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Easy772
Profile Joined May 2010
374 Posts
August 27 2010 21:23 GMT
#901
Tanks in 2v2+ were even better than they are in 1v1 because you can't help but clump mid-late game.
"The best way to improve is to play one matchup on one map doing one strategy.. if you are good at one strategy you are a good player, if you are okay at many strategies you are an okay player at best" -Day[9] 181
Ovi
Profile Joined April 2010
164 Posts
Last Edited: 2010-08-27 21:31:46
August 27 2010 21:24 GMT
#902
Why wait until mid september with implementing the patch..
bobcat
Profile Joined May 2010
United States488 Posts
August 27 2010 21:24 GMT
#903
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.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
Enfold
Profile Joined March 2010
United States110 Posts
August 27 2010 21:26 GMT
#904
I am so glad this change is coming out. Hopefully now my ZvTs will be decided by something other than whether or not I hold off his reapers / reaper marauder push
Nephrahim
Profile Joined August 2010
United States38 Posts
August 27 2010 21:28 GMT
#905
On August 28 2010 06:23 Saechiis wrote:
Show nested quote +
On August 28 2010 06:07 monad wrote:
As a Terran, I think everyone here should just calm down and wait and see how these changes play out. The difference between everyone here and Blizzard is that Blizzard has the #1 player in the world working on their design team, and they actually have played the game with these changes, whereas everyone here is just lolly-gagging around and only interested in how it affects THEIR race and THEIR playstyles. Screw the big picture right? Screw the fact that, by definition (literally), they are better at making balance changes than then general public right?


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
Profile Joined April 2010
United States10 Posts
August 27 2010 21:28 GMT
#906
YAY CHAT ROOMS!
[Starcraft] requires the same mental strength as a chess grand master... and you need to have the dexterity of a musician. -Day[9]
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
August 27 2010 21:30 GMT
#907
Poor tanks.. don't really like this patch. Besides for reapers and zealots to a very very minor extent, they could have done a lot better.
Tozar
Profile Blog Joined March 2007
United States245 Posts
August 27 2010 21:30 GMT
#908
On August 28 2010 06:19 x7i wrote:
Show nested quote +
On August 28 2010 04:16 branflakes14 wrote:
This thread consists of:

1. Happy Zerg players.
2. Terran players who are glad to see the addition of chat channels.
3. Protoss players in tears.

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
Profile Joined May 2010
United States488 Posts
Last Edited: 2010-08-27 21:31:58
August 27 2010 21:31 GMT
#909
On August 28 2010 06:21 travis wrote:
Show nested quote +
On August 28 2010 06:17 bobcat wrote:
On August 28 2010 06:11 travis wrote:
On August 28 2010 06:04 bobcat wrote:
On August 28 2010 05:44 sikyon wrote:
You know I reallly don't like the zealot nerf because I use zealots very heavily in my terran matchups as a transition to templar... I don't like collossi. It almost seems to me that blizz recognized how powerful templar play is even though not a ton of people do it and they nerfed it.

I mean I do play random but I think these changes are going to cause signifigant shakeups in how I play.



"We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost."

This nerf mainly effects proxy gate and korean warp. I'm not going to get upset because the two dominant cheese and or all in strategies in PvP have been nerfed.

And if you use zealots heavily in your trans to templar, you'll be happy to know that tanks now do 30% less damage to them. So as long as you get charge, you should be cutting through those marine and marauders pretty well especiall with a few sentries to FF the escape.
.


how have they been nerfed? how has korean warpgate been nerfed? the counter to korean warpgate was... to make zealots to stop it.


It now takes longer for the warpgates to cooldown, making it harder for the opponent to overwhelm you.

I'm assuming when you say they you mean korean warp and not 2 gate proxy, because that is rather obvious.


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.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
IPA
Profile Joined August 2010
United States3206 Posts
August 27 2010 21:32 GMT
#910
I play Z so I'm more or less dancing in my chair. And it's Friday.
Time held me green and dying though I sang in my chains like the sea.
PKCarwash
Profile Joined July 2010
United States37 Posts
Last Edited: 2010-08-27 21:44:08
August 27 2010 21:33 GMT
#911
On August 28 2010 06:20 crazeman wrote:
Show nested quote +
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)


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
Profile Joined July 2010
2082 Posts
August 27 2010 21:34 GMT
#912
On August 28 2010 06:30 Tozar wrote:
Show nested quote +
On August 28 2010 06:19 x7i wrote:
On August 28 2010 04:16 branflakes14 wrote:
This thread consists of:

1. Happy Zerg players.
2. Terran players who are glad to see the addition of chat channels.
3. Protoss players in tears.

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.


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
Profile Joined August 2010
United States519 Posts
August 27 2010 21:34 GMT
#913
I hope the zealot change is reconsidered, I think its a step in the wrong direction in all protoss MUs :/
Armsved
Profile Joined May 2010
Denmark642 Posts
Last Edited: 2010-08-27 21:41:47
August 27 2010 21:39 GMT
#914
On August 28 2010 05:35 kentonator wrote:
Show nested quote +
On August 28 2010 05:25 Armsved wrote:
LMAO tanks are useless now. I'll probably go protoss if this goes through


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.
YOOO
SpaceAnt
Profile Joined August 2010
Spain64 Posts
August 27 2010 21:39 GMT
#915
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
Profile Joined January 2009
United States412 Posts
August 27 2010 21:40 GMT
#916
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.
I want to become stronger. -Shindou Hikaru
lololol
Profile Joined February 2006
5198 Posts
August 27 2010 21:40 GMT
#917
On August 28 2010 06:23 Saechiis wrote:
Show nested quote +
On August 28 2010 06:07 monad wrote:
As a Terran, I think everyone here should just calm down and wait and see how these changes play out. The difference between everyone here and Blizzard is that Blizzard has the #1 player in the world working on their design team, and they actually have played the game with these changes, whereas everyone here is just lolly-gagging around and only interested in how it affects THEIR race and THEIR playstyles. Screw the big picture right? Screw the fact that, by definition (literally), they are better at making balance changes than then general public right?


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.
I'll call Nada.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
August 27 2010 21:43 GMT
#918
I'm a bit doubtful about the usefulness of the tank after this change. Compared to BW they just cost way to much to be only as effective as they were in BW. I'll wait until the patch before I judge it, but I have my doubts that it will be in terrans interest to play around the tank in everything except TvT(since both marines and hellions suck against tanks anyway though, i suppose hellions might be able to run under the tanks and kill them from ff).

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
Profile Joined July 2010
2082 Posts
August 27 2010 21:43 GMT
#919
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.
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21247 Posts
August 27 2010 21:43 GMT
#920
Hellelujah! I'm quite happy about these changes
TranslatorBaa!
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