On December 17 2012 23:25 kaNt- wrote: I hope Blizzard focus on bio with Terran, cause mech is SOOOOOOOOOOOOOOOOOOOOOOOO damn boring to play/watch. Especially TvT.
I guess it comes down to personal opinion but I still believe and always will do watching mech is much more exciting than watching bio.
I am not a fan of the ease of use of the medivac boost. At first I thought it should cost energy or have a longer cool down or what have you, but another option might be that you need to actually click where you want to boost to (similar to how you blink) and the medivacs will boost in that direction for however many seconds. It's a small change, and seems like it wouldn't be hard for players to use, but at the same time, it would make it slightly more difficult for lower level players.
Yesterday a played a TvT. Our macro was nearly identical, and we both went bio with very minor differences. I won because the other guy forgot to upgrade medivac healing. I had like a 70 supply lead after the big battle was over.
On December 17 2012 23:25 kaNt- wrote: I hope Blizzard focus on bio with Terran, cause mech is SOOOOOOOOOOOOOOOOOOOOOOOO damn boring to play/watch. Especially TvT.
Funny, I just watched a HoTs TvT on Husky's channel last night that went for almost a full 60 minutes.
I watched the entire thing, for the entire hour, and I was thoroughly entertained the whole way through.
Totally sick actually. Much more interesting than WoL. To each his own ...
i dont want to make a thread for this so ill post it here. Heres all the balance ideas i have for HOTS.
im just posting this because i wanna hear some opinions if you think these are good ideas or not cuz ill take what i think are my top3 best ideas and post them alot on the b.net forums.
So if u wanna help me pick 1-2 of my ideas and If you think something is a really bad idea tell me why, or a really good idea tell me why. wont bother explaining the *why*, ill just post my ultimate conclusions and if you wanna know the *why* behind a certain conclusion ask me and ill say my reasoning
Seeker Missile:
Energy cost 125 Range 11 flight speed reduced, flight time is infinite so it always strikes its target, very slowly increases speed. flight speed starts at 2.5 and increases by 0.5 every 5 seconds damage is 100 to initial target, 20 damage in 2.0 aoe (not scaling like current HSM, 20 flat aoe damage)
Ghost Snipe / Cloak:
Snipe 100 damage for 100 energy, refunds 25 when used against psionic. 30 second cooldown. Ghost cloak is permanent and uses no energy once upgraded. Ghost cloak upgrade cost is 250/250
There might be some mass ghost imbalance against zerg by sniping overseers (possibly a fix could be to give overseers a innate -75% resistance to spells)
Reapers / Mutas:
seem to be heading in the right direction. The increased reaper speed and regen is nice for early game power. I believe these units are not complete yet but they are definitely heading in the right direction. I feel a few more changes to each unit as good as the previous changes should hopefully turn these units into strong harassment options that are still useful in armies but are not overpowered.
Medivac healing rate increase:
I dont think its that overpowered. Seems to be a nice boost but considering mass fungals/banelings/broodlords OR collossi/storm splash the healing boost isnt that massive of a change (who cares about an extra 5 health per second when hundreds of splash damage is being thrown out)
The medivac heal does seem a bit too strong in the midgame (but balanced lategame) and it should possibly be a fusion core upgrade
Vipers:
Cloud removed, HP highly increased (blizzard can balance the numbers), costs 2food, no longer psionic, energy removed, abduct spell is 30 second cooldown no energy required. cost is 100/150. now moves at 3.3 speed
Vipers now have a 11range anti-building acid attack that attacks only buildings and applies a stacking spell damage acid to buildings. blizzard can balance the numbers.
*cloud is just impossible to really balance properly. vipers cloud will either suck or force mass air vs zerg every game. IMO the above viper is a much more exciting unit
Mothership Core:
too strong against early aggression. Recall not needed. recall removed, recall should be a lategame spell. nexus cannon removed.
Mothership should be built at cyber core, 2minute buildtime, it should cost as much as 2stalkers (250/100/4) with roughly the strength of 2 stalkers, flying, stalker speed, and 5range.
I feel the cheap quick air unit makes it so protoss is unkillable early game, where as terran and zerg are still killable, imo that makes for boring games where there is no risk of loss before 11 minutes. Which is why i suggest the 2 minute mscore buildtime.
new mcore spells,
50energy, teleport the core itself to any friendly building. allows for some early mscore harassment which could be exciting 50energy, slightly increase attackspeed by 20% for 20 seconds to be slightly stronger vs allin 50energy, some detection for 20 seconds
all-in-all a mothership core should represent possibly the strength of ~3 stalkers for the price of ~2, that seems like a alright unit to add to protoss as their weak-hero-unit midgame, then they get a strong-hero-unit lategame in the mothership
widow mines:
having these target air is just horrible. they should be ground-only space controllers that act as the needed partner to tanks, so tanks and mines combined together should provide true ground based positional exciting play that viewers want, and then their supply can be reduced to 1 and other areas buffed to compensate.
Cost: 75/25/1
buildtime: 20 seconds, can be reactored
burrow time: 10 seconds
damage: mine instantly shoots a missile at any unit that comes within 3range and deals 100 splash magic damage in a 3.0 aoe of that unit. this missile is FIRED INSTANTLY but there is a 0.5 second detonation time. This means there is overkill if you stack too many mines in an area, generally an area will only need a few mines.
if you put 10 mines in an area it would have the same effect as just 2-3 mines there, meaning players are do not benefit from massing mines in a single area. but mines are still strong if you just get a few of them combined with your army.
mine clearing tactics will be powerful against mines with speedlings or chargelots but a couple mines combined with tanks will still be strong even with the clearing tactics as the cost of mines is cheap if used smartly.
after firing the missile, the mines have a 60 second cooldown period where they are unable to move and are no longer cloaked. after 60 seconds they recharge and can move and unburrow and are cloaked when burrowed
MINES CAN NO LONGER be "switched off", while burrowed the detonate missile is autocast and automatic, meaning players cannot turn off mines to avoid mine clearing.
Mothership , vortex:
yes I feel vortex should be removed. Think of new spells to add to the mothership
one idea i have for a mothership spell is a 50energy map teleport spell to teleport the mothership anywhere on the map. This means for 150 energy a mothership can instantly teleport anywhere on the map and recall an army. This may seem overpowered, but given the long buildtime and cost of the mothership and its a one-time-suicide use, i think this could create some very exciting games. Mothership cannot cast spells for 10seconds after teleporting.
and another spell idea for the mothership is a 50energy combat boost that increases speed to 4.0 and doubles damage for 20 seconds. so it could do some cool harassment for 50energy then teleport away for 50energy. Seems cool to me, more exciting than VORTEX*LOL
so yes, please remove vortex blizzard
swarmhosts:
I feel the swarmhosts should probably get a 100/100 upgrade at hive to make locusts fly and target ground units (not air). This wouldnt be that overpowered given 7range pheonix that are super strong against light, and thors that are strong against light. Swarmhosts itself are pretty weak and hard to use so i feel this should be added into the game and then balanced accordingly (probably slight buffs to other races anti-air if its overpowered but i dont think it will be)
infestor:
fungal should not be a projectile. 8range is enough of a nerf
i feel keeping fungals high damage is great given the nerfs to fungal range, and the nerfs to IT. making the IT no longer scale is IMO a good change, since auto turrets also dont scale. Infestors will become a support caster and no longer massed, considering 6 infestors can still blanket an army with fungal to deal tons of damage, i feel infestors will be in a good place in WoL and the zerg will need a huge army to backup his 6 infestors, so infestors will be a good support caster that can output high damage with fungal but IMO it wont be overpowered anymore
Nydus:
network now costs 50/100 (+50 for drone) but has 110 seconds increased buildtime. nydus worms can simply be casted anywhere on the map without vision, if something is blocking the worm, the worm gets automatically placed (pushing the unit) or if a building is there the worm says "cannot be placed"
zerg can only own/control one nydus network. if a network is building or exists and zerg tries to build another network, the game says "cannot make more than 1 network"
nydus worms have a 30 second cooldown and cost 50/50 to place.
when nydus worms are placed it says "nydus worm detected" for the enemy and it pings an area on the map where the worm is.
nydus networks and worms are permanently revealed to the enemy always (like buildings after all hatcheries are dead)
nydus unload rate increased by 30%
nydus network has 1000 increased health
zerg drops are 100/100 cost but have 100 seconds extra researchtime
i feel it looks kind of unfair on paper that protoss gets 3 units, HOWEVER when you consider the fact that the mscore could simply be "viewed as" the same unit as the mothership (so mothership and mscore still count as one unit) then that means protoss only gets 2 new units.
mothership core can simply be viewed as Nerfs and buffs to the mothership (remove vortex, buffs in early game mothership usage)
On December 18 2012 07:37 severetim wrote: i dont want to make a thread for this so ill post it here. Heres all the balance ideas i have for HOTS.
im just posting this because i wanna hear some opinions if you think these are good ideas or not cuz ill take what i think are my top3 best ideas and post them alot on the b.net forums.
So if u wanna help me pick 1-2 of my ideas and If you think something is a really bad idea tell me why, or a really good idea tell me why. wont bother explaining the *why*, ill just post my ultimate conclusions and if you wanna know the *why* behind a certain conclusion ask me and ill say my reasoning
Seeker Missile:
Energy cost 125 Range 11 flight speed reduced, flight time is infinite so it always strikes its target, very slowly increases speed. flight speed starts at 2.5 and increases by 0.5 every 5 seconds damage is 100 to initial target, 20 damage in 2.0 aoe (not scaling like current HSM, 20 flat aoe damage)
Ghost Snipe / Cloak:
Snipe 100 damage for 100 energy, refunds 25 when used against psionic. 30 second cooldown. Ghost cloak is permanent and uses no energy once upgraded. Ghost cloak upgrade cost is 250/250
There might be some mass ghost imbalance against zerg by sniping overseers (possibly a fix could be to give overseers a innate -75% resistance to spells)
Reapers / Mutas:
seem to be greatly balanced now in hots and your going in the right direction. The increased reaper speed and regen is nice for early game power.
Medivac healing rate increase:
I dont think its that overpowered. Seems to be a nice boost but considering mass fungals/banelings/broodlords OR collossi/storm splash the healing boost isnt that massive of a change (who cares about an extra 5 health per second when hundreds of splash damage is being thrown out)
The medivac heal does seem a bit too strong in the midgame (but balanced lategame) and it should possibly be a fusion core upgrade
Vipers:
Cloud removed, HP highly increased (blizzard can balance the numbers), costs 2food, no longer psionic, energy removed, abduct spell is 30 second cooldown no energy required. cost is 100/150. now moves at 3.3 speed
Vipers now have a 11range anti-building acid attack that attacks only buildings and applies a stacking spell damage acid to buildings. blizzard can balance the numbers.
*cloud is just impossible to really balance properly. vipers cloud will either suck or force mass air vs zerg every game. IMO the above viper is a much more exciting unit
Mothership Core:
too strong against early aggression. Recall not needed. recall removed, recall should be a lategame spell. nexus cannon removed.
Mothership should be built at cyber core, 2minute buildtime, it should cost as much as 2stalkers (250/100/4) with roughly the strength of 2 stalkers, flying, stalker speed, and 5range.
I feel the cheap quick air unit makes it so protoss is unkillable early game, where as terran and zerg are still killable, imo that makes for boring games where there is no risk of loss before 11 minutes. Which is why i suggest the 2 minute mscore buildtime.
new mcore spells,
50energy, teleport the core itself to any friendly building. allows for some early mscore harassment which could be exciting 50energy, slightly increase attackspeed by 20% for 20 seconds to be slightly stronger vs allin 50energy, some detection for 20 seconds
all-in-all a mothership core should represent possibly the strength of ~3 stalkers for the price of ~2, that seems like a alright unit to add to protoss as their weak-hero-unit midgame, then they get a strong-hero-unit lategame in the mothership
widow mines:
having these target air is just horrible. they should be ground-only space controllers that act as the needed partner to tanks, so tanks and mines combined together should provide true ground based positional exciting play that viewers want, and then their supply can be reduced to 1 and other areas buffed to compensate.
Cost: 75/25/1
buildtime: 20 seconds, can be reactored
burrow time: 10 seconds
damage: mine instantly shoots a missile at any unit that comes within 3range and deals 100 splash magic damage in a 3.0 aoe of that unit. this missile is FIRED INSTANTLY but there is a 0.5 second detonation time. This means there is overkill if you stack too many mines in an area, generally an area will only need a few mines.
if you put 10 mines in an area it would have the same effect as just 2-3 mines there, meaning players are do not benefit from massing mines in a single area. but mines are still strong if you just get a few of them combined with your army.
mine clearing tactics will be powerful against mines with speedlings or chargelots but a couple mines combined with tanks will still be strong even with the clearing tactics as the cost of mines is cheap if used smartly.
after firing the missile, the mines have a 60 second cooldown period where they are unable to move and are no longer cloaked. after 60 seconds they recharge and can move and unburrow and are cloaked when burrowed
MINES CAN NO LONGER be "switched off", while burrowed the detonate missile is autocast and automatic, meaning players cannot turn off mines to avoid mine clearing.
Mothership , vortex:
yes I feel vortex should be removed. Think of new spells to add to the mothership
one idea i have for a mothership spell is a 50energy map teleport spell to teleport the mothership anywhere on the map. This means for 150 energy a mothership can instantly teleport anywhere on the map and recall an army. This may seem overpowered, but given the long buildtime and cost of the mothership and its a one-time-suicide use, i think this could create some very exciting games. Mothership cannot cast spells for 10seconds after teleporting.
and another spell idea for the mothership is a 50energy combat boost that increases speed to 4.0 and doubles damage for 20 seconds. so it could do some cool harassment for 50energy then teleport away for 50energy. Seems cool to me, more exciting than VORTEX*LOL
so yes, please remove vortex blizzard
swarmhosts:
I feel the swarmhosts should probably get a 100/100 upgrade at hive to make locusts fly and target ground units (not air). This wouldnt be that overpowered given 7range pheonix that are super strong against light, and thors that are strong against light. Swarmhosts itself are pretty weak and hard to use so i feel this should be added into the game and then balanced accordingly (probably slight buffs to other races anti-air if its overpowered but i dont think it will be)
infestor:
fungal should not be a projectile. 8range is enough of a nerf
i feel keeping fungals high damage is great given the nerfs to fungal range, and the nerfs to IT. making the IT no longer scale is IMO a good change, since auto turrets also dont scale. Infestors will become a support caster and no longer massed, considering 6 infestors can still blanket an army with fungal to deal tons of damage, i feel infestors will be in a good place in WoL and the zerg will need a huge army to backup his 6 infestors, so infestors will be a good support caster that can output high damage with fungal but IMO it wont be overpowered anymore
Nydus:
network now costs 50/100 (+50 for drone) but has 110 seconds increased buildtime. nydus worms can simply be casted anywhere on the map without vision, if something is blocking the worm, the worm gets automatically placed (pushing the unit) or if a building is there the worm says "cannot be placed"
zerg can only own/control one nydus network. if a network is building or exists and zerg tries to build another network, the game says "cannot make more than 1 network"
nydus worms have a 30 second cooldown and cost 50/50 to place.
when nydus worms are placed it says "nydus worm detected" for the enemy and it pings an area on the map where the worm is.
nydus networks and worms are permanently revealed to the enemy always (like buildings after all hatcheries are dead)
nydus unload rate increased by 30%
nydus network has 1000 increased health and 5 more armor
zerg drops are 100/100 cost but have 100 seconds extra researchtime
i feel it looks kind of unfair on paper that protoss gets 3 units, HOWEVER when you consider the fact that the mscore could simply be "viewed as" the same unit as the mothership (so mothership and mscore still count as one unit) then that means protoss only gets 2 new units.
mothership core can simply be viewed as Nerfs and buffs to the mothership (remove vortex, buffs in early game mothership usage)
I'm honestly astounded how many things I found wrong with this post. Fungal->projectile was one of blizzard's smartest changes while Muta fast healing and medivac buff are some of the worst. Aoe should be dodgeable with skill, damage to units should matter.... That's just fundamental rts design.
Reapers are not fine, either, they are even more of a "rush only" unit than before, it needs more late game utility and less early game. Flying locusts would mean SH has too few counters and make it extremely good at harassment, which Zerg already has plenty of... The purpose of SH is and should be as a siege unit or possibly, a space control unit like the tank. Your change makes it more like the mutalisk.
Your proposed changes to widow mines, Nydus network are overly complicated and unintuitive. Units should be simple and visually and mechanically easy to understand, for both players and spectators. Mines do magic damage? Why? Mines are uncloaked and immobile during Cooldown? That's just too many unit specific, special rules.
Most of the stuff you suggested for ms and mscore overlap with oracles, not that I don't have a healthy contempt for mothership core. Actually, you have a good sense of WHAT units need to be changed but sadly, not how. If your proposals were a lot simpler I could get behind them a bit more.
On December 18 2012 06:17 ThirdDegree wrote: I am not a fan of the ease of use of the medivac boost. At first I thought it should cost energy or have a longer cool down or what have you, but another option might be that you need to actually click where you want to boost to (similar to how you blink) and the medivacs will boost in that direction for however many seconds. It's a small change, and seems like it wouldn't be hard for players to use, but at the same time, it would make it slightly more difficult for lower level players.
Disagree. Its insanely entertaining and increases the amount of action in the game. This is of course only from a design perspective. Balance wise is another discussion though.
On December 17 2012 23:25 kaNt- wrote: I hope Blizzard focus on bio with Terran, cause mech is SOOOOOOOOOOOOOOOOOOOOOOOO damn boring to play/watch. Especially TvT.
Funny, I just watched a HoTs TvT on Husky's channel last night that went for almost a full 60 minutes.
I watched the entire thing, for the entire hour, and I was thoroughly entertained the whole way through.
Totally sick actually. Much more interesting than WoL. To each his own ...
Dude I think I saw this. Ryung vs ... I think it was Heart? On Ohana. Where Heart opened proxy marauder widow mine banshee and then the game transitioned into tons of mid game pushes with tank/thor and demolishing each other with widow mine flanks... Man that was a crazy game.
On December 18 2012 07:37 severetim wrote: i dont want to make a thread for this so ill post it here. Heres all the balance ideas i have for HOTS.
im just posting this because i wanna hear some opinions if you think these are good ideas or not cuz ill take what i think are my top3 best ideas and post them alot on the b.net forums.
So if u wanna help me pick 1-2 of my ideas and If you think something is a really bad idea tell me why, or a really good idea tell me why. wont bother explaining the *why*, ill just post my ultimate conclusions and if you wanna know the *why* behind a certain conclusion ask me and ill say my reasoning
Seeker Missile:
Energy cost 125 Range 11 flight speed reduced, flight time is infinite so it always strikes its target, very slowly increases speed. flight speed starts at 2.5 and increases by 0.5 every 5 seconds damage is 100 to initial target, 20 damage in 2.0 aoe (not scaling like current HSM, 20 flat aoe damage)
Ghost Snipe / Cloak:
Snipe 100 damage for 100 energy, refunds 25 when used against psionic. 30 second cooldown. Ghost cloak is permanent and uses no energy once upgraded. Ghost cloak upgrade cost is 250/250
There might be some mass ghost imbalance against zerg by sniping overseers (possibly a fix could be to give overseers a innate -75% resistance to spells)
Reapers / Mutas:
seem to be greatly balanced now in hots and your going in the right direction. The increased reaper speed and regen is nice for early game power.
Medivac healing rate increase:
I dont think its that overpowered. Seems to be a nice boost but considering mass fungals/banelings/broodlords OR collossi/storm splash the healing boost isnt that massive of a change (who cares about an extra 5 health per second when hundreds of splash damage is being thrown out)
The medivac heal does seem a bit too strong in the midgame (but balanced lategame) and it should possibly be a fusion core upgrade
Vipers:
Cloud removed, HP highly increased (blizzard can balance the numbers), costs 2food, no longer psionic, energy removed, abduct spell is 30 second cooldown no energy required. cost is 100/150. now moves at 3.3 speed
Vipers now have a 11range anti-building acid attack that attacks only buildings and applies a stacking spell damage acid to buildings. blizzard can balance the numbers.
*cloud is just impossible to really balance properly. vipers cloud will either suck or force mass air vs zerg every game. IMO the above viper is a much more exciting unit
Mothership Core:
too strong against early aggression. Recall not needed. recall removed, recall should be a lategame spell. nexus cannon removed.
Mothership should be built at cyber core, 2minute buildtime, it should cost as much as 2stalkers (250/100/4) with roughly the strength of 2 stalkers, flying, stalker speed, and 5range.
I feel the cheap quick air unit makes it so protoss is unkillable early game, where as terran and zerg are still killable, imo that makes for boring games where there is no risk of loss before 11 minutes. Which is why i suggest the 2 minute mscore buildtime.
new mcore spells,
50energy, teleport the core itself to any friendly building. allows for some early mscore harassment which could be exciting 50energy, slightly increase attackspeed by 20% for 20 seconds to be slightly stronger vs allin 50energy, some detection for 20 seconds
all-in-all a mothership core should represent possibly the strength of ~3 stalkers for the price of ~2, that seems like a alright unit to add to protoss as their weak-hero-unit midgame, then they get a strong-hero-unit lategame in the mothership
widow mines:
having these target air is just horrible. they should be ground-only space controllers that act as the needed partner to tanks, so tanks and mines combined together should provide true ground based positional exciting play that viewers want, and then their supply can be reduced to 1 and other areas buffed to compensate.
Cost: 75/25/1
buildtime: 20 seconds, can be reactored
burrow time: 10 seconds
damage: mine instantly shoots a missile at any unit that comes within 3range and deals 100 splash magic damage in a 3.0 aoe of that unit. this missile is FIRED INSTANTLY but there is a 0.5 second detonation time. This means there is overkill if you stack too many mines in an area, generally an area will only need a few mines.
if you put 10 mines in an area it would have the same effect as just 2-3 mines there, meaning players are do not benefit from massing mines in a single area. but mines are still strong if you just get a few of them combined with your army.
mine clearing tactics will be powerful against mines with speedlings or chargelots but a couple mines combined with tanks will still be strong even with the clearing tactics as the cost of mines is cheap if used smartly.
after firing the missile, the mines have a 60 second cooldown period where they are unable to move and are no longer cloaked. after 60 seconds they recharge and can move and unburrow and are cloaked when burrowed
MINES CAN NO LONGER be "switched off", while burrowed the detonate missile is autocast and automatic, meaning players cannot turn off mines to avoid mine clearing.
Mothership , vortex:
yes I feel vortex should be removed. Think of new spells to add to the mothership
one idea i have for a mothership spell is a 50energy map teleport spell to teleport the mothership anywhere on the map. This means for 150 energy a mothership can instantly teleport anywhere on the map and recall an army. This may seem overpowered, but given the long buildtime and cost of the mothership and its a one-time-suicide use, i think this could create some very exciting games. Mothership cannot cast spells for 10seconds after teleporting.
and another spell idea for the mothership is a 50energy combat boost that increases speed to 4.0 and doubles damage for 20 seconds. so it could do some cool harassment for 50energy then teleport away for 50energy. Seems cool to me, more exciting than VORTEX*LOL
so yes, please remove vortex blizzard
swarmhosts:
I feel the swarmhosts should probably get a 100/100 upgrade at hive to make locusts fly and target ground units (not air). This wouldnt be that overpowered given 7range pheonix that are super strong against light, and thors that are strong against light. Swarmhosts itself are pretty weak and hard to use so i feel this should be added into the game and then balanced accordingly (probably slight buffs to other races anti-air if its overpowered but i dont think it will be)
infestor:
fungal should not be a projectile. 8range is enough of a nerf
i feel keeping fungals high damage is great given the nerfs to fungal range, and the nerfs to IT. making the IT no longer scale is IMO a good change, since auto turrets also dont scale. Infestors will become a support caster and no longer massed, considering 6 infestors can still blanket an army with fungal to deal tons of damage, i feel infestors will be in a good place in WoL and the zerg will need a huge army to backup his 6 infestors, so infestors will be a good support caster that can output high damage with fungal but IMO it wont be overpowered anymore
Nydus:
network now costs 50/100 (+50 for drone) but has 110 seconds increased buildtime. nydus worms can simply be casted anywhere on the map without vision, if something is blocking the worm, the worm gets automatically placed (pushing the unit) or if a building is there the worm says "cannot be placed"
zerg can only own/control one nydus network. if a network is building or exists and zerg tries to build another network, the game says "cannot make more than 1 network"
nydus worms have a 30 second cooldown and cost 50/50 to place.
when nydus worms are placed it says "nydus worm detected" for the enemy and it pings an area on the map where the worm is.
nydus networks and worms are permanently revealed to the enemy always (like buildings after all hatcheries are dead)
nydus unload rate increased by 30%
nydus network has 1000 increased health and 5 more armor
zerg drops are 100/100 cost but have 100 seconds extra researchtime
i feel it looks kind of unfair on paper that protoss gets 3 units, HOWEVER when you consider the fact that the mscore could simply be "viewed as" the same unit as the mothership (so mothership and mscore still count as one unit) then that means protoss only gets 2 new units.
mothership core can simply be viewed as Nerfs and buffs to the mothership (remove vortex, buffs in early game mothership usage)
I'm honestly astounded how many things I found wrong with this post. Fungal->projectile was one of blizzard's smartest changes while Muta fast healing and medivac buff are some of the worst. Aoe should be dodgeable with skill, damage to units should matter.... That's just fundamental rts design.
Reapers are not fine, either, they are even more of a "rush only" unit than before, it needs more late game utility and less early game. Flying locusts would mean SH has too few counters and make it extremely good at harassment, which Zerg already has plenty of... The purpose of SH is and should be as a siege unit or possibly, a space control unit like the tank. Your change makes it more like the mutalisk.
Your proposed changes to widow mines, Nydus network are overly complicated and unintuitive. Units should be simple and visually and mechanically easy to understand, for both players and spectators. Mines do magic damage? Why? Mines are uncloaked and immobile during Cooldown? That's just too many unit specific, special rules.
Most of the stuff you suggested for ms and mscore overlap with oracles, not that I don't have a healthy contempt for mothership core. Actually, you have a good sense of WHAT units need to be changed but sadly, not how. If your proposals were a lot simpler I could get behind them a bit more.
At least you didn't create a thread..
thx for your thoughts. what do you think about my seeker missile and ghost ideas, overpowered or whats your thoughts?
oops i think i misworded what i meant about mutas and reapers. when i said mutas and reapers are greatly balanced i didnt mean they are "perfectly balanced" as in no more changes needed. what i meant was reapers and mutas are IMO going in the right direction and they are more balanced now than they were before so blizzard is doing a great job with the balance
so what i mean is i believe reapers and mutas STILL need a few more changes to be great complete units that are great for the game and balanced, but my point was i believe blizzards changes to the units are "going in the right direction" and i believe if blizzard changes the units a bit more they hopefully can be put in a great place as exciting harassment units that are still useful in armies and arent overpowered
my changes to the MScore are mostly because i think a pro protoss player with the current mscore should practically NEVER die or be in a bad position before 10 minutes, and i think that is bad for the game as all other races can die or be in trouble before 10 minutes (except for protoss with the mscore. its just so strong and comes so early no other race has such incredible defense. protoss doesnt even need to FFE against zerg anymore 1gate greedy expands that are immune to aggression)
I believe the MScore if it remains flying and combat in nature, virtually must takes 2 minutes after the cybercore to come out because thats how long it takes for a voidray to come out after the cybercore. So thats why i suggest making it build at the cybercore with a 120 second buildtime because that makes protoss choose between faster warpgates or a faster beefy cost effective midgame flying unit that doesnt need a stargate to be produced
as for nydus/widow mines, you have to admit the current state of balance for the mines is horrible. Its extremely hard to balance them. I tried the best i can to make the mines control space without being overpowered.
I do agree my mines are highly complicated, but given they are so strong in one regard i tried to give them weaknesses to make them managable by the enemy. i made mines pretty strong and i felt the recharge time of the mine needed a weakness considering its high splash damage for 75/25 cost, could be re-used, that re-use needed a high weakness.
when it comes to things like nydus that allow extreme map movement its hard to balance it properly without making it either suck or be overpowered. right now nydus sucks, so i tried to give it pretty large buffs (much cheaper cost) but weaknesses to compensate those buffs such as a 30 second cooldown on worms but the worms are virtually free so its a small strong aspect to zerg but they arent too overpowered and can be combated with the right resources.
i think my biggest blunder was adding the 5 armor to nydus networks. it shouldnt get any extra armor, the health is fine
i said fungal shouldnt be projectile, and i realize EMP is still a projectile. but i think the strong cloak buff i gave to ghosts means EMP should probably still be projectile for balance sake.
On December 18 2012 06:17 ThirdDegree wrote: I am not a fan of the ease of use of the medivac boost. At first I thought it should cost energy or have a longer cool down or what have you, but another option might be that you need to actually click where you want to boost to (similar to how you blink) and the medivacs will boost in that direction for however many seconds. It's a small change, and seems like it wouldn't be hard for players to use, but at the same time, it would make it slightly more difficult for lower level players.
Disagree. Its insanely entertaining and increases the amount of action in the game. This is of course only from a design perspective. Balance wise is another discussion though.
I'm not sure if it's imbalanced but it's really permissive. You can get your bio army crushed, but you'll still be able to save your medivacs, even if there are Mutas. Same thing with drops, there's almost no risk involved at all.
I'm a Muta lover but this unit feels increasingly silly every game in ZvT...
On December 18 2012 06:17 ThirdDegree wrote: I am not a fan of the ease of use of the medivac boost. At first I thought it should cost energy or have a longer cool down or what have you, but another option might be that you need to actually click where you want to boost to (similar to how you blink) and the medivacs will boost in that direction for however many seconds. It's a small change, and seems like it wouldn't be hard for players to use, but at the same time, it would make it slightly more difficult for lower level players.
Disagree. Its insanely entertaining and increases the amount of action in the game. This is of course only from a design perspective. Balance wise is another discussion though.
I'm not sure if it's imbalanced but it's really permissive. You can get your bio army crushed, but you'll still be able to save your medivacs, even if there are Mutas. Same thing with drops, there's almost no risk involved at all.
I'm a Muta lover but this unit feels increasingly silly every game in ZvT...
yeh but it still requires a lot of multitasking to never lose units and this rewards heavy APM so much in a great way. So this is why I like it from a design perspective. I like the idea of terrans with high APM just pressing that B button all the time nad having like 2-3 medivacs constantly dropping and constantly getting away with it. This is extremely entertaining to watch as observers. But of course this is just from a design perspective. We still need more testing to see whether this is op or not.
Btw the biggest differen in how terrans will play if the speed boosts costs energy compared to if it doesn't will be when they want their medivac to go from A to B. I like the idea of terrans using the speed button to quickly go from A to B as it speed up the pace of the game and rewards multitasking. I dislike the idea of terans saving up energy as this still means that they can always use the speed button to get away, but it will lead to less actionpacked games.
is it just me or does the widow mine seem like it just makes the game more un fun? just watching videos of it just seems like a really annoying unit. randomly walking into explosions all the time does not seem fun at all lol
On December 18 2012 11:14 Hider wrote: Btw the biggest differen in how terrans will play if the speed boosts costs energy compared to if it doesn't will be when they want their medivac to go from A to B. I like the idea of terrans using the speed button to quickly go from A to B as it speed up the pace of the game and rewards multitasking. I dislike the idea of terans saving up energy as this still means that they can always use the speed button to get away, but it will lead to less actionpacked games.
The game WILL be more actionpacked due to the thrusters, but it doesn't have to be at the expense of strategic depth. Some people find it exciting when players not only micro their hearts out, but exercise good decisions and outthink their opponent. Making the speed boost a tactical decision (cost energy) rather than a simple spamming exercise (cooldown) would result in a fusion that makes everyone happy. Granted, there is already some level of decision making, in that it's sometimes smart to save the booster for when you need to escape some mutas or blink stalkers. But that's a relatively one dimensional dynamic.
Let me put this a different way: wouldn't it be even MORE exciting if the Terran could sacrifice all his energy to boost ALL the way to a vulnerable location and drop even FASTER? It'd be like an ultimate explosion of pro level multitask and action packedness!
On December 18 2012 15:35 BlessedHammers wrote: is it just me or does the widow mine seem like it just makes the game more un fun? just watching videos of it just seems like a really annoying unit. randomly walking into explosions all the time does not seem fun at all lol
I'm worried about this as well. I saw one extremely entertaining TvT the other day involving widow mines. Both players were pushing and harassing like crazy, which often forced the enemy out of position and into some waiting mines. While this was cool, and allowed the momentum of the match to swing many times, it felt a bit coinflippy. Like the player who'd blundered into the mines just kind of got unlucky. However, by the end game they were both throwing down tons of scans when moving their armies, so it was less random. Then they had to use different tactics with the mines... there was one amazing moment where the attacker threw down a bunch of MULES to trap the enemy army while his widow mines came in to flank.
Basically, I think players will get better at knowing when to use detection against a mine user. Also, I'm holding out hope that Blizzard will make mines not hit air, in which case, players could easily send overseers or ravens ahead to spot the mines and react in advance.
Just out of curiosity, what if the Seeker Missile was changed to a targetable projectile? Perhaps Blizzard has already tested this, but what if enemy forces could shoot down the Missile before it reached its target? The idea behind this is: it seems the original Seeker Missile concept was revised because slow-moving targets, in particular Brood Lords, would have no way to dodge or effectively split up before the Missile did tons of damage. While I think it's cool that the new Seeker Missile can target down individual units, in particular immortals, the mechanic is, as many have said, too similar to Yamato cannon. I'm a bit uncertain whether Blizzard intends to maintain this design. If the SM can be shot down, it allows even Brood Lords a chance to escape the damage while maintaining an appropriate identity as an AOE spell. Perhaps the missile's target priority can be modeled to something like the Changeling, so enemy forces would not be able to automatically fire at it. Perhaps the energy cost can be reduced to something like 100: this way multiple SMs can be launched, so the enemy would have to work twice as hard to prevent massive damage to their army. Most interestingly, this would reinforce the Raven's identity as a "damage soaker" - both the PDD and the SM could absorb enemy fire, although they do so in different contexts. The PDD would work better against Tempests, etc. who fire slow high damage bursts, while the SM might work better against faster firing units. I really hope that Blizzard will get more creative with the SM design - as of now it seems more like a placeholder for some other ability.
On December 17 2012 23:25 kaNt- wrote: I hope Blizzard focus on bio with Terran, cause mech is SOOOOOOOOOOOOOOOOOOOOOOOO damn boring to play/watch. Especially TvT.
Funny, I just watched a HoTs TvT on Husky's channel last night that went for almost a full 60 minutes.
I watched the entire thing, for the entire hour, and I was thoroughly entertained the whole way through.
Totally sick actually. Much more interesting than WoL. To each his own ...
Link? Couldn't find it by searching his channel with what you included in your post
On December 18 2012 15:35 BlessedHammers wrote: is it just me or does the widow mine seem like it just makes the game more un fun? just watching videos of it just seems like a really annoying unit. randomly walking into explosions all the time does not seem fun at all lol
I'm worried about this as well. I saw one extremely entertaining TvT the other day involving widow mines. Both players were pushing and harassing like crazy, which often forced the enemy out of position and into some waiting mines. While this was cool, and allowed the momentum of the match to swing many times, it felt a bit coinflippy. Like the player who'd blundered into the mines just kind of got unlucky. However, by the end game they were both throwing down tons of scans when moving their armies, so it was less random. Then they had to use different tactics with the mines... there was one amazing moment where the attacker threw down a bunch of MULES to trap the enemy army while his widow mines came in to flank.
Basically, I think players will get better at knowing when to use detection against a mine user. Also, I'm holding out hope that Blizzard will make mines not hit air, in which case, players could easily send overseers or ravens ahead to spot the mines and react in advance.
They only appear coin flippy. The 1s WM has added a lost element of BW, intimate knowledge of your army's immediate surroundings. It rewards T players for being sneaky.
WMs create the same tension that 1-4 sieged tanks hidden on cliffs and well placed spider mines used to have. No longer can one freely run down an escaping bio force or into a sieged line (extended due to WM vision).
The real difference is that unlike spider mines, widow mines reward players who have good reflexes and keep their main vision on their army.
From 10 minutes. Miya eventually pays dearly for running down Heart's stimmed MMM force.
Widow mines add a dimension to Terran like the knight does in chess.
On December 18 2012 07:37 severetim wrote: i dont want to make a thread for this so ill post it here. Heres all the balance ideas i have for HOTS.
im just posting this because i wanna hear some opinions if you think these are good ideas or not cuz ill take what i think are my top3 best ideas and post them alot on the b.net forums.
So if u wanna help me pick 1-2 of my ideas and If you think something is a really bad idea tell me why, or a really good idea tell me why. wont bother explaining the *why*, ill just post my ultimate conclusions and if you wanna know the *why* behind a certain conclusion ask me and ill say my reasoning
Seeker Missile:
Energy cost 125 Range 11 flight speed reduced, flight time is infinite so it always strikes its target, very slowly increases speed. flight speed starts at 2.5 and increases by 0.5 every 5 seconds damage is 100 to initial target, 20 damage in 2.0 aoe (not scaling like current HSM, 20 flat aoe damage)
Ghost Snipe / Cloak:
Snipe 100 damage for 100 energy, refunds 25 when used against psionic. 30 second cooldown. Ghost cloak is permanent and uses no energy once upgraded. Ghost cloak upgrade cost is 250/250
There might be some mass ghost imbalance against zerg by sniping overseers (possibly a fix could be to give overseers a innate -75% resistance to spells)
Reapers / Mutas:
seem to be heading in the right direction. The increased reaper speed and regen is nice for early game power. I believe these units are not complete yet but they are definitely heading in the right direction. I feel a few more changes to each unit as good as the previous changes should hopefully turn these units into strong harassment options that are still useful in armies but are not overpowered.
Medivac healing rate increase:
I dont think its that overpowered. Seems to be a nice boost but considering mass fungals/banelings/broodlords OR collossi/storm splash the healing boost isnt that massive of a change (who cares about an extra 5 health per second when hundreds of splash damage is being thrown out)
The medivac heal does seem a bit too strong in the midgame (but balanced lategame) and it should possibly be a fusion core upgrade
Vipers:
Cloud removed, HP highly increased (blizzard can balance the numbers), costs 2food, no longer psionic, energy removed, abduct spell is 30 second cooldown no energy required. cost is 100/150. now moves at 3.3 speed
Vipers now have a 11range anti-building acid attack that attacks only buildings and applies a stacking spell damage acid to buildings. blizzard can balance the numbers.
*cloud is just impossible to really balance properly. vipers cloud will either suck or force mass air vs zerg every game. IMO the above viper is a much more exciting unit
Mothership Core:
too strong against early aggression. Recall not needed. recall removed, recall should be a lategame spell. nexus cannon removed.
Mothership should be built at cyber core, 2minute buildtime, it should cost as much as 2stalkers (250/100/4) with roughly the strength of 2 stalkers, flying, stalker speed, and 5range.
I feel the cheap quick air unit makes it so protoss is unkillable early game, where as terran and zerg are still killable, imo that makes for boring games where there is no risk of loss before 11 minutes. Which is why i suggest the 2 minute mscore buildtime.
new mcore spells,
50energy, teleport the core itself to any friendly building. allows for some early mscore harassment which could be exciting 50energy, slightly increase attackspeed by 20% for 20 seconds to be slightly stronger vs allin 50energy, some detection for 20 seconds
all-in-all a mothership core should represent possibly the strength of ~3 stalkers for the price of ~2, that seems like a alright unit to add to protoss as their weak-hero-unit midgame, then they get a strong-hero-unit lategame in the mothership
widow mines:
having these target air is just horrible. they should be ground-only space controllers that act as the needed partner to tanks, so tanks and mines combined together should provide true ground based positional exciting play that viewers want, and then their supply can be reduced to 1 and other areas buffed to compensate.
Cost: 75/25/1
buildtime: 20 seconds, can be reactored
burrow time: 10 seconds
damage: mine instantly shoots a missile at any unit that comes within 3range and deals 100 splash magic damage in a 3.0 aoe of that unit. this missile is FIRED INSTANTLY but there is a 0.5 second detonation time. This means there is overkill if you stack too many mines in an area, generally an area will only need a few mines.
if you put 10 mines in an area it would have the same effect as just 2-3 mines there, meaning players are do not benefit from massing mines in a single area. but mines are still strong if you just get a few of them combined with your army.
mine clearing tactics will be powerful against mines with speedlings or chargelots but a couple mines combined with tanks will still be strong even with the clearing tactics as the cost of mines is cheap if used smartly.
after firing the missile, the mines have a 60 second cooldown period where they are unable to move and are no longer cloaked. after 60 seconds they recharge and can move and unburrow and are cloaked when burrowed
MINES CAN NO LONGER be "switched off", while burrowed the detonate missile is autocast and automatic, meaning players cannot turn off mines to avoid mine clearing.
Mothership , vortex:
yes I feel vortex should be removed. Think of new spells to add to the mothership
one idea i have for a mothership spell is a 50energy map teleport spell to teleport the mothership anywhere on the map. This means for 150 energy a mothership can instantly teleport anywhere on the map and recall an army. This may seem overpowered, but given the long buildtime and cost of the mothership and its a one-time-suicide use, i think this could create some very exciting games. Mothership cannot cast spells for 10seconds after teleporting.
and another spell idea for the mothership is a 50energy combat boost that increases speed to 4.0 and doubles damage for 20 seconds. so it could do some cool harassment for 50energy then teleport away for 50energy. Seems cool to me, more exciting than VORTEX*LOL
so yes, please remove vortex blizzard
swarmhosts:
I feel the swarmhosts should probably get a 100/100 upgrade at hive to make locusts fly and target ground units (not air). This wouldnt be that overpowered given 7range pheonix that are super strong against light, and thors that are strong against light. Swarmhosts itself are pretty weak and hard to use so i feel this should be added into the game and then balanced accordingly (probably slight buffs to other races anti-air if its overpowered but i dont think it will be)
infestor:
fungal should not be a projectile. 8range is enough of a nerf
i feel keeping fungals high damage is great given the nerfs to fungal range, and the nerfs to IT. making the IT no longer scale is IMO a good change, since auto turrets also dont scale. Infestors will become a support caster and no longer massed, considering 6 infestors can still blanket an army with fungal to deal tons of damage, i feel infestors will be in a good place in WoL and the zerg will need a huge army to backup his 6 infestors, so infestors will be a good support caster that can output high damage with fungal but IMO it wont be overpowered anymore
Nydus:
network now costs 50/100 (+50 for drone) but has 110 seconds increased buildtime. nydus worms can simply be casted anywhere on the map without vision, if something is blocking the worm, the worm gets automatically placed (pushing the unit) or if a building is there the worm says "cannot be placed"
zerg can only own/control one nydus network. if a network is building or exists and zerg tries to build another network, the game says "cannot make more than 1 network"
nydus worms have a 30 second cooldown and cost 50/50 to place.
when nydus worms are placed it says "nydus worm detected" for the enemy and it pings an area on the map where the worm is.
nydus networks and worms are permanently revealed to the enemy always (like buildings after all hatcheries are dead)
nydus unload rate increased by 30%
nydus network has 1000 increased health
zerg drops are 100/100 cost but have 100 seconds extra researchtime
i feel it looks kind of unfair on paper that protoss gets 3 units, HOWEVER when you consider the fact that the mscore could simply be "viewed as" the same unit as the mothership (so mothership and mscore still count as one unit) then that means protoss only gets 2 new units.
mothership core can simply be viewed as Nerfs and buffs to the mothership (remove vortex, buffs in early game mothership usage)
Glad you took your time to write all that but honestly ur wildly misinformed. Half of those changes are super random without reasoning or would make the game more 1 dimentional. Please support your reasoning If you want to be taken seriously
On December 18 2012 06:38 Empirimancer wrote: Yesterday a played a TvT. Our macro was nearly identical, and we both went bio with very minor differences. I won because the other guy forgot to upgrade medivac healing. I had like a 70 supply lead after the big battle was over.
Well that's just stupid. In the case where you both didn't just a-move into each other, you mean to say that he lost simply because he didn't get a passive upgrade? If so, I reiterate that's very stupid and completely not the direction players are expecting HoTS to go.
On December 18 2012 06:38 Empirimancer wrote: Yesterday a played a TvT. Our macro was nearly identical, and we both went bio with very minor differences. I won because the other guy forgot to upgrade medivac healing. I had like a 70 supply lead after the big battle was over.
Well that's just stupid. In the case where you both didn't just a-move into each other, you mean to say that he lost simply because he didn't get a passive upgrade? If so, I reiterate that's very stupid and completely not the direction players are expecting HoTS to go.
@Severtim
Don't post huge swathes of writing that waste every bodies time. I got to the Viper changes before realising how misinformed you were. And the Nydus Network? You do realise that there are Zergs like myself who incorporate them into our strats. How much of a nerf would it be to have a longer build time and only 1 network per worm?