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Beta Balance Update #9 - Page 3

Forum Index > StarCraft 2 HotS
824 CommentsPost a Reply
Prev 1 2 3 4 5 40 41 42 Next All
GulpyBlinkeyes
Profile Joined October 2009
United States1449 Posts
December 12 2012 22:55 GMT
#41
Interesting that they took the "give health regen to harassing units" concept from the reaper and applied it to the mutalisk. I kind of like it in theory, but it will be interesting to see how it plays out. I think mutalisk play is much more exciting than infestor play (both to watch and to control) so hopefully it makes them more viable without being overpowered.

Still seems like they're trying to work out how to make the tempest fit in. It feels a little overly specialized at the moment. I'm glad that Protoss is potentially getting a good answers to BLs, but right now the tempest still feels a little blunt and boring, even if it does turn out to be effective.
DemigodcelpH
Profile Joined August 2011
1138 Posts
December 12 2012 22:55 GMT
#42
Why did Tempests get a damage buff?
Madera
Profile Joined July 2011
Sweden2672 Posts
Last Edited: 2012-12-14 11:37:45
December 12 2012 22:55 GMT
#43
Great patch overall. I was expecting them to make the medivac speed boost an upgrade but I guess it hasn't been tested enough or it's fine in their eyes.

I didn't try it enough but in theory it felt like having 3/3 vikings out when going mech against brood lords was too much so I guess this is a good middle ground. I'm wondering if they have something planned for BCs because it seems weird they would make seeker missiles almost identical to yamato. It's not like Terran needs another 1 target high damage spell late-game.

Oracle change is good because now it forces you to decide if you want to commit to activating it just like cloak so you can't toggle it on and off without spending energy.

Regeneration for mutalisks won't make them more viable in ZvT but might cause problems in ZvP with this and the speed boost although a skytoss transition is more viable now because of tempests after you open phoenix.
Puritas
Profile Joined July 2011
Germany39 Posts
December 12 2012 22:56 GMT
#44
Now we only need to change the Protoss weapons upgrade to Warpgate units / Robo units ans make it 2 so its balanced
All, all are gone, the old familiar faces
ElMeanYo
Profile Joined March 2011
United States1032 Posts
December 12 2012 22:56 GMT
#45

Oracle
Pulsar Beam
Pulsar Beam activation now costs 25 energy.
While active, Pulsar Beam now drains 2 energy per second, down from 4.


Is this a buff or nerf? Seems like it would delay oracle harassment for awhile but be more effective once activated.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
Breach_hu
Profile Joined August 2009
Hungary2431 Posts
December 12 2012 22:56 GMT
#46
On December 13 2012 07:55 Madera wrote:
Great patch overall. I was expecting them to make the medivac speed boost an upgrade but I guess it hasn't been tested enough or it's fine in their eyes.

I didn't try it enough but in theory it felt like having 3/3 vikings out when going mech against brood lords was too much so I guess this is a good middle ground. I'm wondering if they have something planned for BCs because it seems weird they would make seeker missiles almost identical to yamato. It's not like Terran needs another 1 target high damage spell late-game.

Oracle change is good because now it forces you to decide if you wants to commit to activating just like cloak so you can't toggle it on and off without spending energy.

Regeneration for mutalisks won't make them more viable in ZvT but might cause problems in ZvP with this and the speed boost although a skytoss transition is more viable now because of tempests after you open phoenix.


The medivac speed forces a lot of static defense for Z or P, which is good.
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envisioN .
Profile Joined February 2011
United States552 Posts
December 12 2012 22:56 GMT
#47
Good change to armory upgrades. Undecided about the Oracle change as of yet. Still think Reapers and Medivacs are incredibly powerful
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
theWalrusSC2
Profile Joined December 2010
United States78 Posts
Last Edited: 2012-12-12 22:58:52
December 12 2012 22:56 GMT
#48
The armory upgrade change to Terran makes sense...I play Terran and thought only having two upgrades to get for both ground and air factory/starport units was unfair.

The Mutalisk regeneration ability is interesting. Blizzard really wants to encourage Mutalisk play, and I can't fault them for that. As a spectator, watching ling/bling/muta in ZvT is much more entertaining (than heavy Infestor-turtle play).

I think people are looking at the Oracle change from the wrong perspective. By requiring 25 activation energy, this ensures a pair of oracles cannot issue terrible, terrible damage to an undefended worker line super early and give the Protoss an auto-win. Protoss players will have to wait for more of an energy buildup, increasing the chances the Stargate tech might be scouted and allowing their opponent to be slightly more prepared. I've seen too many Beta games already where Protoss players get silly wins in seconds just because of a few Oracles.
DuSt Gaming http://www.teamdust.net/
Adduct
Profile Joined October 2011
United States9 Posts
December 12 2012 22:57 GMT
#49
Reserving judgment on this patch...first glance it does NOT feel right though. Wish they had let some of the previous changes play out a bit more...
RiSkysc2
Profile Joined September 2011
696 Posts
December 12 2012 22:57 GMT
#50
Mutalisk change is too much
Rudermensch
Profile Joined April 2011
United States50 Posts
December 12 2012 22:57 GMT
#51
I'm hapy to see Blizzard trying out enormous changes to the game and (potentially) over-buffing things rather than nerfing to balance.
It's like looking into the eye of a duck and sucking all the fluid from its beak.
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
December 12 2012 22:58 GMT
#52
On December 13 2012 07:56 ElMeanYo wrote:
Show nested quote +

Oracle
Pulsar Beam
Pulsar Beam activation now costs 25 energy.
While active, Pulsar Beam now drains 2 energy per second, down from 4.


Is this a buff or nerf? Seems like it would delay oracle harassment for awhile but be more effective once activated.


I believe It's supposed to make the choice to activate the ability more skill based, as it was before this patch you could toggle it off and on for no cost whenever you wanted to. Now turning it on is more of a commitment, if you activate it and get your harassment denied you lost 25+ energy instead of 5.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
December 12 2012 22:59 GMT
#53
My main worry is that the increased Muta health regen will act almost like armor, decreasing the DPS of enemy anti-air that are trying to hit the Mutas. Stalkers may have a harder time shooting down Mutas, and the regen might mitigate up to 5 damage per full duration of a Fungal if my math is correct.

And the Oracle change makes sense considering how powerful Oracles currently are. It will take 12.5 seconds for both the old Oracle and the new Oracle to expend 50 energy for Pulsar Beam, after which the new Oracle will be more energy-efficient but before which the old Oracle is more energy-efficient.

The Armory tweaks seem like a reasonable compromise. Combining all the upgrades seemed to be a bit much, and I always thought that a good compromise would be to just combine either the attack or armor upgrades while leaving the other separate.

As far as the unburrowed Widow Mine target priority change goes, according to the Liquipedia page for attack target priority, an attack priority of 19 will match the attack priorities of uprooted Spine and Spore Crawlers, rooted Spore Crawlers, burrowed Creep Tumors, Missile Turrets, and Bunkers. In comparison, almost all other units have attack priorities of 20, along with Cannons and PFs.
ㅇㅅㅌㅅ
Insoleet
Profile Joined May 2012
France1806 Posts
December 12 2012 22:59 GMT
#54
Mutalisk change is very good. Now we will be able to use muta even after they have take hits from stalker/marines. Very good idea.

Before, once muta did a bad move, it was basically gg...
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2012-12-12 23:04:54
December 12 2012 23:01 GMT
#55
On December 13 2012 07:59 eviltomahawk wrote:
My main worry is that the increased Muta health regen will act almost like armor, decreasing the DPS of enemy anti-air that are trying to hit the Mutas.


On December 13 2012 07:57 RiSkyToss wrote:
Mutalisk change is too much


Was also thinking about this. I question if 4 speed Mutalisks with 400% more HP regen with no upgrade required is necessary. It's not like Mutalisks were as bad as reapers.
n0ah
Profile Joined June 2011
United States250 Posts
December 12 2012 23:01 GMT
#56
this is very interesting... excited to test the mutas :D
If this is to end in fire, then we will all burn together
Yoshi Kirishima
Profile Blog Joined July 2009
United States10372 Posts
Last Edited: 2012-12-12 23:03:01
December 12 2012 23:01 GMT
#57
NICE! Only armor is shared. This will give more incentive to still prioritize either mech or air over the other, while it's still a buff to both. But still, I think I'd rather have the upgrades just be made cheaper, maybe even change the upgrade time, because 2/2/2 upgrades for each tech feels most natural, as it was in BW. I wonder what they will think after this change is tested out a bit.

New healing beam? yayay

Not sure if i like the oracle change, but it's interesting. Sorta lowers the skill cap on both sides, but at the same time creates more tension once the oracle does go in and try to harass. I guess it also rewards you if you're able to harass for a long time, since it's cheaper in the long run.


Holy shit it does 80 damage now instead of 60 vs air? Not sure if that was needed.

Not sure about the mutalisk regen... feels like too many passives/spells. And it's similar to reaper.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Zergrusher
Profile Joined November 2011
United States562 Posts
December 12 2012 23:01 GMT
#58
this should be interesting
Big J
Profile Joined March 2011
Austria16289 Posts
December 12 2012 23:02 GMT
#59
On December 13 2012 07:56 Breach_hu wrote:
Show nested quote +
On December 13 2012 07:55 Madera wrote:
Great patch overall. I was expecting them to make the medivac speed boost an upgrade but I guess it hasn't been tested enough or it's fine in their eyes.

I didn't try it enough but in theory it felt like having 3/3 vikings out when going mech against brood lords was too much so I guess this is a good middle ground. I'm wondering if they have something planned for BCs because it seems weird they would make seeker missiles almost identical to yamato. It's not like Terran needs another 1 target high damage spell late-game.

Oracle change is good because now it forces you to decide if you wants to commit to activating just like cloak so you can't toggle it on and off without spending energy.

Regeneration for mutalisks won't make them more viable in ZvT but might cause problems in ZvP with this and the speed boost although a skytoss transition is more viable now because of tempests after you open phoenix.


The medivac speed forces a lot of static defense for Z or P, which is good.


I don't think forcing statics to be standard is good. It forces turtling. Imo most things that are made for defense but cannot attack should be circumventable to make the game dynamic. 1 spore per base is OK. but having ridicolous amounts of spines/spores+queens (like in WoL) per expension as standard setup just bores down the game.

Not talking specifically about medivac speed however. Just generally
Godwrath
Profile Joined August 2012
Spain10146 Posts
December 12 2012 23:02 GMT
#60
Why does Blizzard hate so much the BC ?
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