Situation report 1 posted! - Page 46
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Easy772
374 Posts
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Ovi
164 Posts
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bobcat
United States488 Posts
On August 28 2010 06:11 PKCarwash wrote: I wish they had gone a different route when balancing the races...they seem to have the "nerf each race until they are all balanced" mindset If they think tanks BC's and reapers are too powerful, then they should have buffed P and Z up to T's standards, not nerf everything IMO anyways now my wallin in PvZ is going to take 10 more seconds to be zergling tight... =\... yay but at least those OP OP ultras got a nerf (/sarcasm) By that logic the game would become heavily imbalance very quickly. If you lower the spawn time of stalkers to make them counter reapers more easily, then you make stalkers too powerful against all other forms of warfare. The only way to make zealots stronger against tanks would be to give them at least 20 more shield, which would make zealots too powerful. Then you have to buff lings roaches and hydras to counter protosses heavily improved tier 1.5 game and it spirals out of control from there. The only time blizz will buff a unit, is when the unit being too weak is the problem. If another unit is too strong it makes far more sense to augment that ONE unit than it does to change the entire game to fit that one units imbalance. | ||
Enfold
United States110 Posts
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Nephrahim
United States38 Posts
On August 28 2010 06:23 Saechiis wrote: He's not the no.1 player in the world, he's just ranked one because he's a Blizzard employee and can check the balance at the top like that. Did you really think he would be working for Blizzard if he could go out there and win tournaments -_- A cushy job that probably pays pretty well where he doesn't need to be competing in intense tournaments and practicing for hours every day? Absolutely. Not saying I think he's the top player either, just saying, I could see why he might like a steady paycheck ![]() | ||
tehPyro
United States10 Posts
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Deleted User 47542
1484 Posts
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Tozar
United States245 Posts
On August 28 2010 06:19 x7i wrote: pmsl, so very true... im very happy with much needed tank and bc nerfs, reapers still SO abusable and bunkers still free, so no real nerf there. now, 3.5sec on basic unit like zeal.... early t pressure looks bad now. well, we'll see, but i do hope blizz has more in store for terran ![]() I don't see why Protoss players are complaining. Early zealot aggression is only particularly effective in PvP, and it's annoying. I don't think I'll even notice the nerf except when defending against Z and T cheese; that just means I'll have to change my build orders a bit and make sure that first gateway is busy. What's awesome is zealots are now a heckuva lot more useful midgame against Terran armies supported by siege tanks, which should make PvT Steppes of War a bit more endurable. | ||
bobcat
United States488 Posts
On August 28 2010 06:21 travis wrote: it takes longer for ur zealots to make too.. the same amount longer and no, how is it obvious 2gate proxy has been nerfed? i guess it's nerfed in that u can react cannon.. but if u react zealots you're facing the exact same debuff as the proxying player Agreed, but it makes the players who wall off and go Stalkers (a previously not viable strategy) at less of a disadvantage now that stalkers only take four more seconds to spawn. They can get a stalker out earlier which they can micro to kill the zealots in their base or to poke the proxy and force a few zealots to hold back etc. As for korean gate, the point I was making was that usually against a 4 gate opponent. The first 4 units in your base aren't the ones that kill you. In fact, you should have more than enough to deal with them. The issue is that you opponent can keep dropping zealots into your base to neutralize that advantage before you can kill his pylons, now you have 5 more seconds. Before that second wave hits which gives you more time to kill the first wave and/or kill pylons. | ||
IPA
United States3206 Posts
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PKCarwash
United States37 Posts
On August 28 2010 06:20 crazeman wrote: That's just stupid, if one unit is too powerful, you'll rather buff 15 other units rather than nerfing the one unit? The balance of the game is so delicate, that buffing every other unit will definitely cause more unforeseen balance problems than nerfing one unit. come on now, listen to yourself, you arent that stupid I didnt say "reapers are OP so buff every other unit in the game" that would be ridiculous I'm saying there are other ways other than nerfing the reapers to fix the problems they cause in the early game. On August 28 2010 06:24 bobcat wrote: By that logic the game would become heavily imbalance very quickly. If you lower the spawn time of stalkers to make them counter reapers more easily, then you make stalkers too powerful against all other forms of warfare. The only way to make zealots stronger against tanks would be to give them at least 20 more shield, which would make zealots too powerful. Then you have to buff lings roaches and hydras to counter protosses heavily improved tier 1.5 game and it spirals out of control from there. The only time blizz will buff a unit, is when the unit being too weak is the problem. If another unit is too strong it makes far more sense to augment that ONE unit than it does to change the entire game to fit that one units imbalance. did I say decrease stalker spawn? did I SAY give zeals more shields? no. you are making things up there are more attributes units have than just spawn time and damage. speed, range, upgrades, hp, damage, shields, cost, spawn time, and the list goes on. SOMETHING can be changed to solve the problems in place, without always nerfing when people QQ about something Nerfing also leads to that slippery slope of balance changed. oops we nerfed T, now P its too good, so they nerf P, but then Z is too good, so nerf nerf nerf nerf nerf, its the same thing as you are saying. and I'm not saying nerfs are NEVER the answer, because quite frankly sometimes something is just too good, and the best way to change it is to nerf the HELL out of it, but I see zero, ZERO buffs in this patch, so it looks to me like they are jsut going to fall into this "spiral" as you put it, if they continue along this road | ||
branflakes14
2082 Posts
On August 28 2010 06:30 Tozar wrote: I don't see why Protoss players are complaining. Early zealot aggression is only particularly effective in PvP, and it's annoying. I don't think I'll even notice the nerf except when defending against Z and T cheese; that just means I'll have to change my build orders a bit and make sure that first gateway is busy. What's awesome is zealots are now a heckuva lot more useful midgame against Terran armies supported by siege tanks, which should make PvT Steppes of War a bit more endurable. So, my opponent's Zealots come out later. But alas, so do mine! Trying to patch out rushes in a mirror matchup is an exercise in futility. Really. I use a 2gate opener in ever PvP now for this very reason, and it works fine. | ||
Gecko
United States519 Posts
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Armsved
Denmark642 Posts
On August 28 2010 05:35 kentonator wrote: They most certainly are not useless, flavor of the week much? Have fun using your tanks vs zealot/HT/archon, 11 shots 3sec CD to kill an archon. Yeah tanks are useless. And zerg can do the same as they do now and start raping terran. They havent done anything about the problem with TvZ. The problem wasnt tanks, it is the amount of openings from terran that zerg cant figure out even if they had maphack. Muta, lings, baneling, and then ultra has been doing gr8 vs terran, its the different amount of early aggresion thats hard to deal with. The changes are very bad and doesnt fix anything. EDIT: I do like the reaper change. The BC change is pretty retarded, it only counters units that doesnt shoot up now. And it has insanely low dps vs air. | ||
SpaceAnt
Spain64 Posts
On August 28 2010 06:28 tehPyro wrote: YAY CHAT ROOMS! ![]() "We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels" Noticed the magical word ? ![]() + Show Spoiler + Soon ![]() They are not saying it will come with this patch, and i don't think it will, hope i am wrong though. | ||
TSL-Lore
United States412 Posts
Changing the zealot build time by 5 in game seconds is only about 3 real seconds longer. All this means is that you need to keep the lings from killing too many probes for just 3 seconds. Without ling speed, probes and lings travel at roughly the same speed. Please stop over-reacting to this. It's detrimental to the community. | ||
lololol
5198 Posts
On August 28 2010 06:23 Saechiis wrote: He's not the no.1 player in the world, he's just ranked one because he's a Blizzard employee and can check the balance at the top like that. Did you really think he would be working for Blizzard if he could go out there and win tournaments -_- The balance designers sign a contract that they will not play in any tournaments(due to conflict of interest) and he started working on SC2 a very long time ago. Obviously he has no way of knowing beforehand. Also, he is not even ranked #1 in the world. Points are not comparable between divisions, even in the same league, there's an old quote from a blizzard rep confirming this(it was reposted in a recent thread about this). The only real rankings are the top 200s released by Blizzard and he's much lower in there. | ||
Zarahtra
Iceland4053 Posts
Good for the ultra, a bit silly to give it a "i r building killer" which just does slightly more dps while loosing the scary scary scary splash. I really don't get the BC nerf... They aren't really that strong, and if you get to BCs and your opponent doesn't have a reponse(which all races do have), then he deserves what he gets imo... zealots: Dunno, PvZ I suppose it might be to strong? But yer dunno, zerg seems to be able to hold it decently anyway... Reaper: Wish this unit would get some use bar being scout or doing some crazy strong(OP?) opening. I suppose the nerf was warranted, just wish they'd get some usage instead, pref in later game. | ||
branflakes14
2082 Posts
On August 28 2010 06:40 TSL-Lore wrote: Too many people are over-reacting to the zealot nerf regarding 6-pool. The Zerg will only have 7 drones mining and 6 lings on the way while the protoss will have about 11 probes and a zealot building. Lings definitely don't want to engage a clump of probes, so the probes can waste some time for the zealot to come out. After the zealot is out, keep around 6 probes with the zealot and the lings will be nullified. Micro will definitely determine the outcome, but when has 6-pool vs anything not been about micro? Changing the zealot build time by 5 in game seconds is only about 3 real seconds longer. All this means is that you need to keep the lings from killing too many probes for just 3 seconds. Without ling speed, probes and lings travel at roughly the same speed. Please stop over-reacting to this. It's detrimental to the community. Personally, if I was the Zerg in the situation you said at the start of your post, I'd just run in and start ripping his Probes to pieces. All I'd have to do is take his workers down to below 7 and I'd have the stronger economy. 4 kills with 6 lings? Easy. I really can see this change being reconsidered quickly. | ||
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Carnivorous Sheep
Baa?21242 Posts
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