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HotS Balance Update #4 [9/28/12] - Page 4

Forum Index > StarCraft 2 HotS
500 CommentsPost a Reply
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Atrbyg
Profile Blog Joined October 2011
United States513 Posts
September 29 2012 00:03 GMT
#61

We’ve also been carefully monitoring your feedback regarding the map pool and agree that Fractured Glacier isn’t a very competitive 1v1 map. In the future, we will be removing this from the ladder pool and will be replacing it with a new map. Additionally, three Wings of Liberty maps will be added into the beta map pool at a later date. Our current plan is to implement these map pool changes as soon as possible and stick with these eight maps for the remainder of the beta. We anticipate that Heart of the Swarm Season 1 will feature the same map pool; however, this is definitely not set in stone, so feedback on the updated map pool is greatly appreciated.


Yea. Blizzard is finally going to give us some good maps to play on. Though I feel like this might end up extending the beta testing period.

Also nice to see David Kim giving us an overview what what they are actually looking to fix in the future.
LOLItsRyann
Profile Joined April 2011
England551 Posts
September 29 2012 00:09 GMT
#62
On September 29 2012 09:03 Atrbyg wrote:
Show nested quote +

We’ve also been carefully monitoring your feedback regarding the map pool and agree that Fractured Glacier isn’t a very competitive 1v1 map. In the future, we will be removing this from the ladder pool and will be replacing it with a new map. Additionally, three Wings of Liberty maps will be added into the beta map pool at a later date. Our current plan is to implement these map pool changes as soon as possible and stick with these eight maps for the remainder of the beta. We anticipate that Heart of the Swarm Season 1 will feature the same map pool; however, this is definitely not set in stone, so feedback on the updated map pool is greatly appreciated.


Yea. Blizzard is finally going to give us some good maps to play on. Though I feel like this might end up extending the beta testing period.

Also nice to see David Kim giving us an overview what what they are actually looking to fix in the future.


I agree, I love how much it feels they're listening and interacting with the community instead of just doing whatever they think is right. Also, I think it's better design-wise that way anyway, I mean they're making the game for us gamers so it's only right that they interact with us.
EG<3
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-09-29 00:13:34
September 29 2012 00:12 GMT
#63
Now the mothership core's functionality is just too complex for the newer players to grasp quickly.

I still think permanently attaching mothership core to nexus is a much simpler and more concise idea.

Maybe Blizzard is worrying about giving protoss too much mobility in the late-game if mothership core can teleport between nexus.
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2012-09-29 00:15:25
September 29 2012 00:14 GMT
#64
On September 29 2012 08:10 da_head wrote:
Show nested quote +
On September 29 2012 08:07 Redox wrote:
On September 29 2012 08:00 pmp10 wrote:
I get the purify change but the recall one not so much.
Wasn't the whole purpose of the recall ability to allow early game harassment?
Given the speed of mothership core I have trouble picturing it happen at all.

Did you read "Movement speed has increased from 0.47 to 1.875."?

you do realize that 1.875 is still pretty slow?

People used the old core to teleport offensivly. Blizzard obviously didn''t like that, so now you can only teleport back in your base instead of right into your opponents face. And the movement speed is just a number. Personaly i think it is totaly fine, but if it turns out to be to low, blizzard will simply increase it. Design wise i like the new core much more.
workers, supply, money, workers, supply, money, workers, ...
Mysterion
Profile Joined November 2010
Canada74 Posts
September 29 2012 00:16 GMT
#65
I'm very glad they made change to the mothership core. I haven't been able to connect to battle.net since the server went live. Anyone else having this problem?
taylor gang or teabag a bear trap
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
September 29 2012 00:20 GMT
#66
On September 29 2012 08:59 SC2John wrote:
The mothership core.... I think purify was a good fix, but I'm really skeptical on how they reworked recall. Recall was quite good the way it was and I think it could have been tweaked to fix it a little better (i.e. adding a max unit cap of like 16, increasing the energy cost to 125, etc). It's just...weird now to think that you need your mothership core floating somewhere on the map in order to be able to move out.

Also kind of in agreement with the person who talked about protoss all-ins. With this new change, MSC comes along with the army, CAN USE AN ATTACK, spot the high ground, and if the all-in seems to be failing, protoss can recall with little to no severe drawbacks. For those who thought that protoss had gimmicky attacks before, they now have an even more gimmicky way to play.

MSC is going to be the new warp gate.


This. Recall seemed like a decent designed ability, that should have been balanced rather than reworked.
larse
Profile Blog Joined March 2012
1611 Posts
September 29 2012 00:24 GMT
#67
1.875 is just fast as battlecuirser and carrier, and faster than broodlord. And you get the mothership core like in 5 minute mark. How is that slow.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
September 29 2012 00:25 GMT
#68
Interesting changes, will be nice to see if the burrow time allows you to use the mine more reactively rather than losing it if there's any units at all nearby.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
s3rp
Profile Joined May 2011
Germany3192 Posts
September 29 2012 00:27 GMT
#69
45 seconds Emtomb is going to be annyoing as fuck..
MasterCynical
Profile Joined September 2012
505 Posts
September 29 2012 00:30 GMT
#70
I loved watching pro warcraft 3, the hero micro was too entertaining.

i wonder how this will work out in sc2...
ReachTheSky
Profile Joined April 2010
United States3294 Posts
September 29 2012 00:30 GMT
#71
On September 29 2012 08:40 Cyro wrote:
Show nested quote +
On September 29 2012 08:08 avilo wrote:
That's it for Terran? -_- good change though, 4 sec to burrow seemed like forever. Supply cost is still too expensive imo.


I think its in an awkward window where 1 supply widow mines would be retarded and extremely overpowered, but 2 is a liittle too much, but we are stuck with whole integars. Cant really go around setting units to 1.5 supply, and i dont think blizzard wants to nerf it, either, its difficult to rebalance construction time and other factors


widow mines aren't a guarantee though. i do think 1 supply might be a little too good and 2 being not good enough. Maybe they should make the cost 50/25 instead of 75/25.
TL+ Member
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
September 29 2012 00:30 GMT
#72
Can we please go back to the original mother ship core?

Stick it on a nexus, let it move from nex to nex for 25 energy.

Let me recall from anywhere, I don't need it to come with my army. I don't want it to come with my army. I dont need a mothership light to come along to recall me back to some nexus,.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
September 29 2012 00:32 GMT
#73
On September 29 2012 09:27 s3rp wrote:
45 seconds Emtomb is going to be annyoing as fuck..


It could force people to leave some units behind, I guess that's one way to help break up the deathball lest you don't want to mine for 45 seconds.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Ryder.
Profile Joined January 2011
1117 Posts
September 29 2012 00:32 GMT
#74
I dont get the MS change. Were they really worried about offensive recalls? I feel if someone was stupid enough to let their opponent proxy a nexus, build a core, wait for the required energy then recall into their base deserved to lose. Even if you don't proxy the nexus it takes sooooo long to get it across the map, they have plenty of time to prepare. Now it's just another dumb addition that is added to the death ball which just slows the deathball speed down and makes the recall ability impossible to use if you don't add it to your deathball.

And I mean giving it a passive attack and increased movement speed? Wasn't it meant to be a defensive unit? I wonder if blizzard even remembers the reason why they introduced the unit in the first place as they disfigure it beyond recognition.

Just anchor it to a nexus like it originally was and give it a token energy cost to warp between them, and give it adaquete range so they can't just run up your ramp to avoid it.

I still feel the oracle is boring and has little utility in battle (despite the 4 second fungal prevention) but its nice that it won't die to a cold breeze now.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-09-29 00:36:06
September 29 2012 00:33 GMT
#75
On September 29 2012 09:20 Hider wrote:
Show nested quote +
On September 29 2012 08:59 SC2John wrote:
The mothership core.... I think purify was a good fix, but I'm really skeptical on how they reworked recall. Recall was quite good the way it was and I think it could have been tweaked to fix it a little better (i.e. adding a max unit cap of like 16, increasing the energy cost to 125, etc). It's just...weird now to think that you need your mothership core floating somewhere on the map in order to be able to move out.

Also kind of in agreement with the person who talked about protoss all-ins. With this new change, MSC comes along with the army, CAN USE AN ATTACK, spot the high ground, and if the all-in seems to be failing, protoss can recall with little to no severe drawbacks. For those who thought that protoss had gimmicky attacks before, they now have an even more gimmicky way to play.

MSC is going to be the new warp gate.


This. Recall seemed like a decent designed ability, that should have been balanced rather than reworked.


With 1.875 Speed they couldn't keep the old recall on the MSC. The old slow as fuck MSC could teleport an entire army in your base pretty early if you send the MSC on its way once it you got it. With 1.875 which is not that slow ( Thors , BC's , Carriers are just as fast ) this would become stupidly strong. Just completely circumvent any defense very very early.
denyeverything
Profile Joined March 2012
25 Posts
September 29 2012 00:34 GMT
#76
On September 29 2012 08:24 kcdc wrote:
MsC changes are an improvement. Giving it a reasonable movement speed should make it less frustrating. I wonder what the range is on the low-damage attack.

Blink all-ins will still be good vs Terran. The MsC will still spot for you so you don't need a robo, and it will provide a little damage.

One thing I don't like is that all maps will have to be designed so that important base-defense chokes are near the spot where you'll build your nexus. The game is going to be balanced around P having the option to cast purify on the nexus to attacks, which means every single map will have to position the nexus such that a 10 range cannon on top of the nexus is useful. That already happens on most maps, but it's still a shame to place another constraint on map design options. (Map constraints are already a big problem--check out how the main, natural and thirds are positioined similarly with similar entrances on every single map)


They don't have to be designed that way, because they don't have to accommodate all strategies.

And I like the changes as well. I think people are overreacting to the whole Recall "nerf." Honestly, having additional attack power (which is like one and a half stalkers) for no energy (if i'm understanding correctly), is a pretty nice balance to go alongside having to tag along with it. And it reasonably gives the opponent the ability to address it (by killing the MSC), rather than just being free (which is kind of crazy). It still allows for some pretty strong MSC backed pushes, and again going up 50/50 to add a Stalker+ in damage (which is cheaper that an actual Stalker for that damage), means that it's a technically stronger push.

Plus, let's also not forget that Purify also enhances these pushes too. You push out, hit the edge of their base, and they drop your main. Well... you don't want to Recall (because you believe you can crack it), but you also don't want to just let the drop happen unhindered. That's when you Purify.

Basically:

Opponent has better army = Recall out.
Opponent splits army = Purify out.

Sounds pretty good to me.

Is Entomb good now? lol.
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2012-09-29 00:34:47
September 29 2012 00:34 GMT
#77
On September 29 2012 08:31 kcdc wrote:
Show nested quote +
On September 29 2012 08:25 Starshaped wrote:
Sure, the damage pre-nerf was broken as hell on maps like Steppes of War.


*Shudders*

50 damage tanks that could hit your natural from their ramp....

The first tanks actually dealt 60 dmg =). The first nerf was a general reduction to 50 dmg and the second nerf made it 35+15 vs armored.
workers, supply, money, workers, supply, money, workers, ...
denyeverything
Profile Joined March 2012
25 Posts
September 29 2012 00:36 GMT
#78
On September 29 2012 09:33 s3rp wrote:
Show nested quote +
On September 29 2012 09:20 Hider wrote:
On September 29 2012 08:59 SC2John wrote:
The mothership core.... I think purify was a good fix, but I'm really skeptical on how they reworked recall. Recall was quite good the way it was and I think it could have been tweaked to fix it a little better (i.e. adding a max unit cap of like 16, increasing the energy cost to 125, etc). It's just...weird now to think that you need your mothership core floating somewhere on the map in order to be able to move out.

Also kind of in agreement with the person who talked about protoss all-ins. With this new change, MSC comes along with the army, CAN USE AN ATTACK, spot the high ground, and if the all-in seems to be failing, protoss can recall with little to no severe drawbacks. For those who thought that protoss had gimmicky attacks before, they now have an even more gimmicky way to play.

MSC is going to be the new warp gate.


This. Recall seemed like a decent designed ability, that should have been balanced rather than reworked.


With 1.875 Speed they couldn't keep the old recall on the MSC. The old slow as fuck MSC could teleport an entire army in your base pretty early if you went the MSC on its way once it you got it. With 1.875 which is not that slow ( Thors , BC's , Carriers are just as fast ) this would become stupidly strong. Just completely circumvent any defense very very early.


This way is actually much more balanced, because they can threaten destroying the MSC negating (or forcing) a Recall. Before, there was basically nothing the opponent could do. While it could be (or perhaps even was) "balanced," it denied interactivity, which seems kind of important in a multiplayer game. It's not an issue I saw with it originally, but now that it's been brought to my attention, I wholeheartedly agree with the change.
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
Last Edited: 2012-09-29 00:42:05
September 29 2012 00:39 GMT
#79
Having 1 hero unit wasn't enough now Protoss has 2 hero units... Fucking hate this patch. Oracle changes were fine now they don't auto die to turrets and spores.

Edit: sorry first reaction to reading the mothership core. Protoss doesn't need more gimmicky shit T_T
I am Godzilla You are Japan
Solarist
Profile Joined September 2011
291 Posts
September 29 2012 00:39 GMT
#80
Meh, still nothing for terran -_-. I've been playing as random now on the beta and both zerg and protoss got new options and stuff to do. Terran just still feels like playing WoL, only change is battle helions
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