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HotS balance update #8 - Page 108

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
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s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-12-11 17:37:49
December 11 2012 17:27 GMT
#2141
The MSC is probably going to need a nerf offensivly if Blizzard wants to make Reaper openings viable against Toss. Build more then 1 and you die to the first few Stalkers and the MSC. Thanks to the MSC you can't really wall anymore anyway ( everytime i walled my opponent just went with the first few Stalkers and the MSC there and killed my wall , hell even Widow mines are useless against this because the stupid MSC reveals them ) .I just had a game where the Toss ran with his first Stalker , Zealot and the MSC past my bunker with a few Marines and the Reaper and started killing my workers . Not to mention just a handful of marines barely beat it which is fine defensivly offensivly not so much at least not this early in the game.
SarcasmMonster
Profile Joined October 2011
3136 Posts
December 11 2012 17:38 GMT
#2142
@s3rp

Hopefully the nerf is to build speed. IMO it comes out too fast. If it take longer to build, then you have more time to prepare for it and there is a bigger tradeoff because it occupies more Nexus time.
MMA: The true King of Wings
RinconH
Profile Joined April 2010
United States512 Posts
December 11 2012 17:49 GMT
#2143
I see a lot of bitching in this thread but not a lot of appreciation at Blizzard's bold attempt to make this game more dynamic.

Thank you Blizzard, I think this patch is a big step in the right direction and I am enjoying playing it.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
December 11 2012 18:06 GMT
#2144
On December 11 2012 22:21 Killmouse wrote:
Mech ghost is the new meta in tvp, oracle timewarp to stronk vs bio


I wouldn't say either of those are true.

A lot of people on ladder are playing mech to try it out, but higher level players are all still playing bio.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
wongfeihung
Profile Blog Joined May 2010
United States763 Posts
December 11 2012 18:13 GMT
#2145
Quick question: Does the Thor's new High-Impact Payload attack do splash damage?
Railxp
Profile Blog Joined February 2008
Hong Kong1313 Posts
December 11 2012 18:14 GMT
#2146
noooooo! burrow charge!!!!!!

~\(。◕‿‿◕。)/~,,,,,,,,>
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
December 11 2012 18:19 GMT
#2147
On December 12 2012 03:13 wongfeihung wrote:
Quick question: Does the Thor's new High-Impact Payload attack do splash damage?


Nope, single target. ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Zergrusher
Profile Joined November 2011
United States562 Posts
December 11 2012 18:20 GMT
#2148
On December 12 2012 03:14 Railxp wrote:
noooooo! burrow charge!!!!!!




Don't worry it was a gimmic anyways.

what blizzard should do for the ultralisk is this:

Increase HP to 600

Increase damage to 40 and make the splash damage 50%

For scaling Give it +4 attack per melee upgrade.

For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost.

A deathball egager and in some cases killer.

Remember what ultras did in BW? Exactly, they Charged head on into deathballs and when they Hit something, they hit something hard.



Plansix
Profile Blog Joined April 2011
United States60190 Posts
December 11 2012 18:22 GMT
#2149
On December 12 2012 02:27 s3rp wrote:
The MSC is probably going to need a nerf offensivly if Blizzard wants to make Reaper openings viable against Toss. Build more then 1 and you die to the first few Stalkers and the MSC. Thanks to the MSC you can't really wall anymore anyway ( everytime i walled my opponent just went with the first few Stalkers and the MSC there and killed my wall , hell even Widow mines are useless against this because the stupid MSC reveals them ) .I just had a game where the Toss ran with his first Stalker , Zealot and the MSC past my bunker with a few Marines and the Reaper and started killing my workers . Not to mention just a handful of marines barely beat it which is fine defensivly offensivly not so much at least not this early in the game.


I have enjoyed playing against the reaper openings, rather than the standard 1 rax FE. They seem to provide way more scouting for the terran and don't feel either side is spending more "actions" dealing with the others harassment. I don't think I would need a MCS core super early to hold them off, so they could nerf the build time a bit. I dont want to see the detection removed, because I want stargate to be viable vs all of the races, and the detection on the MCS lets that be possible. They can buff the widow mine until it is fully useful instead.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
December 11 2012 18:28 GMT
#2150
On December 12 2012 03:20 Zergrusher wrote:
Show nested quote +
On December 12 2012 03:14 Railxp wrote:
noooooo! burrow charge!!!!!!




Don't worry it was a gimmic anyways.

what blizzard should do for the ultralisk is this:

Increase HP to 600

Increase damage to 40 and make the splash damage 50%

For scaling Give it +4 attack per melee upgrade.

For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost.

A deathball egager and in some cases killer.

Remember what ultras did in BW? Exactly, they Charged head on into deathballs and when they Hit something, they hit something hard.





You are thinking of zerglings. Ultras in bw were support units that soaked damage while dealing much less damage themselves.
Ketch
Profile Joined October 2010
Netherlands7285 Posts
Last Edited: 2012-12-11 18:32:20
December 11 2012 18:31 GMT
#2151
Does anyone else have to download 7.5gb as a result of the patch? Haven't played the beta in a while thus....

Edit: I also messed with the region settings of diablo 3, maybe that's the cause?
Cele
Profile Blog Joined December 2008
Germany4016 Posts
December 11 2012 18:41 GMT
#2152
On December 12 2012 03:28 AcrossFiveJulys wrote:
Show nested quote +
On December 12 2012 03:20 Zergrusher wrote:
On December 12 2012 03:14 Railxp wrote:
noooooo! burrow charge!!!!!!




Don't worry it was a gimmic anyways.

what blizzard should do for the ultralisk is this:

Increase HP to 600

Increase damage to 40 and make the splash damage 50%

For scaling Give it +4 attack per melee upgrade.

For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost.

A deathball egager and in some cases killer.

Remember what ultras did in BW? Exactly, they Charged head on into deathballs and when they Hit something, they hit something hard.





You are thinking of zerglings. Ultras in bw were support units that soaked damage while dealing much less damage themselves.


quite right. Essentially in lategame pvz/zvt in ultras just tanked the damage in order to let the cracklings connect. Cracklings themselves were the big damage dealers. In zvt you had to add defilers to break the terran "deathball". good positioned tanks+ MMF ball is to my opinion the closest thing to deathball in bw. Though its not a deathball in sc2 sense ^^
Broodwar for life!
Zergrusher
Profile Joined November 2011
United States562 Posts
December 11 2012 18:48 GMT
#2153
On December 12 2012 03:41 Cele wrote:
Show nested quote +
On December 12 2012 03:28 AcrossFiveJulys wrote:
On December 12 2012 03:20 Zergrusher wrote:
On December 12 2012 03:14 Railxp wrote:
noooooo! burrow charge!!!!!!




Don't worry it was a gimmic anyways.

what blizzard should do for the ultralisk is this:

Increase HP to 600

Increase damage to 40 and make the splash damage 50%

For scaling Give it +4 attack per melee upgrade.

For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost.

A deathball egager and in some cases killer.

Remember what ultras did in BW? Exactly, they Charged head on into deathballs and when they Hit something, they hit something hard.





You are thinking of zerglings. Ultras in bw were support units that soaked damage while dealing much less damage themselves.


quite right. Essentially in lategame pvz/zvt in ultras just tanked the damage in order to let the cracklings connect. Cracklings themselves were the big damage dealers. In zvt you had to add defilers to break the terran "deathball". good positioned tanks+ MMF ball is to my opinion the closest thing to deathball in bw. Though its not a deathball in sc2 sense ^^




But for the sake of how sc2 Deathballs work you know what i mean

Deathball clumping means the clumped units have higher damage output per area

Also If you understand upgrade scaling in relation to enemy armor you'll understand why 33% splash is very bad for the ultralisk especailly factoring in medivacs
derpface
Profile Joined October 2012
Sweden925 Posts
December 11 2012 18:54 GMT
#2154
On December 12 2012 03:48 Zergrusher wrote:
Show nested quote +
On December 12 2012 03:41 Cele wrote:
On December 12 2012 03:28 AcrossFiveJulys wrote:
On December 12 2012 03:20 Zergrusher wrote:
On December 12 2012 03:14 Railxp wrote:
noooooo! burrow charge!!!!!!




Don't worry it was a gimmic anyways.

what blizzard should do for the ultralisk is this:

Increase HP to 600

Increase damage to 40 and make the splash damage 50%

For scaling Give it +4 attack per melee upgrade.

For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost.

A deathball egager and in some cases killer.

Remember what ultras did in BW? Exactly, they Charged head on into deathballs and when they Hit something, they hit something hard.





You are thinking of zerglings. Ultras in bw were support units that soaked damage while dealing much less damage themselves.


quite right. Essentially in lategame pvz/zvt in ultras just tanked the damage in order to let the cracklings connect. Cracklings themselves were the big damage dealers. In zvt you had to add defilers to break the terran "deathball". good positioned tanks+ MMF ball is to my opinion the closest thing to deathball in bw. Though its not a deathball in sc2 sense ^^




But for the sake of how sc2 Deathballs work you know what i mean

Deathball clumping means the clumped units have higher damage output per area

Also If you understand upgrade scaling in relation to enemy armor you'll understand why 33% splash is very bad for the ultralisk especailly factoring in medivacs


You forgot Fungal
gg no re #_< no1 Hydra and Leta fan >_#
Zergrusher
Profile Joined November 2011
United States562 Posts
December 11 2012 18:56 GMT
#2155
On December 12 2012 03:54 derpface wrote:
Show nested quote +
On December 12 2012 03:48 Zergrusher wrote:
On December 12 2012 03:41 Cele wrote:
On December 12 2012 03:28 AcrossFiveJulys wrote:
On December 12 2012 03:20 Zergrusher wrote:
On December 12 2012 03:14 Railxp wrote:
noooooo! burrow charge!!!!!!




Don't worry it was a gimmic anyways.

what blizzard should do for the ultralisk is this:

Increase HP to 600

Increase damage to 40 and make the splash damage 50%

For scaling Give it +4 attack per melee upgrade.

For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost.

A deathball egager and in some cases killer.

Remember what ultras did in BW? Exactly, they Charged head on into deathballs and when they Hit something, they hit something hard.





You are thinking of zerglings. Ultras in bw were support units that soaked damage while dealing much less damage themselves.


quite right. Essentially in lategame pvz/zvt in ultras just tanked the damage in order to let the cracklings connect. Cracklings themselves were the big damage dealers. In zvt you had to add defilers to break the terran "deathball". good positioned tanks+ MMF ball is to my opinion the closest thing to deathball in bw. Though its not a deathball in sc2 sense ^^




But for the sake of how sc2 Deathballs work you know what i mean

Deathball clumping means the clumped units have higher damage output per area

Also If you understand upgrade scaling in relation to enemy armor you'll understand why 33% splash is very bad for the ultralisk especailly factoring in medivacs


You forgot Fungal



what do you mean?
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-12-11 19:15:09
December 11 2012 19:02 GMT
#2156
On December 12 2012 03:22 Plansix wrote:
Show nested quote +
On December 12 2012 02:27 s3rp wrote:
The MSC is probably going to need a nerf offensivly if Blizzard wants to make Reaper openings viable against Toss. Build more then 1 and you die to the first few Stalkers and the MSC. Thanks to the MSC you can't really wall anymore anyway ( everytime i walled my opponent just went with the first few Stalkers and the MSC there and killed my wall , hell even Widow mines are useless against this because the stupid MSC reveals them ) .I just had a game where the Toss ran with his first Stalker , Zealot and the MSC past my bunker with a few Marines and the Reaper and started killing my workers . Not to mention just a handful of marines barely beat it which is fine defensivly offensivly not so much at least not this early in the game.


I have enjoyed playing against the reaper openings, rather than the standard 1 rax FE. They seem to provide way more scouting for the terran and don't feel either side is spending more "actions" dealing with the others harassment. I don't think I would need a MCS core super early to hold them off, so they could nerf the build time a bit. I dont want to see the detection removed, because I want stargate to be viable vs all of the races, and the detection on the MCS lets that be possible. They can buff the widow mine until it is fully useful instead.



I don't want the detection gone or anything , i'm just saying that widow mines don't provide defense against attacks early on in that case .

The buildtime is my opinion is the probably the right way to change . It should be really noticeable so you if you get the MSC early you have to cut probes substantially . Something you'd optimally only wanna get if you're already saturated .

It's not like Toss needs the MSC this early anyway. Especially if your opponent plays Reaper that still can't fight Stalkers and although are faster now still aren't THAT much faster than Stalkers.
JDub
Profile Joined December 2010
United States976 Posts
December 11 2012 19:02 GMT
#2157
On December 12 2012 03:20 Zergrusher wrote:
Show nested quote +
On December 12 2012 03:14 Railxp wrote:
noooooo! burrow charge!!!!!!




Don't worry it was a gimmic anyways.

what blizzard should do for the ultralisk is this:

Increase HP to 600

Increase damage to 40 and make the splash damage 50%

For scaling Give it +4 attack per melee upgrade.

For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost.

A deathball egager and in some cases killer.

Ultralisks are already very strong now in HOTS. You're saying that +100hp, +5dmg, +17% splash, and they won't be OP? wtf?
SuperYo1000
Profile Joined July 2008
United States880 Posts
December 11 2012 19:13 GMT
#2158
On December 12 2012 04:02 JDub wrote:
Show nested quote +
On December 12 2012 03:20 Zergrusher wrote:
On December 12 2012 03:14 Railxp wrote:
noooooo! burrow charge!!!!!!




Don't worry it was a gimmic anyways.

what blizzard should do for the ultralisk is this:

Increase HP to 600

Increase damage to 40 and make the splash damage 50%

For scaling Give it +4 attack per melee upgrade.

For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost.

A deathball egager and in some cases killer.

Ultralisks are already very strong now in HOTS. You're saying that +100hp, +5dmg, +17% splash, and they won't be OP? wtf?



thinking same thing lol. With there standard damage now its just brutal.
derpface
Profile Joined October 2012
Sweden925 Posts
December 11 2012 19:15 GMT
#2159
On December 12 2012 03:56 Zergrusher wrote:
Show nested quote +
On December 12 2012 03:54 derpface wrote:
On December 12 2012 03:48 Zergrusher wrote:
On December 12 2012 03:41 Cele wrote:
On December 12 2012 03:28 AcrossFiveJulys wrote:
On December 12 2012 03:20 Zergrusher wrote:
On December 12 2012 03:14 Railxp wrote:
noooooo! burrow charge!!!!!!




Don't worry it was a gimmic anyways.

what blizzard should do for the ultralisk is this:

Increase HP to 600

Increase damage to 40 and make the splash damage 50%

For scaling Give it +4 attack per melee upgrade.

For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost.

A deathball egager and in some cases killer.

Remember what ultras did in BW? Exactly, they Charged head on into deathballs and when they Hit something, they hit something hard.





You are thinking of zerglings. Ultras in bw were support units that soaked damage while dealing much less damage themselves.


quite right. Essentially in lategame pvz/zvt in ultras just tanked the damage in order to let the cracklings connect. Cracklings themselves were the big damage dealers. In zvt you had to add defilers to break the terran "deathball". good positioned tanks+ MMF ball is to my opinion the closest thing to deathball in bw. Though its not a deathball in sc2 sense ^^




But for the sake of how sc2 Deathballs work you know what i mean

Deathball clumping means the clumped units have higher damage output per area

Also If you understand upgrade scaling in relation to enemy armor you'll understand why 33% splash is very bad for the ultralisk especailly factoring in medivacs


You forgot Fungal



what do you mean?


You can always combine ultras with Fungal, even now when Infestors actually are what they was meant to be, support units.
gg no re #_< no1 Hydra and Leta fan >_#
Zergrusher
Profile Joined November 2011
United States562 Posts
Last Edited: 2012-12-11 19:26:18
December 11 2012 19:21 GMT
#2160
On December 12 2012 04:02 JDub wrote:
Show nested quote +
On December 12 2012 03:20 Zergrusher wrote:
On December 12 2012 03:14 Railxp wrote:
noooooo! burrow charge!!!!!!




Don't worry it was a gimmic anyways.

what blizzard should do for the ultralisk is this:

Increase HP to 600

Increase damage to 40 and make the splash damage 50%

For scaling Give it +4 attack per melee upgrade.

For those of you who think it would be op, well You'll be surprised to know it won't be, because now the ultralisk Suits its role and its cost.

A deathball egager and in some cases killer.

Ultralisks are already very strong now in HOTS. You're saying that +100hp, +5dmg, +17% splash, and they won't be OP? wtf?



ok if you think the ultralisk is "Strong" now with the New damage change in HOTS then you've been fooled


Each damage and splash follows like this(per upgrade is included)

Damage(+3 per upgrade) Splash(33%)
no upgrade: 35,12
Level 1: 38,13
Level 2: 41,13
Level 3: 44,14


You know what? I think I am going to have to go do that giant In Depth Post talking about the ultralisk's damage and splash just so everyone sees the point.
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