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HotS balance update #8 - Page 20

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
Prev 1 18 19 20 21 22 115 Next
Phil0s0pher
Profile Joined October 2012
Australia317 Posts
December 06 2012 00:54 GMT
#381
Really, want to go home right now and start updating so I can play. But Alas, I have work and won't get to play until tonight....RANDOM unranked play for the win!
Sometimes I remember that there will be a day where herO and Maru retire. And I get sad
huha59
Profile Joined January 2012
United States26 Posts
December 06 2012 00:54 GMT
#382
i don't actually like any of this.
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2012-12-06 00:57:36
December 06 2012 00:55 GMT
#383
HOLY MOTHER OF GOD. I want to play this game as Terran again. This is the single greatest patch Blizzard have ever put in. This actually CHANGES the game completely as an expansion should and makes Terran viable in late game.

Thors fixed - now give mech a viable anti-all-air option and designed very well to go with mech because it has to "siege"

Ravens fixed - long range, faster movement speed on HSM

Bio not as weak to aoe late game - the extra healing from Medivacs will allow bio to survive better against Colossus/HT/Fungal in late game

Reapers useful early game in all matchups - the speed upgrade allows them to run away and avoid almost all combat units to continue harassing

Armor upgrades - helps terran late game mech/air immensely, we don't wait to spend 10 mins upgrading BCs to make them useful

Blizzard delivered.

Probably going to preorder right now so I can get a beta key ;D
All we have to decide is what to do with the time that is given to us.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2012-12-06 00:56:47
December 06 2012 00:56 GMT
#384
The vortex thing is weird, killing one unit. Are they really going to go for the "not serious unit" concept (which they seem to have scrapped with the hero thor?). Though, you can use 2 vortexes at max, and killing 2 Ultras or 2 BLs can definitely be useful, though not by much. Can't they just make Vortex's AOE much smaller? (Like 1.5 radius or so?)

The voidray is weird but now I understand it

despite the micro potential being removed, void rays will now be more viable throughout the game, instead of only working as openers for PvZ (which are outdated now) and all-ins in PvT (outdated also)

Reason being that now, despite there being more defenses late game, you can use that ability to get almost the same DPS as charged up as before. It's slightly less against armored when charged, but now it's slightly better against non-armored units uncharged. This means dealing with marines/zerglings/zealots are easier!

The 1 minute cooldown I think can/will be decreased. Perhaps it should get some mana and the mana would drain though, similar to the oracle channeling ability? I like the idea that you can't use it all the time, but I don't know if I like the "do this every 1 minute" thing either.


The only thing I still don't like is vehicle+air being combined. I would like to see bio, mech, air techs work largely independent of each other. Now it'll be more like bio and mech/air. Which isn't bad -- I love mech/air, but I feel some of the excitement is taken away now when you choose your path. It will definitely be more fun going air though, now knowing that you can open with mech and then transition into air early on, and still use some defensive siege tanks / widow mines for holding bases or such. And hellions to not only help harass but help in direct engagements. Hellion/banshee is pretty good against Stalkers, the only real problem was that you had to upgrade both vehicle/air for it to work decently late game.

However, they did say somewhat reluctantly that they were going to try this out, so I hope it isn't final. Maybe simply making armory, vehicle upgrades, and/or air upgrades SLIGHTLY cheaper would be nice.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
NKexquisite
Profile Joined January 2009
United States911 Posts
December 06 2012 00:56 GMT
#385
WOHHHH

Probably the best patch Blizz has ever produced.

All of these changes seem really good at the moment... Of course time will tell!!
Whattttt Upppppppp Im Nesteaaaaaa!!
Fix637
Profile Joined February 2011
United States256 Posts
December 06 2012 00:57 GMT
#386
This strikes me as one of those "throw things against the wall and see what sticks" scenarios.

Emergency thrusters and healing increased from 9 to 15? That's insane. But I bet there's a really sweet spot there after some tweaking.

Glad to see some intense balancing happening, especially where Terran is concerned.

Good on ya Blizzard.
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
December 06 2012 00:57 GMT
#387
They did what I've been saying for a longass time, radical changes instead of small number tweaks. Definitely will be interesting.
You mean I just write stuff here and other people can see it?
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
December 06 2012 00:58 GMT
#388
The only thing I still don't like is vehicle+air being combined. I would like to see bio, mech, air techs work largely independent of each other. Now it'll be more like bio and mech/air. Which isn't bad -- I love mech/air, but I feel some of the excitement is taken away now when you choose your path. It will definitely be more fun going air though, now knowing that you can open with mech and then transition into air early on, and still use some defensive siege tanks / widow mines for holding bases or such. And hellions to not only help harass but help in direct engagements. Hellion/banshee is pretty good against Stalkers, the only real problem was that you had to upgrade both vehicle/air for it to work decently late game.


I still standby the fact it's probably to make battlecruisers more "gettable" in an ordinary game and it also gives mech anti air a bit of an extra buff since the thor change alone isn't really enough for full anti air, vikings still need upgrades in the late game and they're awkward to get.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
December 06 2012 00:58 GMT
#389
So the big question is, when can we start playing?
AKA: TelecoM[WHITE] Protoss fighting
dw.Justify
Profile Joined March 2012
Germany34 Posts
December 06 2012 00:58 GMT
#390
medivac and tera drop is somthing that you see every game now its just stronger --> no change in meta game. For zerg Meta game is changed yes. zerg should now build ultras + broodlords and not anymore infestor + broodlord. Tera Mech will be stronger but also tera bio so tera has just a + in both. they can use both now prob (could also before but tempest owned it vs toss vs zerg i dunno how it was in hots). i think tera hat lower win % in hots to justify this prob this is the case but even then medivac speed .... and so much heal there would be prob better ways. If terran has no lower win % its just ... they will have now for sure.

FOr p nothing changed in meta games just more dt games but is that rly the meta game we want ? void ray seems for me weaker then before and was not builded but you can only see ingame. For p additonally its just no more tempest vs zerg and tera mech hmm and in pvp no more tempest but again collosssi fight. I think its less changes in metagame then before just more medivacs . For zerg it will change from the ifenstor to other units thats true. Zerg changes are the best i think.
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
December 06 2012 00:58 GMT
#391
The seeker missile change is a bit uncreative as well. It's basically just a more powerful yamato. I don't think spells like that really have a place in the game anymore with smart casting. Basically just a hard counter to brood lords.
http://na.op.gg/summoner/userName=FLABREZU
Shock710
Profile Blog Joined December 2009
Australia6097 Posts
December 06 2012 00:59 GMT
#392
On December 06 2012 09:56 Yoshi Kirishima wrote:
The vortex thing is weird, killing one unit. Are they really going to go for the "not serious unit" concept (which they seem to have scrapped with the hero thor?). Though, you can use 2 vortexes at max, and killing 2 Ultras or 2 BLs can definitely be useful, though not by much. Can't they just make Vortex's AOE much smaller? (Like 1.5 radius or so?)
.

i dont think u can kill massive units with vortex
dAPhREAk gives Shock a * | [23:55] <Shock710> that was out of context -_- [16:26] <@motbob> Good question, Shock!
LOLItsRyann
Profile Joined April 2011
England551 Posts
December 06 2012 01:00 GMT
#393
On December 06 2012 09:58 GGzerG wrote:
So the big question is, when can we start playing?

This. I've asked like 16,000 times so far. When is it going live jesus?!?!?
EG<3
SuperYo1000
Profile Joined July 2008
United States880 Posts
December 06 2012 01:00 GMT
#394
On December 06 2012 09:56 Yoshi Kirishima wrote:
The vortex thing is weird, killing one unit. Are they really going to go for the "not serious unit" concept (which they seem to have scrapped with the hero thor?). Though, you can use 2 vortexes at max, and killing 2 Ultras or 2 BLs can definitely be useful, though not by much. Can't they just make Vortex's AOE much smaller? (Like 1.5 radius or so?)

The voidray is weird but now I understand it

despite the micro potential being removed, void rays will now be more viable throughout the game, instead of only working as openers for PvZ (which are outdated now) and all-ins in PvT (outdated also)

Reason being that now, despite there being more defenses late game, you can use that ability to get almost the same DPS as charged up as before. It's slightly less against armored when charged, but now it's slightly better against non-armored units uncharged. This means dealing with marines/zerglings/zealots are easier!

The 1 minute cooldown I think can/will be decreased. Perhaps it should get some mana and the mana would drain though, similar to the oracle channeling ability? I like the idea that you can't use it all the time, but I don't know if I like the "do this every 1 minute" thing either.


The only thing I still don't like is vehicle+air being combined. I would like to see bio, mech, air techs work largely independent of each other. Now it'll be more like bio and mech/air. Which isn't bad -- I love mech/air, but I feel some of the excitement is taken away now when you choose your path. It will definitely be more fun going air though, now knowing that you can open with mech and then transition into air early on, and still use some defensive siege tanks / widow mines for holding bases or such. And hellions to not only help harass but help in direct engagements. Hellion/banshee is pretty good against Stalkers, the only real problem was that you had to upgrade both vehicle/air for it to work decently late game.

However, they did say somewhat reluctantly that they were going to try this out, so I hope it isn't final. Maybe simply making armory, vehicle upgrades, and/or air upgrades SLIGHTLY cheaper would be nice.



you forgot vortex doesnt effect massive so..you cant even kill a BL with it...time for the ultimate worker harass
Inquisitor1323
Profile Joined March 2012
370 Posts
December 06 2012 01:00 GMT
#395
Hahahahaha you're all going to die to my medivac-supported armies now. Also the reapers is just ridiculous.
MonkeyKing_slk
Profile Joined October 2012
United States16 Posts
December 06 2012 01:00 GMT
#396
On December 06 2012 08:31 Shikyo wrote:
Well Ultra seems situationally really strong now o_O

I like the Infestor changes and Mutalisk changes. Hydra speed change seems good as well.

Void Ray change seems pretty interesting as well.

DT rushes just got a lot stronger o_O Maybe it's to counterbalance the easier detection.

I don't really understand Tempest changes.

Vortex turned into shit.

Don't really know about Oracle changes.

Thor changes seem kind of interesting. No idea what Seeker Missile changes really do.

The Medivac changes seem interesting for making Bio stronger late though I'm not sure if making them even better in skirmishes is the way to go.

Reaper and Widow Mine changes seem all right though 1 second burrow might be too fast.



Overall the patch seems really good.

Tempest change is very obvious: it is dominating in PVP. There are three prevalent leaders in PVP: colossi, archons, tempests. Colossi and archons are massive, so tempests are now at the top of food chain.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2012-12-06 01:01:18
December 06 2012 01:01 GMT
#397
Mutalisk
Speed increased from 3.75 to 4. Acceleration stays at 3.5.

What the fuck is this? Mutas are already too fast, and they'll be even faster. Seriously?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 06 2012 01:01 GMT
#398
On December 06 2012 10:01 darkness wrote:
Mutalisk
Speed increased from 3.75 to 4. Acceleration stays at 3.5.

What the fuck is this? Mutas are already too fast, and they'll be even faster. Seriously?

Phoenixes with 7 range are already faster
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
December 06 2012 01:01 GMT
#399
On December 06 2012 10:01 darkness wrote:
Mutalisk
Speed increased from 3.75 to 4. Acceleration stays at 3.5.

What the fuck is this? Mutas are already too fast, and they'll be even faster. Seriously?


It's to try and get people to actually use mutas.

Also people need to realise that now fungal is a projectile, stuff like mutas and medivacs need to be faster so they can outrun the projectile.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Bumalate
Profile Joined January 2012
United States33 Posts
December 06 2012 01:02 GMT
#400
It's gonna be an interesting set of weeks.
Dongraegu <3
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