It's not the race you play, it's the kind of person you are...And a lot of people in his thread are fucking idiots.
Beta Balance Update #10 - Page 73
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MilesTeg
France1271 Posts
It's not the race you play, it's the kind of person you are...And a lot of people in his thread are fucking idiots. | ||
Psychobabas
2531 Posts
On December 21 2012 13:11 DemigodcelpH wrote: LOL How could something so ridiculous get past the office? At this point I really don't see how Blizzard could not have a hidden agenda. "Mech is in an rather nonviable state vs anything but non-mirror... sounds like a great time to do nothing about it and buff fungal to stronger than WoL!" It got past the testing because they have "grandmasters" testing it. That infestor range is just lmao | ||
madespecifically
39 Posts
On December 22 2012 20:44 Psychobabas wrote: It got past the testing because they have "grandmasters" testing it. That infestor range is just lmao The infestor change is a testament that the blizzard balance team doesn't listen to the community nor is competent enough to do balance. I cancelled my preorder not because I dont believe they will nerf infestor once again, but because I refuse to believe there is any comprehensible reason why you would buff the strongest unit in the game at a moment where zerg is dominating WOL and when you promised you would actually nerf infestor. Is it some mind game, I don't care to stick around to understand. Have fun playing a game where every single matchup is ZvP or ZvZ. | ||
Salteador Neo
Andorra5591 Posts
I haven't touched the game in over a game and when I did I wasn't that good anyway, yet I can see easily this is a huge mistake of a buff withouth even testing it. It's just common sense really. | ||
kaNt-
163 Posts
zergie domination to continue until LotV... GJ Blizzard | ||
kaNt-
163 Posts
On December 22 2012 21:50 kaNt- wrote: I will switch to zerg is HotS, ezpz... zergie domination to continue until LotV... GJ Blizzard Btw, a lot of people that bought the pre-order are banging their heads to the wall. I feel sorry for you guys ![]() Lucky I didn´t preorder the HotS yet, knowing that blizz will mess up the things. | ||
AEDavo
United Kingdom2 Posts
On December 19 2012 06:11 HollowLord wrote: How about that blink nerf eh? Wasn't expecting that one. Yeah by and large i think this is just refinement on previous patches, but the blink thing has seemed to come out of nowhere. :O | ||
rEalGuapo
Germany832 Posts
Stargate will most likely become the new standard in HotS and Infestors even with 10 Range will suck against Tempest Carrier VR. Especially since with a projectile it is harder to fungal interceptors. In ZvT however, this is a big problem. And still, I see no Ghosts against Infestors. Snipe has 10 Range and is instant. I think that if Terrans would approach it the way Protoss have to micro their Templar in lategame PvT they could succeed. Setting up flanks of cloaked ghosts and darting in to EMP/Snipe. I have never seen someone try that, since the Ghost nerf Terrans never built them again in TvZ, just because they like to cry OPOPOP I really think there are a lot of options. I would not get too upset about a video that shows fungal against someone who is unable to spread Vikings . . . Oh and by the way: This is a BETA! Blizzard WILL test stuff that looks completely retarded just to see how it plays out. They will keep doing that and after they collected all the data they feel necessary a new expansion will be made. You guys act like the game will be whatever the last version of the Beta looks like. That will not be the case, they might pick up concepts from the very beginning of the Beta. They might introduce something completely new. You all should chill, stay constructive and have fun with the new toys.. | ||
madespecifically
39 Posts
On December 22 2012 21:52 kaNt- wrote: Btw, a lot of people that bought the pre-order are banging their heads to the wall. I feel sorry for you guys ![]() Lucky I didn´t preorder the HotS yet, knowing that blizz will mess up the things. You can cancell a preorder and they will transfer you back the money, at least in Eu. | ||
AEDavo
United Kingdom2 Posts
On December 22 2012 21:57 madespecifically wrote: You can cancell a preorder and they will transfer you back the money, at least in Eu. I pre-ordered with GAME here in the UK and they don't take the money until the game is released so if i cancelled i'd get free Beta lol | ||
kaNt-
163 Posts
On December 22 2012 21:57 madespecifically wrote: You can cancell a preorder and they will transfer you back the money, at least in Eu. I won´t but HotS until is decently balanced. | ||
cRueLLLL
United Kingdom1 Post
I suggest the following solution which I believe achieves both the above: Fungal Growth Damage remains the same over 4 seconds however movement speed slowly returns to normal: For example: 0s 2s: Units are rooted 2s - 3s: Units regain 50% move speed 3s - 4s: Units regain 75% move speed This will both give the opportunity for zerg units to gain surrounds and positional advantages (as the spell is designed,) however, once units regain their ability to move, the opponent is granted with a more enabling options such as: o They can spread their affected units which will reduce the impact of the next ('chain') fungal o They have the ability to escape into Warp Prisms, Medivacs etc. We should be careful not to completely nerf the spell but we do need to allow the opponent the ability to use skill to reduce the spell's devastating effect. Peace out x | ||
Avicularia
540 Posts
On December 22 2012 21:52 kaNt- wrote: Btw, a lot of people that bought the pre-order are banging their heads to the wall. I feel sorry for you guys ![]() Lucky I didn´t preorder the HotS yet, knowing that blizz will mess up the things. Do you even know what is beta for? Some people are incredibly stupid... | ||
Yoshi Kirishima
United States10292 Posts
On December 22 2012 22:46 cRueLLLL wrote: Regarding Fungal Growth, I think we need a solution that remains true to it's original goal (to reduce mobility of enemy units, allowing zerg to 'swarm' their opponent) without being totally OP. I suggest the following solution which I believe achieves both the above: Fungal Growth Damage remains the same over 4 seconds however movement speed slowly returns to normal: For example: 0s 2s: Units are rooted 2s - 3s: Units regain 50% move speed 3s - 4s: Units regain 75% move speed This will both give the opportunity for zerg units to gain surrounds and positional advantages (as the spell is designed,) however, once units regain their ability to move, the opponent is granted with a more enabling options such as: o They can spread their affected units which will reduce the impact of the next ('chain') fungal o They have the ability to escape into Warp Prisms, Medivacs etc. We should be careful not to completely nerf the spell but we do need to allow the opponent the ability to use skill to reduce the spell's devastating effect. Peace out x I like this sort of idea, i've already made a thread of it on Bnet so hopefully it's read | ||
vthree
Hong Kong8039 Posts
On December 22 2012 21:56 rEalGuapo wrote: As a Protoss I have to say it is fine with me. Stargate will most likely become the new standard in HotS and Infestors even with 10 Range will suck against Tempest Carrier VR. Especially since with a projectile it is harder to fungal interceptors. In ZvT however, this is a big problem. And still, I see no Ghosts against Infestors. Snipe has 10 Range and is instant. I think that if Terrans would approach it the way Protoss have to micro their Templar in lategame PvT they could succeed. Setting up flanks of cloaked ghosts and darting in to EMP/Snipe. I have never seen someone try that, since the Ghost nerf Terrans never built them again in TvZ, just because they like to cry OPOPOP I really think there are a lot of options. I would not get too upset about a video that shows fungal against someone who is unable to spread Vikings . . . Oh and by the way: This is a BETA! Blizzard WILL test stuff that looks completely retarded just to see how it plays out. They will keep doing that and after they collected all the data they feel necessary a new expansion will be made. You guys act like the game will be whatever the last version of the Beta looks like. That will not be the case, they might pick up concepts from the very beginning of the Beta. They might introduce something completely new. You all should chill, stay constructive and have fun with the new toys.. Because if the zergs see the ghosts before they get into infestor range, they are as good as dead. If it a HUGE risk to setup flanks as terrans against zerg because you can't pull away. When you setup flanks as zerg vs terrans, it is much easier since if terrans spot your flanking units, you can get away so easily. If ghost had zergling speed, you would see much more flanking. | ||
DoubleReed
United States4130 Posts
I like that Blizzard is taking another look at fungal growth. It seems like they aren't interested in actually making Fungal a 'slowing' spell, so I had a possible alternative that Blizzard might want to play around with. I was thinking that Fungal could do an initial rooting for like 1-1.5 seconds or so, but after that the Fungaled units slowly regain their speed over the duration of the spell. It might offer a more dynamic way to play. Minor detail things: -The speed of units would be dynamic over time of the spell. I think that sounds really really cool, especially in combination with creep and stim and such. Like the difference between outrunning a baneling and dying could be down to even crazier timings. -Obviously mass infestor would be less powerful as you need more fungals to actually keep an opponent directly in place for a long period of time. -I guess the 'status effect' of fungal prevents blink, so even the slowed Stalkers would be unable to blink? -This would obviously lessen infestors amazing power against air units (however it would still be pretty damn powerful). They would not be so absurdly dominant against muta clumps, for instance. I'm not sure if that's good or bad, but it would certainly make the Hydralisk better in many circumstances. http://us.battle.net/sc2/en/forum/topic/7415643710?page=1#0 They obviously are not done tinkering with fungal, so I think people are overdramatic with this balance update. | ||
rEalGuapo
Germany832 Posts
On December 22 2012 23:02 vthree wrote: Because if the zergs see the ghosts before they get into infestor range, they are as good as dead. If it a HUGE risk to setup flanks as terrans against zerg because you can't pull away. When you setup flanks as zerg vs terrans, it is much easier since if terrans spot your flanking units, you can get away so easily. If ghost had zergling speed, you would see much more flanking. Zerg will have a pretty hard time seeing cloaked ghosts that are not near his units. Seeing them would require Overseers spread over the entire map, probably not the best thing when Vikings are in play. Well I should really stop giving advice to Terran players. The mentality of 99% of the Terrans seems to be "If this thing doesn't work I will not change anything but make forum posts about how there is nothing Terran can do and shut down anyone who thinks different." | ||
convention
United States622 Posts
On December 23 2012 00:32 rEalGuapo wrote: Zerg will have a pretty hard time seeing cloaked ghosts that are not near his units. Seeing them would require Overseers spread over the entire map, probably not the best thing when Vikings are in play. Well I should really stop giving advice to Terran players. The mentality of 99% of the Terrans seems to be "If this thing doesn't work I will not change anything but make forum posts about how there is nothing Terran can do and shut down anyone who thinks different." There is a really really good reason why you don't see ghosts in competitive play. You don't get your money's worth from them, as it is very hard to actually get snipes off of a zerg that is on an equal skill level. Then when you lose your huge investment, you get rolled over because you are now missing 6 vikings from your air army. Good luck breaking through corruptors while changed fungaled against that. To fight a zerg army, you have to have a perfect unit composition to stand a slight chance. You can't have supply locked up in ghosts when it is very unlikely you will get any infestor kills. I play random (at high plat, so take it what you will), and when I get zerg into the late game against protoss or terran I actually don't do injects anymore. If I just pay attention to my army and only my army, then no ghosts will get anywhere near me and I won't lose any units. The point being, it is hard to snipe ghosts at a low level, and since pros never use ghosts it must also be hard to snipe infestors at a high level. It just is not worth it to get ghosts. | ||
Dynamitekid
United States55 Posts
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PanzerElite
540 Posts
On December 23 2012 01:24 Dynamitekid wrote: Is it me or are the new units in HOTS are really boring except the viper? The viper is so silly, have you seen today's gsl show matches? Silly in stupid design/animation. It's horrible to see thors/collosus/tanks/tempest/medivacs being pulled. It looks so silly i can't take hots serious anymore. | ||
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