. Four is way too much at once. And now I can't go early pool. I have a boring race which I am not that interested in playing. I'm not being dramatic either. What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues. I can't play the way I want to now. I have to go hatch 1st, it's the same streamlined game. Boring. B-o-r-i-n.g. You feel it all the way to the very top. You can scout the opponent has zero units, and after you're done scouting their 3 hatch can produce around 30 zerglings at once. Or another 15 drones. That's volatile and should be toned down. The lack of ability to cancel larvae compounds the issue that a Zerg's decision is also all made at once, unless they opt to pool larvae, which isn't optimal. Would be better if inject simply popped out larvae one by one throughout the inject if you ask me (only requires one inject). If you play greedily you can be punished for it. Don't play greedy and you'll be fine. Actually you are completely wrong. You can still open pool first if you are good enough, and all timings for Protoss, Terran and Zerg have changed. Please stop talking as if you are omniscient, because you are 100% wrong here. Pool now depends on hoping that it works rather than executing it with skill and precision. Zergs and Terran economies are hit much harder than Protoss with this patch. I won't join your little clan and now you pin your favorite memes onto me. Fuck off. Its not exactly a massive difference. Yes, it's a nerf, but to insinuate pool first is suddenly unviable is ridiculous. It originally put you at a slight disadvantage. Now it puts you at a slightly more disadvantage. To state it kills it on day1 of the patch is the type of things that shit up forums. A reduction from 4 to 3 larvae is a big hit to pool 1st openings.
|
On October 03 2015 13:56 crazedrat wrote:Show nested quote +On October 03 2015 13:46 FabledIntegral wrote:On October 03 2015 13:30 crazedrat wrote:On October 03 2015 12:47 GGzerG wrote:On October 03 2015 11:46 crazedrat wrote:On October 03 2015 11:42 FabledIntegral wrote:On October 03 2015 11:13 crazedrat wrote:Just look at the math. On October 03 2015 10:28 FabledIntegral wrote:On October 03 2015 09:20 Lumi wrote: does anybody know where this larva/zerg nerf came from..? i've never once in the games history heard anyone even conceive of tweaking the number of larva from injects or there being too much xD i'm wtf
looks like they are trying to slow down the econ potential for all races but in the case of protoss and zerg the nerf hits the whole race..? where as for T it's just the mule/econ itself.. This is the third time it's been suggested in the beta. And many have suggested it because the current iteration gives increased volatility. I think it's an amazing change to reduce that. Four is way too much at once. And now I can't go early pool. I have a boring race which I am not that interested in playing. I'm not being dramatic either. What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues. I can't play the way I want to now. I have to go hatch 1st, it's the same streamlined game. Boring. B-o-r-i-n.g. You feel it all the way to the very top. You can scout the opponent has zero units, and after you're done scouting their 3 hatch can produce around 30 zerglings at once. Or another 15 drones. That's volatile and should be toned down. The lack of ability to cancel larvae compounds the issue that a Zerg's decision is also all made at once, unless they opt to pool larvae, which isn't optimal. Would be better if inject simply popped out larvae one by one throughout the inject if you ask me (only requires one inject). If you play greedily you can be punished for it. Don't play greedy and you'll be fine. Actually you are completely wrong. You can still open pool first if you are good enough, and all timings for Protoss, Terran and Zerg have changed. Please stop talking as if you are omniscient, because you are 100% wrong here. Pool now depends on hoping that it works rather than executing it with skill and precision. Zergs and Terran economies are hit much harder than Protoss with this patch. I won't join your little clan and now you pin your favorite memes onto me. Fuck off. Its not exactly a massive difference. Yes, it's a nerf, but to insinuate pool first is suddenly unviable is ridiculous. It originally put you at a slight disadvantage. Now it puts you at a slightly more disadvantage. To state it kills it on day1 of the patch is the type of things that shit up forums. A reduction from 4 to 3 larvae is a big hit to pool 1st openings.
I didn't say it wasn't a nerf. Assuming you use 100% of the early queens for injects, which we already see many pros do NOT, you're down around 3 larvae max. This doesn't account for the fact there is already a brief moment you can't use all the larvae anyways.
To state this kills the opening is ridiculous. It nerfs it, but these radical comments on day1 with minimal testing simply ridiculous. This is coming from a low GM zerg in hots that opened 13 pool almost every single time vs. P as well as opening 15 pool almost every game vs T.
|
Pool now relies more and luck than skill for an advantage. The opening has been very much changed by this patch. Alot of what you say is superfluous, like this:
On October 03 2015 14:05 FabledIntegral wrote: I didn't say it wasn't a nerf. Assuming you use 100% of the early queens for injects, which we already see many pros do NOT, The queen might be slightly underused regardless. This:
On October 03 2015 14:05 FabledIntegral wrote: This is coming from a low GM zerg in hots that opened 13 pool almost every single time vs. P as well as opening 15 pool almost every game vs T.
I beat GMs frequently and I open pool. This:
On October 03 2015 14:05 FabledIntegral wrote:you're down around 3 larvae max. This doesn't account for the fact there is already a brief moment you can't use all the larvae anyways.
You're down about 3 larvae, to state it plainly.
|
On October 03 2015 14:14 crazedrat wrote:Pool now relies more and luck than skill for an advantage. The opening has been very much changed by this patch. Alot of what you say is superfluous, like this: Show nested quote +On October 03 2015 14:05 FabledIntegral wrote: I didn't say it wasn't a nerf. Assuming you use 100% of the early queens for injects, which we already see many pros do NOT, The queen might be slightly underused regardless. This: Show nested quote +On October 03 2015 14:05 FabledIntegral wrote: This is coming from a low GM zerg in hots that opened 13 pool almost every single time vs. P as well as opening 15 pool almost every game vs T.
Does not matter. This: Show nested quote +On October 03 2015 14:05 FabledIntegral wrote:you're down around 3 larvae max. This doesn't account for the fact there is already a brief moment you can't use all the larvae anyways.
You're down about 3 larvae, to state it plainly.
Not sure how that's all you got. The impact is mild, the most you'd be down is 3 larvae, although since most pros use one of the first 3 injects for a tumor when going pool first, you're down 2 in most cases. Since you may not have been able to spend the larvae regardless, this further minimizes the impact.
Once again, without actually taking a deeper look, you're doing nothing more than cry end of a build order on day 1, which is quite stupid.
|
The lower larva count is great because it nerfs early aggro in zvz. Suddenly you have more minerals to use on expanding, and since lings rely heavily on larva, the mass all-in state that its at right now will be nerfed.
|
I believe for Terran vs Protoss Adept Allins might be even stronger. Why? 30 less shields dont mean a lot in the current state - the adepts didnt barely edge out the fights when allins with a warpprism happen. They dominated.
This plus the fact that while all macro mechanics are nerfed - the MULE especially in TvP is a lot morr crucial to the production capabilities compared to chronoboost leading us effecticely to a stronger adept all in in my opinion. Well I can only play and find out -.-
|
On October 03 2015 14:31 FabledIntegral wrote:Show nested quote +On October 03 2015 14:14 crazedrat wrote:Pool now relies more and luck than skill for an advantage. The opening has been very much changed by this patch. Alot of what you say is superfluous, like this: On October 03 2015 14:05 FabledIntegral wrote: I didn't say it wasn't a nerf. Assuming you use 100% of the early queens for injects, which we already see many pros do NOT, The queen might be slightly underused regardless. This: On October 03 2015 14:05 FabledIntegral wrote: This is coming from a low GM zerg in hots that opened 13 pool almost every single time vs. P as well as opening 15 pool almost every game vs T.
Does not matter. This: On October 03 2015 14:05 FabledIntegral wrote:you're down around 3 larvae max. This doesn't account for the fact there is already a brief moment you can't use all the larvae anyways.
You're down about 3 larvae, to state it plainly. Not sure how that's all you got. The impact is mild, the most you'd be down is 3 larvae, although since most pros use one of the first 3 injects for a tumor when going pool first, you're down 2 in most cases. Since you may not have been able to spend the larvae regardless, this further minimizes the impact. Once again, without actually taking a deeper look, you're doing nothing more than cry end of a build order on day 1, which is quite stupid. It's a major change to pool, not mild. We just don't agree, I think it's a stylistic thing. You already open pool every game regardless (?). It's a hit to pool to a point I am not opening with it anymore. It was already shaky in many cases, making it weaker just means hatch 1st is better. You can use it for a lucky win or a series win, I can't see using it as a standard ladder build, maybe on one map in particular or another but not really.
You should also recognize that pool 1st in LOTV is a different build order. The timing of everything - the queen, the hatch, the lings... etc. the metagame, is different. Also it depends on how you use the pool. If you're going gas with it, that's a big impact. Bigger than just 3 larvae. You're going to be using multiple injects because you're building lings. So the speed opening, the fast baneling nest opening are both more strongly nerfed. I use those builds frequently now. You are speaking specifically about a few lings into hatch and droning which is not all pool builds, and you're speaking about HOTS builds and metagame which isn't the same.
|
Balancing a few units at a time is probably for the best... They'll get to the other broken stuff in the next few patches.. Hold your horses people
|
When did they stop do crazy patch like this seriously ? Its way worse than before, now the adept kill units way faster and its like more harder than before to deal with it at Terran with less economy, the nerf of mule is way too big, just prevent the mule hammer at the lategame but dont change it, the latest patch was fine, when will you admit than mule didnt require a single change and its a core of economy Terrane, Also what are you waiting to nerf 8 armor ultra, parasitic bomb, invincible nydus who are just crazy and ruin everythings ? I hate the game the way he go like now, just stop all these non sense change and go for a Hots based game with 12 worker start it will be way better than this current state...
|
On October 03 2015 14:36 crazedrat wrote:Show nested quote +On October 03 2015 14:31 FabledIntegral wrote:On October 03 2015 14:14 crazedrat wrote:Pool now relies more and luck than skill for an advantage. The opening has been very much changed by this patch. Alot of what you say is superfluous, like this: On October 03 2015 14:05 FabledIntegral wrote: I didn't say it wasn't a nerf. Assuming you use 100% of the early queens for injects, which we already see many pros do NOT, The queen might be slightly underused regardless. This: On October 03 2015 14:05 FabledIntegral wrote: This is coming from a low GM zerg in hots that opened 13 pool almost every single time vs. P as well as opening 15 pool almost every game vs T.
Does not matter. This: On October 03 2015 14:05 FabledIntegral wrote:you're down around 3 larvae max. This doesn't account for the fact there is already a brief moment you can't use all the larvae anyways.
You're down about 3 larvae, to state it plainly. Not sure how that's all you got. The impact is mild, the most you'd be down is 3 larvae, although since most pros use one of the first 3 injects for a tumor when going pool first, you're down 2 in most cases. Since you may not have been able to spend the larvae regardless, this further minimizes the impact. Once again, without actually taking a deeper look, you're doing nothing more than cry end of a build order on day 1, which is quite stupid. It's a major change to pool, not mild. We just don't agree, I think it's a stylistic thing. You already open pool every game regardless (?). It's a hit to pool to a point I am not opening with it anymore. It was already shaky in alot of scenarios, making it weaker just means hatch 1st is the better opening overall. You can use it for a lucky win or a series win, but using it on ladder as a standard skill based build order I don't see why you'd choose to be more disadvantaged. Zerg is now already larvae pressed and you need the earlier hatch. You should also recognize that pool 1st in LOTV is a different build order. The timing of everything - the queen, the hatch, the lings... etc. the metagame, is different. Also it depends on how you use the pool. If you're going gas with it, that's a big impact. Bigger than just 3 larvae. You're going to be using multiple injects because you're building lings. So the speed opening, the fast baneling nest opening are both more strongly nerfed. I use those builds frequently now. You are speaking specifically about a few lings into hatch and droning which is not all pool builds, and you're speaking about HOTS builds and metagame which isn't the same.
The hots reference was only to display I am familiar with pool first. I've played LotV since the beta first started. Speed openings are already heavily luck dependent as is, and your argument was revolving around "skill," so I was assuming gasless. Sure baneling busts have been nerfed, but this hardly affects zerg in general non ZvZ.
Every change in the beta has created significant changes to how you can open as every race really.
|
On October 03 2015 15:05 FabledIntegral wrote:Show nested quote +On October 03 2015 14:36 crazedrat wrote:On October 03 2015 14:31 FabledIntegral wrote:On October 03 2015 14:14 crazedrat wrote:Pool now relies more and luck than skill for an advantage. The opening has been very much changed by this patch. Alot of what you say is superfluous, like this: On October 03 2015 14:05 FabledIntegral wrote: I didn't say it wasn't a nerf. Assuming you use 100% of the early queens for injects, which we already see many pros do NOT, The queen might be slightly underused regardless. This: On October 03 2015 14:05 FabledIntegral wrote: This is coming from a low GM zerg in hots that opened 13 pool almost every single time vs. P as well as opening 15 pool almost every game vs T.
Does not matter. This: On October 03 2015 14:05 FabledIntegral wrote:you're down around 3 larvae max. This doesn't account for the fact there is already a brief moment you can't use all the larvae anyways.
You're down about 3 larvae, to state it plainly. Not sure how that's all you got. The impact is mild, the most you'd be down is 3 larvae, although since most pros use one of the first 3 injects for a tumor when going pool first, you're down 2 in most cases. Since you may not have been able to spend the larvae regardless, this further minimizes the impact. Once again, without actually taking a deeper look, you're doing nothing more than cry end of a build order on day 1, which is quite stupid. It's a major change to pool, not mild. We just don't agree, I think it's a stylistic thing. You already open pool every game regardless (?). It's a hit to pool to a point I am not opening with it anymore. It was already shaky in alot of scenarios, making it weaker just means hatch 1st is the better opening overall. You can use it for a lucky win or a series win, but using it on ladder as a standard skill based build order I don't see why you'd choose to be more disadvantaged. Zerg is now already larvae pressed and you need the earlier hatch. You should also recognize that pool 1st in LOTV is a different build order. The timing of everything - the queen, the hatch, the lings... etc. the metagame, is different. Also it depends on how you use the pool. If you're going gas with it, that's a big impact. Bigger than just 3 larvae. You're going to be using multiple injects because you're building lings. So the speed opening, the fast baneling nest opening are both more strongly nerfed. I use those builds frequently now. You are speaking specifically about a few lings into hatch and droning which is not all pool builds, and you're speaking about HOTS builds and metagame which isn't the same. The hots reference was only to display I am familiar with pool first. I've played LotV since the beta first started. Speed openings are already heavily luck dependent as is, and your argument was revolving around "skill," so I was assuming gasless. Sure baneling busts have been nerfed, but this hardly affects zerg in general non ZvZ. Every change in the beta has created significant changes to how you can open as every race really. Yes and I like Zerg being able to standard open 13 pool on certain maps and rely on skill and execution to almost equalize. Now I have to rely on luck and that is irritating. It's really not a minor change, it changes the metagame. On Terraform how am I going to prevent Protoss from Nexus 1st now? And they can pylon block me. I have to go pool anyway. Well I pretty much have to go pool 1st, now when they open gateway gas I am faililng to equalize. I am forced into a coinflip by the metagame. So you say what?.Well you probably won't say much because you just open pool 1st in every matchup on every map regardless. And if we're talking about ZvZ, it's my favorite matchup right now and the metagame is extremely interesting because of how dynamic it is.
|
isnt the inject nerf which affects all of zerg production comparatively bigger than the chrono and mule nerf?
|
United Kingdom20282 Posts
Adept
Replace shield upgrade with an upgrade which reduces attack period by 45% Shield reduced from 90/90 to 60/90
HOLY SHIT, that's an 82% attack speed upgrade. Did they word that wrong? I mean it could be a 45% attack speed increase but they wrote a 45% attack period reduction which very literally means firing 1.82x as often.
100/55 (attack period reduced by 45%, is now 55% of what it was) = 1.82x
isnt the inject nerf which affects all of zerg production comparatively bigger than the chrono and mule nerf?
Zerg gets 3 larvae every 45 seconds and 4 from inject every 44.4 seconds with 1 queen per hatch at the moment. You can kinda round that up to be 7 per 45 seconds
reduced to 6 per 45 seconds, it's a 14.28% decrease.
It's proportionally much more of a difference than chrono, but something that's important to take into account is that chrono boost contributes the most out of any time period in the first 38 seconds of the game. Inject isn't available 'til a bit later, even a minute difference at the very start of the game is critically important
I believe for Terran vs Protoss Adept Allins might be even stronger. Why? 30 less shields dont mean a lot in the current state
Well, the strongest adept all-in as i'm told hits around 4:15 - 4:40 with 8 adepts and a warp prism. It's not going to have this detour to twilight council and then research plus research time, not without being significantly modified and probably tuned to hit later - which may or may not be viable depending on the upgrade strength. All-ins with terran have been about dancing around the medivac and stim timings for years as they have a weakness when they get a decent economy but don't have their upgrades or support units yet and then a huge surge of midgame power. That's kinda true against Zerg, too.
It was holdable, just unreasonably difficult to do so or even reliant on luck to guess an opening and not get behind. A 1.2x health reduction is a huge nudge towards making it not a problem; if it still is, go ahead and make the warp prism 5 second warp, 3 range instead of 2 second warp, 6 range. Nobody will be sad.
The mule change may be unfavorable to terran but once again, the chrono boost nerf hits earlier. The extra income from the first 2 mules may be far later - is it early enough to let you start those extra barracks significantly earlier and actually get extra units from it? I think so, but not by a huge amount while the full impact of the chrono nerf will be felt heavily in the first 2 minutes and continually on to the 3:00-4:30 mark. I think the changes to things like adept health will be far, far more of a bit deal.
I think the new chrono (especially since 20% to 22.5% change) was actually mathematically better than the old one and a lot of the power came from that 16 workers at 0:38, 25 workers in no time at all thing. That affected even the earliest of games, it was on and at full power from 00:00 with zero investment. It had weaknesses and annoyances but they did not have a huge impact on that adept all in.
|
On October 03 2015 15:09 crazedrat wrote:Show nested quote +On October 03 2015 15:05 FabledIntegral wrote:On October 03 2015 14:36 crazedrat wrote:On October 03 2015 14:31 FabledIntegral wrote:On October 03 2015 14:14 crazedrat wrote:Pool now relies more and luck than skill for an advantage. The opening has been very much changed by this patch. Alot of what you say is superfluous, like this: On October 03 2015 14:05 FabledIntegral wrote: I didn't say it wasn't a nerf. Assuming you use 100% of the early queens for injects, which we already see many pros do NOT, The queen might be slightly underused regardless. This: On October 03 2015 14:05 FabledIntegral wrote: This is coming from a low GM zerg in hots that opened 13 pool almost every single time vs. P as well as opening 15 pool almost every game vs T.
Does not matter. This: On October 03 2015 14:05 FabledIntegral wrote:you're down around 3 larvae max. This doesn't account for the fact there is already a brief moment you can't use all the larvae anyways.
You're down about 3 larvae, to state it plainly. Not sure how that's all you got. The impact is mild, the most you'd be down is 3 larvae, although since most pros use one of the first 3 injects for a tumor when going pool first, you're down 2 in most cases. Since you may not have been able to spend the larvae regardless, this further minimizes the impact. Once again, without actually taking a deeper look, you're doing nothing more than cry end of a build order on day 1, which is quite stupid. It's a major change to pool, not mild. We just don't agree, I think it's a stylistic thing. You already open pool every game regardless (?). It's a hit to pool to a point I am not opening with it anymore. It was already shaky in alot of scenarios, making it weaker just means hatch 1st is the better opening overall. You can use it for a lucky win or a series win, but using it on ladder as a standard skill based build order I don't see why you'd choose to be more disadvantaged. Zerg is now already larvae pressed and you need the earlier hatch. You should also recognize that pool 1st in LOTV is a different build order. The timing of everything - the queen, the hatch, the lings... etc. the metagame, is different. Also it depends on how you use the pool. If you're going gas with it, that's a big impact. Bigger than just 3 larvae. You're going to be using multiple injects because you're building lings. So the speed opening, the fast baneling nest opening are both more strongly nerfed. I use those builds frequently now. You are speaking specifically about a few lings into hatch and droning which is not all pool builds, and you're speaking about HOTS builds and metagame which isn't the same. The hots reference was only to display I am familiar with pool first. I've played LotV since the beta first started. Speed openings are already heavily luck dependent as is, and your argument was revolving around "skill," so I was assuming gasless. Sure baneling busts have been nerfed, but this hardly affects zerg in general non ZvZ. Every change in the beta has created significant changes to how you can open as every race really. Yes and I like Zerg being able to standard open 13 pool on certain maps and rely on skill and execution to almost equalize. Now I have to rely on luck and that is irritating. It's really not a minor change, it changes the metagame. On Terraform how am I going to prevent Protoss from Nexus 1st now? And they can pylon block me. I have to go pool anyway. Well I pretty much have to go pool 1st, now when they open gateway gas I am faililng to equalize. I am forced into a coinflip by the metagame. So you say what?.Well you probably won't say much because you just open pool 1st in every matchup on every map regardless. And if we're talking about ZvZ, it's my favorite matchup right now and the metagame is extremely interesting because of how dynamic it is.
Every race has similar frustrations. I'm sure some terrans would love to open 1/1/1 into a later expand and be highly aggressive against zerg, but some maps and scenarios make it completely unviable - so they have to expand first.
|
On October 03 2015 15:39 deth wrote:Show nested quote +On October 03 2015 15:09 crazedrat wrote:On October 03 2015 15:05 FabledIntegral wrote:On October 03 2015 14:36 crazedrat wrote:On October 03 2015 14:31 FabledIntegral wrote:On October 03 2015 14:14 crazedrat wrote:Pool now relies more and luck than skill for an advantage. The opening has been very much changed by this patch. Alot of what you say is superfluous, like this: On October 03 2015 14:05 FabledIntegral wrote: I didn't say it wasn't a nerf. Assuming you use 100% of the early queens for injects, which we already see many pros do NOT, The queen might be slightly underused regardless. This: On October 03 2015 14:05 FabledIntegral wrote: This is coming from a low GM zerg in hots that opened 13 pool almost every single time vs. P as well as opening 15 pool almost every game vs T.
Does not matter. This: On October 03 2015 14:05 FabledIntegral wrote:you're down around 3 larvae max. This doesn't account for the fact there is already a brief moment you can't use all the larvae anyways.
You're down about 3 larvae, to state it plainly. Not sure how that's all you got. The impact is mild, the most you'd be down is 3 larvae, although since most pros use one of the first 3 injects for a tumor when going pool first, you're down 2 in most cases. Since you may not have been able to spend the larvae regardless, this further minimizes the impact. Once again, without actually taking a deeper look, you're doing nothing more than cry end of a build order on day 1, which is quite stupid. It's a major change to pool, not mild. We just don't agree, I think it's a stylistic thing. You already open pool every game regardless (?). It's a hit to pool to a point I am not opening with it anymore. It was already shaky in alot of scenarios, making it weaker just means hatch 1st is the better opening overall. You can use it for a lucky win or a series win, but using it on ladder as a standard skill based build order I don't see why you'd choose to be more disadvantaged. Zerg is now already larvae pressed and you need the earlier hatch. You should also recognize that pool 1st in LOTV is a different build order. The timing of everything - the queen, the hatch, the lings... etc. the metagame, is different. Also it depends on how you use the pool. If you're going gas with it, that's a big impact. Bigger than just 3 larvae. You're going to be using multiple injects because you're building lings. So the speed opening, the fast baneling nest opening are both more strongly nerfed. I use those builds frequently now. You are speaking specifically about a few lings into hatch and droning which is not all pool builds, and you're speaking about HOTS builds and metagame which isn't the same. The hots reference was only to display I am familiar with pool first. I've played LotV since the beta first started. Speed openings are already heavily luck dependent as is, and your argument was revolving around "skill," so I was assuming gasless. Sure baneling busts have been nerfed, but this hardly affects zerg in general non ZvZ. Every change in the beta has created significant changes to how you can open as every race really. Yes and I like Zerg being able to standard open 13 pool on certain maps and rely on skill and execution to almost equalize. Now I have to rely on luck and that is irritating. It's really not a minor change, it changes the metagame. On Terraform how am I going to prevent Protoss from Nexus 1st now? And they can pylon block me. I have to go pool anyway. Well I pretty much have to go pool 1st, now when they open gateway gas I am faililng to equalize. I am forced into a coinflip by the metagame. So you say what?.Well you probably won't say much because you just open pool 1st in every matchup on every map regardless. And if we're talking about ZvZ, it's my favorite matchup right now and the metagame is extremely interesting because of how dynamic it is. Every race has similar frustrations. I'm sure some terrans would love to open 1/1/1 into a later expand and be highly aggressive against zerg, but some maps and scenarios make it completely unviable - so they have to expand first. On a map like Terraform Zerg needs the ability to almost equalize with some kind of early pool. They'll still be behind against gate gas, but it'll be playable. WIth 3 less larvae, compared with the irrelevant nerf to CB in this scenario, there's nothing to prevent Nexus 1st... now it is a coinflip due to map; and not a coinflip by choice, but forced onto Zerg at an early stage in the game. That's not gona be the only map where having a viable 13 pool against gateway gas is important for preventing nexus 1st dominating at the 3rd, either.
|
apart from the sillyness of these patches, the fact that blizzard cannot even formulate the patch notes in a way that makes sense, not even to start on undocumented changes, is an incredible display of incompetence
|
United Kingdom20282 Posts
Blizzard posted the WRONG PATCH NOTE when talking about the adept attack speed upgrade (looking back some pages, i see other people talking about this)
Adept
Replace shield upgrade with an upgrade which reduces attack period by 45%
The attack period right now is every 1.61 seconds. Reducing it by 45% would make it 0.885 seconds, a 1.82x DPS upgrade.
They actually increased the attack rate by 45%, making the period 1.11 seconds - that's 31% lower. 31 vs 45 doesn't seem like a big deal, but it's a huge deal when talking about exponential increases.
We got a 45% DPS increase when they wrote an 82% DPS increase in the note.
The correct value is written ingame.
I really don't get how you can mess that up, it's math that will fail you before high school - almost doubling the attack speed would have been ridiculous (a 50% reduction in attack period) but that's what it said, a 45% reduction
not even to start on undocumented changes
Which ones did i miss?
|
Such a pity. I guess the time of major changes is over.
|
United Kingdom20282 Posts
I think it should be health nerf instead of shield nerf.
I disagree, shields contribute to raising harassment power against terran more than any other race and they're the race struggling ATM. They also contribute to adept being disproportionately weak when ghosts were on the field. I'm quite pleased to see them have 60 shields instead of 140 - it would very often be EMP'd away and forced you to focus your army production on zealots (which have only 50 shields)
What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues
That's not really true, zergs with 2-3 hatches are building about 20-30 drones and then suddenly having 30-40 zerglings or 0 zerglings in a lot of my games (protoss), particularly since they rebuffed inject. It's worse since 2 or 3 hatcheries before a pool has become very common
---------
I would like to see colossus outright removed or rebalanced, it obviously needs it right now. Maybe making the attack fire much more often?
Two of the biggest issues i see at the moment are combat power(absolute or vs the 6 supply cost) and expense to get up. Those first 2 colossi are still just as expensive as ever (a lot more so than disruptors, which don't require a 200/200 research to function properly and cost 150/150 instead of 300/200). Maybe in adressing that, default colossus range could be made 9, upgrade removed and supply reduced to 5? A 6-supply colossus with a 1.25x damage nerf is still not going to be in the best place.
|
It's nice to see they are removing tools so people can't deal with liberators. Now they are even more broken.
|
United Kingdom20282 Posts
On October 03 2015 17:36 Tuczniak wrote: It's nice to see they are removing tools so people can't deal with liberators. Now they are even more broken.
This is just leading up to the liberator nerfs
|
On October 03 2015 16:47 Cyro wrote:Show nested quote +What is so bad about volatility? The only place you feel it is in ZvZ or lower leagues That's not really true, zergs with 2-3 hatches are building about 20-30 drones and then suddenly having 30-40 zerglings or 0 zerglings in a lot of my games (protoss), particularly since they rebuffed inject. It's worse since 2 or 3 hatcheries before a pool has become very common That's an early gas.
|
In what sort of contexts are Liberators overpowered? I'm seeing Polt and ForGG use them in macro games and they seem pretty well balanced. It takes lots of attention to get results out of them.
|
United Kingdom20282 Posts
On October 03 2015 17:55 pure.Wasted wrote: In what sort of contexts are Liberators overpowered? I'm seeing Polt and ForGG use them in macro games and they seem pretty well balanced. It takes lots of attention to get results out of them.
When you throw 4-8 of them onto the regular marine marauder medivac ghost comp. Zergs seem to be having more trouble earlier in the game
|
On October 03 2015 16:42 Cyro wrote:Blizzard posted the WRONG PATCH NOTE when talking about the adept attack speed upgrade (looking back some pages, i see other people talking about this) Show nested quote +Adept
Replace shield upgrade with an upgrade which reduces attack period by 45% The attack period right now is every 1.61 seconds. Reducing it by 45% would make it 0.885 seconds, a 1.82x DPS upgrade. They actually increased the attack rate by 45%, making the period 1.11 seconds - that's 31% lower. 31 vs 45 doesn't seem like a big deal, but it's a huge deal when talking about exponential increases. We got a 45% DPS increase when they wrote an 82% DPS increase in the note. The correct value is written ingame. I really don't get how you can mess that up, it's math that will fail you before high school - almost doubling the attack speed would have been ridiculous (a 50% reduction in attack period) but that's what it said, a 45% reduction Which ones did i miss? Not that the difference between 31% and 45% isn't significant, but what's exponential about this?
|
United Kingdom20282 Posts
On October 03 2015 18:30 ChristianS wrote:Show nested quote +On October 03 2015 16:42 Cyro wrote:Blizzard posted the WRONG PATCH NOTE when talking about the adept attack speed upgrade (looking back some pages, i see other people talking about this) Adept
Replace shield upgrade with an upgrade which reduces attack period by 45% The attack period right now is every 1.61 seconds. Reducing it by 45% would make it 0.885 seconds, a 1.82x DPS upgrade. They actually increased the attack rate by 45%, making the period 1.11 seconds - that's 31% lower. 31 vs 45 doesn't seem like a big deal, but it's a huge deal when talking about exponential increases. We got a 45% DPS increase when they wrote an 82% DPS increase in the note. The correct value is written ingame. I really don't get how you can mess that up, it's math that will fail you before high school - almost doubling the attack speed would have been ridiculous (a 50% reduction in attack period) but that's what it said, a 45% reduction not even to start on undocumented changes Which ones did i miss? Not that the difference between 31% and 45% isn't significant, but what's exponential about this?
A 31% reduction in attack speed period is a 45% DPS gain.
A 45% reduction in attack speed period is an 82% DPS gain.
A 75% reduction in attack speed period is a 300% DPS gain.
They used the wrong math. They didn't reduce the period by 45%, they increased the rate by 45% - those are two very different things
|
Sounds good to get it started! Reduction of MM efficiency is overall good for the game I am sure. Can later finetune it still.
|
On October 03 2015 18:33 Cyro wrote:Show nested quote +On October 03 2015 18:30 ChristianS wrote:On October 03 2015 16:42 Cyro wrote:Blizzard posted the WRONG PATCH NOTE when talking about the adept attack speed upgrade (looking back some pages, i see other people talking about this) Adept
Replace shield upgrade with an upgrade which reduces attack period by 45% The attack period right now is every 1.61 seconds. Reducing it by 45% would make it 0.885 seconds, a 1.82x DPS upgrade. They actually increased the attack rate by 45%, making the period 1.11 seconds - that's 31% lower. 31 vs 45 doesn't seem like a big deal, but it's a huge deal when talking about exponential increases. We got a 45% DPS increase when they wrote an 82% DPS increase in the note. The correct value is written ingame. I really don't get how you can mess that up, it's math that will fail you before high school - almost doubling the attack speed would have been ridiculous (a 50% reduction in attack period) but that's what it said, a 45% reduction not even to start on undocumented changes Which ones did i miss? Not that the difference between 31% and 45% isn't significant, but what's exponential about this? A 31% reduction in attack speed period is a 45% DPS gain. A 45% reduction in attack speed period is an 82% DPS gain. A 75% reduction in attack speed period is a 300% DPS gain. They used the wrong math. They didn't reduce the period by 45%, they increased the rate by 45% - those are two very different things Huh. Strictly speaking, DPS goes as 1/(100-x) if x is the percent reduction, right? So not technically exponential? Not that it particularly matters for these purposes, it's still a clumsy mistake for the patch notes to get it wrong.
|
I want manual cronoboost back, you can nerf it by it's effectiveness or by it's energy cost (which I prefer). Feel very bad if Protoss is the only race which doesn't get rid of the auto mechanics.
|
On October 03 2015 18:53 Aenur wrote: I want manual cronoboost back, you can nerf it by it's effectiveness or by it's energy cost (which I prefer). Feel very bad if Protoss is the only race which doesn't get rid of the auto mechanics.
I don't even want to imagine 8 chronoboosted gateways with the prism adept allin ^_-
|
United Kingdom20282 Posts
On October 03 2015 18:38 ChristianS wrote:Show nested quote +On October 03 2015 18:33 Cyro wrote:On October 03 2015 18:30 ChristianS wrote:On October 03 2015 16:42 Cyro wrote:Blizzard posted the WRONG PATCH NOTE when talking about the adept attack speed upgrade (looking back some pages, i see other people talking about this) Adept
Replace shield upgrade with an upgrade which reduces attack period by 45% The attack period right now is every 1.61 seconds. Reducing it by 45% would make it 0.885 seconds, a 1.82x DPS upgrade. They actually increased the attack rate by 45%, making the period 1.11 seconds - that's 31% lower. 31 vs 45 doesn't seem like a big deal, but it's a huge deal when talking about exponential increases. We got a 45% DPS increase when they wrote an 82% DPS increase in the note. The correct value is written ingame. I really don't get how you can mess that up, it's math that will fail you before high school - almost doubling the attack speed would have been ridiculous (a 50% reduction in attack period) but that's what it said, a 45% reduction not even to start on undocumented changes Which ones did i miss? Not that the difference between 31% and 45% isn't significant, but what's exponential about this? A 31% reduction in attack speed period is a 45% DPS gain. A 45% reduction in attack speed period is an 82% DPS gain. A 75% reduction in attack speed period is a 300% DPS gain. They used the wrong math. They didn't reduce the period by 45%, they increased the rate by 45% - those are two very different things Huh. Strictly speaking, DPS goes as 1/(100-x) if x is the percent reduction, right? So not technically exponential? Not that it particularly matters for these purposes, it's still a clumsy mistake for the patch notes to get it wrong.
Exponential might be the wrong word (i lack math education) but the scaling is different if you reduce the delay by a percentage, rather than increase the rate by a percentage. A 100% increase in attack speed is double damage but a 100% reduction in the cooldown between attacks is infinite damage.
I don't even want to imagine 8 chronoboosted gateways with the prism adept allin ^_-
Even if completely un-nerfed, that's a ton of energy. If you're worried about 8 gates on 2 nexii with three "HOTS-minutes" of banked energy, you should probably be more worried about him simply building 2 more gateways
|
It continues to amaze me how shortsited this community persists to be. x) And at the same time its a bit sad, i used to expect more from the sc2 people.
|
Yeah it is kinda sad that whoever wrote the patchnotes would had failed basic high school maths.
|
United Kingdom20282 Posts
It's a simple mistake, one that i see a lot in every age demographic but it's something that shouldn't end up in a final patch note
|
|
On October 03 2015 22:10 Dangermousecatdog wrote: Yeah it is kinda sad that whoever wrote the patchnotes would had failed basic high school maths. Blizzard failed math several times. Math for reducing EMP radius was notable.
|
On October 03 2015 07:02 jpg06051992 wrote: No Infestor changes?
No Ultralisk nerf?
No Liberator nerf/Siege tank buff?
No removing structure damage on CB so forge expands can be viable again?
No Lurker hp/movement nerfs?
This patch is decent but it seems soooo small and minor for the amount of things that still need to be tested, the Infestor still being garbage is ridiculous. I kinda agree that I expected more, but I'm still hopeful patches will come quicker in that last month.
|
United Kingdom20282 Posts
No removing structure damage on CB so forge expands can be viable again?
To be fair, forge expands have been kinda crap for a long time AFAIK. I'm kinda sad, since i was one of the FFE or die trying toss; as soon as i was semi-comfortable with it, it was my favourite opening in any matchup of the game.
Roach range was increased from 3 to 4 which made a notable dent in it. With a unit that has more than 4 range, i feel like it would be very hard to reasonably FFE, though photon overcharge might change that or could maybe be redesigned to change it.
6 range ravager is just too accessible for it to work, even with no corrosive bile. 6 range means they can stand right in front of your wall and attack it with no retaliation, even when the cannon is placed as close to that building as possible (which makes it quite vulnerable to ranged units). Even 5 range is tricky to cover with cannons, though you could blob them a bit more than previously due to the new economy.
Structure damage on CB is a lot of what makes them interesting, but also potentially problematic. Anti bunker/cannon; the whole ravager-crackling style to wear down an air protoss because he is no longer able to effectively use cannons as static defense. Maybe that's a design that shouldn't happen for the good of the game (invalidating static defenses). As it stands, FFE is doomed either way because of the basic attack range; they'd have to nerf the basic attack range to 4 and make corrosive bile not affect structures in order to make them not break FFE. They'd likely have to change the new evo chamber drop too; it's something that is fragile enough to have to have the matchup partially designed around it in order to work.
|
Super nerf on chrono boost and super buff on MULE? wtf
|
On October 04 2015 02:52 Dumbledore wrote: Super nerf on chrono boost and super buff on MULE? wtf
In what world a 33% decrease is a buff?
|
On October 04 2015 02:52 Dumbledore wrote: Super nerf on chrono boost and super buff on MULE? wtf
In what world is this a super anything?
|
They finally did what I suggested all along...which is cut down the efficiency of macro mechanics by 1/3...what a roundabout way of doing it, though, lol!
|
On October 04 2015 03:57 ohmylanta1003 wrote:Show nested quote +On October 04 2015 02:52 Dumbledore wrote: Super nerf on chrono boost and super buff on MULE? wtf In what world is this a super anything?
Isn't return rate how much minerals it returns?
|
On October 04 2015 04:25 Dumbledore wrote:Show nested quote +On October 04 2015 03:57 ohmylanta1003 wrote:On October 04 2015 02:52 Dumbledore wrote: Super nerf on chrono boost and super buff on MULE? wtf In what world is this a super anything? Isn't return rate how much minerals it returns?
It's how long it takes to mine 30 minerals, so it only does 6 trips now instead of 8 or 9.
So it's 180 minerals compared to 240-270.
|
these changes are so underwhelming and lazy... I wish they'd stuck with the removal of macro features and just redesigned terran from scratch.
|
On October 03 2015 18:53 Aenur wrote: I want manual cronoboost back, you can nerf it by it's effectiveness or by it's energy cost (which I prefer). Feel very bad if Protoss is the only race which doesn't get rid of the auto mechanics.
I agree. Bring it back. Make it weaker. Maybe make it especially weak on gateways. As opposed to Nexuses & Robos & Stargates.
|
|
If chrono boost isn't being removed, it needs to be reverted to the HotS version. The LotV version is far harder to use than the latter.
|
On October 04 2015 11:26 paralleluniverse wrote: If chrono boost isn't being removed, it needs to be reverted to the HotS version. The LotV version is far harder to use than the latter. They should revert the mechanics to HOTS, keep the zerg queen stacking change because it works and is needed, and go from there.
|
On October 04 2015 11:26 paralleluniverse wrote: If chrono boost isn't being removed, it needs to be reverted to the HotS version. The LotV version is far harder to use than the latter.
Honestly, after the 4 second cooldown change, it's really not that bad, you just change your mindset from 'Chrono this' to 'set my chrono'. It takes longer to set it but you change it a lot less.
|
On October 04 2015 15:16 Beliskner wrote:Show nested quote +On October 04 2015 11:26 paralleluniverse wrote: If chrono boost isn't being removed, it needs to be reverted to the HotS version. The LotV version is far harder to use than the latter. Honestly, after the 4 second cooldown change, it's really not that bad, you just change your mindset from 'Chrono this' to 'set my chrono'. It takes longer to set it but you change it a lot less.
While true, the HOTS version is so much nicer, they could just make it last longer and chrono less fast if they want to reduce how often it's necessary.
|
Really disappointed so far. I'm not going to hate too much as I believe eventually it'll reach a semi stable state much like HotS. Truth is though, the games always been a bit broken at its core, and everything I've seen of the beta doesn't give me much confidence anything will change.
Balancing around ease of use is an incredibly fucking stupid idea, the fact that still to this day it is way harder to play Terran engagements late game than it is for P and Z is pretty ludicrous. TvP has been one of the most idiotic, obviously completely broken matchups in the game for the longest time, even if statistics pointed to some kind of balance. But balancing the win rates around how effectively Terran can stop the Protoss clock, or making ghosts hot keying so awkward only decent players can do it well, is dumb. For Terran it has always been a linear matchup, scout and defend one of the 5 - 10 potential, and very effective Protoss openings, if you survive then drop everywhere you possibly can and hope the Protoss isn't the same level of skill as you, because if so, the Protoss will win. (P.S. ffs blizzard put stim priority above ghosts, this is the kind of thing that makes people hate you).
I don't know though, I'm pretty tired right now. But I am sick of seeing so much wasted potential in the game. And it just makes me sad to feel like they don't have a clue. They will reach a balance eventually, but they aren't going to fix SC2 properly, because they aren't capable I guess.
|
Seriously, invincible nydus has never been brought up? If Z has a bunch of queens it's like literally impossible to beat...
|
On October 04 2015 15:16 Beliskner wrote:Show nested quote +On October 04 2015 11:26 paralleluniverse wrote: If chrono boost isn't being removed, it needs to be reverted to the HotS version. The LotV version is far harder to use than the latter. Honestly, after the 4 second cooldown change, it's really not that bad, you just change your mindset from 'Chrono this' to 'set my chrono'. It takes longer to set it but you change it a lot less.
Honestly i also love the new version as i am a total noob and contantly forget to use it. I love that it sticks there.
Would also prefer an option for auto mule drop
|
On October 05 2015 02:32 TronJovolta wrote: Seriously, invincible nydus has never been brought up? If Z has a bunch of queens it's like literally impossible to beat... lol no it's not
|
|
|
|
|