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Patch 13 Discussion - Page 58

Forum Index > SC2 General
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Wings
Profile Joined January 2010
United States999 Posts
May 21 2010 19:04 GMT
#1141
On May 22 2010 03:53 Sosha wrote:
wow, way to F'N go Blizzard!!!
Keep the Protoss Nerfs coming, PLEASE!! I mean, why would Protoss need to be any good!? Just give all the bonus' to Terran/Zerg!!
Blizzard guys are total douches. Just because millions of f'n zerg/terrans complain day in and day out about their own suckage and Protoss "imbalances", unjustifyably.. the idiots @ blizzard listen.. give nothing but nerfs to Protoss, while terran/zerg get buffed out of this world..


Protoss:
Longer immortal build time..
Forge less HP and I think longer build time
Void ray, LESS RANGE when it was alrdy weak..
and force fields being destroyed by massive units. It was the only savior for Protoss vs. Protoss, that the collosus could be trapped by force fields, making them easier to deal w/ in combat.. but now, they can just walk right over them.. BRILLIANT!

Terran: (however)
Gets Cheaper and Cheaper upgrades everytime theres a patch. Stim/Concussive shells/combat shield upgrades all have become cheaper..
Hey blizzard, why dont u just make reapers FREE, require NO add-on and as soon as the barracks is constructed, it arms a Nuke for the ghost.. I mean, get real.. Terran obviously sucks and needs these kind of adjustments, so get to it!

Zerg:
gets their new upgrades for a unit they complain'd was really weak.
Ultralisk gets a little bit nerfed and buffed at the same time, although they still won't be used..

I'm not sure if you know, but the point of the Beta is for the community to give feedback. Blizzard listens to said feedback and makes balance changes accordingly.

The fact that there are "millions of f'n zerg/terrans complain day in and day out" seems pretty important to me. And you know WHY terran gets buffed? uh, maybe cuz TvP stats are absolutely abysmal??? Of course, this probably doesn't matter to you, because you probably were getting raped by noob terrans anyway.

and I'd trust the "idiots at Blizzard" over you anyday, especially after hearing your horrible reasons for your complaints. For example...
and force fields being destroyed by massive units. It was the only savior for Protoss vs. Protoss, that the collosus could be trapped by force fields, making them easier to deal w/ in combat.. but now, they can just walk right over them.. BRILLIANT!

LOL YES. BLIZZARD IS UNBALANCING PvP. WOW. XD
The probability of Kim Carrier getting all those predictions wrong is similar to the probability Flash loses a TvT. Kim Carrier MUST BE a genius. His only big mistake... STORK.
MrShank
Profile Joined May 2010
Canada144 Posts
May 21 2010 19:04 GMT
#1142
Reduce Void Rays range from 6 to 7 and call it a day.



What?
Relax - its just a game
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
May 21 2010 19:06 GMT
#1143
On May 22 2010 03:57 palefountains wrote:
Zerg users don't use ultralisks just because they have much better lower-tier units, they don't even have to try.

Protoss users use void rays a lot just because they have tried hard with every other unit...


Please stop being a bad poster, I don't even have to explain to you how horrible your post is...

I predict people will all try ultralisks out, and for the first few hours of the patch, they may work out, as the other races are not used to countering them, but once people realize how quickly ultras fold to any number of other units, they will drop off and become un-used again.
the only 2 changes I see happening in zerg gameplay from this patch are the following:
More overseers to punish people for not getting air defence, even if zerg doesn't have a spire. This will take the form of the corruption ability, not the very very crap infested terrans. Running in to prevent worker production, or tank production at key points will make for a very interesting dynamic.
Infester extra energy after FGing will be used to frenzy 1-2 hydralisks, giving them +3-4 damage.
There may be some interesting play with frenzied banelings, but I don't think this will make it as more then a gimmick strat.

Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
Last Edited: 2010-05-21 19:08:49
May 21 2010 19:07 GMT
#1144
On May 22 2010 04:03 Mohdoo wrote:
Show nested quote +
On May 22 2010 03:58 KwarK wrote:
The colossus force field thing is huge for gateway units vs colo in early game pvp. A warp gate rush could hit before the colo got out but the colo could wipe it out in a few shots. Sentries low damage and zeals melee made a single colo hard to kill without force fielding behind it to trap it with the zeals. Now that's gone pvp will be changed significantly. I won't say they've altered the balance in PvP because that'd be absurd but they've rendered a cool strategy obsolete.

+1

Is there a single person on TL who thinks that Terran infantry needed a buff? I think its so weird that they got buffed. Not a single tournament showing Terran infantry being weak, no general trend of imba whine on the forums...where did this come from!? T_T


The statistics showed that 1% of terran players were using mech so blizzard buffed infantry.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
palefountains
Profile Joined March 2010
China24 Posts
May 21 2010 19:09 GMT
#1145
In most cases, Void Ray rush is only used to DESTROY terran base. You fail to do it completely, you are over. It's inefficient to use VRs to harass econ by killing SCVs. It's a gamble generally.


If BLZ don't like cheesy gamble, they should nerf VR ability but also buff VR cost.

Once a gambler always a gambler. You can't change it.
good
ArvickHero
Profile Blog Joined October 2007
10387 Posts
May 21 2010 19:10 GMT
#1146
Frenzy should instead increase damage and speed by 50% but drain HP at a rate similar to Plague to make the spell less simple minded. Rebuff the Ultralisk HP with this change to the spell
Writerptrk
Darkn3ss
Profile Joined November 2009
United States717 Posts
Last Edited: 2010-05-21 19:12:46
May 21 2010 19:11 GMT
#1147
On May 22 2010 04:00 JiYan wrote:
Show nested quote +
On May 22 2010 03:46 Darkn3ss wrote:

IMHO after patch 12 all they needed to do is give roach 2 base armor back.

Reduce marauders damage to like ~16ish to armored and ~8ish to light.

Reduce Void Rays range from 6 to 7 and call it a day.


omg this is exactly what i was thinking to myself. well, in my head i was thinking 10+5 for marauders but our ideas are super similar. likee


Well marauder is supposed to counter ARMORED units... so shouldn't it excel at hitting ARMORED units and kinda suck vs light??

Goliaths did OK dmg to ground but their job was AA so that's where they were REALLY GOOD... you couldn't win a game in BW by going mass goliaths...

Now-a-days you can get MASS marauders and win games... because with medivacs they're good vs light, heavy, big, small, fast, slow, etc units......

So imo, give them VERY little dmg to light units... and slightly smaller dmg to armored (They have 6 range, goddamn it...)

Even if hydras counter marauders... it's not cost effective... zerglings? Good luck trying to kill a tight marauder/medivac ball with zerglings... I'm not even gonna go into PvT since I have no clue what protoss do vs marauders/ghosts.... lol

What about hellions??? Since roaches are a lil harder to get... Mass hellions into hellion/thor (maybe tanks) rapes TvZ... mutas can't do shit to thors early on... you cant get enough roaches to effectively deal with hellions cuz thors demolish them (alone with hellions...)

I played my friend who did this build vs me... I'm gonna play him again tonight (after patch) to see what I can do... it's pretty damn powerful from what I've seen tho...

But whatever... I'll see what happens and if shit keeps going like this I'll just switch to terran ezpz... lol

BTW I'm #4 Plat with ~1750 pts ~57% win rate... not the best thing out there, I know, but most of my losses are vs TERRAN! (surprised?)

On May 22 2010 04:07 Dionyseus wrote:
Show nested quote +
On May 22 2010 04:03 Mohdoo wrote:
On May 22 2010 03:58 KwarK wrote:
The colossus force field thing is huge for gateway units vs colo in early game pvp. A warp gate rush could hit before the colo got out but the colo could wipe it out in a few shots. Sentries low damage and zeals melee made a single colo hard to kill without force fielding behind it to trap it with the zeals. Now that's gone pvp will be changed significantly. I won't say they've altered the balance in PvP because that'd be absurd but they've rendered a cool strategy obsolete.

+1

Is there a single person on TL who thinks that Terran infantry needed a buff? I think its so weird that they got buffed. Not a single tournament showing Terran infantry being weak, no general trend of imba whine on the forums...where did this come from!? T_T


The statistics showed that 1% of terran players were using mech so blizzard buffed infantry.


Great call, imo!
xP
Dont quote me boy, cuz I aint saying shhh...
palefountains
Profile Joined March 2010
China24 Posts
May 21 2010 19:11 GMT
#1148
On May 22 2010 04:10 ArvickHero wrote:
Frenzy should instead increase damage and speed by 50% but drain HP at a rate similar to Plague to make the spell less simple minded. Rebuff the Ultralisk HP with this change to the spell


That's just zerg-version stim-pack...then
good
Nerfed
Profile Joined May 2010
Russian Federation1132 Posts
May 21 2010 19:12 GMT
#1149
The way you described Frenzy would be imba, don't u think so? IMO it's pretty nice atm.

But, omg, terran upgrades now costs like 0. I can not got the point of this change even after reading the whole thread of discussion.
palefountains
Profile Joined March 2010
China24 Posts
May 21 2010 19:14 GMT
#1150
On May 22 2010 04:06 Shiladie wrote:
Show nested quote +
On May 22 2010 03:57 palefountains wrote:
Zerg users don't use ultralisks just because they have much better lower-tier units, they don't even have to try.

Protoss users use void rays a lot just because they have tried hard with every other unit...


Please stop being a bad poster, I don't even have to explain to you how horrible your post is...

I predict people will all try ultralisks out, and for the first few hours of the patch, they may work out, as the other races are not used to countering them, but once people realize how quickly ultras fold to any number of other units, they will drop off and become un-used again.
the only 2 changes I see happening in zerg gameplay from this patch are the following:
More overseers to punish people for not getting air defence, even if zerg doesn't have a spire. This will take the form of the corruption ability, not the very very crap infested terrans. Running in to prevent worker production, or tank production at key points will make for a very interesting dynamic.
Infester extra energy after FGing will be used to frenzy 1-2 hydralisks, giving them +3-4 damage.
There may be some interesting play with frenzied banelings, but I don't think this will make it as more then a gimmick strat.



You don' need to quote my post to make your prediction. kid be independent.
good
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
May 21 2010 19:14 GMT
#1151
On May 22 2010 04:11 Darkn3ss wrote:
Show nested quote +
On May 22 2010 04:00 JiYan wrote:
On May 22 2010 03:46 Darkn3ss wrote:

IMHO after patch 12 all they needed to do is give roach 2 base armor back.

Reduce marauders damage to like ~16ish to armored and ~8ish to light.

Reduce Void Rays range from 6 to 7 and call it a day.


omg this is exactly what i was thinking to myself. well, in my head i was thinking 10+5 for marauders but our ideas are super similar. likee


Well marauder is supposed to counter ARMORED units... so shouldn't it excel at hitting ARMORED units and kinda suck vs light??

Goliaths did OK dmg to ground but their job was AA so that's where they were REALLY GOOD... you couldn't win a game in BW by going mass goliaths...

Now-a-days you can get MASS marauders and win games... because with medivacs they're good vs light, heavy, big, small, fast, slow, etc units......

So imo, give them VERY little dmg to light units... and slightly smaller dmg to armored (They have 6 range, goddamn it...)

Even if hydras counter marauders... it's not cost effective... zerglings? Good luck trying to kill a tight marauder/medivac ball with zerglings... I'm not even gonna go into PvT since I have no clue what protoss do vs marauders/ghosts.... lol

What about hellions??? Since roaches are a lil harder to get... Mass hellions into hellion/thor (maybe tanks) rapes TvZ... mutas can't do shit to thors early on... you cant get enough roaches to effectively deal with hellions cuz thors demolish them (alone with hellions...)

I played my friend who did this build vs me... I'm gonna play him again tonight (after patch) to see what I can do... it's pretty damn powerful from what I've seen tho...

But whatever... I'll see what happens and if shit keeps going like this I'll just switch to terran ezpz... lol

BTW I'm #4 Plat with ~1750 pts ~57% win rate... not the best thing out there, I know, but most of my losses are vs TERRAN! (surprised?)

Show nested quote +
On May 22 2010 04:07 Dionyseus wrote:
On May 22 2010 04:03 Mohdoo wrote:
On May 22 2010 03:58 KwarK wrote:
The colossus force field thing is huge for gateway units vs colo in early game pvp. A warp gate rush could hit before the colo got out but the colo could wipe it out in a few shots. Sentries low damage and zeals melee made a single colo hard to kill without force fielding behind it to trap it with the zeals. Now that's gone pvp will be changed significantly. I won't say they've altered the balance in PvP because that'd be absurd but they've rendered a cool strategy obsolete.

+1

Is there a single person on TL who thinks that Terran infantry needed a buff? I think its so weird that they got buffed. Not a single tournament showing Terran infantry being weak, no general trend of imba whine on the forums...where did this come from!? T_T


The statistics showed that 1% of terran players were using mech so blizzard buffed infantry.


Great call, imo!
xP


I agree with many of your points, good sir. (no sarcasm intended)
n.Die_Jaedong <3
CTStalker
Profile Blog Joined November 2004
Canada9720 Posts
May 21 2010 19:15 GMT
#1152
as a random player, i've both drooling at 100/100 stim, and shuddering at the horror of incredibly early marauder slow/stim rushes
By the way, my name is Funk. I am not of your world
MiloDaemon
Profile Joined May 2010
Netherlands1 Post
May 21 2010 19:16 GMT
#1153
The overseer changes are just going to be very annoying, especially for protoss. Basically, you're going to have to keep constant groups of stalkers in your base, or use cannons to make sure you can produce units and get upgrades. Sounds bad to me, but we will see.
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
May 21 2010 19:16 GMT
#1154
I think it's hilarious that it now costs 150/150 to get the slow and stim for Marauders once again. Good luck Protoss players!
@DBWiggin, SC2 ref
DooMDash
Profile Joined May 2010
United States1015 Posts
May 21 2010 19:18 GMT
#1155
Good luck Protoss players? It was Terran having the problems.
S1 3500+ Master T. S2 1600+ Master T.
palefountains
Profile Joined March 2010
China24 Posts
May 21 2010 19:19 GMT
#1156
On May 22 2010 04:16 MiloDaemon wrote:
The overseer changes are just going to be very annoying, especially for protoss. Basically, you're going to have to keep constant groups of stalkers in your base, or use cannons to make sure you can produce units and get upgrades. Sounds bad to me, but we will see.


BLZ want you to keep a phoenix patrolling over your airspace...
good
Sinensis
Profile Blog Joined April 2009
United States2513 Posts
May 21 2010 19:19 GMT
#1157
My problem with the ultralisk before this patch was that they served absolutely no role in combat at any stage of the game. I don't see how that has changed. They're still massive and inhibit good surrounds, they're still extremely expensive, they still die almost immediately to most of the commonly produced mid tier units (immortals, marauders, tanks, etc), they're still slow as hell, and now they're even easier to kill.

I don't feel like I need to say anything about terran getting buffed again.
palefountains
Profile Joined March 2010
China24 Posts
May 21 2010 19:20 GMT
#1158
I guess everybody would do mm rush in TvT otherwise lose. Let's see.
good
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 21 2010 19:21 GMT
#1159
On May 22 2010 04:18 DooMDash wrote:
Good luck Protoss players? It was Terran having the problems.


yeah, at the levels where people suck

but any player who is interested in making the game good for competition should be most worried about how balanced it is at the highest levels
DooMDash
Profile Joined May 2010
United States1015 Posts
May 21 2010 19:22 GMT
#1160
On May 22 2010 04:19 Sinensis wrote:
My problem with the ultralisk before this patch was that they served absolutely no role in combat at any stage of the game. I don't see how that has changed. They're still massive and inhibit good surrounds, they're still extremely expensive, they still die almost immediately to most of the commonly produced mid tier units (immortals, marauders, tanks, etc), they're still slow as hell, and now they're even easier to kill.

I don't feel like I need to say anything about terran getting buffed again.


They are still good at getting to that line of Siege tanks. It takes 8 siege shots for 1 ultra to go down. Makes a pretty big deal. Hellions won't do any damage to them period, marines won't do any damage to them period... and if they have mass Marauders you wouldn't want to go Ultras anyway.

Now they do serve a purpose. They can get to tank lines pretty easy, and they are great at taking out buildings.
S1 3500+ Master T. S2 1600+ Master T.
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