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Beta Balance Update #12

Forum Index > StarCraft 2 HotS
491 CommentsPost a Reply
1 2 3 4 5 23 24 25 Next All
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
January 17 2013 22:06 GMT
#1
Hi everyone,

We will be bringing the beta down at 3:00 p.m. PST this afternoon to make the balance changes listed below. Thanks again for all the great feedback you've provided while testing Heart of the Swarm. We hope to see you testing these changes and sharing your input soon!
    Terran

    Reaper
  • Health increased from 50 to 60.


    Protoss

    Void Ray
  • Supply cost increased from 3 to 4.
  • Activating the Prismatic Alignment ability now causes a timer to display over the Void Ray for the duration of the effect.


    Zerg

    Hatchery
  • The Evolve Burrow upgrade requirement has been moved to the Hatchery.


http://us.battle.net/sc2/en/forum/topic/7591982824


What follows is a breakdown of our reasoning behind recent balance changes in the StarCraft II: Heart of the Swarm beta.

Void Ray
We haven't seen many players microing against the Void Ray's Prismatic Alignment ability, even among the highest rated players in the HotS Beta. In order to encourage more precise micro against this ability, we've decided to display a timer on the Void Ray for the duration of the effect. We're hoping to see players pull their units back against Prismatic Alignment, and re-engage once the ability is on cooldown.

We also felt that Void Rays were too strong in the late game for their supply cost, so we decided to increase this requirement by 1.

Reaper
We think that Reapers are headed in the right direction. Players are really forced to utilize the Reaper’s passive healing ability between attacks in order to maximize the unit’s efficiency. We'd like to further promote this type of play by slightly increasing Reaper health.

Burrow
We decided to move the Burrow upgrade requirement to the Hatchery, because we feel that early Burrow usage with units like Zerglings, Banelings, and Roaches creates potential for more action during the early game. Furthermore, the initial feedback from players has been very positive regarding this change, and we've already seen Zerg internal testers pull off some neat tricks using Burrow.

As always, thank you very much for your input. Please take time to playtest these changes before providing us with more feedback.


http://us.battle.net/sc2/en/forum/topic/7592202768

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[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
Last Edited: 2013-01-17 22:08:52
January 17 2013 22:07 GMT
#2
I really hate all these high supply units, wish it was all reduced.

I mean like the half or -2 all the high ones, it just seems to make the armies more smaller and thus more compact. Maybe I don't know what I'm talking about and reducing high unit supply would disrupt the game. Hohum~
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
Tppz!
Profile Joined October 2010
Germany1449 Posts
Last Edited: 2013-01-17 22:07:50
January 17 2013 22:07 GMT
#3
What follows is a breakdown of our reasoning behind recent balance changes in the StarCraft II: Heart of the Swarm beta.

Void Ray
We haven't seen many players microing against the Void Ray's Prismatic Alignment ability, even among the highest rated players in the HotS Beta. In order to encourage more precise micro against this ability, we've decided to display a timer on the Void Ray for the duration of the effect. We're hoping to see players pull their units back against Prismatic Alignment, and re-engage once the ability is on cooldown.

We also felt that Void Rays were too strong in the late game for their supply cost, so we decided to increase this requirement by 1.

Reaper
We think that Reapers are headed in the right direction. Players are really forced to utilize the Reaper’s passive healing ability between attacks in order to maximize the unit’s efficiency. We'd like to further promote this type of play by slightly increasing Reaper health.

Burrow
We decided to move the Burrow upgrade requirement to the Hatchery, because we feel that early Burrow usage with units like Zerglings, Banelings, and Roaches creates potential for more action during the early game. Furthermore, the initial feedback from players has been very positive regarding this change, and we've already seen Zerg internal testers pull off some neat tricks using Burrow.

As always, thank you very much for your input. Please take time to playtest these changes before providing us with more feedback.


http://us.battle.net/sc2/en/forum/topic/7592202768

maybe add this to the opening post.
{ToT}ColmA
Profile Joined November 2007
Japan3260 Posts
January 17 2013 22:09 GMT
#4
the reaper is gonna be the bunker, as a non zerg i actually like the burrow move to hatchery, that might get some funny stuff out there for zergs. dont feel the voidray nerf, should be less dmg or shorter duration of the activating thingy imo
The only virgins in kpop left are the fans
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2013-01-17 22:11:58
January 17 2013 22:11 GMT
#5
i really like this patch a good step in the right direction
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2013-01-17 22:14:30
January 17 2013 22:13 GMT
#6
On January 18 2013 07:07 Tppz! wrote:
Show nested quote +
What follows is a breakdown of our reasoning behind recent balance changes in the StarCraft II: Heart of the Swarm beta.

Void Ray
We haven't seen many players microing against the Void Ray's Prismatic Alignment ability, even among the highest rated players in the HotS Beta. In order to encourage more precise micro against this ability, we've decided to display a timer on the Void Ray for the duration of the effect. We're hoping to see players pull their units back against Prismatic Alignment, and re-engage once the ability is on cooldown.

We also felt that Void Rays were too strong in the late game for their supply cost, so we decided to increase this requirement by 1.

Reaper
We think that Reapers are headed in the right direction. Players are really forced to utilize the Reaper’s passive healing ability between attacks in order to maximize the unit’s efficiency. We'd like to further promote this type of play by slightly increasing Reaper health.

Burrow
We decided to move the Burrow upgrade requirement to the Hatchery, because we feel that early Burrow usage with units like Zerglings, Banelings, and Roaches creates potential for more action during the early game. Furthermore, the initial feedback from players has been very positive regarding this change, and we've already seen Zerg internal testers pull off some neat tricks using Burrow.

As always, thank you very much for your input. Please take time to playtest these changes before providing us with more feedback.


http://us.battle.net/sc2/en/forum/topic/7592202768

maybe add this to the opening post.

Done.

The Teamliquid Facebook page posted this really quickly after the official Blizzard one was posted, like 2 or 3 minutes after.
ㅇㅅㅌㅅ
Talack
Profile Joined September 2010
Canada2742 Posts
January 17 2013 22:13 GMT
#7
I really wish that they would address problems with terran late game instead of forcing us into heavily aggressive early game options. Players get good at holding this stuff as the game goes on (as we're currently seeing in WOL) and it's not fun at all to have a severely diminished late game and being unable to follow economic style strategies because the opposing players late game armies are just much better.
Nimelrian
Profile Joined March 2011
Germany142 Posts
January 17 2013 22:15 GMT
#8
Roach timings in ZvT might get a little more tricky for the terran with Burrow available at Hatchery tech.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
January 17 2013 22:16 GMT
#9
I really like the burrow idea!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gfire
Profile Joined March 2011
United States1699 Posts
January 17 2013 22:16 GMT
#10
I like the reaper change here, I guess. I really want them to add the anti-building attack back in, though, after an upgrade or something. I think that would give them the later-game utility they need.

Void Ray changes seem reasonable although I don't really like the unit as it is right now... It kinda seems like a bad design. It's strength is it's ability to fight straight-up, but it's also an air unit and has very little micro. But maybe if the damage cycles of it's ability are made the emphasis, and it becomes more niche (supply cost increase might help there,) then it could become a unit used to break positions or gain control of a spot for a brief period of time, encouraging the opponent to retreat temporarily.

Both the Reaper and the Void Ray seems like they're both going in a direction that will be successful.

I guess we'll see about burrow.
all's fair in love and melodies
Tppz!
Profile Joined October 2010
Germany1449 Posts
January 17 2013 22:16 GMT
#11
before ppl start crying about the patch and no mech tvp changes:

they will probably wait for 1-2 weeks more to make other changes.

imo the reaper change is ok. needs some experience.

void ray seems reasonable even though this "micro" david kim is talking about wont happen with the change. ppl can see the activation even right now.

burrow seems ok or me. wont help much but adding a little gimick. maybe more zergs will start using burrow now.

overall a mostly meaningless patch in my opinion
purakushi
Profile Joined August 2012
United States3301 Posts
January 17 2013 22:17 GMT
#12
On January 18 2013 07:07 [17]Purple wrote:
I really hate all these high supply units, wish it was all reduced.

I mean like the half or -2 all the high ones, it just seems to make the armies more smaller and thus more compact. Maybe I don't know what I'm talking about and reducing high unit supply would disrupt the game. Hohum~


There is major supply inflation in SC2, but the real problem is with SC2 economy. It is way too easy to max out, so you have periods of stalemates where both players are posturing while not really macroing, even if they are expanding and whatnot. Truly boring and not good for the game.
T P Z sagi
Musicus
Profile Joined August 2011
Germany23576 Posts
January 17 2013 22:17 GMT
#13
Well the voidray changes are definitly the right choice and I'm looking forward to play around with burrow on t1 now.
Maru and Serral are probably top 5.
virpi
Profile Blog Joined August 2009
Germany3599 Posts
January 17 2013 22:18 GMT
#14
can't wait to practice retarded burrow trap allins.
first we make expand, then we defense it.
Atrbyg
Profile Blog Joined October 2011
United States513 Posts
January 17 2013 22:18 GMT
#15
This patch does not seem to affect the game that much. Good changes though.
Tuczniak
Profile Joined September 2010
1561 Posts
January 17 2013 22:18 GMT
#16
Voidrays will be still OP as hell. T_T
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2013-01-17 22:23:02
January 17 2013 22:21 GMT
#17
Thank god for Void Ray nerf, but I worry they will still shred though stalkers to quickly, invalidating anything but stargate PvP

My other concern is...this is now the third unit out of the stargate with a relatively steep supply cost. Stargate play in the other matchups might be really adversely affected by this change.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Adonminus
Profile Joined January 2012
Israel543 Posts
January 17 2013 22:22 GMT
#18
They are making some really weird stuff with void ray... It feels if they'll continue like this, the void rays will just end up being exactly like in WoL.
Millet
Profile Joined April 2012
Sweden143 Posts
January 17 2013 22:22 GMT
#19
I like these changes. They seem very reasonable. Burrow at hatchery tech is definitely going to be interesting and make Zerg a more versatile race.
Zerglinator
Profile Joined November 2012
4 Posts
January 17 2013 22:24 GMT
#20
I likes the Burrow change. A lot. Oh, and I guess there were some changes to Terrans and Protoss or something.
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