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David Kim's Thoughts on Balance Update #8 - Page 2

Forum Index > StarCraft 2 HotS
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eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
December 06 2012 20:04 GMT
#21
On December 07 2012 04:57 a176 wrote:
The only thing I will comment on is that the combined mech-air upgrades for terran is just too much. You give this upgrade "in hopes of seeing larger number of banshees and BCs", what about protoss? I don't think there's anyone in the community, no matter what race they play, that wouldn't love to see increased skytoss usage with VRs, carriers, etc.

Vikings and banshees already do good damage for their purpose and now are essentially getting free upgrades to further their damage output beyond what was needed by the community.

I think a good compromise would be to combine either the attack upgrade or the armor upgrade, but not both at once.
ㅇㅅㅌㅅ
VPVanek
Profile Joined August 2010
Canada238 Posts
December 06 2012 20:09 GMT
#22
On December 07 2012 04:57 a176 wrote:
The only thing I will comment on is that the combined mech-air upgrades for terran is just too much. You give this upgrade "in hopes of seeing larger number of banshees and BCs", what about protoss? I don't think there's anyone in the community, no matter what race they play, that wouldn't love to see increased skytoss usage with VRs, carriers, etc.

Vikings and banshees already do good damage for their purpose and now are essentially getting free upgrades to further their damage output beyond what was needed by the community.


You do know that protoss essentially only upgrades Warpgate + stargate as one set of upgrades ,and then their stargate units right?
FoXer
Crawdad
Profile Joined September 2012
614 Posts
December 06 2012 20:13 GMT
#23
Question:

Does the armor upgrade for air and mech cost as much as the old MECH armor upgrade (cheaper) or the old AIR armor upgrade (more expensive).
spbelky
Profile Blog Joined October 2010
United States623 Posts
December 06 2012 20:19 GMT
#24
On December 07 2012 05:13 Crawdad wrote:
Question:

Does the armor upgrade for air and mech cost as much as the old MECH armor upgrade (cheaper) or the old AIR armor upgrade (more expensive).


I would guess they are going with the air upgrade cost (150/150, 225/225, 300/300).
Teggy03
Profile Joined April 2011
34 Posts
December 06 2012 20:35 GMT
#25
I wonder if they'll ever make Terran factory/starport upgrades affect the damage and defense of Raven's autoturrets?
mythandier
Profile Joined January 2011
United States828 Posts
December 06 2012 20:40 GMT
#26
On December 07 2012 05:35 Teggy03 wrote:
I wonder if they'll ever make Terran factory/starport upgrades affect the damage and defense of Raven's autoturrets?

Since they're experimenting with removing the upgrades from ITs...I doubt it.

I'd rather they tweak the placement of the turrets since, as it is, they're a pain to actually get on the ground if units are around.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-12-06 20:45:04
December 06 2012 20:44 GMT
#27
On December 07 2012 05:09 VPVanek wrote:
Show nested quote +
On December 07 2012 04:57 a176 wrote:
The only thing I will comment on is that the combined mech-air upgrades for terran is just too much. You give this upgrade "in hopes of seeing larger number of banshees and BCs", what about protoss? I don't think there's anyone in the community, no matter what race they play, that wouldn't love to see increased skytoss usage with VRs, carriers, etc.

Vikings and banshees already do good damage for their purpose and now are essentially getting free upgrades to further their damage output beyond what was needed by the community.


You do know that protoss essentially only upgrades Warpgate + stargate as one set of upgrades ,and then their stargate units right?


... what? i dont comprehend what you are saying.
starleague forever
phoniv
Profile Joined November 2012
United States38 Posts
December 06 2012 20:45 GMT
#28
"we’ve heavily nerfed the Infestor"
This is a bit of an overstatement
Evangelist
Profile Blog Joined June 2011
1246 Posts
December 06 2012 20:49 GMT
#29
On December 07 2012 04:57 a176 wrote:
The only thing I will comment on is that the combined mech-air upgrades for terran is just too much. You give this upgrade "in hopes of seeing larger number of banshees and BCs", what about protoss? I don't think there's anyone in the community, no matter what race they play, that wouldn't love to see increased skytoss usage with VRs, carriers, etc.

Vikings and banshees already do good damage for their purpose and now are essentially getting free upgrades to further their damage output beyond what was needed by the community.


Protoss have combined ground upgrades and then they have air upgrades, with one upgrade covering both.

Terran have combined starport/factory upgrades and bio upgrades.

What has happened is Terran have had their upgrades normalised a bit more compared to Protoss. There is no need to change Protoss upgrades.
SolidMoose
Profile Joined June 2011
United States1240 Posts
Last Edited: 2012-12-06 20:57:03
December 06 2012 20:56 GMT
#30
I think the biggest problem with combining mech and air together is that in a bio vs mech TvT, it will be almost impossible for the bio player to ever transition to air. I think it in general discourages bio play (maybe why they made a buff for medivacs.) I think they would be better off combining infantry + mech as ground upgrades. That would be a huge tank buff (faster upgrades) and everyone seems to want a tank buff.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
December 06 2012 20:57 GMT
#31
I'm pleasantly suprised by this sudden huge patch and the rationality behind. I didn't expand such big changes so quickly and definately not as interesting as some of these and like the reasoning behind many of them.

I have my doubts about the terran changes specifically but they are also most drastic. Seeker missile might be too good against broodlords/tanks and not good enough against anything else but that can be tweaked. Medivac feels too strong if it's able to even outrun muta's for a short while and have such high healing.
The armory change worries me most of all, it's too good I think being able to get 3/3 for both mech and air in such short time and for such low costs now. Viking, hellbat, tank with a few thors and medivacs is just rediculously strong and i'm pretty sure unbeatable for zerg, from what i've played so far terran can just cruise to this on 3 bases and then almost a-move to the win. Zerg needs to have roaches to even stand a chance to survive against hellbats earlier on and getting those usually means they have crappy upgrades for their air and ultra's / broodlings.
It would have been more interesting if they just buffed mech and air techs separately, just make them 100/100, 150/150, 200/200 and reduce the tech times by maybe 10 secs each. It would buff air and mech too but mixing either with bio would become more interesting too.

For the rest I can't complain at all though, with some number tweaking here and there it looks like a lot of fun now, my only real problems with HotS that remain are the early power of widow mines against zerg and the mothership core in general which screw up the earlygame a bit.
LOLItsRyann
Profile Joined April 2011
England551 Posts
December 06 2012 21:06 GMT
#32
On December 07 2012 04:15 kcdc wrote:
Mods strangely closed the last thread on this--hope this one stays open.

The change I'm most excited about is nerfing the infestor into submission in favor of more interesting, exciting units like the mutalisk and ultralisk. Lategame ZvP is completely reinvented from WOL to HOTS, and that's a very good thing. Look at this combination of HOTS changes:

-Infestor massively nerfed. No longer counters fast air units, much worse against blink stalkers and forcefields. IT's deal low damage to anything with armor upgrades and are killed by a single storm before they hatch.

-Tempest added. Counters broodlords but is slow and weak for cost against everything else.

-Ultralisk gainst +15 damage against zealots.

Zerg can't win with infestors and broodlords anymore. They can't play passively, mass spines and spores, and win. Broodlords are now a tactical siege unit rather than the primary late-game damage-dealer. Instead, ultras are the primary late-game unit since they're no longer countered by a wall of zealots tanking while immortals and archons DPS the ultras down. But you need to be active with the ultras because Protoss can mass immortals and archons and eventually out-class your army.

Blizz is definitely on the right track with making Zerg a more active, fun race. I'm pumped.


Why do you say this? Immortals still hardcounter Ultras, becuase they're armored. Ultras will not change in ZvP. Immortals and Archons still stomp them. In fact, I'm not really sure what this change will do... It's nice, but you don't make a lot of 'light' units against Ultras anyway.

Only thing that comes to mind.

MARINES. Yeah more than double damage to Marines is more than good.
EG<3
Crawdad
Profile Joined September 2012
614 Posts
December 06 2012 21:07 GMT
#33
The units that still need changes, in MY opinion:

Ghost, Battlecruiser, Overseer, Corruptor.

Whitewing
Profile Joined October 2010
United States7483 Posts
December 06 2012 21:09 GMT
#34
On December 07 2012 06:06 LOLItsRyann wrote:
Show nested quote +
On December 07 2012 04:15 kcdc wrote:
Mods strangely closed the last thread on this--hope this one stays open.

The change I'm most excited about is nerfing the infestor into submission in favor of more interesting, exciting units like the mutalisk and ultralisk. Lategame ZvP is completely reinvented from WOL to HOTS, and that's a very good thing. Look at this combination of HOTS changes:

-Infestor massively nerfed. No longer counters fast air units, much worse against blink stalkers and forcefields. IT's deal low damage to anything with armor upgrades and are killed by a single storm before they hatch.

-Tempest added. Counters broodlords but is slow and weak for cost against everything else.

-Ultralisk gainst +15 damage against zealots.

Zerg can't win with infestors and broodlords anymore. They can't play passively, mass spines and spores, and win. Broodlords are now a tactical siege unit rather than the primary late-game damage-dealer. Instead, ultras are the primary late-game unit since they're no longer countered by a wall of zealots tanking while immortals and archons DPS the ultras down. But you need to be active with the ultras because Protoss can mass immortals and archons and eventually out-class your army.

Blizz is definitely on the right track with making Zerg a more active, fun race. I'm pumped.


Why do you say this? Immortals still hardcounter Ultras, becuase they're armored. Ultras will not change in ZvP. Immortals and Archons still stomp them. In fact, I'm not really sure what this change will do... It's nice, but you don't make a lot of 'light' units against Ultras anyway.

Only thing that comes to mind.

MARINES. Yeah more than double damage to Marines is more than good.


Ultralisks got a nice damage boost vs. zealots and archons, so maybe that will help out. Also, when I see an ultralisk composition, I most definitely do add in a lot of zealots.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
December 06 2012 21:14 GMT
#35
On December 07 2012 06:06 LOLItsRyann wrote:
Show nested quote +
On December 07 2012 04:15 kcdc wrote:
Mods strangely closed the last thread on this--hope this one stays open.

The change I'm most excited about is nerfing the infestor into submission in favor of more interesting, exciting units like the mutalisk and ultralisk. Lategame ZvP is completely reinvented from WOL to HOTS, and that's a very good thing. Look at this combination of HOTS changes:

-Infestor massively nerfed. No longer counters fast air units, much worse against blink stalkers and forcefields. IT's deal low damage to anything with armor upgrades and are killed by a single storm before they hatch.

-Tempest added. Counters broodlords but is slow and weak for cost against everything else.

-Ultralisk gainst +15 damage against zealots.

Zerg can't win with infestors and broodlords anymore. They can't play passively, mass spines and spores, and win. Broodlords are now a tactical siege unit rather than the primary late-game damage-dealer. Instead, ultras are the primary late-game unit since they're no longer countered by a wall of zealots tanking while immortals and archons DPS the ultras down. But you need to be active with the ultras because Protoss can mass immortals and archons and eventually out-class your army.

Blizz is definitely on the right track with making Zerg a more active, fun race. I'm pumped.


Why do you say this? Immortals still hardcounter Ultras, becuase they're armored. Ultras will not change in ZvP. Immortals and Archons still stomp them. In fact, I'm not really sure what this change will do... It's nice, but you don't make a lot of 'light' units against Ultras anyway.

Only thing that comes to mind.

MARINES. Yeah more than double damage to Marines is more than good.

However, Ultras will now do more damage to Archons as well, which is a nice plus. And increased damage against Hellions and Hellbats will also be good against mech, especially since those units were meant to be cheap, mineral-only damage buffers.
ㅇㅅㅌㅅ
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
December 06 2012 21:28 GMT
#36
I wonder what David Kim thinks about TVP mech. Is he of the opinion that Terran should go seeker missile to counter immortals/archons rather than EMP?
Or is he fine with ghosts being a neccesity in a mech tvp composition?
shin_toss
Profile Joined May 2010
Philippines2589 Posts
December 06 2012 21:36 GMT
#37
I think reaper is too fast for a ranged unit. (faster than a zerguling)
AKMU / IU
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2012-12-06 21:40:20
December 06 2012 21:36 GMT
#38
On December 07 2012 06:06 LOLItsRyann wrote:
Show nested quote +
On December 07 2012 04:15 kcdc wrote:
Mods strangely closed the last thread on this--hope this one stays open.

The change I'm most excited about is nerfing the infestor into submission in favor of more interesting, exciting units like the mutalisk and ultralisk. Lategame ZvP is completely reinvented from WOL to HOTS, and that's a very good thing. Look at this combination of HOTS changes:

-Infestor massively nerfed. No longer counters fast air units, much worse against blink stalkers and forcefields. IT's deal low damage to anything with armor upgrades and are killed by a single storm before they hatch.

-Tempest added. Counters broodlords but is slow and weak for cost against everything else.

-Ultralisk gainst +15 damage against zealots.

Zerg can't win with infestors and broodlords anymore. They can't play passively, mass spines and spores, and win. Broodlords are now a tactical siege unit rather than the primary late-game damage-dealer. Instead, ultras are the primary late-game unit since they're no longer countered by a wall of zealots tanking while immortals and archons DPS the ultras down. But you need to be active with the ultras because Protoss can mass immortals and archons and eventually out-class your army.

Blizz is definitely on the right track with making Zerg a more active, fun race. I'm pumped.


Why do you say this? Immortals still hardcounter Ultras, becuase they're armored. Ultras will not change in ZvP. Immortals and Archons still stomp them. In fact, I'm not really sure what this change will do... It's nice, but you don't make a lot of 'light' units against Ultras anyway.

Only thing that comes to mind.

MARINES. Yeah more than double damage to Marines is more than good.

You are not looking at the whole picture. The Vipers alone could make Ultras viable.

On December 07 2012 06:36 shin_toss wrote:
I think reaper is too fast for a ranged unit. (faster than a zerguling)

Zerg has 5 range Queens, 4 range Roaches and Zerglings on Creep, that are just as fast as Reaper. If you are talking about Reapers with upgraded speed, no, they aren't, Reapers with speed are as fast as Hellions, and Speedlings are faster than them.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
sona
Profile Joined September 2012
Canada52 Posts
December 06 2012 21:40 GMT
#39
To summarize his thoughts on balance in sentence:
We had to buff unit x because unit y got buffed
We had to buff unit z because unit x got buffed

I love this patch <3.
Sworm_MS
Profile Joined November 2012
17 Posts
December 06 2012 21:42 GMT
#40
-As such, we’ve heavily nerfed the Infestor to make it less core to the Zerg army.
he is definitely high.
Give FG projectile and call it heavily nerfed... well, it's blizzard baby.
At least they should remove ability to hit air with this shit.
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