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HotS balance update #8 - Page 23

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
Prev 1 21 22 23 24 25 115 Next
s3rp
Profile Joined May 2011
Germany3192 Posts
December 06 2012 01:12 GMT
#441
Any timetable for the Server coming online ? I'd like to try out the changes a bit before going to sleep ...
Breach_hu
Profile Joined August 2009
Hungary2431 Posts
December 06 2012 01:12 GMT
#442
The raven seeker missile changed made the ravens the T3 counter againts Z, because they can kill BLs and Ultras cost effectively. IMO
Give thanks and praise!
dw.Justify
Profile Joined March 2012
Germany34 Posts
December 06 2012 01:12 GMT
#443
On December 06 2012 10:09 Breach_hu wrote:
Show nested quote +
On December 06 2012 10:08 dw.Justify wrote:
On December 06 2012 10:06 Qikz wrote:
On December 06 2012 10:04 sitromit wrote:
On December 06 2012 09:53 Plansix wrote:
On December 06 2012 09:49 dw.Justify wrote:
Ok i try, first of all medivac changes are much too drastic that cant be the right way. The speed is so high even faster then mutaliscs with new speed ^^. And the healing will be so powerfull its a 60 % healting buff.

Also terran mech is rly rly strong in hots vs P. Just tempest totally owns it but this will not be the case anymore with the new patch. And mech will now be even stronger espc when thor rly has no more energy

I think most zerg changes are ok.
But muta speed... this is not rly necessary makes them just more annyoning but not better in fighting.

Im myself protoss, i think dt shrine is now too cheap but makes me anyway happy :-) dt pwnage but in caste of balance its prob also shit
.
Tempest beeing tier 3 together with carrier and no more + dmg vs massive ground will make it never been played again so tempest is no more new unit.

Blizzard said themselv since toss has now tempest they dont need vortex anymore vs Broodlords. But tempest will not be build against broodlords i guess but time will tell (carriers are better in this case and they also dont rly work).

(tempest dps is 9 vs massive 18) carrier has 25 dps against everything carrier range is 8 first later 14 so its not a big difference between those 2 but im not sure. In every caste the medivac speed and heal is shit this is 4 sure.


I find none of your arguments compelling or with any merit. Most of the changes are not about balancing the game, but shacking up the meta game to promote the use of different play styles. If they are OP, they can be toned down. But the patch makes good changes to may of the neglected units and structures in the game.


Medivacs are the least neglected units in the game, they did NOT need a buff.


Drop play has seriously died out in TvP over the last year, same goes for TvT and even TvZ thanks to fungal. It's promoting drops.


Which game do you play ? i see terran drops when they play bio in 80 % of the games and in 60 % of them its sucessfull now will be 100 % and 95 % sucess (doenst mean winrate but advantage by drop)


Drops are common in TvZ, but in TvP they are just distraction in the current metagame more or less and when HT comes into play, drop plays gets obsolete really fast.


hm on some maps they can be game winner like antiga shipyard and toss has to get a complete bo for defending drops (like playing alot of blinkstalkers first ) so thats not rly the case ..
playa
Profile Blog Joined December 2010
United States1284 Posts
Last Edited: 2012-12-06 01:15:36
December 06 2012 01:13 GMT
#444
On December 06 2012 10:00 MonkeyKing_slk wrote:
Show nested quote +
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.


Omg, I didn't think of that. Sucks, as I think the tempest was one of the big reasons for p vs p becoming a more enjoyable mu to play. Mass tempests never really seemed like that great of an idea unless it's on a small map like Aikon (or w/e it's called). Mass expand > tempest play. But, if you made some tempest, then it would cue the other player to simply limit how many colossi they would make, so you don't end up with "war of the worlds" every game.

I'm curious to see just how big of a buff the dt's got, especially in p vs z. The opening already seemed pretty strong. No complaints here on that front. Almost sounds too good to be true. Hopefully not too good to last. As for promoting medivac drops... I personally thought there were too many drops as is. Maybe not too many drops per se, but way too many uncontested drops in t vs z. As a viewer, I would do anything to see the scourge come back. Even if they could target the colosus, I can't even imagine seeing even more uncontested drops in t vs z without giving up watching.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
December 06 2012 01:13 GMT
#445
On December 06 2012 10:12 s3rp wrote:
Any timetable for the Server coming online ? I'd like to try out the changes a bit before going to sleep ...


Yeah same, seems fruitless thought. Wish the could have stated something about it, oh well bed soon i guess.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Harbinger631
Profile Joined September 2010
United States376 Posts
December 06 2012 01:13 GMT
#446
Love the patch! I think the medivac speed boost should cost 50 energy, and I miss Ultra burrow charge. Why do you think they removed it?
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
December 06 2012 01:14 GMT
#447
New Vortex could be epic depending on its Energy Cost. Also the Thor change is a huge buff to Mutalisks vs Mech.
I dislike the Hunter Seeker Missle change. I always thought of HSM as a Bomb not a Snipe.
Team Liquid needs more Terrans.
Qikz
Profile Blog Joined November 2009
United Kingdom12056 Posts
December 06 2012 01:14 GMT
#448
Actually, important thing.

Can a medivac with speed now get past a mine without setting it off?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-12-06 01:14:47
December 06 2012 01:14 GMT
#449
Raven's seeker missile is better and with all the old functions intact.

In WOL, you need to fly your raven very close to BL and corruptor to fire seeker missile otherwise it won't hit.

Now, if you fly you raven very close to enemy units, you can still hit like in WOL, since slower enemy units can't escape from range 3 to 13. What's better is that, if you can't get close, you can now fire from distance.
Chemist
Profile Joined November 2011
Austria127 Posts
December 06 2012 01:14 GMT
#450
Vortex now kills a single target.


So i don't understand. Is vortex now the same as before and just kills one unit that is inside, or is it like a weapon that kills 1 unit?


If it's still the vortex which sucks things in:
Vortex does not affect massive units.

doesn't it suck massive units or just don't kill them?
Zim23
Profile Joined August 2010
United States1681 Posts
December 06 2012 01:14 GMT
#451
Can someone confirm/deny whether they fixed the clan invite bullshit?
Do an arranged marriage if she's not completely minging, and don't worry about dancing, get a go-kart, cheers.
Wafflelisk
Profile Joined October 2011
Canada1061 Posts
December 06 2012 01:15 GMT
#452
I'm not good enough at the game to talk about balance, but I'm sad about Ultralisk charge being removed as I found that really fun to use and it seemed to make engagements (especially in TvZ) more enjoyable for spectators too.
Waffles > Pancakes
BigKahunaBurger
Profile Joined June 2011
Australia334 Posts
December 06 2012 01:15 GMT
#453
On December 06 2012 09:52 Qikz wrote:
Show nested quote +
On December 06 2012 09:51 kasumimi wrote:
This patch looks quite interesting, the game needs big changes. Personally I'm a bit reluctant because there are too many buffs, while the game's units need an overall nerf in order to create more dynamic environment imho.
Good luck with testing.


I disagree considerably. One of the problems with WoL is that everything was nerfed far too much in the beta and it made certain things like the reaper and tank completely awful.


Yeah the Siege Tank sure is awful. You certainly don't see them used in every single Terran match up.

Jesus christ, so many negative people, who have about 4 beta keys between them.

Wait, test, play. Enjoy.
Inquisitor1323
Profile Joined March 2012
370 Posts
December 06 2012 01:15 GMT
#454
On December 06 2012 10:13 Harbinger631 wrote:
Love the patch! I think the medivac speed boost should cost 50 energy, and I miss Ultra burrow charge. Why do you think they removed it?

Medivacs really need their energy and costing 50 energy would mean you couldnt use it half the time anyway. Burrow charge was dumb.
osmanic
Profile Joined June 2009
Germany200 Posts
December 06 2012 01:15 GMT
#455
On December 06 2012 10:13 playa wrote:
Show nested quote +
On December 06 2012 10:00 MonkeyKing_slk wrote:
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.


Omg, I didn't think of that. Sucks, as I think the tempest was one of the big reasons for p vs p becoming a more enjoyable mu to play. Mass tempests never really seemed like that great of an idea unless it's on a small map like Aikon (or w/e it's called). Mass expand > tempest play. But, if you made some tempest, then it would cue the other player to simply limit how many colossi they would make, so you don't end up with "war of the worlds" every game.

I'm curious as to see just how big of a buff the dt's got, especially in p vs z. The opening already seemed pretty strong. No complaints here on that front. Almost sounds too good to be true. Hopefully not too good to last. As for promoting medivac drops... I personally thought there were too many drops as is. Maybe not too many drops per se, but way too many uncontested drops in t vs z. As a viewer, I would do anything to see the scourge come back. Even if they could target the colosus, I can't even imagine seeing even more uncontested drops in t vs z without giving up watching.


collosus is considered as an air unit, sooooo.. tempest's will use their air attack on collosus
twitch.tv/manicx90 <- my master toss stream
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
Last Edited: 2012-12-06 01:16:34
December 06 2012 01:16 GMT
#456
On December 06 2012 10:14 Qikz wrote:
Actually, important thing.

Can a medivac with speed now get past a mine without setting it off?


Would add a cool aspect to the game, but i doubt it. Passing hellions die from the mines don't they.

Also that would maybe be a tad to strong. Is the ability costing energy? Seems fair that it should cost some.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Gormeroth
Profile Joined January 2011
United States16 Posts
December 06 2012 01:16 GMT
#457
I'm going to just point out an interesting little connection I made.

Yamato Cannon:
10 range
3 second charge/activation time
125 energy
300 damage

Hunter Seeker Missile:
Ditto yo
Synk
Profile Joined April 2010
United States297 Posts
December 06 2012 01:17 GMT
#458
Jesus, I cannot wait to start reading about how broken bio is going to be. It's going to be like the Warhound thing .. times a million. I can't believe it's not being pointed out more. 15 healing from 9? What kind of crazy fucking world are they living in? Their taking probably the most strong thing terran has and buffing it by SEVENTY FIVE PERCENT? What the ? .. I cant even ....

Think about this, a 3 armor marauder, literally will not be able to die against any number of zerglings. 1 marauder will be able to kill infinity zergling in the open it literally cannot die. A 3 armor marine will lose 1 hp per sec, roughly even if it was completely surrounded by zerglings. Bio will simply not be stopped by anything short of Infester+baneling ( with the projectile change i doubt this will be cost effective, plus you give up a lot to drop play ), and Collosi/Archon/HT. Literally no other unit composition can even kill bio units... think about that

bio literally cannot even die to any other unit comp, it's not possible, with the medivac upgrade

What the hell man .... I'm just so confused what the fuck their thinking?
Don't argue with stupid people, they will drag you down to their level and beat you with experience.
zerglingrodeo
Profile Joined September 2010
United States910 Posts
December 06 2012 01:17 GMT
#459
SO MANY BUFFS. This is the right idea for balance!
"This is how philosophers should salute one another: 'Take your time!'' - Wittgenstein
playa
Profile Blog Joined December 2010
United States1284 Posts
December 06 2012 01:17 GMT
#460
On December 06 2012 10:15 osmanic wrote:
Show nested quote +
On December 06 2012 10:13 playa wrote:
On December 06 2012 10:00 MonkeyKing_slk wrote:
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.


Omg, I didn't think of that. Sucks, as I think the tempest was one of the big reasons for p vs p becoming a more enjoyable mu to play. Mass tempests never really seemed like that great of an idea unless it's on a small map like Aikon (or w/e it's called). Mass expand > tempest play. But, if you made some tempest, then it would cue the other player to simply limit how many colossi they would make, so you don't end up with "war of the worlds" every game.

I'm curious as to see just how big of a buff the dt's got, especially in p vs z. The opening already seemed pretty strong. No complaints here on that front. Almost sounds too good to be true. Hopefully not too good to last. As for promoting medivac drops... I personally thought there were too many drops as is. Maybe not too many drops per se, but way too many uncontested drops in t vs z. As a viewer, I would do anything to see the scourge come back. Even if they could target the colosus, I can't even imagine seeing even more uncontested drops in t vs z without giving up watching.


collosus is considered as an air unit, sooooo.. tempest's will use their air attack on collosus


My bad
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