i know its still too early to really give some usable feedback, but to other players:
what kind of balance changes would you suggest? based off of the games youve been playing or what youve observed
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Simple
United States801 Posts
i know its still too early to really give some usable feedback, but to other players: what kind of balance changes would you suggest? based off of the games youve been playing or what youve observed | ||
0neder
United States3733 Posts
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theqat
United States2856 Posts
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3clipse
Canada2555 Posts
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semantics
10040 Posts
On February 23 2010 05:17 theqat wrote: Building durability needs to be buffed either directly (add more HP to supply buildings) or indirectly (lower damage from Reapers/Immortals/Ultras). That's my only real gripe so far Lower the initial dmg on zealots or hp is my gripe zealots only need charge and they are good to go from beginning to end game, while rines and zerglings need a whole host of upgrades to be viable late game. Usually terran doesn't run into too much difficulty vs early zealots as they don't usually push out with rines alone and if they defend they rely on bunkers and walls. I'd say re work roaches but then i'd also have to say that to maurders | ||
TheDrill
Russian Federation145 Posts
Blizzard really hates terran in both games. TvZ is mostly fine except hydra needs to do less damage. Like half of what it does now. Mutalisk needs to also get unbuffed. Either that or marines need a giant buff of like 300HP. TvP is a complete joke. Toss can go 3 strategies off of the same 3 sets of buildings and terran can't defend against all 3. Toss also gets a huge economy, while terran is forced to scan. There's immortal rush, which is made from robo and requires a gateway. It is somewhat stopped by mm+ghost. To stop it a terran needs a ghost academy. There's mass stalkers and observer which is made from gateways and robo. To stop it a terran needs 2rax roiders into tanks/ghost or something. There's quick collosus which is somewhat stopped by viking/tank. To stop it a terran needs a factory and possibly a starport. And lastly, terran has no counter to zealots since vultures are gone. A quick tech to banshees is essentially the only valid TvP strategy right now. Possible Fixes: -Add back jackals/sc1 vultures/firebats. Jackals were awesome. 100hp roidbats are needed against zealots. Mines are dearly missed. :\ -Add Immortal's Secret House building requirement and stop them from doing "terrible terrible damage" to maroiders. Decrease damage to 15 normal? Change maroider's armor class to light? Their shields are enough of an asset by themselves. -Increase build time on stalkers or something -Decrease scan energy requirement -Make hateway warp at pylon cost extra minerals (this one is only here because I don't like protoss and want them to suffer as much as possible) | ||
LunarC
United States1180 Posts
Honestly, stalkers are terrible right now because they simply aren't very durable and are really very weak (80/80?? 8 dmg???). I suppose they compensate for this with their blink ability, but they are absolutely demolished by roaches and marauders. Speaking of roaches, they do more damage than a zealot and at range too. Against stalkers I have nothing more to say. 1. I'd like to see the stalker have an hp increase to 100 and base damage increase to 14 with no bonus damage to armored units. If there are issues with excessive mobility with increased vitality and damage, reduce movement speed or shorten blink distance. 2. Roach hp reduced to 120 and damage reduced to 10 with 4 bonus damage to armored units. At its current cost of only 75 minerals and 25 gas, I think this is worth it. It lowers their ability to hold their own against marine/marauder and zealot/stalker/sentinel, but it encourages the player to use zerglings in combination with a roach army rather than making strictly roaches. 3. Slow down marauder rate of fire. 4. Lower immortal bonus damage to armored to 15. 5. Seige mode seige tanks do 10 extra damage to armored units and get +5 per weapons upgrade. Increase base unseiged damage to 20 and get +3 per upgrade. 6. Banelings cause half damage to each other when they detonate. Increase hp to 35. 7. Limit of 24 units/buildings to a hotkey. Maybe I'm just "not with the times" but I honestly think being able to group every building and unit you own to a single hotkey just lowers the skill cap. I actually liked it when selecting more than 24 units and hotkeying them would shift excess units to the next hotkey if it is unassigned. Also, removing the ability to select buildings while units are selected and vice versa would be a bit more elegant for making hotkey groupings. Perhaps implementing a damage reduction effect for specific armor types or attack types would smooth out some balance issues while making units more versatile. For example, zerglings in Starcraft 1 could demolish small numbers of dragoons not because of bonus damage, but because the dragoon's damage type did only half damage to zerglings. Immediately this makes a seemingly obsolete unit effective throughout the entire game, especially when combined with dark swarm. | ||
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