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HotS balance update #8 - Page 88

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
Prev 1 86 87 88 89 90 115 Next
larse
Profile Blog Joined March 2012
1611 Posts
December 06 2012 23:53 GMT
#1741
On December 07 2012 08:51 Scila wrote:
Show nested quote +
On December 07 2012 08:49 Harrad wrote:
On December 07 2012 08:49 Scila wrote:
Are these changes live? and is the server up?


Changes live, server dead, community mad.


Thanks. Guess I'll wait on my preorder for the beta key.


Why waiting, it will go live today.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
December 06 2012 23:53 GMT
#1742
On December 07 2012 08:53 larse wrote:
Show nested quote +
On December 07 2012 08:51 Scila wrote:
On December 07 2012 08:49 Harrad wrote:
On December 07 2012 08:49 Scila wrote:
Are these changes live? and is the server up?


Changes live, server dead, community mad.


Thanks. Guess I'll wait on my preorder for the beta key.


Why waiting, it will go live today.

You mean soon (TM).
When they see MC Probe, all the ladies disrobe.
Killmouse
Profile Joined August 2010
Austria5700 Posts
December 07 2012 00:00 GMT
#1743
On December 07 2012 08:53 larse wrote:
Show nested quote +
On December 07 2012 08:51 Scila wrote:
On December 07 2012 08:49 Harrad wrote:
On December 07 2012 08:49 Scila wrote:
Are these changes live? and is the server up?


Changes live, server dead, community mad.


Thanks. Guess I'll wait on my preorder for the beta key.


Why waiting, it will go live today.

and he should download it beforehand, cauz its a quite large DL
yo
-xRisk-
Profile Joined June 2012
United States11 Posts
December 07 2012 00:02 GMT
#1744
On December 06 2012 17:19 DemigodcelpH wrote:
Show nested quote +
On December 06 2012 17:10 sitromit wrote:
The damage change is irrelevant when they can and will be kited endlessly. And they will still have the same pathing problems they've always had and run around like retards instead of attacking things half the time.


You can't kite 8 ultralisks and a million cracklings running at you. There's also creep, fungal growth, Vipers, flanks, etc.


Build 15 battlehellions, 15 battlehellions beat 396 cracklings with 3/3. Go tiny bit of bio/mech with a lil bit of kiting and zerg is now a pile of blood being eating by creep then pooped out into the ground onto the forums =p
"Pursue your dream until you cant go furthur"
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 07 2012 00:06 GMT
#1745
Sigh at this rate their going to not put the servers back up again which makes me sad if they don't T_T.
When I think of something else, something will go here
SarcasmMonster
Profile Joined October 2011
3136 Posts
December 07 2012 00:09 GMT
#1746
Don't they look cute ^_^

+ Show Spoiler +
[image loading]
MMA: The true King of Wings
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
December 07 2012 00:13 GMT
#1747
On December 07 2012 09:02 Valkyriex wrote:
Show nested quote +
On December 06 2012 17:19 DemigodcelpH wrote:
On December 06 2012 17:10 sitromit wrote:
The damage change is irrelevant when they can and will be kited endlessly. And they will still have the same pathing problems they've always had and run around like retards instead of attacking things half the time.


You can't kite 8 ultralisks and a million cracklings running at you. There's also creep, fungal growth, Vipers, flanks, etc.


Build 15 battlehellions, 15 battlehellions beat 396 cracklings with 3/3. Go tiny bit of bio/mech with a lil bit of kiting and zerg is now a pile of blood being eating by creep then pooped out into the ground onto the forums =p

Fortunately for the Zerg, the damage buff for the Ultralisk should help in fighting against Hellbats and Hellions acting like damage buffers.

I'm sure Zerg players will figure something out, and if not, the balance can always be tweaked.
ㅇㅅㅌㅅ
Harrad
Profile Blog Joined October 2010
1003 Posts
December 07 2012 00:14 GMT
#1748
On December 07 2012 09:09 SarcasmMonster wrote:
Don't they look cute ^_^

+ Show Spoiler +
[image loading]


Honey, I Shrunk the Vortex
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2012-12-07 00:58:26
December 07 2012 00:26 GMT
#1749
Ok here is my take on these balance changes coming from a terran perspective.
Medivac speed boost.

+ Show Spoiler +
Great for multitasking and drops, a good player can do so much now to save them, also even with the speed increase for mutas, a turbo medivac will still be able to outrun them for, hopefully long enough to save them, if you have good awareness and speed you can probably save a lot more medivacs now, where as before if it was intercepted by mutas it was a guaranteed loss.


Medivac upgrade+ Show Spoiler +
, on the one hand, I'm glad they made it useful, on the other hand I'm worried it might be too much. TvP now already is looking like the most balanced match up, this upgrade feels like it might tip it in the favor of terran because the heal is so big. Basically a toss army without any form of aoe can't do anything. I suppose the time warp from oracle is supposed to balance this out, since units will be slowed and take more damage overall, but it still might make certain timings scary. We'll have to see if someone can find a way to incorporate this upgrade into the 10 min push.

Reaper
+ Show Spoiler +
I just hate it right now, I hate that, it is basically so good that it forces all TvT openings to be a gas opening, or you just die, it removes a ton of variety from the openings and thus reduces a lot of depth to TvT and to a lesser extent TvZ. I don't think they needed a speed upgrade, right now I'm thinking that the game would just be better off without them, the unit removes depth more then it adds, at least in its state now.


Widow Mine
+ Show Spoiler +
Glad they removed some of its versatility, it was already to good and again pushing the game into a direction I didn't like, a unit so powerful, so accessible and so cheep shouldn't be this versatile that it can shut down cloak harass, drop play, air harass etc.
The upgrade makes it a kind of a combat unit, if you have the speed to do it you can reposition them to better respond to threats like muta harass, drops etc that change angles. The downside is that, the widow mine can now much more effectively become a Deathball unit.


Thor
+ Show Spoiler +
Glad that it can't be feedbacked and soft countered like that any more, and the new anti-air attack is much, much better against large armored targets that don't clump very much. Basically on even upgrades the Thor did 50% less to BCs because of the super high armor, now it is a much more reliable and versatile anti-air.


Raven
+ Show Spoiler +
I don't like the change at all. HSM is now basically like a Yamato with 2 seconds longer delay and dodgable. I don't hate the fact you can dodge it, I just hate that it overlaps with Yamato in functionality. I was hoping to make HSM more like Irradiate, it required more micro from the opponent and produced better results. The way this is now, it will only be used on units that are guaranteed to not dodge the missile, due to speed, like Broods, possibly BCs, Carriers, Thors etc.


Hellbat
+ Show Spoiler +
I don't like it, I don't think it needed to hard counter melee even more, it already is super good and on the verge of making lings and zealots obsolete.


Armory
+ Show Spoiler +
I have mixed feelings about this. In all MUs pure bio is now worst at transitioning into the late game because mech can switch to sky terran much easier due to them sharing upgrades. However on the other hand, bio mech or bio air compositions are now much more versatile and you can deal with tech switches much easier. The standard marine-tank will have an easier time dealing with BLs because you'll already have +2 and possibly +3 on your vikings because you've been upgrading tanks damage.
I think this will need to be carefully monitored.


Mothership

+ Show Spoiler +
Well, Blizzard did say they wanted to remove it from competitive play and now they have, the Vortex is now only good to "manner vortex" someone, like with scan. I'd still prefer they remove the unit completely though if they don't want to make it useful in any way, any more.


MS Core
+ Show Spoiler +
No longer easier to kill by stuff that did bonus to massive.


Oracle

+ Show Spoiler +
Nice that they finally give toss a direct worker harass, it feels though like you could easily counter it due to the short range, just by adding in some base defenses.


Phoenix
+ Show Spoiler +
Looks like a reaction to making mutas faster, it also has the nice side effect that phoenixes can be slightly farther away from a lifted target and thus can avoid some damage with good micro. Overall looks like a good change.


Dark Shrine
+ Show Spoiler +
I don't get this one, they said they want to make late game DTs more viable without making DT rushes stronger, this kind of does the opposite since the shrine will get build a bit faster due to the availability of gas earlier or you'll have more units due to being able to spend gas in other areas. It also has no impact on late game DTs apart from a reduction to a one time cost. A DT upgrade at the shrine would have been better. So this is just weird more then anything.


Tempest
+ Show Spoiler +
I guess they thought the tempest was too versatile being able to kill both ground massive and air massive so, I agree with the weapon change. The fleet beacon requirement makes sense because you'll want to get it more towards the late game to counter the massive capital ships of your opponent, and having tempest out earlier might conflict with the role of phoenix, void ray, or oracle.


Void Ray
+ Show Spoiler +
Not sure yet, I want to see more data regarding this, more games etc.


Hydralisk
+ Show Spoiler +
I agree 100% with this, I think its a fantastic idea and I've been proposing it ever since I first saw the idea of a Hydra speed upgrade. The problem with the upgrade always was that, it came at a time in the game where massive aoe was already available and made Hydras weaker. Hopefully now a good strategies and builds that incorporate Hydras in the mid game can appear and shake up the meta-game, variety is always good. Hydras will now be able to kite, split and get concaves better.


Mutalisk
+ Show Spoiler +
A small buff to the speed of one of the more micro and multi-tasking intensive unit, I guess its good, hopefully it encourages more muta mid-games which always lead to more exciting games.


Swarm Host
+ Show Spoiler +
I guess it fulfills the zone control role better now since, you cant bum rush and snipe them as easy in between waves of locust.


Infestor
+ Show Spoiler +
I like the infested terran nerfs, they had to be done. Because of the DPS and duration coupled with the upgrade scaling, the IT was the spell that dealt the most DPS per energy cost. Mass infestor was viable mostly because ITs where so good, now that the eggs can't tank as much damage any more, and because ITs don't deal as much damage/energy the mass infestor strategies will hopefully die, and no one will be crying at the funeral.

I still don't like fungal because, if your units get caught once it still guarantees a infinite rooting follow up, I'd prefer if the radius was reduced to 1.5 to bring it in line with the other spells like Storm and EMP, and also if fungal only slowed instead of rooting units in place.
While I don't like fungal at least the change is still decent, its easier to dodge the fungal if you're paying attention and start moving back and splitting the moment you sense the fungals inc.


Ultralisk
+ Show Spoiler +
I don't like it, the real problem with the unit is that, like all melee units, it has a hard time getting any hits off. This change is a bit too polarizing, the ultra will deal more damage the few times it connects, however if you, say get some fungals off and units can't kite any more, then ultralisks will absolutely destroy you. The change feels bad because its too extreme, at one end it is a small improvement, but on the other end its too strong.


Viper
+ Show Spoiler +
Makes it less squishy as a caster, not sure it was needed, the viper already has a lot of mobility being a flying unit, the range of its spells I guess does bring it in the line of fire more so then infestors, so I guess overall its ok.


Overall opinion
Blizzard on the one hand have possibly introduced more variety with their changes, but on the other may have removed some variety and depth.

Terran
+ Show Spoiler +
For T specifically, it feels like mech just might become the dominant, go too strategy. It is less multi-task and APM intensive then bio, much more robust now, safer, transitions into sky terran better etc. It feels like they are making Terran easier to play rather then making other races have more micro/multi-task. The medivac change is aimed to offset this change, but I'm not sure is enough, and it also has a whole slew of other implications.

TvT and TvZ openers are now less varied and lamer as a whole because reaper openings into widow mines are probably just much better. It removes a ton of the beauty of TvT, the chess mach of looking to counter your opponent's build with your own opening, the reacting and intricacies of adapting to the different openers etc, its all gone.

I also hate the kind of gameplay the Widow mine promotes. It promotes very greedy kinds of play, that is often times easier to hold because of how versatile the mine is coupled with its cheapness and availability. It makes it harder to punish a greedy terran and risk taking terran and this removes a lot of variety and depth from the game.

The battle helion deserves a special mention as well, because it will probably make lings worst or even phase them out against mech completely. You know that beautiful ling micro you see from life? The one where he micros his lings in such a way that he heards the helions into a specific direction and gets surrounds on them to kill them? Not possible any more, and I dislike things that remove micro.


Protoss
+ Show Spoiler +
I worry about Protoss a lot, and I do mean a lot in the TvP MU. TvP is already statistically the most balanced MU, after years of tinkering and tweaking Blizzard have finally nailed it. The medivac change looks to tip it in favor of the terran, I guess time warp should offset this by making bio take more damage, but I'm not sure it will be enough if the terran has good splitting.

Also mech TvP looks very, very strong. In fact I again fear it might be too strong, battle helions obliterate zealots, which is the crutch of the toss army, siege tanks destroy the armored ground, and lastly thors provide support for tanks and helions, if you also include some ghosts to EMP immortals and archons, I can see toss struggling mightily. I hope I am wrong. And again mech seems more attractive due to the ease of transitioning into sky terran easier.

I can't judge PvZ and PvP, the unit dynamics are so different due to the new units, and the upgrades and changes to them, that its hard to make an educated call. Though one thing's for sure. Late game it will be easier to deal with BLs due to Tempests.


Zerg
+ Show Spoiler +
Probably the race that gets shaken up in the best way in regards to design.
The massive nerfs to infestors coupled with the greater strength of mutas and hydras and the addition of Vipers, will hopefully, make the mid game of zerg a lot more varied and interesting. We could see wild new compositions, strategies, transitions and meta-games and that is a good thing.

We could for example see roach, hydra and viper, because the blinding cloud synergizes better with ranged units, it makes them get more shots off and potentially better surface area because the cloud forces you to move out of it and potentially into worst positions.

Infestor with ling and ultra will probably still be optimal because, you want the root from infestor to keep units in place so your melee units can damage them.


Final thoughts.
Unfortunately, Blizzard still seems to have failed in their objective to break up deathballs, I still don't see enough units or mechanics added to break this up. Its still better in almost any way to gather your units up at one location, spread into a concave and the just kill the enemy using brute force. Their units also don't seem to detract supply from the deathball, given that Swarm Hosts, Vipers, Widow Mines, Battle Helions, Tempests and Oracles are still going to work perfectly with a DB. The units themselves also not only fit into a DB perfectly, but their presence doesn't affect the existence of the enemies deathball.

The way mech works in SC2 is less APM and multi-task intensive and unfortunately this might mean this style of play becomes the dominant one, killing the fun and excitement of games, killing what made terran fun, non-stop, around the clock harass, multi-task and map movements.

Now apart from Vipers and Oracles, I also don't see a great deal of micro and multi-task potential with the other units, so fast paced and exciting games again seem less likely.

I really, really hope I am wrong with this, and I hope enough people can become aware of this in time to propose a set of changes necessary to stimulate Blizzard into the right direction, to make the races even more micro intensive, to give even more multi-task to the other races and to, hopefully, get something done regarding deathballs.
Otherwise, I see HoTS end up in the same boring state that WoL ended up. We need Blizzard to realize that ultimately boring gameplay is a much bigger enemy then balance, and if they don't find a way to inject more action, more micro into their units, if they don't find ways to promote multi-tasking and if they don't find a mechanic to break up deathballs, then the game sill still end up feeling stale.

I'm posting my thoughts on this because I don't care that my race might become OP or easier to play, I want my race to become more fun to play, I want my race, and all races to reward you for better multi-tasking, APM, micro, not just better positioning and macro, and I want the game to be fun for years to come.

Edit: Damn this was long, it probably deserves to be posted on B.net and maybe even Reddit to see what kind of reaction and what thoughts this stirs. Also, added spoilers, thanks for the advice.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Harrad
Profile Blog Joined October 2010
1003 Posts
Last Edited: 2012-12-07 00:34:52
December 07 2012 00:32 GMT
#1750
Nice effort, but it wouldve been a nice touch if you had spoilered the individual sections of your analysis, so that users electing not to read it wont have to scroll past a huge wall of text. Also you should probably have made this a blog.

The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 07 2012 00:34 GMT
#1751
Wait, this is good. no way.
Moderatorshe/her
TL+ Member
malaan
Profile Joined September 2010
365 Posts
December 07 2012 00:43 GMT
#1752
Reapers are OP as hell now. Every TvT is 2-3 rax reaper into just about anything since if you didnt go gas first you die.

TvP.... meh.... doesnt seem 'too bad', I was still able to with with a zealot / archon / storm composition in the late game vs biomech. Havent played any full mech pvt yet though.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
December 07 2012 00:49 GMT
#1753
On December 07 2012 09:43 malaan wrote:
Reapers are OP as hell now. Every TvT is 2-3 rax reaper into just about anything since if you didnt go gas first you die.

TvP.... meh.... doesnt seem 'too bad', I was still able to with with a zealot / archon / storm composition in the late game vs biomech. Havent played any full mech pvt yet though.

Well, they're purposely making Reapers OP for testing purposes before nerfing it appropriately.

We want to encourage the use of Reapers as an early game option against Protoss. We think that in order for Reapers to be good in the TvP early game, they need enough movement speed to outrun Stalkers.

We are also hearing your feedback on how tough it is to deal with Reapers in TvT, but we’d like to really push Reapers to see their full potential before dialing back on them slightly. If Reapers need to be weaker against Marines in the future, we can reduce their bonus damage against light units.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=386554
ㅇㅅㅌㅅ
KookyMonster
Profile Joined January 2012
United States311 Posts
December 07 2012 00:55 GMT
#1754
I actually think the infestor nerf was done correctly. Actually, this whole patch looks good. I am glad Blizzard is taking a step in the right direction. Time to pre-order HotS now I guess!
Paper is Imba. Scissors is fine. -Rock
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
December 07 2012 00:58 GMT
#1755
On December 07 2012 09:02 Valkyriex wrote:
Show nested quote +
On December 06 2012 17:19 DemigodcelpH wrote:
On December 06 2012 17:10 sitromit wrote:
The damage change is irrelevant when they can and will be kited endlessly. And they will still have the same pathing problems they've always had and run around like retards instead of attacking things half the time.


You can't kite 8 ultralisks and a million cracklings running at you. There's also creep, fungal growth, Vipers, flanks, etc.


Build 15 battlehellions, 15 battlehellions beat 396 cracklings with 3/3. Go tiny bit of bio/mech with a lil bit of kiting and zerg is now a pile of blood being eating by creep then pooped out into the ground onto the forums =p


Sounds terrible.

With numbers like that, Zerg won't be able to go Ling/Infestor turtle into Broodlord every ZvT

They'd have to go back and forth between Roach pressure and Muta transitions, using the few Infestors they have to turtle behind leapfrogging Spine crawlers while only building just enough lings to do backstabs.

What was Blizzard thinking?
Hark, what baseball through yonder window breaks?
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-12-07 01:08:23
December 07 2012 01:00 GMT
#1756
On December 07 2012 09:43 malaan wrote:
Reapers are OP as hell now. Every TvT is 2-3 rax reaper into just about anything since if you didnt go gas first you die.

TvP.... meh.... doesnt seem 'too bad', I was still able to with with a zealot / archon / storm composition in the late game vs biomech. Havent played any full mech pvt yet though.


The Speedbuff though added nothing to the Reapers in TvT that wasn't already as strong before. The only thing it added was better surviveability against Stalkers which is fine .

You don't need to open Gas first in TvT but opening without Gas will put you far behind ( there's no way you can land you OC before he has his down for ages already ) or outright kill you if for whatever reason you think you can fight Reapers with pure Marines in low numbers.

I mean i had games where i openend Reaper expand and killed my opponents with 3 Reapers while teching up before this patch hit because they opened 1 Rax CC with CC on the low ground. The speedbuff doesn't really change much here .

I also had a funny game where i opened Reaper expand against a 5 Rax Reaper rush and his masses of Reapers died against 4 Reapers in a Bunker without doing anything . You don't need to 2-3 Rax Reaper everytime thats non-sense. Even opening with a few Marauders and staying defensive for a while will work.
Mackem
Profile Joined May 2011
United Kingdom470 Posts
December 07 2012 01:01 GMT
#1757
4.7GB download for the patch, is this right?
Do you need a pole? I ask because your logical leaps are becoming logical vaults and your mental gymnastics are Olympic standard.
kuehlschrank
Profile Joined February 2012
Germany33 Posts
December 07 2012 01:02 GMT
#1758
On December 07 2012 10:01 Mackem wrote:
4.7GB download for the patch, is this right?


yap
Plansix
Profile Blog Joined April 2011
United States60190 Posts
December 07 2012 01:04 GMT
#1759
On December 07 2012 09:02 Valkyriex wrote:
Show nested quote +
On December 06 2012 17:19 DemigodcelpH wrote:
On December 06 2012 17:10 sitromit wrote:
The damage change is irrelevant when they can and will be kited endlessly. And they will still have the same pathing problems they've always had and run around like retards instead of attacking things half the time.


You can't kite 8 ultralisks and a million cracklings running at you. There's also creep, fungal growth, Vipers, flanks, etc.


Build 15 battlehellions, 15 battlehellions beat 396 cracklings with 3/3. Go tiny bit of bio/mech with a lil bit of kiting and zerg is now a pile of blood being eating by creep then pooped out into the ground onto the forums =p


Man, that must be awesome. I was a super slow zealot that does that. Its a good think Hellbats are slow as shit in that form and can't damage buildings for shit, or armored units, or shoot up. I think it will be ok.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Mackem
Profile Joined May 2011
United Kingdom470 Posts
December 07 2012 01:04 GMT
#1760
On December 07 2012 10:02 kuehlschrank wrote:
Show nested quote +
On December 07 2012 10:01 Mackem wrote:
4.7GB download for the patch, is this right?


yap


Holy crap
Do you need a pole? I ask because your logical leaps are becoming logical vaults and your mental gymnastics are Olympic standard.
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