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The next major balance patch - David Kim - Page 19

Forum Index > StarCraft 2 HotS
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Ordok
Profile Joined June 2010
Sweden26 Posts
December 04 2012 13:49 GMT
#361
Very dissapointed that he does not mention the Corruptor. Imo the most booring unit as well as mentioned several times to get improvements.
RoberP
Profile Joined March 2011
United Kingdom101 Posts
December 04 2012 14:09 GMT
#362
On December 04 2012 21:58 Umpteen wrote:
+ Show Spoiler +
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.


Hahaha comedy gold - the raventhors made me rofl like mad. :D
The blizzard changes actually sound pretty sexy if they can pull them off them though.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
December 04 2012 14:19 GMT
#363
On December 04 2012 22:07 Qikz wrote:
Show nested quote +
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.

This comment at the end - "These are our current thoughts for each of the races. And please remember none of these changes are final. Our hope is to move into the more fine tuning stages if this major patch turns out well." - sound like this might be the only wave. After this they want to move into fine tuning.
Rabiator
Profile Joined March 2010
Germany3948 Posts
December 04 2012 14:35 GMT
#364
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.

Personally I think "interesting" is a matter of perspective and expectation. Just look at the BW units: Many of them didnt have nifty abilities (i.e. boring) and yet they were still fun to use. I would fully agree that they are boring though, because you can do NOTHING with them without an air target and evolving from Mutalisks as in BW was the much better solution. Sadly there are lots of "boring" units in SC2 because they HAD TO create new units for SC2 instead of keeping the old ones which worked ... Viking, Banshee, Thor, ... all pretty boring compared to their predecessors due to their limitations.
If you cant say what you're meaning, you can never mean what you're saying.
Rabiator
Profile Joined March 2010
Germany3948 Posts
December 04 2012 14:45 GMT
#365
On December 04 2012 05:46 Twilight Sparkle wrote:
Show nested quote +
On December 04 2012 04:55 Rabiator wrote:
On December 04 2012 03:09 MockHamill wrote:
According to David Kim:
Terran
1. Redesign Thor ability/Raven seeker missile
2. Push early game Reaper a bit more
3. Hellbats better against melee units, not necessarily better vs. Ranged.
4. We'd really like to see more Medivac usage like we saw in Wings for a time in the past. Currently thinking on a cooldown based speed booster ability.
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.
6. Buff mech in general - we'd like to maybe test combining the vehicle and air upgrades at the armory.

Zerg
1. Hydralisk movement speed upgrade to Lair
2. Mutalisk buff to speed and/or acceleration
3. Ultralisk changed to be good vs. all ground
4. Nerf Infestor quite heavily
5. Make it easier to unburrow and reposition Swarm Hosts

Protoss
1. Redesign Voidray - we're currently thinking of having the player choose when to activate the charge.
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.
3. Buff DTs not necessarily for the DT rush case, but to have DTs more often in the late game.
4. Nerf Vortex - we don't like how all or nothing this ability is in Wings, and with new unit adds, we feel we can remove or phase out this ability.
5. Tempest doesn't counter all late tech Zerg. We currently don't like how Zerg can't go Tier 3 units if Tempests are in play.
6. Make Voidray + Phoenix + Oracle combo a viable strat overall.

These are our current thoughts for each of the races. And please remember none of these changes are final. Our hope is to move into the more fine tuning stages if this major patch turns out well.

Source


1.1 Why only redesign the Thor ABILITY?
1.2 What for?
1.3 Something I came up with: What about a damage shield that burns everyone striking the Battle Hellion?
1.4 What is the point of MORE SPEED? Do you honestly think that casuals can control that adequately?
1.5 Hmmmm ... why not nerf the "other units"?
1.6 Combining the upgrades for air and mech doesnt buff mech ... it buffs airmech.

2.1 If Hydralisks get their speed buff you can remove the creep tumor to take away the map hack for Zerg.
2.2 WTF? Mutalisks are fast already ... and look at 1.4 More speed doesnt make the game better ... only less controlled.
2.3 Zerg needs more units with "bonus damage" OR that stupid concept needs to be removed because it is actually "limited damage"
2.4 How?
2.5 Why? A cloaked "free unit generator" isnt good enough and it has to be really mobile as well? Makes no sense at all.

3.1 When to activate the charge? ALWAYS! ASAP! ... If the charge can be kept up only for X seconds it is a nerf and not a buff.
3.2 Why not scrap the whole Oracle because it does jobs which other flying units (Phoenix) are already doing?
3.3 Easy ... just introduce a 12 unit selection limit and force units to spread out while moving. No need to fiddle around with unit stats or timings, just reduce the unit density from "ridiculously high" to "reasonably low and HARD TO INCREASE".
3.4 Wow ... all or nothing is bad? You are catching on fast! ... NOT. How about all the other "100% effects" like bonus damage, Blink, Forcefield, Fungal, Baneling-rightclick-on-a-Planetary-Fortress?
3.5 Sooo ... Tempest doesnt counter everything yet? Better buff it quick!
3.6 Why? As an excuse to not fix the Carrier problem?

1.4 Since when is balancing the game around casual players who can't control their units a good idea?
1.5 Buffing the one composition that doesn't work is much better than nerfing literally every other unit in the game.
3.5 That one was poorly worded, but he's saying that the change he's trying to make is that tempests will no longer counter all late game Zerg units, because he doesn't like it that they can't currently make T3 units because of the threat of the tempest.

1.4 ... because casuals are the majority of people who will buy and play the game.
1.5 Thats not what David Kim said ... he said due to the NEW UNITS ... not EVERY OTHER UNIT as you claim.
3.5 Yeah ... clearly shows how much "quality control" they have for their "publications" (the announcement): NONE AT ALL and this shows how serious they are about it.
If you cant say what you're meaning, you can never mean what you're saying.
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
December 04 2012 15:05 GMT
#366
No Collosus changes? ._.
ok
S1eth
Profile Joined November 2011
Austria221 Posts
Last Edited: 2012-12-04 15:17:40
December 04 2012 15:08 GMT
#367
On December 04 2012 23:45 Rabiator wrote:
Show nested quote +
On December 04 2012 05:46 Twilight Sparkle wrote:
On December 04 2012 04:55 Rabiator wrote:
On December 04 2012 03:09 MockHamill wrote:
According to David Kim:
Terran
1. Redesign Thor ability/Raven seeker missile
2. Push early game Reaper a bit more
3. Hellbats better against melee units, not necessarily better vs. Ranged.
4. We'd really like to see more Medivac usage like we saw in Wings for a time in the past. Currently thinking on a cooldown based speed booster ability.
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.
6. Buff mech in general - we'd like to maybe test combining the vehicle and air upgrades at the armory.

Zerg
1. Hydralisk movement speed upgrade to Lair
2. Mutalisk buff to speed and/or acceleration
3. Ultralisk changed to be good vs. all ground
4. Nerf Infestor quite heavily
5. Make it easier to unburrow and reposition Swarm Hosts

Protoss
1. Redesign Voidray - we're currently thinking of having the player choose when to activate the charge.
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.
3. Buff DTs not necessarily for the DT rush case, but to have DTs more often in the late game.
4. Nerf Vortex - we don't like how all or nothing this ability is in Wings, and with new unit adds, we feel we can remove or phase out this ability.
5. Tempest doesn't counter all late tech Zerg. We currently don't like how Zerg can't go Tier 3 units if Tempests are in play.
6. Make Voidray + Phoenix + Oracle combo a viable strat overall.

These are our current thoughts for each of the races. And please remember none of these changes are final. Our hope is to move into the more fine tuning stages if this major patch turns out well.

Source


1.1 Why only redesign the Thor ABILITY?
1.2 What for?
1.3 Something I came up with: What about a damage shield that burns everyone striking the Battle Hellion?
1.4 What is the point of MORE SPEED? Do you honestly think that casuals can control that adequately?
1.5 Hmmmm ... why not nerf the "other units"?
1.6 Combining the upgrades for air and mech doesnt buff mech ... it buffs airmech.

2.1 If Hydralisks get their speed buff you can remove the creep tumor to take away the map hack for Zerg.
2.2 WTF? Mutalisks are fast already ... and look at 1.4 More speed doesnt make the game better ... only less controlled.
2.3 Zerg needs more units with "bonus damage" OR that stupid concept needs to be removed because it is actually "limited damage"
2.4 How?
2.5 Why? A cloaked "free unit generator" isnt good enough and it has to be really mobile as well? Makes no sense at all.

3.1 When to activate the charge? ALWAYS! ASAP! ... If the charge can be kept up only for X seconds it is a nerf and not a buff.
3.2 Why not scrap the whole Oracle because it does jobs which other flying units (Phoenix) are already doing?
3.3 Easy ... just introduce a 12 unit selection limit and force units to spread out while moving. No need to fiddle around with unit stats or timings, just reduce the unit density from "ridiculously high" to "reasonably low and HARD TO INCREASE".
3.4 Wow ... all or nothing is bad? You are catching on fast! ... NOT. How about all the other "100% effects" like bonus damage, Blink, Forcefield, Fungal, Baneling-rightclick-on-a-Planetary-Fortress?
3.5 Sooo ... Tempest doesnt counter everything yet? Better buff it quick!
3.6 Why? As an excuse to not fix the Carrier problem?

1.4 Since when is balancing the game around casual players who can't control their units a good idea?
1.5 Buffing the one composition that doesn't work is much better than nerfing literally every other unit in the game.
3.5 That one was poorly worded, but he's saying that the change he's trying to make is that tempests will no longer counter all late game Zerg units, because he doesn't like it that they can't currently make T3 units because of the threat of the tempest.

1.4 ... because casuals are the majority of people who will buy and play the game.
1.5 Thats not what David Kim said ... he said due to the NEW UNITS ... not EVERY OTHER UNIT as you claim.
3.5 Yeah ... clearly shows how much "quality control" they have for their "publications" (the announcement): NONE AT ALL and this shows how serious they are about it.

Clearly shows how much "quality control" you have for your comments, not even being able to check the source and reading "5. Fix Tempests to not counter all late tech Zerg. We currently don't like how Zerg can't go Tier 3 units if Tempests are in play." before hopping onto every chance to mock Blizzard for mistakes they never made. Think a little more before posting.


On December 04 2012 22:34 Decendos wrote:
Show nested quote +
On December 04 2012 22:30 Umpteen wrote:
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.


Yeah, they could do all kinds of stuff like giving corruptors the burrow ability and letting it attack enemies from underground, or attaching a corruptor to a unit, similar to the "Giant Squid" from Red Alert. I'm sure many of us have ideas about such "cool" abilities. I'm not sure how they'd all work out ingame, though.
Rabiator
Profile Joined March 2010
Germany3948 Posts
December 04 2012 15:22 GMT
#368
On December 04 2012 13:27 ZjiublingZ wrote:
Show nested quote +
On December 04 2012 12:29 grapedog wrote:
Considering that zerg can remaz from BL/Corr into Ultras instantly, i dont see an issue with the tempest hard countering both. Why should zerg get to do a complete air to ground switch, or vice versa, but others cannot and cant counter it without sacking now useless units.




Okay I will try not to break into circular logic here. Zerg is a race that is designed to have amazing production, we can accept that as just how the game is yes? That's what makes Zerg Zerg-like, unique fundamental differences in the races makes the game interesting. But as you have pointed out it creates a tricky situation for Protoss and Terran: How do they deal with two attacks subsequently from compositions that are fundamentally different (like Ultralisk > Brood Lord based compositions)?

Well there are two solutions, design wise, for P and T to solve this problem (perhaps more but they aren't very relevant):

Either give them each units that, like the Tempest in it's current form,

I can give you the name of "the devil" responsible here: BONUS damage. If Thors didnt have bonus damage and instead had higher damage all around they would not be useless against Corruptor/Broodlord AND could deal nice damage against Ultralisks too ...

Bonus damage limits units in which other units they are good against as the Thor clearly shows. It is a rock-paper-scissors concept which should be scrapped and replaced by the "splash damage concept" of BW to make units good against everything and to take out unnecessary complexity.

----

For the sarcasm section here I found out how they will make Reapers and mech work in the late game:
+ Show Spoiler +
http://www.youtube.com/watch?v=yPm5WH_-r1k

If you cant say what you're meaning, you can never mean what you're saying.
oxxo
Profile Joined February 2010
988 Posts
December 04 2012 15:25 GMT
#369
On December 05 2012 00:22 Rabiator wrote:
Show nested quote +
On December 04 2012 13:27 ZjiublingZ wrote:
On December 04 2012 12:29 grapedog wrote:
Considering that zerg can remaz from BL/Corr into Ultras instantly, i dont see an issue with the tempest hard countering both. Why should zerg get to do a complete air to ground switch, or vice versa, but others cannot and cant counter it without sacking now useless units.




Okay I will try not to break into circular logic here. Zerg is a race that is designed to have amazing production, we can accept that as just how the game is yes? That's what makes Zerg Zerg-like, unique fundamental differences in the races makes the game interesting. But as you have pointed out it creates a tricky situation for Protoss and Terran: How do they deal with two attacks subsequently from compositions that are fundamentally different (like Ultralisk > Brood Lord based compositions)?

Well there are two solutions, design wise, for P and T to solve this problem (perhaps more but they aren't very relevant):

Either give them each units that, like the Tempest in it's current form,

I can give you the name of "the devil" responsible here: BONUS damage. If Thors didnt have bonus damage and instead had higher damage all around they would not be useless against Corruptor/Broodlord AND could deal nice damage against Ultralisks too ...

Bonus damage limits units in which other units they are good against as the Thor clearly shows. It is a rock-paper-scissors concept which should be scrapped and replaced by the "splash damage concept" of BW to make units good against everything and to take out unnecessary complexity.

----

For the sarcasm section here I found out how they will make Reapers and mech work in the late game:
+ Show Spoiler +
http://www.youtube.com/watch?v=yPm5WH_-r1k

http://www.youtube.com/watch?v=IRk12hAy_xg


BW had bonus damage (essentially, damage reduction). SC2 just made it visibile. It's not the problem.
ref4
Profile Joined March 2012
2933 Posts
December 04 2012 15:26 GMT
#370
On December 04 2012 23:35 Rabiator wrote:
Show nested quote +
On December 04 2012 22:30 Umpteen wrote:
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.

Personally I think "interesting" is a matter of perspective and expectation. Just look at the BW units: Many of them didnt have nifty abilities (i.e. boring) and yet they were still fun to use. I would fully agree that they are boring though, because you can do NOTHING with them without an air target and evolving from Mutalisks as in BW was the much better solution. Sadly there are lots of "boring" units in SC2 because they HAD TO create new units for SC2 instead of keeping the old ones which worked ... Viking, Banshee, Thor, ... all pretty boring compared to their predecessors due to their limitations.


I think vikings are very interesting, able to switch from anti air to light ground harass, and limited by the time it takes for them to transform. Banshee is just a more powerful anti ground version of wraith without anti air ability, and Thor are just too big and slow to be used correctly.

Raven is another interesting unit I think and I really like its design, too bad it only has 1 useful ability, PDD. Speaking of which whoever came up with the idea for PDD should work for the U.S. military, we need more people like him.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2012-12-04 15:56:07
December 04 2012 15:44 GMT
#371
I got 1 free beta key I'm willing to give away to someone.. I'm from EU, but I guess it desn't matter? PM me anyways.

edit: sorry for off topic, dunno where to post this..

edit2: gone, sorry.. :-)
mannerless
Profile Joined May 2010
Brazil86 Posts
December 04 2012 15:54 GMT
#372
On December 05 2012 00:25 oxxo wrote:
Show nested quote +
On December 05 2012 00:22 Rabiator wrote:
On December 04 2012 13:27 ZjiublingZ wrote:
On December 04 2012 12:29 grapedog wrote:
Considering that zerg can remaz from BL/Corr into Ultras instantly, i dont see an issue with the tempest hard countering both. Why should zerg get to do a complete air to ground switch, or vice versa, but others cannot and cant counter it without sacking now useless units.




Okay I will try not to break into circular logic here. Zerg is a race that is designed to have amazing production, we can accept that as just how the game is yes? That's what makes Zerg Zerg-like, unique fundamental differences in the races makes the game interesting. But as you have pointed out it creates a tricky situation for Protoss and Terran: How do they deal with two attacks subsequently from compositions that are fundamentally different (like Ultralisk > Brood Lord based compositions)?

Well there are two solutions, design wise, for P and T to solve this problem (perhaps more but they aren't very relevant):

Either give them each units that, like the Tempest in it's current form,

I can give you the name of "the devil" responsible here: BONUS damage. If Thors didnt have bonus damage and instead had higher damage all around they would not be useless against Corruptor/Broodlord AND could deal nice damage against Ultralisks too ...

Bonus damage limits units in which other units they are good against as the Thor clearly shows. It is a rock-paper-scissors concept which should be scrapped and replaced by the "splash damage concept" of BW to make units good against everything and to take out unnecessary complexity.

----

For the sarcasm section here I found out how they will make Reapers and mech work in the late game:
+ Show Spoiler +
http://www.youtube.com/watch?v=yPm5WH_-r1k

http://www.youtube.com/watch?v=IRk12hAy_xg


BW had bonus damage (essentially, damage reduction). SC2 just made it visibile. It's not the problem.


Exactly, in fact the damage system in BW was even less flexible because it was % based instead of fixed arbitrary values, this also made it more complicated to beginners.

IE:
The Vulture did 20 concussive damage. A Vulture attacking a Dragoon would do 20damage to it's shields but only 4 (5 - 1armor) to it's health.

I think it's funny that Blizzard "forgot" that protoss shields always took full damage in BW to make up for their huge health, seeing as this doesn't exist in SC2 but Protoss units have 1 million health anyway (and fast shield regenaration out of combat).
lurking the forums since 2003
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2012-12-04 16:08:40
December 04 2012 16:05 GMT
#373
sounds very good, now bring on the changes

and give me a beta-key

also:

On December 05 2012 00:54 mannerless wrote:

Exactly, in fact the damage system in BW was even less flexible because it was % based instead of fixed arbitrary values, this also made it more complicated to beginners.

IE:
The Vulture did 20 concussive damage. A Vulture attacking a Dragoon would do 20damage to it's shields but only 4 (5 - 1armor) to it's health.

I think it's funny that Blizzard "forgot" that protoss shields always took full damage in BW to make up for their huge health, seeing as this doesn't exist in SC2 but Protoss units have 1 million health anyway (and fast shield regenaration out of combat).


no, you are incorrect

protoss units had much more HP compared to terran/zerg in BW. in sc2, protoss units do not generally have more HP or even damage than their counterparts.

[N3O]r3d33m3r
Profile Blog Joined July 2010
Germany673 Posts
December 04 2012 16:10 GMT
#374
sounds nice. better than what i expected from blizzard
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
December 04 2012 16:12 GMT
#375
On December 04 2012 23:35 Rabiator wrote:
Show nested quote +
On December 04 2012 22:30 Umpteen wrote:
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.

Personally I think "interesting" is a matter of perspective and expectation. Just look at the BW units: Many of them didnt have nifty abilities (i.e. boring) and yet they were still fun to use. I would fully agree that they are boring though, because you can do NOTHING with them without an air target and evolving from Mutalisks as in BW was the much better solution. Sadly there are lots of "boring" units in SC2 because they HAD TO create new units for SC2 instead of keeping the old ones which worked ... Viking, Banshee, Thor, ... all pretty boring compared to their predecessors due to their limitations.



I actually think Viking and Banshee are an improvement over BW especially Banshee. There're many useless units in BW that rarely get used. I kinda hope that if Blizzard can't make corruptor interesting then just fade it away from gameplay is a good option. It will never happen anyway because corruptor is too important right now.
AnomalySC2
Profile Joined August 2012
United States2073 Posts
December 04 2012 16:15 GMT
#376
On December 04 2012 23:09 RoberP wrote:
Show nested quote +
On December 04 2012 21:58 Umpteen wrote:
+ Show Spoiler +
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.


Hahaha comedy gold - the raventhors made me rofl like mad. :D
The blizzard changes actually sound pretty sexy if they can pull them off them though.


Funny indeed. Long stick, xD
mannerless
Profile Joined May 2010
Brazil86 Posts
Last Edited: 2012-12-04 16:33:54
December 04 2012 16:32 GMT
#377
Heh, I wish Banshees were as fast as Wraiths (same as mutalisk speed I think).

On December 05 2012 01:05 summerloud wrote:
no, you are incorrect

protoss units had much more HP compared to terran/zerg in BW. in sc2, protoss units do not generally have more HP or even damage than their counterparts.



Protoss units still have the overall highest health, the problem is that everything also does 1 million damage in SC2.
lurking the forums since 2003
WeRRa
Profile Joined December 2010
378 Posts
December 04 2012 16:44 GMT
#378
On December 05 2012 01:32 mannerless wrote:
Heh, I wish Banshees were as fast as Wraiths (same as mutalisk speed I think).

Show nested quote +
On December 05 2012 01:05 summerloud wrote:
no, you are incorrect

protoss units had much more HP compared to terran/zerg in BW. in sc2, protoss units do not generally have more HP or even damage than their counterparts.



Protoss units still have the overall highest health, the problem is that everything also does 1 million damage in SC2.

Well it is true in bw protoss was good cause they had the strongest standart units, with dragoon and zealot and this was the basic of all armys of protoss. In sc2 the basic of a protoss is in the early game the sentry and in mid/lategame collossi,
high templar and archons, really nothing for the big battlefield, more like for fights at tiny chokes. And i think the only change mutas need is the stack they had in bw, so you can make them super effective with micro.
InnoVation Fighting!!!
SpikeStarcraft
Profile Joined October 2011
Germany2095 Posts
December 04 2012 16:46 GMT
#379
this balance patch convinces me to wait for hots since i dont feel like playing wol in the current state anyhow.
where can i get a beta key?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 04 2012 16:49 GMT
#380
One question: when? At 10:00 a.m. PDT there will be hour mainterance, but without patch-notes it looks like there will be no balance changes or patch at all
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