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Beta Balance Update #13 - Page 9

Forum Index > StarCraft 2 HotS
660 CommentsPost a Reply
Prev 1 7 8 9 10 11 34 Next All
dcemuser
Profile Joined August 2010
United States3248 Posts
February 08 2013 04:53 GMT
#161
On February 08 2013 13:46 ETisME wrote:
Show nested quote +
On February 08 2013 11:00 GhandiEAGLE wrote:
I don't get all of the hate, it isn't that bad. I like the carapace option being expanded in particular

you need 100/100 early on.
why would you spent on that just for scouting? it would come too way to scout for strong early rush and you have a much weaker defense against it because while you are getting gas, you are losing out on mineral income and thus less spines and queens can be made.
the worst part of the patch is that everyone had been saying it's not a patch that's needed. There are something more concerning to be looked at yet blizzard just go ahead anyway


You don't understand - you're saying "it isn't needed", when people SHOULD have said "it isn't good".

There was nothing specifically awful about the changes purposed, so they went through with them. Now they're looking at new changes.

They examine the game piecemeal sometimes, so when they say "here are our ideas for A, B, and C" and the community says "nerf X, Y, and Z", don't be surprised when they don't touch X, Y, and Z.
Ben...
Profile Joined January 2011
Canada3485 Posts
February 08 2013 04:55 GMT
#162
On February 08 2013 12:11 LainRivers wrote:
All I can hear is 'waaaaaaah OP OP NERF'

You do realize it's all of your fault that WoL ended up a no rush 10min 200/200 game right? Nerf this nerf that...sooner or later NOTHING is good at anything anymore.

For fucks sake, just play the game and give criticism, not incessant bitching and complaining. The criticism doesn't even have to be constructive, my god.

If I was blizzard I'd completely 'ignore' you too.
Yup, it might be a little crass but he is right. We need to chill out a little or we are going to end up with another broken game that has no variety. I said essentially the same thing in the other thread and all that happened was that some guy attacked me and tried comparing the hellbat to the 1-supply roach. We all need to take a little more time than a month to figure things out. I thought the new fast hydras were broken as hell but after like 20 games I figured it out. Same with turbo mutas.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
gosublade
Profile Joined May 2011
632 Posts
February 08 2013 04:56 GMT
#163
these last two patches have been soooo good im getting some sick nerdchills.
Not even death can save you from me.
Mantaza
Profile Joined January 2011
Germany87 Posts
February 08 2013 04:56 GMT
#164
On February 08 2013 12:29 FlukyS wrote:
This is not so much about the changes they brought in but they changes they didn't bring in. Zerg anti air is bad, hellbats and widow mines are too good, sky toss is too good. And then what they do is give us t1 faster overlords for a problem that isn't even there. Its frustrating how we have been complaining about all of this stuff for a long time and yet they seem to just not listen no matter how many players tell them they are doing it wrong.

feels nice doesnt it :D:D:D:D Remember the last 8 months of WoL terran and protoss complained all the time but blizz gave a fuck about them. Zerg dominating every big tournament and the only major games they lost are the ones where they fucked up builds or clumped bl infestor...
nomyx
Profile Joined June 2012
United States2205 Posts
February 08 2013 05:00 GMT
#165
I think HOTS beta is a lot more balanced than the wings beta ever was. 1 supply 2 armor roaches, 40 second warp gate research? We've came a long ways

We just need a hellbat nerf and possibly a hydra buff (I'm a big fan of giving them the range upgrade as default) and I think we're in good shape.
SuperYo1000
Profile Joined July 2008
United States880 Posts
February 08 2013 05:00 GMT
#166
On February 08 2013 13:42 Bayyne wrote:
Show nested quote +
On February 08 2013 13:37 SuperYo1000 wrote:
On February 08 2013 13:30 Bayyne wrote:
It seems like a poorly designed unit when you're attempting to make it more effective against a whole entire race. It's also funny to see "+25 bonus vs shields": I wonder which race that is?




is EMP a new ability to you too?


What do you mean? EMP doesn't have a pronounced bonus effect versus anything, let alone an entire race.



removes up to 100 energy and 100 shields....Im pretty sure zerg/terran dont have shields
Lunchador
Profile Joined April 2010
United States776 Posts
February 08 2013 05:03 GMT
#167
Well, all these changes should help my RvAll (random vs all) matchups considerably! Yay for buffs!
Defender of truth, justice, and noontime meals!
i)awn
Profile Joined October 2011
United States189 Posts
Last Edited: 2013-02-08 05:13:21
February 08 2013 05:12 GMT
#168
On February 08 2013 14:00 SuperYo1000 wrote:
Show nested quote +
On February 08 2013 13:42 Bayyne wrote:
On February 08 2013 13:37 SuperYo1000 wrote:
On February 08 2013 13:30 Bayyne wrote:
It seems like a poorly designed unit when you're attempting to make it more effective against a whole entire race. It's also funny to see "+25 bonus vs shields": I wonder which race that is?




is EMP a new ability to you too?


What do you mean? EMP doesn't have a pronounced bonus effect versus anything, let alone an entire race.



removes up to 100 energy and 100 shields....Im pretty sure zerg/terran dont have shields


EMP is an ability and not an attack. There was no units with attacks that do bonus damage vs a race. This only shows how helpless the design team when having units do different damage vs different races especially that we already have a gazillion modifier like biological, psyonic, armored, light and massive which should really suffice. Maybe next thing we'll have every unit deal different amount of damage for every other unit in the game. I bet this would make balance much easier ...
CloudMage
Profile Joined June 2011
Canada221 Posts
February 08 2013 05:22 GMT
#169
On February 08 2013 10:06 Valon wrote:
Show nested quote +
On February 08 2013 10:01 Qikz wrote:
On February 08 2013 09:59 Valon wrote:
I like how they asked for our opinion, it was overwhelmingly negative and the put the changes in anyway. Why bother to ask for out input if they don't listen. This is one of the worst patches ever does not address any problems namely sky toss.


Skytoss has been good for like a month or so. That's no where near long enough to find out if it's actually balanced or people just don't know how to deal with it.

The last thing I want them to do is nerf carriers now and they become useless again, same goes for the voidray.


Sky toss is too good if it gets to late game zerg has zero answers to it. It needs some changes.

Reminds me of late game zerg in WoL
HuK <3 WhiteRa <3 Grubby <3 TLO <3 Day[9] <3
ZeromuS
Profile Blog Joined October 2010
Canada13422 Posts
February 08 2013 05:35 GMT
#170
Envision 60 seconds,

well there goes my DT expand PvP ive been enjoying
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
MoonCricket
Profile Joined September 2011
222 Posts
February 08 2013 05:38 GMT
#171
On February 08 2013 14:12 i)awn wrote:
Show nested quote +
On February 08 2013 14:00 SuperYo1000 wrote:
On February 08 2013 13:42 Bayyne wrote:
On February 08 2013 13:37 SuperYo1000 wrote:
On February 08 2013 13:30 Bayyne wrote:
It seems like a poorly designed unit when you're attempting to make it more effective against a whole entire race. It's also funny to see "+25 bonus vs shields": I wonder which race that is?




is EMP a new ability to you too?


What do you mean? EMP doesn't have a pronounced bonus effect versus anything, let alone an entire race.



removes up to 100 energy and 100 shields....Im pretty sure zerg/terran dont have shields


Maybe next thing we'll have every unit deal different amount of damage for every other unit in the game. I bet this would make balance much easier ...


Ofcourse It would, even tho' I agree armored, unarmored, biological, mechanical, psionic and now "shielded" is an inelegant solution to unit balance, the ability to adjust one specific unit's damage vs another specific unit's health is a very exact tool for game balance. If Blizzard wants to give Widow Mines, or preferably Siege Tanks, bonus damage vs shields then I think we should embrace this mechanic with open arms because unlike previous buffs, like removing the Siege tech upgrade, these buffs will have no affect on TvZ at all.

If you disregard the "ugliness" of the both, it's actually an interesting mechanic to implement and balance, because it's the first time a damage buff has only effected a partial % of a unit's total health.
myRZeth
Profile Joined June 2011
Germany1047 Posts
February 08 2013 05:40 GMT
#172
the feedback was almost negative only, but they don t care
blizzard you re stupid...
DemigodcelpH
Profile Joined August 2011
1138 Posts
February 08 2013 05:41 GMT
#173
On February 08 2013 10:54 awesomoecalypse wrote:
I like all these changes, but don't think they should stop here. Still think Tanks need a buff, still think Voids should lose their extended leash range, still think Tempests should cost more supply.


Definitely agree.
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
February 08 2013 05:45 GMT
#174
The point of bonus damage to certain types is to have the same functionality of BW damage without everything being some unknown variable. All ranged units in BW dealt different amounts to different sizes of units.
Average means I'm better than half of you.
HappyZerGling
Profile Blog Joined February 2011
Ukraine161 Posts
February 08 2013 05:47 GMT
#175
makes no sense
happy me, happy skill, happy win :D twitch.tv/happyzerg https://twitter.com/HappyZerG1
Chaser808
Profile Joined May 2012
24 Posts
February 08 2013 05:57 GMT
#176
On February 08 2013 12:50 Baum wrote:

Terran never had incentive to build a single factory unit in WOL TvP. I think it's a good that they try to change that. The drawback of the mine is that it can be triggered by one unit running into range.


While I agree with u that Terran never really used the factory in wol pvt (and therefore needed incentive), my disagreement is the buff to the clearly anti-Protoss damage to the mine. I agree the mine is a good unit to give the Terran incentive to use the factory, the buff is what doesn't sit right with me. I thought it was fine and strong pre this patch, testing is needed for sure, but it seems now that it is verging on a bit OP.

I'm not sure if what u stated as the drawback is really a drawback at all. You don't lose the mine upon it being set off, if u did, like a baneling then I'm totally with you that that's the drawback.
Take the closest analog unit to the widow mine, the baneling, on the upside it's a moving mine, but the drawbacks are clear as it doesn't hit air and sacrifices itself upon detonation. Anything clear as that with the widow mine? I'm just not seeing it.
Riner1212
Profile Joined November 2012
United States337 Posts
February 08 2013 05:58 GMT
#177
lol alrite thats it. im not buying hots. blizzard has no clue with what the hell they are doing.. waste of money and waste of time.
Sjow "pretty ez life as protoss"
BronzeKnee
Profile Joined March 2011
United States5226 Posts
Last Edited: 2013-02-08 06:07:58
February 08 2013 06:02 GMT
#178
On February 08 2013 09:59 Valon wrote:
I like how they asked for our opinion, it was overwhelmingly negative and the put the changes in anyway. Why bother to ask for out input if they don't listen. This is one of the worst patches ever does not address any problems namely sky toss.


Standard Blizzard.

I think Widow Mine rushing is gonna be a lot stronger now that they can one shot Stalkers and Zealots early. Can't wait to get back to it...

Hellbats, Skytoss vs Zerg, Protoss vs Mech, Speed Medivacs... I think by community consensus that these things are all broken. They need to be addressed.

Putting Overlord Speed on the Hatch does nothing. Buffing the Widow Mine does nothing except make Widow Mine rushes stronger.

Standard.... Blizzard. Sigh.
Ironsights
Profile Joined January 2011
United States196 Posts
February 08 2013 06:04 GMT
#179
ok...dumb question maybe, but having read all 9 pages I couldn't find the answer and I don't have a beta to test this:

How does the widow mine effect Immortals? If the unstable payload is effected by hardened shields, then does the new damage change the total dealt?

Basically, I am wondering about the relationship of immortals to widow miens...if the mines CAN successfully defend tanks from immortals, I feel that mech would be much closer to viable...

anyoen clue me in? Please and thanks.
Pain, like any other emotion, can be turned off. // If there can be no victory, then I shall fight forever.
BBQSAC
Profile Joined August 2011
Australia89 Posts
February 08 2013 06:04 GMT
#180
I have only skimmed a few pages so forgive me if this has been mentioned already but I really like the overlord change and it is probably the best part of this patch.

My reasoning being that it helps early aggression vs T massively. You can now get overlords to the front of the Terran's base far more effectively which you can then sac in to tank the first volley from the window mines that would otherwise allow an incredibly greedy but also relatively safe opening.

Having all your initial ovies floating across the map is a pretty big tell that ling pressure is coming vs a mine opener.

The associated buff to scouting and expo denial with creep is nice but shouldn't be too significant as if you weren't intending to use them for a bust fast ovies aren't worth the early investment. It doesn't speed up drop tech either as you still need lair for ventral sacs and it is the much longer researching upgrade to boot.

The rest of the changes seem fairly meh. We all knew that fungal was gonna keep getting reamed so who cares? The spore buff is also obviously necessary in light the festy nerf.
Pie Jesu Domine, dona eis requiem.
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