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HotS Balance Update #6 10/12/12 - Page 5

Forum Index > StarCraft 2 HotS
551 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 26 27 28 Next All
p1cKLes
Profile Joined November 2010
United States342 Posts
October 12 2012 21:42 GMT
#81
I actually think there is too much detection. You are really limiting some strategies by having this much detection. Dt’s, banshees, blink stalker in the natural, etc. You are also limiting some of Protoss’s air play against zerg. The tempest change, I’m not sure about. I don’t know that it will make it any more useful. The hellbat mechanical bio just seems a little silly to me from a logical standpoint. Mechanical bio? This thing transforms from a medal vehicle into a bio giant?

I’m not sure why they removed energize. I think it’s a good spell that people are still trying to figure out.

The rest I am ok with.
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
October 12 2012 21:43 GMT
#82
tempest and hallucination changes are just way 2 much and are catering to the newbs
savior did nothing wrong
Leviance
Profile Joined November 2009
Germany4079 Posts
Last Edited: 2012-10-12 21:44:31
October 12 2012 21:43 GMT
#83
Tempest should start with lower range and get range 15 with the fleet beacon upgrade. Overall positive changes except free hallucination. Zerg will have to implement spores in their standard PvZ bo's I guess, otherwise too much firepower is wasted on hallus with early strong/allin protoss pushes.
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Decendos
Profile Joined August 2011
Germany1341 Posts
October 12 2012 21:43 GMT
#84
like the changes. didnt like the widow mine only getting a supersmall nerf but after thinking about it more it makes sense to nerf it very slowly from its OP stage until it is alright. although removing cloak and antiair should be the start of nerfing them.

rest of patch is nice.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
Last Edited: 2012-10-12 21:45:28
October 12 2012 21:44 GMT
#85
Hellbat fuck yeah.

Also those are some really great changes.

like the changes. didnt like the widow mine only getting a supersmall nerf but after thinking about it more it makes sense to nerf it very slowly from its OP stage until it is alright. although removing cloak and antiair should be the start of nerfing them.

rest of patch is nice.


It doesn't need nerfing, just buff detection for the other races, which they have done.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
followZeRoX
Profile Joined March 2011
Serbia1451 Posts
October 12 2012 21:47 GMT
#86
is hots server down for anyone?
pmp10
Profile Joined April 2012
3378 Posts
Last Edited: 2012-10-12 21:47:57
October 12 2012 21:47 GMT
#87
I don't get the reasoning behind half the changes in patch.
Are the detection changes all because of widow mines?
Wasn't revelation suppose to help combat cloaked ghosts with observer sniping?
Why is tempest overlapping so much with voidray?
Hopefully that just a crazy-idea testing phase but honestly blizzard should have passed it by now.
LOLItsRyann
Profile Joined April 2011
England551 Posts
October 12 2012 21:48 GMT
#88
On October 13 2012 06:01 opus55 wrote:
Show nested quote +
On October 13 2012 05:39 Limniscate wrote:
Tempest
This unit’s native bonus damage to massive units has been removed.
This unit no longer requires a Fleet Beacon.
We have added a new weapon upgrade called Quantic Reactor at the Fleet Beacon which will grant Tempest attacks +35 damage to massive units.
Quantic Reactor costs 200/200.
The cost of this unit has been changed from 300/300 to 300/200.
The supply cost for this unit has changed from 6 to 4.
The scale of this unit has been lowered from 1 to 0.9.


This won't stay in the game for long. What should Zerg do about a 15 range tempest somewhere in noman's land behind their main at the 6 or 7 minute mark, shooting at the drones?


That's more to do with map design imo. If you have too much air space, like condemmed ridge, this stuff will happen. Antiga shipyard would be much more difficult, but there is still one gap above (assuming you spawn bottom left) the main that can be abused. We'll have to see what happens.
Personally, I think a good way to fix it (because I like every change of the tempest) is to have an upgrade for the range increase at the fleet beacon, hence delaying the super long range harass you could see early.
EG<3
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2012-10-12 21:50:08
October 12 2012 21:49 GMT
#89
the tempest Overbuff is probably just so people use it and blizz gets a better idea of what to do with it, just like what they did with the WM.
badog
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2012-10-12 21:52:06
October 12 2012 21:50 GMT
#90
i don't understand why they would remove energize

MSC had a good tension going to it on par with orbital commands

energize = mule: primary economic boosting ability
mass recall = scan: situational but highly useful ability
purify = supply drop: whoa i messed up badly and need an emergency fix
aaaaa
Noahnao
Profile Joined December 2010
United States11 Posts
October 12 2012 21:53 GMT
#91
On October 13 2012 06:14 a176 wrote:

What exactly are you going to detect at 13 range? Swarm hosts are well outside that range.



I don't think they're intending for it to detect swarm hosts, and it would honestly be better to ask this question in reverse. Which standard harass units that are cloaked or burrowed are not affected by this?

Affected:
Widow Mines
Banshees
DTs

Unaffected:
???
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
October 12 2012 21:53 GMT
#92
Battle Hellion

Bat Hellion

Bat Hell

Hellbat

...
ㅇㅅㅌㅅ
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-10-12 21:58:03
October 12 2012 21:57 GMT
#93
They've GOT to be trolling, between the fucking hellbat and tempests not being at fleet beacon tech...i challenge you Zergs, hold your third vs a 15 range void ray. I fucking challenge you.

Also, i'm going to quote myself from the last balance update:

I like how they have no fucking idea of what to do with the Oracle.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Grendel
Profile Joined November 2010
Belgium126 Posts
October 12 2012 22:00 GMT
#94
Bleh. I like the Viper and Widow Mine change. Other than that, terrible changes in my opinion.
AnonymousEmu
Profile Joined April 2012
Canada70 Posts
October 12 2012 22:02 GMT
#95
No more energize? Noooo D:
rellewkram
Profile Joined October 2012
United States2 Posts
October 12 2012 22:08 GMT
#96
Hey TL,

First post (wooho!) thought I'd chime in. Background on me, Zerg player, high Plat / low Diamond.

First off:

On October 13 2012 06:42 p1cKLes wrote:
I actually think there is too much detection.


I'm inclined to agree, although I think that all of these new HotS units and detection changes are making detection a different animal rather than necessarily making too much detection.

In BW for example, as was pointed out previously somewhere (I think maybe on Bnet forums) Zerg had detection from the get go. Detection just seems kind've random now. Different races can acquire it at vastly different tech levels and timings. For example, now Zerg can build a spore crawler very early, the motivation being solely anti-cloak and not anti-air in the least. (I suppose this was relatively common before the no-evo chamber patch, but it's pretty obvious that this is a direct answer to widow mine rushes.)

Toss can detect near a nexus, but this seems to have limited use. Otherwise Obs is the only choice, and I agree with several statements regarding the forcing of Robo tech tree early on in case of cloaked unit use. This seems to force Toss play to be based on Robo/ground, especially earlier, which is kind've a bummer for variety in play styles.

Terran is basically unchanged in this regard, but it's ability to use cloaked units against other matchups changes quite a bit. Banshee harass, which is very commonly used against zergs may become weaker with the change to spores, although I suppose most zergs should have evo and ability to get spores by the time cloak banshees hit.

The Tempest seems like it may be imba versus Zerg if rushed, but I guess we'll see. I wonder if these rushes become common if Zerg will be forced to go early Spire relative to the current Spire timings in the current metagame. I feel like that might make Zerg a bit more one dimensional, kind've like how the removal of detection from the Oracle confines Toss to going Robo unless they want to waste cash on cannons or roll the dice and hope for no cloak/burrow harass. (Analogously, Zerg could opt for later Spire vs Toss but might get burned hard if Toss goes Tempest rush.)

I don't know what to think about this patch other than it seems like a lot of random changes to balance some units that are honestly strange to begin with. As Teoita just mentioned, it does really seem like they don't know what to do with a lot of these new units, and what roles they are really meant to serve.

My final gripe about this patch is more with the philosophy currently being employed regarding balance. Namely, "let us balance new units, and then we'll put bandaids on the WoL units." I think this is flawed thinking, because it limits the ability to really iron out problems with WoL metagame etc that will carry over into HotS. I don't think that fixing undesirable metagame issues solely by just introducing new units is the way to go. It seems like an iterative method with making small changes to old and new units in conjunction would yield the most balanced and enjoyable final product. On the other hand, they have a ton of work to do, and although I can't fully appreciate it, I can imagine that balancing a game and optimizing over so many variables would be incredibly difficult, so I suppose I understand why they'd opt to try and balance new units first.

Just my $.02. If I've made any silly statements, feel free to point them out!




Cloak
Profile Joined October 2009
United States816 Posts
October 12 2012 22:09 GMT
#97
15 range out of the box generalist flyer won't bold well, but whatever, Protoss gets a Warhound for the week, at least it will see use and we can see what dynamics come from that. I'm glad they caved and are starting to make Tempest the mid-tier it's supposed to be.
The more you know, the less you understand.
happyness
Profile Joined June 2010
United States2400 Posts
October 12 2012 22:13 GMT
#98
On October 13 2012 06:42 p1cKLes wrote:
I actually think there is too much detection. You are really limiting some strategies by having this much detection. Dt’s, banshees, blink stalker in the natural, etc. You are also limiting some of Protoss’s air play against zerg.


Ya I agree. They should reduce the cost of banshee cloak now and combine the HT and DT shrine now imo.

I'm really hapy about the Tempest change though. That unit was waaaaay too expensive and on top of that requiring a fleet beacon just made it a laughable unit. I've liked the concept for it so hopefully we'll see some cool use out of it now!
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
October 12 2012 22:14 GMT
#99
Another Meh patch, Atleast Protoss will never die to dt or cloaked banshees ever again.
I am Godzilla You are Japan
Salient
Profile Joined August 2011
United States876 Posts
October 12 2012 22:14 GMT
#100
Too bad about energize. The Oracle is still un-interesting. Maybe it should just be removed. The Replicant was much more interesting. Why was it cut?
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