Game's got things to change of higher priority.
David Kim on potential beta changes (Feb 4th,2013) - Page 15
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ZenithM
France15952 Posts
Game's got things to change of higher priority. | ||
Obamanation666
United States70 Posts
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Olli
Austria24417 Posts
On February 05 2013 23:23 Obamanation666 wrote: I know that a lot of you want to see big changes, but I think overlord speed is a really significant change. This upgrade will practically pay for itself. No more sacrificial overlords, and their will be no hiding your tech. I think this will really affect PvZ, where it's absolutely crucial for protoss to hide their tech early game. This will shut down oracle or dt harass hard. Naaaah it won't affect PvZ at all. Zerg still opens with 3 hatch no gas and they certainly won't get gas just to get overlord speed. That would throw their entire build off and leave them completely vulnerable against any kind of early attack/pressure even if they do scout it because they'll also be delaying zergling speed if their first gas goes into overlord speed. Basically a well done poke with zealot, 2 stalkers and mothership core could do game ending damage if they do that, lol | ||
MilesTeg
France1271 Posts
On February 05 2013 23:23 Obamanation666 wrote: I know that a lot of you want to see big changes, but I think overlord speed is a really significant change. This upgrade will practically pay for itself. No more sacrificial overlords, and their will be no hiding your tech. I think this will really affect PvZ, where it's absolutely crucial for protoss to hide their tech early game. This will shut down oracle or dt harass hard. I don't want to be insulting, but how can you think for one second that this will be used. For a cheaper cost, you can make units that will actually help you fight whatever is coming. Most of the time you'll get a pretty good idea of what's coming without scouting anyway. You're never going to spend the equivalent of teching to Lair just because you think "hmm I think I might need to scout in 1 minute". I'd genuinely want to know the reasoning, because apparently David Kim agrees with you. | ||
Insoleet
France1806 Posts
Tempest already outrange broodlords, they shouldn't kill them in 3 shots... that's too weird. Blizzard patch choices looks stranger and stranger, as the time goes on. | ||
Ramiz1989
12124 Posts
On February 05 2013 23:37 MilesTeg wrote: I don't want to be insulting, but how can you think for one second that this will be used. For a cheaper cost, you can make units that will actually help you fight whatever is coming. Most of the time you'll get a pretty good idea of what's coming without scouting anyway. You're never going to spend the equivalent of teching to Lair just because you think "hmm I think I might need to scout in 1 minute". I'd genuinely want to know the reasoning, because apparently David Kim agrees with you. LOL yeah, this will be used even less than Burrow change. :D Out of all changes, this is the least significant one, in my opinion. | ||
Zorgaz
Sweden2951 Posts
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Wertheron
France439 Posts
On February 05 2013 23:23 Obamanation666 wrote: I know that a lot of you want to see big changes, but I think overlord speed is a really significant change. This upgrade will practically pay for itself. No more sacrificial overlords, and their will be no hiding your tech. I think this will really affect PvZ, where it's absolutely crucial for protoss to hide their tech early game. This will shut down oracle or dt harass hard. You obviously don't know the opening of Zerg in ZvP. We must open with 3 hatch no gaz against a FFE. We take our gaz near 5-7 min (depends). When we have 100 gaz it's not for speed ov which takes 100 sec (more than the T2), we have another priority (T2 or speedling, and after roach speed and/or +1). If you open 3 hacth (and you have to open like that against FFE except if you want to all-in) and want speed ov, you'll have it at 9 min without T2 and speedling. It's more simple to have a spore against DT because your speedov will pop too late to scout the dark shrine. | ||
awesomoecalypse
United States2235 Posts
A reasonable nerf to Protoss air, that still leaves it as a fully viable tech tree but not a nearly unbeatable one when massed. For example, remove Void Ray extended range (that is, Voids have 6 range, but once they're attacking it extends by 2 to follow enemies who try to retreat, which makes it much harder to micro against Voids, so just give them 6 range flat), and raise Tempest supply cost to 6 like other capital ships. Both Voids and Tempests would still be strong units with clear roles, but it'd be easier to micro against Voids, and Tempest supply cost would slightly weaken an air deathball, which would push the overall tech tree back in the direction of "stronger than WoL, but not too strong." A buff to Terran mech vs. Protoss. Ideally, something that would help Tanks--now that siege is no longer an upgrade, there's room to give Tanks a new upgrade that would help their scaling into the lategame without making them too strong when they first come out. Something like an upgrade that gives bonus damage to shields would help bring back some of the BW TvP mech dynamic (where Tanks shredded Shields since they always did full damage to them), without making them imba in other matchups. I know some people want to see massive changes that redesign the entire game, but frankly I think even these two fixes--a slight nerf to Toss air, and a buff to mech in TvP--would go a long, long way towards making the game better, without requiring that Blizzard go back to the drawing board a couple months from putting HotS out. | ||
Telenil
France484 Posts
On February 05 2013 23:40 Insoleet wrote: I have to agree with that. I'm a Protoss player and I know tempests have a low dps for their cost, but they have good burst damage and a huge range. 80 (up to 95!) damage per shot to massive air feels it's complete overkill. It would be a very hard counter to these strategies even with 60 damage, at 80, it just makes them obsolete.The fact that broodlords are not even a bit viable in ZvP is sad. Tempest killing broodlords in 3 shots ? This means that zerg has, once again, only 1 viable lategame : it's ultralisks vipers. Tempest already outrange broodlords, they shouldn't kill them in 3 shots... that's too weird. | ||
Seiniyta
Belgium1815 Posts
On February 06 2013 00:05 awesomoecalypse wrote: I like all the changes, but I'd like to see some more as well. Specifically... A reasonable nerf to Protoss air, that still leaves it as a fully viable tech tree but not a nearly unbeatable one when massed. For example, remove Void Ray extended range (that is, Voids have 6 range, but once they're attacking it extends by 2 to follow enemies who try to retreat, which makes it much harder to micro against Voids, so just give them 6 range flat), and raise Tempest supply cost to 6 like other capital ships. Both Voids and Tempests would still be strong units with clear roles, but it'd be easier to micro against Voids, and Tempest supply cost would slightly weaken an air deathball, which would push the overall tech tree back in the direction of "stronger than WoL, but not too strong." A buff to Terran mech vs. Protoss. Ideally, something that would help Tanks--now that siege is no longer an upgrade, there's room to give Tanks a new upgrade that would help their scaling into the lategame without making them too strong when they first come out. Something like an upgrade that gives bonus damage to shields would help bring back some of the BW TvP mech dynamic (where Tanks shredded Shields since they always did full damage to them), without making them imba in other matchups. I know some people want to see massive changes that redesign the entire game, but frankly I think even these two fixes--a slight nerf to Toss air, and a buff to mech in TvP--would go a long, long way towards making the game better, without requiring that Blizzard go back to the drawing board a couple months from putting HotS out. I don't like the idea of changing the way the voidray works at all to be honest. I find the range thing something that's really neat about the voidray and without it I think you severly underestimate, wiht the current voidray speed how big of a nerf it would be and almost render voidrays useless again against vikings. A much more gentle solution would be to adjust the armoured damage ability. You can nerf the damage a bit or make it so it only works on ground targets. | ||
BounceDJC
United Kingdom72 Posts
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wUndertUnge
United States1125 Posts
On February 05 2013 21:28 [F_]aths wrote: I am losing my faith to ... the faith in the community. Is anyone really expecting a fully balanced game at launch date? This. I read so many posts on here and wonder, is so much of our community this impatient, narrowminded, or just plain bad at the the game? I just remember DOA saying the same about our impatience when he mentions that in OSL there wasn't a single race except...can't remember....that won for 2 years. 90% of the comments I read here aren't passionate, constructive, or even interesting. All I read are jaded comments that come off as being spoiled and continually disatisfied. Muta wars in ZVZ were killing me, but instead of blaming it on the game, I actually tried problem-solving. IT didn't help, but still, it's my responsibility as the player in a beta to try and come up with solutions. How many of us are pro-level players? There's still so many imperfections in our game. At the same time, we don't need a band of cheerleaders. It's important that we're critical, but at least constructively. I mean, I was in the game asking people for help with a TvZ through our shared replays, which the community supposedly thinks is the most amazing thing to help our game. No takers. None. Anyways, just getting fed up and exasperated with our community. | ||
Ecstatic
United States160 Posts
It's definitely not bad, I have enjoyed every second of playing HotS (besides when lag is overwhelming). but it doesn't feel like they're finished. I was hoping that these changes would be bigger, but these changes look like they're just tweaking things as is... are they really satisfied with where HotS is? | ||
Mrvoodoochild1
United States1439 Posts
On February 05 2013 17:47 T.O.P. wrote: Oracles cost 150/150. Don't mislead people you have to get a stargate do you not? stargate at 150/150 + oracle at 150/150 = 300/300. If you think terran should be able to counter a tech build with 5 unupgraded marines than you're crazy. | ||
SuperYo1000
United States880 Posts
On February 06 2013 00:48 Telenil wrote: I have to agree with that. I'm a Protoss player and I know tempests have a low dps for their cost, but they have good burst damage and a huge range. 80 (up to 95!) damage per shot to massive air feels it's complete overkill. It would be a very hard counter to these strategies even with 60 damage, at 80, it just makes them obsolete. ya I really think they are going to speed up the firing rate and lower the damage ( keep same dps thou) that way the burst damage isnt so brutal, kinda like what they did for the colossi back in the day | ||
Drake
Germany6146 Posts
On February 06 2013 00:05 awesomoecalypse wrote: I like all the changes, but I'd like to see some more as well. Specifically... A reasonable nerf to Protoss air, that still leaves it as a fully viable tech tree but not a nearly unbeatable one when massed. For example, remove Void Ray extended range (that is, Voids have 6 range, but once they're attacking it extends by 2 to follow enemies who try to retreat, which makes it much harder to micro against Voids, so just give them 6 range flat), and raise Tempest supply cost to 6 like other capital ships. Both Voids and Tempests would still be strong units with clear roles, but it'd be easier to micro against Voids, and Tempest supply cost would slightly weaken an air deathball, which would push the overall tech tree back in the direction of "stronger than WoL, but not too strong." A buff to Terran mech vs. Protoss. Ideally, something that would help Tanks--now that siege is no longer an upgrade, there's room to give Tanks a new upgrade that would help their scaling into the lategame without making them too strong when they first come out. Something like an upgrade that gives bonus damage to shields would help bring back some of the BW TvP mech dynamic (where Tanks shredded Shields since they always did full damage to them), without making them imba in other matchups. I know some people want to see massive changes that redesign the entire game, but frankly I think even these two fixes--a slight nerf to Toss air, and a buff to mech in TvP--would go a long, long way towards making the game better, without requiring that Blizzard go back to the drawing board a couple months from putting HotS out. why people want it "easier to micrO" ? the goal should be that everything should be HARDER and saying voids and tempest have no role and no etc etc, plz try pvz late without ^^tempest are the only broodlord killer ingame for protoss, the voids only can deal with the corruptors | ||
nomyx
United States2205 Posts
On February 05 2013 22:46 Zelniq wrote: guys Blizzard will definitely address the skytoss issue for zerg, they always fix problems like this but sometimes they take a long time to do it/wait for potential answers to arise like they did when zergs found an answer to mass void ray/colossus in WoL back in 2011 (the infestor). I'm pretty sure they're going to have to make a change this time, as I don't see any answers popping up for zergs, but I'm very curious how they'll do it. My guess is they still will be hesitant to do something about the lackluster hydra which would be my favorite response, but instead probably nerf void ray, maybe their instacharge ability. Maaaaaaaybe a corruptor change but probably not as they're already effective antiair vs a large number of units. And they are so scared of infestor buffs which really was the main way zerg had to deal with voidray/colo in WoL 2011. What else is there.. viper can help support but still they need some backbone unit to actually kill the air, and vipers are also very vulnerable to feedback and come late in the game. Zerg has no mobile tier 1 antiair units, and only 1 mobile ground-to-air unit in their entire tech tree..one that is very low hp and is extremely vulnerable to splash and even regular units (it's a common misconception that you need splash vs hydra, zealot/stalker works just fine vs them esp with their abilities researched) I never understood that really why zerg only gets 1 ground-to-air unit which imo makes the best sort of gameplay (as opposed to air-to-air), since it utilizes map terrain features and makes it so only 1 side gets the bonus of circumventing terrain. terran/protoss each now have 3 ground-to-air units, marine/thor/widowmine, stalker/sentry/archon. And our 1 ground-to-air unit isn't even very good still, vs 3 of the 5 protoss air units (and horrible vs BCs), and it's the only 3 protoss air that will be massed vs zerg (so, not oracles nor tempests, although note oracles actually melt hydras fast too, they just die faster if theyre the ones being targeted. So if hydras are attacking something else, the oracles actually pay for themselves several times over with how fast they melt the hydras btw). Furthermore, hydras scale poorly with upgrades is another issue that my want to be looked at. And one big issue i've always had is their horrible attack animation.. their wind-up time is so long, with their attack speed so fast, together it makes them awful for trying to stutter step, limiting what a good player can do with them and it's better to just make them A-move in most cases. The solutions to both of these problems could work well together, as they could reduce their attack speed and simultaneously increase base damage to even it out, but give them +2 per upgrade to make them scale better, and should also fixing their dumb attack wind-up time, allowing for more potential for micro/stutterstepping. I was pretty disappointed when I found out zerg would be getting no new anti-air units in hots, and our current one's 'buff' just isn't enough, as if the only thing that sucked about hydras was their move speed off creep. But like I said they've been so hesitant to change hydras for some reason (they've been lackluster for all of WoL and that's suited them just fine, and make an irrelevant change in hots beta that doesn't effect their damage nor hp). I really only expect them to not make any significant changes to zerg's antiair but instead nerf protoss's air Viper is an air unit and one of the best ones in the game | ||
Stingart
122 Posts
On February 06 2013 01:46 Mrvoodoochild1 wrote: you have to get a stargate do you not? You forgot to calculate the pylon, warpgate, assimulator and cybernetics core. Protoss is so lucky that they start with 6 probes, it would've been hell to calculate those extra 50 minerals on top. | ||
LingBlingBling
United States353 Posts
There are so many issues with each race in a big way, these stupid balance changes just prove how clueles/mental david kim and dustin are, really burrow moved to tier 1, was 100% useless last update, now another 100% useless upgrade in tier 1 to??? People only get ovie speed in mid to late game in order to produce some type of drop play or to move ovies away from late game air ect, why on earth would zerg grab it at tier 1? very sad. I expect a tad better since they made he same dumb mistakes in WOL beta. User was warned for this post | ||
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