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The next major balance patch - David Kim - Page 18

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 16 17 18 19 20 29 Next All
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
December 04 2012 11:43 GMT
#341
I like how they mention that Pulsar Beam would overlap with Void Rays too much and that they want to turn the Oracle into more of a worker harasser. Now they will overlap with the Phoenix, as they are used extensively to reduce worker counts and control the game flow with constant threat of a fly-by.

I do like most of the other ideas though.
Balance. Enjoy the process instead of focusing on musts.
Rokit5
Profile Joined April 2010
236 Posts
December 04 2012 11:47 GMT
#342
On December 04 2012 03:12 spbelky wrote:
O Dayvie, such good intentions. But does he have the tools and knowledge to pull it off?

Excacly what is was thinking. Im not too sure how much DB and DK understands about sc2. More than me for sure, but i just dont really trust them anymore.... :/ Hope everythings works out, so that sc2 will be fun once again...
plgElwood
Profile Joined October 2010
Germany518 Posts
December 04 2012 11:55 GMT
#343
Buff Bio in the late game - with the addition of new units in HotS, we feel Bio in the late game is a bit weak.


fungal.Storm.Colossis. 2000 Free Marines for energy. Yes...its the new units that will make Bio look weak.
The whole problem with the world is that fools and fanatics are always so certain of themselves, but wiser people so full of doubts.
Whitewing
Profile Joined October 2010
United States7483 Posts
December 04 2012 11:58 GMT
#344
On December 04 2012 20:43 Masayume wrote:
I like how they mention that Pulsar Beam would overlap with Void Rays too much and that they want to turn the Oracle into more of a worker harasser. Now they will overlap with the Phoenix, as they are used extensively to reduce worker counts and control the game flow with constant threat of a fly-by.

I do like most of the other ideas though.


I'm hoping they change the phoenix to be honest, it's really only useful for a brief timing in PvZ and in PvP. Only time you ever see phoenix after the initial tech opener is in PvP when both players went for phoenix and are forced to keep making them.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
emanresU
Profile Joined November 2012
Germany393 Posts
December 04 2012 12:03 GMT
#345
I like the intentions, but you need to make sure that th infestor still is bearable, ofc it is imbalanced te way it is right now, but the infestor still needs to be an option for the midgame.
The way dayvie intends the changes here is great but still very vague i would like to know the way they want to buff terran at all.
Anyway right intentions :D !!
There is nothing more cool than being proud of the things you love. -Sean "Day[9]" Plott
SgtSlick
Profile Joined April 2011
Australia92 Posts
December 04 2012 12:10 GMT
#346
7 Terran buffs oooh ♥ Davie
Hammer Time
Suikakuju
Profile Joined July 2010
Germany238 Posts
December 04 2012 12:13 GMT
#347
Iam really happy for terran buffs... GomTvT It´s about time!
Laugh and the world laughs with you. Weep and you weep alone.
Imzoo
Profile Joined June 2012
132 Posts
December 04 2012 12:23 GMT
#348
Nice patch but not about the DT buff.
doggy
Profile Joined May 2010
Germany306 Posts
December 04 2012 12:40 GMT
#349
aaaand whats about the curropter..?
doffe
Profile Joined June 2010
Sweden636 Posts
December 04 2012 12:55 GMT
#350
On December 04 2012 20:55 plgElwood wrote:
Show nested quote +
Buff Bio in the late game - with the addition of new units in HotS, we feel Bio in the late game is a bit weak.


fungal.Storm.Colossis. 2000 Free Marines for energy. Yes...its the new units that will make Bio look weak.


I love how you manage to, in a thread about HoTS change thats sound really awsome still manage to imply Imbalance in WoL :p. such a pointless post dude.

The changes truly look in the right direction. If such things as these gets implemented Ill once again get excited about HoTS!
Mech ground and Air combined sounds like a good idea. although I think they should Limit it to either attack or armor so that all races have 5 upgrades to focus on. Not that it needs to be the same but it might aswell be. I think air and ground weapons for mech should be the same and armor seperate.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
December 04 2012 12:58 GMT
#351
Just for a bit of fun, what might some of the more ambiguous changes entail...?

Terran
1. Redesign Thor ability/Raven seeker missile

Ravens now fire Thors. Thors now fire Ravens.

2. Push early game Reaper a bit more

Free Reaper with every SCV produced.

3. Hellbats better against melee units, not necessarily better vs. Ranged.

Passive ability: Long Stick. Prevents melee units getting in range to attack.

5. Buff Bio in the late game - with the addition of new units in HotS, we feel Bio in the late game is a bit weak.

Bio upgrades now go to 11

6. Buff mech in general - we'd like to maybe test combining the vehicle and air upgrades at the armory.

We're also combining the actual vehicles. Say hello to the Vithortankcruiser.

Zerg
1. Hydralisk movement speed upgrade to Lair

Hydralisk den moved to Hive

3. Ultralisk changed to be good vs. all ground

Ultralisk cavern changed to Barracks.

4. Nerf Infestor quite heavily

Got it covered.

Protoss
2. Oracle - pulsar beam would now overlap too much with the new Voidray, so we'd like to change the Oracle to be more of a worker harasser.

New channeled ability: Health and Safety Seminar. Prevents any useful work. Some workers commit suicide.

The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
December 04 2012 13:02 GMT
#352
So, corrupters and overseers stay their boring selves
No changes to Colossi
Qikz
Profile Blog Joined November 2009
United Kingdom12056 Posts
December 04 2012 13:07 GMT
#353
On December 04 2012 22:02 -Archangel- wrote:
So, corrupters and overseers stay their boring selves
No changes to Colossi


This is only their first wave of changes remember.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
avilo
Profile Blog Joined November 2007
United States4100 Posts
December 04 2012 13:09 GMT
#354
I am interested to see if they are actually doing anything with mech or if they are still clueless. The combination of mech/air upgrades they were supposedly thinking about ages before this, but really what that affects most are vikings in the air and on the ground.

What else changes with mech? It seems they have no idea what to do. Guess we wait and see now.
Sup
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
December 04 2012 13:11 GMT
#355
On December 04 2012 22:02 -Archangel- wrote:
So, corrupters and overseers stay their boring selves
No changes to Colossi


I actually think corruptor are the most boring thing in this planet and yet they play important role in zerg army. It would be better if they are boring but also useless.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
December 04 2012 13:30 GMT
#356
On December 04 2012 22:11 Wildmoon wrote:
Show nested quote +
On December 04 2012 22:02 -Archangel- wrote:
So, corrupters and overseers stay their boring selves
No changes to Colossi


I actually think corruptor are the most boring thing in this planet and yet they play important role in zerg army. It would be better if they are boring but also useless.


I'd go the other way. If they were more interesting (as in, more versatile), it would make a more gradual transition to broodlords much more viable.

In WoL there's this window of a few minutes where you don't want to fight because you're either banking money for a huge BL switch, or you're massing corruptors, or you're morphing BLs, and if you fight you'll just lose.

If that window coincides with your opponent having to be passive (because you have a ton of infestors, or their army isn't maxed yet), the transition works and you probably win. If it coincides with your opponent being aggressive (because you made a bunch of roaches or mutas and your transition is delayed, or they harass and slow you down), the transition falls apart and they win. And if you don't transition, they usually win.

It's rubbish because the part of the game that's supposed to be the epic finale is more often than not just a formality, playing out a result decided several minutes earlier. It would be much better if slowly adding in corruptors actually strengthened the Zerg army, rather than weakening it, so there wasn't this mad rush to transition while nobody's looking.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Decendos
Profile Joined August 2011
Germany1341 Posts
December 04 2012 13:34 GMT
#357
On December 04 2012 22:30 Umpteen wrote:
Show nested quote +
On December 04 2012 22:11 Wildmoon wrote:
On December 04 2012 22:02 -Archangel- wrote:
So, corrupters and overseers stay their boring selves
No changes to Colossi


I actually think corruptor are the most boring thing in this planet and yet they play important role in zerg army. It would be better if they are boring but also useless.


I'd go the other way. If they were more interesting (as in, more versatile), it would make a more gradual transition to broodlords much more viable.

In WoL there's this window of a few minutes where you don't want to fight because you're either banking money for a huge BL switch, or you're massing corruptors, or you're morphing BLs, and if you fight you'll just lose.

If that window coincides with your opponent having to be passive (because you have a ton of infestors, or their army isn't maxed yet), the transition works and you probably win. If it coincides with your opponent being aggressive (because you made a bunch of roaches or mutas and your transition is delayed, or they harass and slow you down), the transition falls apart and they win. And if you don't transition, they usually win.

It's rubbish because the part of the game that's supposed to be the epic finale is more often than not just a formality, playing out a result decided several minutes earlier. It would be much better if slowly adding in corruptors actually strengthened the Zerg army, rather than weakening it, so there wasn't this mad rush to transition while nobody's looking.


yeah qxc talked about this. he suggested to give the corruptor a new ability that also hits ground units so you could use your leftover corruptors or pre BL corruptors to hit ground units. of course this wouldnt be a very strong attack/spell vs ground but at least somewhat useful like phoenix lift or ground vikings.
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
December 04 2012 13:39 GMT
#358
please be the day SC2 comes good :D
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
Godwrath
Profile Joined August 2012
Spain10165 Posts
December 04 2012 13:43 GMT
#359
I am excited about the thor special ability. Hope they get it right this time.
Micro_Jackson
Profile Joined August 2011
Germany2002 Posts
December 04 2012 13:44 GMT
#360
On December 04 2012 21:58 Umpteen wrote:
Just for a bit of fun, what might some of the more ambiguous changes entail...?

Terran
1. Redesign Thor ability/Raven seeker missile

Ravens now fire Thors. Thors now fire Ravens.

2. Push early game Reaper a bit more

Free Reaper with every SCV produced.

3. Hellbats better against melee units, not necessarily better vs. Ranged.

Passive ability: Long Stick. Prevents melee units getting in range to attack.

5. Buff Bio in the late game - with the addition of new units in HotS, we feel Bio in the late game is a bit weak.

Bio upgrades now go to 11

6. Buff mech in general - we'd like to maybe test combining the vehicle and air upgrades at the armory.

We're also combining the actual vehicles. Say hello to the Vithortankcruiser.

Zerg
1. Hydralisk movement speed upgrade to Lair

Hydralisk den moved to Hive

3. Ultralisk changed to be good vs. all ground

Ultralisk cavern changed to Barracks.

4. Nerf Infestor quite heavily

Got it covered.

Protoss
2. Oracle - pulsar beam would now overlap too much with the new Voidray, so we'd like to change the Oracle to be more of a worker harasser.

New channeled ability: Health and Safety Seminar. Prevents any useful work. Some workers commit suicide.




Dude thats brilliant!^^
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