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HotS balance update #8 - Page 102

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
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Freeborn
Profile Joined July 2010
Germany421 Posts
December 08 2012 13:45 GMT
#2021
Forcefield IS a bad ability/ there is no doubt about that if you think for while, what it can do, cannot do, and that gateway units are basically balanced around it.

But Iike the changes overall for being brave and trying to make HotS better and give it a new feeling.

Also still hope that something will be done for gateway units and forcefield as soon as it's clear that gateway has no chance anymore vs bio and the early roach/hydra pushes.

Toss air is still not viable vs ground units - unless you have a shitload of money. They are still not cost efficient as far as I can tell.
Ameisenmann
Profile Joined April 2012
Albania296 Posts
Last Edited: 2012-12-08 14:26:05
December 08 2012 14:25 GMT
#2022
On December 08 2012 22:38 Rabiator wrote:
Show nested quote +
On December 08 2012 22:14 Qikz wrote:
On December 08 2012 22:11 Rabiator wrote:
+ Show Spoiler +
If he'd had any units he wouldnt have had three bases to defend, but the map really lends itself to abusing that choke towards the third. There are too many abilities in SC2 which allow people to abuse things like this and P/T will have to cover this long path with turrets/cannons to prevent Zerg from landing a Nydus there "behind the front" outside of vision. LOTS of crappy too mobile junk spells and abilities in SC2.


+ Show Spoiler +
He wouldn't have a third if he had no units? Are you serious? At any time he could have built some roaches or spines to defend that part of the map (if they know it's possible, it's easily stopped) and he tech straight to infestors as they're so broken in WOL expecting to hold off any push to his front.

He lost that game fair and square. You don't even need loads of turrets//cannons up there to prevent nyduses, you just need to learn how to play/scout.


Anyway, why are you complaining about WoL stuff in the HoTS forum possibly spoiling the games for people who haven't seen them?

The point why I am complaining here is that there are too many abilities which are easily abuseable in WoL already and yet "the community" is cheering when Blizzard is about to add even more of them in their next expansion. The whole point is that "too much mobility" is limiting the map makers and the KeSPA maps were really refreshing after the GOM maps, but also easily abuseable due to the racial skills.

Thus I would love to see Blizzard FIXING THE BASICS FIRST before adding new nifty stuff to the game.

Oh and in case you didnt see my complaint about game 6 yet just scroll up to HERE ... some new stuff will blatantly remove excitement for the price of efficiency. Everything has a price and most of the new stuff is over the top.

Yet another of my "ideas" which people have called "potentially awesome" was to use the Viper to simply drag your own Ultralisks around and maybe even into the base of someone else ... thus circumventing any defensive front or army. Dragging them out of a fight is also an option (instead of losing them), but thats not all you can do with that spell since it also works on enemy units. Ultralisk drag

The point is also that Zerg and Protoss get a new bunch of broken spells on top of their already broken abilities and Terrans get nothing. The game wont be fun anymore next year if Blizzard doesnt fix that drastically ... and fixing involves nerfing/removing a lot of stuff.

You sound really desperate. How about you wait and see how the changes play out instead of whining from the get-go? Also I find it strange that people now complain about things being over the top, when a lot of stuff in BW was incredibly powerful as well, they just happend to balance each other out.

I honestly think that this patch with it's more drastic changes is the correct way to develop the game in the right direction. If nothing gets changed we will just end up with WoL + a few new useless units, and that isn't really what most people want, I feel most people are looking forward to real change compared to WoL.
UPro-BW
Profile Joined September 2012
81 Posts
December 08 2012 15:11 GMT
#2023
How do you like me now patchzerg?!?
"3t4t5t6v7v8v9v" - iloveoov
NeonFox
Profile Joined January 2011
2373 Posts
December 08 2012 15:48 GMT
#2024
On December 09 2012 00:11 UPro-BW wrote:
How do you like me now patchzerg?!?


ZvT is different but manageable. ZvP on the other hand, omg... I'm not trying to get to lategame against protoss anymore.
Antares777
Profile Joined June 2010
United States1971 Posts
December 08 2012 15:55 GMT
#2025
I don't understand why so many units get these odd abilities and upgrades. The Void Ray's ability seems unnecessary and rather uninteresting. I hope they come up with a better solution to make it a viable unit than adding a temporary damage boost with a cool down. That's just not creative or interesting at all. And the Widow Mine, does it really need an upgrade to burrow faster?

I really like some of the changes though. Decreasing the cost of the Dark Shrine is awesome, Dark Templar are not used very much unless for some rush. I think they have a lot of potential as a unit, and this change will help them become a more viable strategy in different ways. Nerfing the Infestor is a very good idea. Zerg is so dependent on them it's ridiculous. I also like that they moved Hydralisk speed upgrade to Lair tech, Zerg Lair tech needs to be more powerful so that they don't skip tier 2 stuff and go directly to tier 3.

On a side note, I'm a bit worried about increasing the speed of Mutalisks and Reapers. They were already very fast.
Decendos
Profile Joined August 2011
Germany1338 Posts
December 08 2012 15:57 GMT
#2026
On December 09 2012 00:48 NeonFox wrote:
Show nested quote +
On December 09 2012 00:11 UPro-BW wrote:
How do you like me now patchzerg?!?


ZvT is different but manageable. ZvP on the other hand, omg... I'm not trying to get to lategame against protoss anymore.


you think so? i think its the opposite. you just cant win vs MMM now in my opinion if he splits and micros well. if there is any awesome comp to deal with MMM now, please let me know. mech is doable if you just viperrush and go roach hydra corruptor support. after that its all about microing, positioning and keeping viper alive vs vikings/ghosts. it gets hard if he transitions into skyterran since after infestornerf zerg has no good AA to deal with 200/200 skyterran that has instant 3/3 after meching.

ZvP on the other hand is still very hard but tempest now dont kill you as fast. you at least have a timing window now at which BLs are viable and then techswitch into ultralisks. but haven played that many games and was ahead in them anyway so dont know about that.

pOriishan
Profile Joined December 2012
45 Posts
December 08 2012 15:59 GMT
#2027
On December 08 2012 21:00 Saigon2246 wrote:
Interesting and VERY brave changes overall. Some random comments:

1. Like the Thor change, I was thinking something like that myself too.

2. Hydra change is a step in the right direction, but may not be enough, some additional buff ideas: get rid of grooved spines. Supply cost is ok I guess, but how about making it cost 90/30.

3. Hunter seeker missile: now it totally overlaps with the Yamato cannon, this was a bad idea. It needs splash and proper speed to hit targets surely but still enable the opponent to split and counter-micro. I would love to see in big championships TvP big lategame battles where HSMs go off, starting very slowly, pointing to the target, but turning to ultra-fast speed rapidly while the Protoss player does some crazy splits reducing the damage, then the bio stims and storms go off... That would have the suspense and thrill...

4. I like the Ultralisk changes as burrow charge looked kinda silly. I know SC2 is supposed to be realistic, but still...

4. I don't like both the Widow Mine and the Swarm Host. I feel that there is a basic conceptual problem with these units. The thing is that the very long cooldown makes this units randomly effective. And you have to mass them to actually accomplish something. I believe these units doesn't fit into SC. Perhaps it would be better for Blizzard to admit they cannot come up with anything better than the Spider mine and the Lurker. Even if they brought back these units, it still wouldn't be Brood War, so I don't see why not give them a try at least.

5. Just watched HD's video about the zerg changes. Fungal sems VEEEERY slow. You will be pretty hard to hit stimmed bio with that. Missed fungals=zerg lost the game, so I think this is too much. I honestly don't understand why Blizzard doesn't implement the most obious nerf, slow instead of rooting.

After watching the video below, I guess I take that back, it looks like it has the same speed as EMP. But I still don't think this was the obvious nerf to fungal.


#1. Thor change isn't that good, it's all about Energy is removed so that thor can't longer be feedback
#3. Agree, it overlaps Yamato. However for mid game and before Terrans get BC, it could be helpful if you play smart enough.
#5. You just watched, not played. Now that spell requires SKILL to micro, pre-cast spell, predict move of targets etc... And as Blizzard stated that they want to push Zerg players to play new units, new compositions of HotS rather than infestors. So you should be in Beta and play, better than watch some testing video and consider anything.
Carrier has arrived
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-12-08 16:04:59
December 08 2012 16:02 GMT
#2028
On December 09 2012 00:55 Antares777 wrote:
I don't understand why so many units get these odd abilities and upgrades. The Void Ray's ability seems unnecessary and rather uninteresting. I hope they come up with a better solution to make it a viable unit than adding a temporary damage boost with a cool down. That's just not creative or interesting at all. And the Widow Mine, does it really need an upgrade to burrow faster?

I really like some of the changes though. Decreasing the cost of the Dark Shrine is awesome, Dark Templar are not used very much unless for some rush. I think they have a lot of potential as a unit, and this change will help them become a more viable strategy in different ways. Nerfing the Infestor is a very good idea. Zerg is so dependent on them it's ridiculous. I also like that they moved Hydralisk speed upgrade to Lair tech, Zerg Lair tech needs to be more powerful so that they don't skip tier 2 stuff and go directly to tier 3.

On a side note, I'm a bit worried about increasing the speed of Mutalisks and Reapers. They were already very fast.


Reapers ( without Speed ) before the Patch had been slower then speedless Lings on Creep or Stalkers which made them pretty bad in TvP , TvZ . I mean they still don't kill Queens/Roaches/Stalkers or base defense but at least you will not lose them anymore as easily while also scouting very well .

Hell if you keep a few Reapers around for a push later on they're pretty neat against light units as support .
NeonFox
Profile Joined January 2011
2373 Posts
Last Edited: 2012-12-08 16:13:41
December 08 2012 16:10 GMT
#2029
On December 09 2012 00:57 Decendos wrote:
Show nested quote +
On December 09 2012 00:48 NeonFox wrote:
On December 09 2012 00:11 UPro-BW wrote:
How do you like me now patchzerg?!?


ZvT is different but manageable. ZvP on the other hand, omg... I'm not trying to get to lategame against protoss anymore.


you think so? i think its the opposite. you just cant win vs MMM now in my opinion if he splits and micros well. if there is any awesome comp to deal with MMM now, please let me know. mech is doable if you just viperrush and go roach hydra corruptor support. after that its all about microing, positioning and keeping viper alive vs vikings/ghosts. it gets hard if he transitions into skyterran since after infestornerf zerg has no good AA to deal with 200/200 skyterran that has instant 3/3 after meching.

ZvP on the other hand is still very hard but tempest now dont kill you as fast. you at least have a timing window now at which BLs are viable and then techswitch into ultralisks. but haven played that many games and was ahead in them anyway so dont know about that.



Yeah bio is a lot harder to deal with, since the only buff to zerg that helps against bio is the ultralisk and the viper, which both come super late. Also the fungal nerf is actually massive against bio, it's very easy to dodge with stimmed units. I've been having some success with macro muta play into ultralisks. Mech is now a lot easier to deal with like you said with roach/hydra/viper.

Protoss on the other hand can now go into reactive double starports if they scout mutas, phoenix hardcounter them to death with the extra native range. Stargate play is insane in the lategame, I've actually lost to mass voidray (not even kidding the guy turtled on 3 base and went carrier voidray) with infestor hydra lol, the on-command full charge is brutal.

Maybe I'm just much worse at ZvP than the other matchups (and that's very possible I never liked that matchup) but it seems a lot harder now, they get to scout everything with hallucination and they can deny scouting from the early to lategame with the mothership core and stargate tech.

Now that I think about it it's actually how hard it is to scout now that's impacting the matchup the most. Mothership core can spot up ledges very early on to kill spotting overlords. It can also find the overlord that's positioned to scout around 7:00 and such have a stalker/sentry already in position to kill it. It can also sit on top of the watchtowers denying any lings holding it until the midgame.

Edit : Not balance whine, just my observations so far from playing Hots since the patch.
Tharkun
Profile Joined December 2010
France43 Posts
December 08 2012 16:35 GMT
#2030
PvT is getting really really hard. I have 20% winrate on this matchup.
My composition of choice is zealot/archon/HT : this is no longer viable. Archons get EMPd like before, and zealots just MELT on the bioball doing nearly no damage. Even storm is not so great anymore.
And dont tell me about time warp + storms, i have never seen that so far, even at pro level.
Colossus now seems to be the only way.
Also trying some stargate/oracle openings but they feel pretty all-in and coin-flippy.

No need to mention auto-healing uncatchable reapers and boosted medivacs that i cant even shoot down with blink, that would be balance whine
convention
Profile Joined October 2011
United States622 Posts
Last Edited: 2012-12-08 17:36:40
December 08 2012 17:36 GMT
#2031
On December 09 2012 01:10 NeonFox wrote:
Show nested quote +
On December 09 2012 00:57 Decendos wrote:
On December 09 2012 00:48 NeonFox wrote:
On December 09 2012 00:11 UPro-BW wrote:
How do you like me now patchzerg?!?


ZvT is different but manageable. ZvP on the other hand, omg... I'm not trying to get to lategame against protoss anymore.


you think so? i think its the opposite. you just cant win vs MMM now in my opinion if he splits and micros well. if there is any awesome comp to deal with MMM now, please let me know. mech is doable if you just viperrush and go roach hydra corruptor support. after that its all about microing, positioning and keeping viper alive vs vikings/ghosts. it gets hard if he transitions into skyterran since after infestornerf zerg has no good AA to deal with 200/200 skyterran that has instant 3/3 after meching.

ZvP on the other hand is still very hard but tempest now dont kill you as fast. you at least have a timing window now at which BLs are viable and then techswitch into ultralisks. but haven played that many games and was ahead in them anyway so dont know about that.



Yeah bio is a lot harder to deal with, since the only buff to zerg that helps against bio is the ultralisk and the viper, which both come super late. Also the fungal nerf is actually massive against bio, it's very easy to dodge with stimmed units. I've been having some success with macro muta play into ultralisks. Mech is now a lot easier to deal with like you said with roach/hydra/viper.

Protoss on the other hand can now go into reactive double starports if they scout mutas, phoenix hardcounter them to death with the extra native range. Stargate play is insane in the lategame, I've actually lost to mass voidray (not even kidding the guy turtled on 3 base and went carrier voidray) with infestor hydra lol, the on-command full charge is brutal.

Maybe I'm just much worse at ZvP than the other matchups (and that's very possible I never liked that matchup) but it seems a lot harder now, they get to scout everything with hallucination and they can deny scouting from the early to lategame with the mothership core and stargate tech.

Now that I think about it it's actually how hard it is to scout now that's impacting the matchup the most. Mothership core can spot up ledges very early on to kill spotting overlords. It can also find the overlord that's positioned to scout around 7:00 and such have a stalker/sentry already in position to kill it. It can also sit on top of the watchtowers denying any lings holding it until the midgame.

Edit : Not balance whine, just my observations so far from playing Hots since the patch.

I feel like everyone knows that zerg will put an overlord by your base, so its easy to find. What i've been doing is putting an overlord farther away and doing an overseer scout. Sure it's 50 early game gas, but you can usually get away with it alive. Plus DTs being more common, it's even more vital you know what you are going against.
NeonFox
Profile Joined January 2011
2373 Posts
December 08 2012 17:58 GMT
#2032
On December 09 2012 02:36 convention wrote:
Show nested quote +
On December 09 2012 01:10 NeonFox wrote:
On December 09 2012 00:57 Decendos wrote:
On December 09 2012 00:48 NeonFox wrote:
On December 09 2012 00:11 UPro-BW wrote:
How do you like me now patchzerg?!?


ZvT is different but manageable. ZvP on the other hand, omg... I'm not trying to get to lategame against protoss anymore.


you think so? i think its the opposite. you just cant win vs MMM now in my opinion if he splits and micros well. if there is any awesome comp to deal with MMM now, please let me know. mech is doable if you just viperrush and go roach hydra corruptor support. after that its all about microing, positioning and keeping viper alive vs vikings/ghosts. it gets hard if he transitions into skyterran since after infestornerf zerg has no good AA to deal with 200/200 skyterran that has instant 3/3 after meching.

ZvP on the other hand is still very hard but tempest now dont kill you as fast. you at least have a timing window now at which BLs are viable and then techswitch into ultralisks. but haven played that many games and was ahead in them anyway so dont know about that.



Yeah bio is a lot harder to deal with, since the only buff to zerg that helps against bio is the ultralisk and the viper, which both come super late. Also the fungal nerf is actually massive against bio, it's very easy to dodge with stimmed units. I've been having some success with macro muta play into ultralisks. Mech is now a lot easier to deal with like you said with roach/hydra/viper.

Protoss on the other hand can now go into reactive double starports if they scout mutas, phoenix hardcounter them to death with the extra native range. Stargate play is insane in the lategame, I've actually lost to mass voidray (not even kidding the guy turtled on 3 base and went carrier voidray) with infestor hydra lol, the on-command full charge is brutal.

Maybe I'm just much worse at ZvP than the other matchups (and that's very possible I never liked that matchup) but it seems a lot harder now, they get to scout everything with hallucination and they can deny scouting from the early to lategame with the mothership core and stargate tech.

Now that I think about it it's actually how hard it is to scout now that's impacting the matchup the most. Mothership core can spot up ledges very early on to kill spotting overlords. It can also find the overlord that's positioned to scout around 7:00 and such have a stalker/sentry already in position to kill it. It can also sit on top of the watchtowers denying any lings holding it until the midgame.

Edit : Not balance whine, just my observations so far from playing Hots since the patch.

I feel like everyone knows that zerg will put an overlord by your base, so its easy to find. What i've been doing is putting an overlord farther away and doing an overseer scout. Sure it's 50 early game gas, but you can usually get away with it alive. Plus DTs being more common, it's even more vital you know what you are going against.


Yeah but how are you going to have an overseer at the 7mn mark, which is when you need to scout to see if it's a robo expand, robo allin, stargate, or dt play.
Bagi
Profile Joined August 2010
Germany6799 Posts
December 08 2012 18:09 GMT
#2033
On December 09 2012 00:59 pOriishan wrote:

#1. Thor change isn't that good, it's all about Energy is removed so that thor can't longer be feedback


Maybe from a TvP viewpoint, but for TvZ the thor change is just amazing as a counter to BLs.
s3rp
Profile Joined May 2011
Germany3192 Posts
December 08 2012 18:12 GMT
#2034
On December 09 2012 03:09 Bagi wrote:
Show nested quote +
On December 09 2012 00:59 pOriishan wrote:

#1. Thor change isn't that good, it's all about Energy is removed so that thor can't longer be feedback


Maybe from a TvP viewpoint, but for TvZ the thor change is just amazing as a counter to BLs.


They're still pretty meh by themselves. Less useless but far from good. Which is fine because Vikings now have Upgrades and there's no reason to not have a few Starports.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2012-12-08 18:24:56
December 08 2012 18:23 GMT
#2035
On December 09 2012 03:12 s3rp wrote:
Show nested quote +
On December 09 2012 03:09 Bagi wrote:
On December 09 2012 00:59 pOriishan wrote:

#1. Thor change isn't that good, it's all about Energy is removed so that thor can't longer be feedback


Maybe from a TvP viewpoint, but for TvZ the thor change is just amazing as a counter to BLs.


They're still pretty meh by themselves. Less useless but far from good. Which is fine because Vikings now have Upgrades and there's no reason to not have a few Starports.

Yeah they probably feel better than they actually are since we haven't had a proper answer to BLs since forever. At least thors aren't like vikings, useless against everything else.

Still, I doubt upgrades for vikings alone would've fixed the BL problem. Thor change + seeker missile + upgrades together seems to strike a decent balance at the moment.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
December 08 2012 18:52 GMT
#2036
On December 08 2012 21:21 Hren wrote:
It was bothering me, so I tested it.

+ Show Spoiler +


I guess it is kinda slower judging from the eye? I'm really not sure anymore.

EMP looks to be almost twice as fast as fungal


The real difference can be seen at the end for max range (or near max range) casts.
furo
Profile Joined March 2012
Germany449 Posts
December 08 2012 19:04 GMT
#2037
funpatch, i like alot of the changes and makes sc2 alot more fun to play
so many new strats, so many new things to test
not the same every game...
TimENT
Profile Joined November 2012
United States1425 Posts
December 08 2012 19:28 GMT
#2038
Everyone seriously just needs to ignore TheRabidDeer and Rabiator in this thread.
Barcelona / Arsenal Fan!
Zergrusher
Profile Joined November 2011
United States562 Posts
Last Edited: 2012-12-08 19:38:07
December 08 2012 19:36 GMT
#2039
On December 09 2012 04:28 TimENT wrote:
Everyone seriously just needs to ignore TheRabidDeer and Rabiator in this thread.



You know we could always just Forcefield them out, and then Guardian shield the Thread from them.


but anyways, This patch is really good.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
December 08 2012 19:44 GMT
#2040
On December 09 2012 04:28 TimENT wrote:
Everyone seriously just needs to ignore TheRabidDeer and Rabiator in this thread.

Because my 2nd video is clearly wrong? Somebody posed a question wondering about the speed of fungal vs EMP, I answered it. Sorry you just want to blindly hate me, but whatever.
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