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Balance Update #7 10/26/12 - Page 7

Forum Index > StarCraft 2 HotS
614 CommentsPost a Reply
Prev 1 5 6 7 8 9 31 Next All
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 26 2012 21:55 GMT
#121
First patch with all positive poll numbers?
MMA: The true King of Wings
ZealotSensei
Profile Joined September 2011
Denmark70 Posts
October 26 2012 21:56 GMT
#122
I really like this change. Time warp kinda forces bio terrans to multitask and do loads of drops since the army is to dangerous to fight head on. Since it only slows units down, the dps of a stimmed medivac is still the same. It just requires more time pick up and leave safely. When you commit to a drop (2.3 ships), the difference isn't really that big since your usually snipping bieldings etc... It also doesn't effect mech play at all, which encourages it as well.

vikings in late game will help against head on engagements, but I do see the problem with storms and time warp. You gotta remember though that its a gas expensive unit and the spell cost can easily ajust it to balance it out, as well as many other parameters. It could be a huge cd you blew wasting all your mana, having it take a long time to recharge. There are many things they can change about this, but i really like the main idea around it.
Those who give up freedom for security deserve neither!
synapse
Profile Blog Joined January 2009
China13814 Posts
October 26 2012 21:57 GMT
#123
I like the oracle changes, though I feel like a spell like time warp shouldve always been in SC2 in place of force field.
:)
mRpolite
Profile Joined March 2012
189 Posts
October 26 2012 21:57 GMT
#124
On October 27 2012 06:43 avilo wrote:
Show nested quote +
On October 27 2012 06:33 a176 wrote:
im a bit worried about having a mobile 14 range detector. did blizzard forget about swarm hosts?


I'm worried too, because with this change I don't know how it will be possible to open up mech anymore vs Protoss. You previously could make a few mines and there was a nice balance of protoss needing an observer and microing, the Terran drawback being you had to stay defensive.

Detection on mothership core probably just killed mech all by itself now that i think about it

there is an end to the detection though, considering it requires energy
but it definitely makes the banshee a useless unit (just like the dark templar) in the early game
Lt.Roosevelt
Profile Joined May 2011
Sweden84 Posts
October 26 2012 21:57 GMT
#125
I like all the changes really, but overall I am a bit worried about Terran. Not because it will be up or anything like that, but because it feels like there will be very little difference between WOL and HOTS Terran compared to the other races.
shockaslim
Profile Joined December 2010
United States1105 Posts
October 26 2012 21:57 GMT
#126
I think Blizzard is forgetting that there is a 3rd race in this game. It's getting more and more difficult to even want to play the beta if Terran is going to continue to get the shaft at almost every turn.
Dirty Deeds...DONE DIRT CHEAP!!!
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-10-26 22:00:24
October 26 2012 21:58 GMT
#127
On October 27 2012 06:50 Necro)Phagist( wrote:
Show nested quote +
On October 27 2012 06:47 avilo wrote:
On October 27 2012 06:41 Plansix wrote:
On October 27 2012 06:38 avilo wrote:
Welcome to protossville. Haha @_@

Worst changes imo: Tempests buffed? More? Really? I know people are not used to seeing these much yet, but in lategame both Zerg and Terran really do not have a counter to this + deathball (Terran mech that is). Buffing it even further seems like a terrible idea to me.

Blinding cloud even more powerful? It was insane already. Guess they want to test an even more extreme version.

Best change: Spine crawler change. Holy shit, I may consider taking the time to learn Zerg now haha. ZvZ all-in and coin flip builds will hopefully go away with this change, well not go away completely but be less easy to do and provide some semblance of defender's advantage. I'd think Zerg players would be ridiculously happy with this change.

Well, maybe not the Zergs that love to do coin flippy ling/bane all-ins ZvZ will hate the change :D

Overall opinions:
Protoss: Get stuff to make their deathball even stronger, as well as stronger air units.
Zerg: Blinding cloud even more powerful now @_@ why exactly? I suppose they want to test it on the extreme?
Terran: GL, Have fun building vikings as your only realistic AA option and then losing the game because you were forced to build those vikings and land them all -> in which they all die ez -_-


You wanted them to buff other units and not neft the terran ones. This is what happens. They give everyone awesome stuff and then ton it down to just slightly above reasonable levels.


Oh no, I still think it's awesome they are taking that route with units and making them powerful. They buffed the mine. They buffed the tempest previous patch as well, and they also buffed the blinding cloud previous patch.

Now they've double buffed blinding cloud, and double/triple buffed the tempest, and reverted previous nerfs to the battle hellion (it still has the bio flag on it which is a nerf). Guess they are taking it to the EXTREME yo

I'm not a terran player so I obviously don't understand the units aswell... but how is the hellion having the bio tag a nerf? If you drop them with a medivac then they can be healed etc. I guess you take more dmg from archons... but it's not like you'd be using hellions to fight archons before either....


Helions were used as buffer before which with Bio Helions doesn't work against Archons. After that change they'rve basically become useless with Mech in TvP because nobody builds more then at best a 1-2 Medivacs for drop since it doesn't support your main army. If I Mech I build mines as buffer and not a single Helion. They just don't have a purpose in TvP in your army anymore.
mRpolite
Profile Joined March 2012
189 Posts
October 26 2012 22:00 GMT
#128
it would have made so much more sense if the time warp replaced fungal; fungal op - remember? xD
GungraveHero2
Profile Joined October 2011
57 Posts
October 26 2012 22:00 GMT
#129
On October 27 2012 06:22 Nausea wrote:
Show nested quote +
On October 27 2012 06:18 GungraveHero2 wrote:
guess they realy want all terran to stop this game ?

ho you removed a upgrade who was kinda fast to get anyway ? amazing , if you wanted a real buff you remove the armory requirement .

they dont even buff the race.... im a 1500 master terran and honestly -50 % speed reduction = will be realy huge

guess that time im stoping this game , blizzard clearly dont care about terran , and hots start to look a even harder game for terran .... lol .


Gotta love comments like these. Do you really think they are sitting around at Blizzard HQ going: "*snikkers* Lets fuck over the Terran race, mmyees will be fun watching them suffer muhahahahah".

+ It´s beta, and a long one at that.


im sure all the beta team internal tester they got are like gold silver level , so they think terran are fine , or they clearly do what you say , and enjoy it . but honestly im thinking blizzard clearly dont know how to balance a game , at my level .

because at my level , terran are broken

they need something in t v p vs protoss deathball badly , a unit , something , or make mech work good

they need something in t v z vs the curently ultra broken broodlord infestor coruptor combo , they are curently not even one unit in the game for counter that , good zerg now dodge the seeker misile ( with the range of 4 , when this work ) and they just laught , again why ? they nerfed ghost to much , how about you buff ghost ? why they dont do that ?

they give protoss a spell who reduce the speed of bioball of 50 % ( with a huge radium ) with force field , that , storm , zealot leg , collosus , this sure will help terran better , because curently most of the time the protoss win when the game go over 15 min unless the terran got 2x the skill of the protoss .

terran race curently = gimmick race for try to win under 12 min , then that game over

they added free halucination a couple of patch ago , do you know how that hard to hold 5 gateway stalker blink in t v p curently outside hots ? before they needed a obs for do it , now not anymore

i can go on , how terran are broken , but will stop here and honestly i dont realy care anymore and im sure blizzard clearly dont care anymore if terran are balanced until diamond , mid master , but broken after , they got some CRAZY good korean terran for make the race look just fine , ( btw they are curently no good foreigner terran who win anything since forever )

im realy thinking about stoping this game for good and just reading all these patch note when they buff zerg and protoss even more confirm that im right .
avilo
Profile Blog Joined November 2007
United States4100 Posts
October 26 2012 22:00 GMT
#130
On October 27 2012 06:50 Necro)Phagist( wrote:
Show nested quote +
On October 27 2012 06:47 avilo wrote:
On October 27 2012 06:41 Plansix wrote:
On October 27 2012 06:38 avilo wrote:
Welcome to protossville. Haha @_@

Worst changes imo: Tempests buffed? More? Really? I know people are not used to seeing these much yet, but in lategame both Zerg and Terran really do not have a counter to this + deathball (Terran mech that is). Buffing it even further seems like a terrible idea to me.

Blinding cloud even more powerful? It was insane already. Guess they want to test an even more extreme version.

Best change: Spine crawler change. Holy shit, I may consider taking the time to learn Zerg now haha. ZvZ all-in and coin flip builds will hopefully go away with this change, well not go away completely but be less easy to do and provide some semblance of defender's advantage. I'd think Zerg players would be ridiculously happy with this change.

Well, maybe not the Zergs that love to do coin flippy ling/bane all-ins ZvZ will hate the change :D

Overall opinions:
Protoss: Get stuff to make their deathball even stronger, as well as stronger air units.
Zerg: Blinding cloud even more powerful now @_@ why exactly? I suppose they want to test it on the extreme?
Terran: GL, Have fun building vikings as your only realistic AA option and then losing the game because you were forced to build those vikings and land them all -> in which they all die ez -_-


You wanted them to buff other units and not neft the terran ones. This is what happens. They give everyone awesome stuff and then ton it down to just slightly above reasonable levels.


Oh no, I still think it's awesome they are taking that route with units and making them powerful. They buffed the mine. They buffed the tempest previous patch as well, and they also buffed the blinding cloud previous patch.

Now they've double buffed blinding cloud, and double/triple buffed the tempest, and reverted previous nerfs to the battle hellion (it still has the bio flag on it which is a nerf). Guess they are taking it to the EXTREME yo

I'm not a terran player so I obviously don't understand the units aswell... but how is the hellion having the bio tag a nerf? If you drop them with a medivac then they can be healed etc. I guess you take more dmg from archons... but it's not like you'd be using hellions to fight archons before either....


It's a nerf for exactly that reason, it hurts mech tvp because the way Protoss plays vs mech on the ground is mass chargelot/immortal/archons, and when you have 7-10 archons the archons do extra damage almost equivalent to having an imaginary zealot involved in the battle.

So every time an archon attacks a battle hellion, it's two fold - it's like there's another zealot worth of damage there, but also there is no surface area taken up by that "imaginary zealot." So it's like 7-10 archons vs battle hellions are adding another 7-10 zealots worth of DPS onto battle hellions without any extra surface area required.

It's a huge nerf to tvp mech, which is insane.

On top of that, it adds nothing to TvP bio play, because you can't upgrade mech/air at the same time so if you do some wonky and inefficient bio + battle hellion strat you have no air upgrades because you have to upgrade your battle hellions with bio, or you have 0/0 battle hellions with bio vs 3/3/3 protoss ground...yeaaaaahh...

TvZ bio flag adds nothing to the battle hellion because if you're going mech you don't build medivacs for the purpose of healing units. So it does nothing here. And once again, if you're going bio TvZ...at best you'd have 3/0 or 0/3 battle hellions that you can't micro vs banelings with your bio because they're slow.

So...TvZ bio flag adds nothing. TvP it nerfs mech. TvT is the same as TvZ/TvP mech - you don't build medivacs with mech, you build vikings/ravens, so it adds nothing to TvT mech either.

Bio flag battle hellions are bad for a long list of reasons, the core one being it nerfs TvP mech and adds nothing else to any other match-up. This is obvious yet it's still in the game for some reason.
Sup
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
Last Edited: 2012-10-26 22:03:58
October 26 2012 22:02 GMT
#131
Damn the Spine Forrest is going to be even more difficult to deal with, Liking the other changes so far Not sure how cool the oracle ability is yet, I don't think will be able to snipe buildings maybe with 2-4 but it might be a little to strong vs zerg just rush in with 4 oracles burn down infestation pit/spawning pool whatever cause that is 100 damage every second.

maybe we will be seeing more hell bats they are really damn good vs zealots scary good.
I am Godzilla You are Japan
rpgalon
Profile Joined April 2011
Brazil1069 Posts
October 26 2012 22:02 GMT
#132
Looks like Time Warp will hit ally units too. "all ground units"
badog
s3rp
Profile Joined May 2011
Germany3192 Posts
October 26 2012 22:04 GMT
#133
In the next balance Patch Terran needs ALOT of change especially to WoL units . Thors ( for TvP ) , BC's, Ravens need some form of change.
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-10-26 22:05:24
October 26 2012 22:04 GMT
#134
On October 27 2012 07:02 rpgalon wrote:
Looks like Time Warp will hit ally units too. "all ground units"


Thank god. I was arguing for it but it was 50:50 amongst the community.

+ Show Spoiler +
Poll: Should Time Bomb affect friendlies?

Yes (28)
 
62%

No (17)
 
38%

45 total votes

Your vote: Should Time Bomb affect friendlies?

(Vote): Yes
(Vote): No

MMA: The true King of Wings
TheDougler
Profile Joined April 2010
Canada8306 Posts
October 26 2012 22:05 GMT
#135
The spinecrawler change is kind of lame, but come to think of it, that was the way things were in BW right? Minus the fact that colonies also spread creep, which could be the difference here. All I'm saying is in general I don't want to see zerg walls, they don't really make sense given the flavor of the race. Yay... less hellion harassment I guess... Suppose it encourages reaper use more.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
GARcher
Profile Joined October 2012
Canada294 Posts
October 26 2012 22:06 GMT
#136
I pretty sure they are just doing whatever random shit they can think of with the Oracle right now.
No surprise, Zerg seems like the most promising race in HoTS.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
October 26 2012 22:08 GMT
#137
Are the servers actually live now? I keep reading on the US bnet forums that they are...
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
October 26 2012 22:10 GMT
#138
On October 27 2012 07:06 GARcher wrote:
I pretty sure they are just doing whatever random shit they can think of with the Oracle right now.
No surprise, Zerg seems like the most promising race in HoTS.

Well it is their expansion...

I find the Terran changes to the Widow Mine promising but possibly overpowered.
Necro)Phagist(
Profile Blog Joined October 2010
Canada6660 Posts
October 26 2012 22:10 GMT
#139
On October 27 2012 07:00 avilo wrote:
Show nested quote +
On October 27 2012 06:50 Necro)Phagist( wrote:
On October 27 2012 06:47 avilo wrote:
On October 27 2012 06:41 Plansix wrote:
On October 27 2012 06:38 avilo wrote:
Welcome to protossville. Haha @_@

Worst changes imo: Tempests buffed? More? Really? I know people are not used to seeing these much yet, but in lategame both Zerg and Terran really do not have a counter to this + deathball (Terran mech that is). Buffing it even further seems like a terrible idea to me.

Blinding cloud even more powerful? It was insane already. Guess they want to test an even more extreme version.

Best change: Spine crawler change. Holy shit, I may consider taking the time to learn Zerg now haha. ZvZ all-in and coin flip builds will hopefully go away with this change, well not go away completely but be less easy to do and provide some semblance of defender's advantage. I'd think Zerg players would be ridiculously happy with this change.

Well, maybe not the Zergs that love to do coin flippy ling/bane all-ins ZvZ will hate the change :D

Overall opinions:
Protoss: Get stuff to make their deathball even stronger, as well as stronger air units.
Zerg: Blinding cloud even more powerful now @_@ why exactly? I suppose they want to test it on the extreme?
Terran: GL, Have fun building vikings as your only realistic AA option and then losing the game because you were forced to build those vikings and land them all -> in which they all die ez -_-


You wanted them to buff other units and not neft the terran ones. This is what happens. They give everyone awesome stuff and then ton it down to just slightly above reasonable levels.


Oh no, I still think it's awesome they are taking that route with units and making them powerful. They buffed the mine. They buffed the tempest previous patch as well, and they also buffed the blinding cloud previous patch.

Now they've double buffed blinding cloud, and double/triple buffed the tempest, and reverted previous nerfs to the battle hellion (it still has the bio flag on it which is a nerf). Guess they are taking it to the EXTREME yo

I'm not a terran player so I obviously don't understand the units aswell... but how is the hellion having the bio tag a nerf? If you drop them with a medivac then they can be healed etc. I guess you take more dmg from archons... but it's not like you'd be using hellions to fight archons before either....


It's a nerf for exactly that reason, it hurts mech tvp because the way Protoss plays vs mech on the ground is mass chargelot/immortal/archons, and when you have 7-10 archons the archons do extra damage almost equivalent to having an imaginary zealot involved in the battle.

So every time an archon attacks a battle hellion, it's two fold - it's like there's another zealot worth of damage there, but also there is no surface area taken up by that "imaginary zealot." So it's like 7-10 archons vs battle hellions are adding another 7-10 zealots worth of DPS onto battle hellions without any extra surface area required.

It's a huge nerf to tvp mech, which is insane.

On top of that, it adds nothing to TvP bio play, because you can't upgrade mech/air at the same time so if you do some wonky and inefficient bio + battle hellion strat you have no air upgrades because you have to upgrade your battle hellions with bio, or you have 0/0 battle hellions with bio vs 3/3/3 protoss ground...yeaaaaahh...

TvZ bio flag adds nothing to the battle hellion because if you're going mech you don't build medivacs for the purpose of healing units. So it does nothing here. And once again, if you're going bio TvZ...at best you'd have 3/0 or 0/3 battle hellions that you can't micro vs banelings with your bio because they're slow.

So...TvZ bio flag adds nothing. TvP it nerfs mech. TvT is the same as TvZ/TvP mech - you don't build medivacs with mech, you build vikings/ravens, so it adds nothing to TvT mech either.

Bio flag battle hellions are bad for a long list of reasons, the core one being it nerfs TvP mech and adds nothing else to any other match-up. This is obvious yet it's still in the game for some reason.

Okay that makes a lot of sense then. I really wan't sure why it was considered a nerf. My brain just instantly though, "Drop harras with hellions seems like it could be very, very strong now" But I guess having 1 or two drops be better doesn't really help when your army gets roflstomped xD
"Are you talking to me? Because your authority is not recognized in fort kick ass!"" ||Park Jung Suk|| |MC|HerO|HyuN|
MilesTeg
Profile Joined September 2010
France1271 Posts
October 26 2012 22:11 GMT
#140
Nothing terribly exciting IMO. The big changes were already expected, and no real big change to old units.
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