IdrA Speaks On: Patch 1.1 - Page 5
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Shiladie
Canada1631 Posts
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cerebralz
United States443 Posts
However, i don't believe you have to change the entire tech tree to do so. There are some simple things that can make a huge difference. Having either Overseers or ovie speed at t1 would be huge. It makes no sense after all that after BW overlords lost the ability to "see." Giving the queen a single target Ensnare (ie BW ensnare -mov speed, -attk speed) ability instead of transfusion would be instrumental for the early game to help hold off air rushes/reaper/hellion/fast zeal. Allow the queen to be built at the same time as a morphing/teching hatchery. So you can do your first research/morph while getting the 2nd queen. Make creep expand/receed faster. Decrease the lair morph time by 25% or more. Change the cost of additional nydus exits to 150/0, OR make them simultaneously spammable from one entrance. Or a host of other good suggestions from these forums. One or a few changes aren't going to cut it. If anything, blizz has grossly underestimated the development speed of the game. Things catch on very fast, spread and evolve. In other words, they don't have 10 years to patch it just right until their target audience gets fed up and quits. | ||
DuneBug
United States668 Posts
I think it's early on, the fans are interested in balance issues... Humor us and give your opinions. | ||
MasterAsia
United States170 Posts
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Zero RDS
Canada104 Posts
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smegged
Australia213 Posts
On September 24 2010 12:02 cerebralz wrote: However, i don't believe you have to change the entire tech tree to do so. There are some simple things that can make a huge difference. Having either Overseers or ovie speed at t1 would be huge. It makes no sense after all that after BW overlords lost the ability to "see." Easy. In between the Broodwars and the events of Wings of Liberty there were major advances in cloaking technologies made by all races, thus requiring the evolution of a new "super-strain" of overlords, called overseers to spot the cloaked units. | ||
Artery
United States81 Posts
For me personally, I havn't had much initiative to play. I am a zerg player and I don't intend to be switching with the tides like most people and therefore I don't see myself playing that much. Thank god for customs until all the hard balance work is figured out. And big thanks to people like Idra taking time to speak what is on his mind to open the eyes of blizzard on what is wrong with this patch. | ||
airety
United States63 Posts
I think he hits on it pretty good- Zerg 1 basing is pathetic, but fast 2 basing makes them incredibly vulnerable to tons of harass. They also seem to be the most immobile race (this may change as new strats are learned/refined) but lack any true siege capabilities. Add this in with the fact that 4 of the 6 units you can make at T1 have a speed upgrade that you must purchase for them to be "useful" makes Zerg just feel really slow. Creep obviously helps, but you can't exactly have a creep highway from the start of the game. I'm not sure more nerfs to Terran and Protoss are the answer because TvP is/was relatively close as a matchup, and even changes as "small" as the increase in zealot build time really changes that matchup. | ||
WaZuP
Germany487 Posts
But what Idra says sounds quite reasonabl and i like to read anything about balance thats not thougtless imba whine which a lot of people do (like second post T_T) | ||
TurboDreams
United States427 Posts
On September 24 2010 12:07 MasterAsia wrote: Its not something about nerfing any units. Its something about the game design. The core concept in the game design is to make Terran unstopable. Any nerfing is just temporary. Maybe zerg or protoss will feel good in several weeks after one patch, but then terran will be imbalanced again. Well personally i truly think that most of the issues with the game stem from trying to balance a Hard Counter system. I really liked the Soft Counter system from BW because you can practically use any unit to stop something except for a few. | ||
Nonsense
United States53 Posts
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Rice
United States1332 Posts
On September 24 2010 10:29 SubtleArt wrote: I remember Idra saying that ZvP lategame dramatically favored Zerg, but that seems to have changed. The game's deceptively simple at first, so I think we should just avoid knee jerk claims about balance and let it play itself out first. that was when roach was 1 food and had insane regen at t3 | ||
ReketSomething
United States6012 Posts
ZvT vs a good terran on the other hand is hard because their reapers own your roaches T___T (or rather delay until marauders) | ||
Sadistx
Zimbabwe5568 Posts
You literally cannot have enough queens (the only tier 1 AA unit) to prevent banshees from completely killing half of your mineral line or the spire, or the queens, or the roaches. You also cannot stop hellion harass on maps like Xel naga or Terran Quadrant, where the natural is basically an open space. You can get a hatch up, but you'd essentially still be on 1 base, while the terran can get a safe expo up. I won't even begin to go into issues with maps like Steppes of War, where you can't hatch units in the time it takes to walk from one natural to the other. | ||
holyhalo5
United States187 Posts
how does this patch help protoss late-game against terran? | ||
Djzapz
Canada10681 Posts
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theqat
United States2856 Posts
On September 24 2010 12:33 holyhalo5 wrote: sorry, i have to ask. how does this patch help protoss late-game against terran? Mass tank is less viable because Zealots counter them much more handily with 35+15a damage instead of 50 damage | ||
No_eL
Chile1438 Posts
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AcrossFiveJulys
United States3612 Posts
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theqat
United States2856 Posts
On September 24 2010 12:07 MasterAsia wrote: Its not something about nerfing any units. Its something about the game design. The core concept in the game design is to make Terran unstopable. Any nerfing is just temporary. Maybe zerg or protoss will feel good in several weeks after one patch, but then terran will be imbalanced again. I don't think that's necessarily true. I see what you're saying--Terran is designed to be highly flexible while having a hard counter for every unit/strat in the game, but it is possible to take some of those options away from them without turning the game into something that isn't Starcraft. I guess the question becomes where you draw the line between "nerfing" and "changing core game concepts." Nerfing isn't limited to units; you can nerf a strategy or nerf Tech Lab versatility or nerf Terran's resistance to losing workers by adding a cooldown to MULEs. The game isn't a lost cause. | ||
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