On January 10 2013 09:33 Gretorp wrote:hey guys put my thoughts here:
http://gretorp.tumblr.com/[HoTS Thoughts] Beta Balance Update #11 – January 9, 2013
Hello Everyone. Balance Patch was put up on January 9th 2013, and this is a place where I’ll voice my thoughts. I put {} <==these brackets to show that the changes are meant to be together.
I’ll be doing these a lot more often.
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Terran Changes
{
Barracks
Train Reaper no longer requires a Tech Lab Addon.
Reaper
The Battlefield Awareness passive ability has been removed from the game.
Movement speed increased from 3.38 to 3.75.
The Nitro Packs upgrade has been removed from the game.
P-45 Gauss Pistol weapon damage decreased from 4 +9 vs. Light to 4.
}
Reaper is a scout now. Reaper changes have been specifically used for scouting purposes in the beginning stage. This affects all the matchups. There’s almost no reason why a reaper shouldn’t be built since it provides you with the best scouting of your opponent in tvz and tvp, and has a lot of utility in tvt with openings.
Reaper no longer raids. With 30% of its original DPS, the reaper no longer really has the capacity to do strong raids. It takes 12 shots to kill a single SCV now, and the same for an unupgraded marine. That’s not going to be sufficient even in strong numbers. It did seem weird to see a reaper killing hellions so easily, but these will just tickle, and the apm used to micro these units to kill others will probably be a waste of time.
BattleField Awareness Change is good. This ability was way too powerful. Seeing up ramps and through smoke clouds limits a lot of map makers creativity imo. It just offers so much power for other units.
Potential Changes
[Add?] BattleField Experience. Similar to Voidrays, grants +2 damage to light units for every attack made to an enemy units, up to +8 or +10 damage (4 shot or 3 shot scvs/unupgraded marines respectively). Has reset of 10 seconds out of battle.
This enables raiding still but only in situations where your opponent doesn’t react. Attacking buildings or your own units won’t proc this damage counter and you have maybe 10 seconds until reset and you attack for 4 damage instead a max of 14.
[Add?] Time bomb. Loved the idea in the alpha version of WoL. Ability with __ cooldown. Plants bomb on targeted unit with 15 health that has same priority targeting as any other unit(forces opponents to retarget. Maybe 10 second timer on that. Does 40 damage. 15 damage splash. Allows you to get in and raid, but again punishes players that don’t react. Times and strength has to be modified of course. Just guessing with numbers.
Overall Understanding of unit and changes
Unit is switching role to only scouting to counter crazy ranges of protoss, terran, and zerg. Terrans have trouble after 4:30 with tvz, and tvp where queens and stalkers pop(around that time) respectively. Roach allins and 1 base play is still very strong.
Less attack, more mobility = scout only. Maybe we don’t want raiding? Just thoughts.
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{
Hellbat
Attack speed changed from 1.9 to 2.
The Infernal Pre-Igniter upgrade no longer increases Hellbat weapon damage.
Napalm Spray weapon damage increased from 10 +9 vs. light to 18 +12 vs. light.
Splash damage radius decreased from 110 to 45.
}
Nerf to Hellbat is needed. In its current form(pre January 9th) it’s too strong. Zerglings are really bad against, and the queens don’t really have that much ability to deal with these units b/c of the insane HP. It’s a rebalance but testing will show if the nerf was enough or too much. I agree with this though good choise.
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Medivac
{
Caduceus Reactor
No longer improves the healing rate of Medivacs.
Upgrade cost decreased from 150/150 and 110 seconds to 100/100 and 80 seconds.
Emergency Thrusters ability renamed Ignite Afterburners.
}
Looking @ Ignite Afterburners (Emergency Thrusters) in isolation is going to be stronger. I wouldn’t be surprised if they change it and just see healing rate difference afterwards. TvZ should be detracted a bit by ultralisks IMO, so I don’t think this is a change to TvZ. Rather TvT and TvP. TvT is becoming a bit less mobile and more turret focused. TvP will be affected at end game. Still better for stats imo.
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{
Raven
Seeker missile
Energy cost decreased from 125 to 75.
Primary target damage reverted from 300 to 100.
Seeker Missile once again deals splash damage.
The delay time prior to firing has been increased from 3 to 5 seconds.
}
Burst Damage delays by 2 seconds. Might not be too big of a deal but gives ability to kill them obviously.
Seeker Missile more accessible and 2 potential missiles per raven instead of 1 in a given battle.
No longer kills most units now which is good. Bl’s shouldn’t die to one shot. Collo shouldn’t die in almost 1 shot. etc.
This is a nice balance nerf to raven
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{
Siege Tank
Siege Tanks no longer require an upgrade in order to enter Siege Mode.
}
Stable openings
1-1-1 will be significantly stronger in TvP. TvT will be a lot more stable. Once you see an attack coming it takes 30-40 seconds to move across the map. 45 seconds to make a tank means you have pretty good stability in early game 1-2 base against mass bio/combat shield timings. TvZ doesn’t really change much imo since widow mine/hellion should dominate early game, however it does make vs roach allins a lot more stable.
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{
Protoss
Mothership
The Vortex ability has been removed from the game.
Mothership Core
The Envision ability has been moved to Oracle.
Oracle
The Time Warp ability has been moved to the Mothership Core and the Mothership.
}
Right now I find a little overlap, although not completely, with Time warp and forcefield. This gives a couple of interesting things though as the mothership core will give a couple more offensive options. Timewarp is going to be used in a lot of allins now with gateway only builds. I think that’s something very tough to stop in PvZ. PvT shouldn’t change a lot since I’d rather have a giant turret rather than a slow, and offensively might buff blink allins/2 base blink builds. PvP who knows D:
Vortex was already out.
Buff for Protoss since oracles don’t want to use their energy to time warp. They want to save it for more important things. 100 kill worker games xD
[Edit w/ TT1’s thoughts]
After TT1 gave his input I can’t help that i missed a lot.
PvT: Banshees are a bit stronger now since you’re forced down either starport or robo tech to defend against cloak. Not saying this wasn’t the case in WoL but relative to having envision on Mothership, you could go to twilight council and not be afraid of banshees. Represents a decrease in variance of builds.
Also Widow Mines are buffed since they require robo or stargate once again.
PvZ: ”i think the moship got a huge nerf, having detection on it was so strong in tvp n zvp. could have skipped robo for faster upgs in…stalker moship and early pressure with them, forced alot of lings from the z and it allowed u to clear creep, good map control” -TT1
FOLLOW TT1 at @ROOT_TT1
[Edit with iMpJinX ’s thoughts]
iMpJinX gave his input too about PvP that is i missed.
PvP DTs were very standard since they are so accessible with their decrease in cost, they maintain a lot of map control, and could be merged into archons for strength. I’m personally not sure about this since since I think stargate and robo deal this without giving the DT’er a big advantage/disadvantage and I believe blink stalkers are still a fine way at apply pressure and delaying DT’s or even winning the game in certain scenarios. Mshipcore strengthens blink play substantially.
Follow iMpJinX at @iMpJinX
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{
Zerg
Infestor
Fungal Growth damage decreased from 30 +10 vs. Armored to 30.
}
Just like vortex, slowly moving away from relying on Infestor as the goto composition in ZvX matchups. I like it
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{
Mutalisk
Mutalisk Regeneration passive ability renamed Tissue Regeneration and its tooltip has been updated to improve clarity.
}
Awesome ^.^_v
Overall good changes imo.
All my opinions are also very subject to change.