Really, why nerf Reaper so much? High level players already figure out way to deal with it. 2 balance changes in less than a month is too much.
Take your time Blizzard, dont rush out a patch that can screw high level plays.
Forum Index > SC2 General |
Caphe
Vietnam10817 Posts
Really, why nerf Reaper so much? High level players already figure out way to deal with it. 2 balance changes in less than a month is too much. Take your time Blizzard, dont rush out a patch that can screw high level plays. | ||
Jackafur
United States116 Posts
On October 15 2010 04:05 KingRajesh wrote: Is the patch live on US servers? i think it just went live. im downloading it now. | ||
Emokes
United States37 Posts
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FrostedMiniWeet
United States636 Posts
On October 15 2010 04:06 Achilles wrote: I do honestly propose that we can all have congruent opinions that the modifications held within the newest game patch will have some serious implications on the starcraft 2 metagame. Yet another person who does not know what the term "metagame" means. http://www.teamliquid.net/blogs/viewblog.php?topic_id=130447 | ||
DigitalD[562]
United States80 Posts
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Ghad
Norway2551 Posts
Much of the balance problem early game lies in the fact that the terran race is so incredibly evolved compared to the other two races, especially zerg, with a huge multitude of options, whereas zerg dont really have any other options than lingbling or roaches. This will probably change with the release of heart of the swarm, and then they can simply remove the supply before rax nerf to unlock all the old terran early game stuff. Go 14 hatch! | ||
Zelniq
United States7166 Posts
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blitzkrieger
United States512 Posts
On October 15 2010 03:53 YoiChiBow wrote: thank god for voidray nerf! zerg buffs seems good. i still think the ultra cavern seems really really weak o-O. but i wont argue iwth it... cuz usually if they have ultras i already lost anyways XD ... so atleast lemme stall my death by snipin the cavern! rax supply depot nerf is retarded and makes no sense at all.. its been a feature in the game since sc1! but i really think TvP is going to be ALOT harder to play now due to the medivac nerf. the only way to really play vs a SUPER TURTLY protoss.... is to harass with dropships. There is no way in hell you can match a protoss who just expos>> turtles till colossus crtical mass >>> attack (if ur at the same skill level) without harassing them. the medivac in conjunction with nexus HP boost (even tho i do admit it was a lil easy to snipe nexuses.... im just saying its a small thing alongside with the medivac nerf) is gunna make harassing toss alot harder. Terran honestly doesnt have that many viable options vs tosses anymore. It already became alot duller since tanks got nerfed and blow chunks now. All you see nowadays is 100% bio ball and its gunna be alot weaker cuz weaker drop play. What are you supposed to down on these maps with narrow choked expos now such as Shakuras, Jungle basin etc... Just stim and attack right into the turtle toss army? No way in hell that will work in high level TvP. (and plus voidray nerf so no more seeing that in games anymore) People already complain about how TvP is boring to watch nowadays since the match is becoming vanilla due to the nerfs. Now i guarantee its going to be even more boring. Let's face it... Terran is not the terran it was in SC1. You can't just turtle at a high level. Terran NEEDS to harass in order to keep up with zerg. Terran NEEDS to harass in order to keep up with protoss. Terran is strong early game but the terran's only option is to stay on T1 vs protoss for the entire game... which grows increasingly weak as the game drags on. Once P has Storm + Colossi its GG unless u were already in a huge advantage anyways. You realize the reason toss "turtle" is because if they move out Terran has such insane mobility and defensive capabilities that Toss cant break them or will get dropped. If Toss move out then you lose a nexus, robo, bay, workers, etc. If we move out without protection for Colossus you can just marauder snipe them with little/no losses. Thats why medivacs got nerfed because Toss and Zerg couldn't defend versus ridiculous no skill dropping and forced turtling games. Vikings and EMP. Planetary Loltress at 3rd? Its much easier to spam a bunch of marauders than to replace colossus. | ||
adeezy
United States1428 Posts
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bokeevboke
Singapore1674 Posts
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dutpotd
Canada49 Posts
On October 15 2010 04:03 Senx wrote: Void rays were clearly nerfed beacuse of some stupid abusive team games. yet again Blizzard seems to be ignorant about team balance affecting 1v1 play :s I feel sad for Protoss today. I'm not really sure you can jump to the conclusion that the void ray changes are just relative to team games. They were an issue in high level 1v1 for many, TL had a long thread in the strategy session discussing a redesign being necessary relative to early game pushes with a few 'creatively' charged void rays. In addition, recall all the Protoss win percentage at lower levels (Plat and down), also 1v1, that were in the 60%+ range. I bet they looked at games won between evenly matched players, and I bet they go horribly one sided at lower levels where naturally teching up safely and without being scouted is a common occurence, enter the void ray. Long story short the void ray 'fix', because that is what it is, kills many birds with one stone including but not limited to void rays in team games... - dut | ||
Tabbris
Bangladesh2839 Posts
On October 15 2010 04:07 Zaka wrote: Terran least mobile race... So let's make them even more immobile! AHAHAHA! No! | ||
Mjolnir
912 Posts
I play Random or Zerg which means I only pull Terran once in a while. Given that, I think the changes to Barracks requirements and Nitro Packs are asinine. We've already dealt with Reapers. They've already been nerfed, and the community seems to have figured out how to deal with them weeks ago. I do not understand why things get "double nerfed" like this after the problem has already been solved. First they increased Reaper build times; now they're delaying upgrades, improving counter units, and making buildings stronger (not specifically for Reapers but I'm sure they were in mind too). And now depot before Rax? Come on... where's the fun in that? It's not a huge deal but really, it just removes some creative play. And VRs. What the hell? I can't recall the last time I saw them being used in any OP way. Makes me wonder who they're catering to. Is it the pro-gamers or the sub-platinum league casuals? | ||
epik640x
United States1134 Posts
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J7S
Brazil179 Posts
On October 15 2010 04:07 Zaka wrote: Terran least mobile race... So let's make them even more immobile! Well, now terrans will have to try different things in order to be mobile. Instead of just dropping marauders to kill expos, maybe reapers are going to be needed mid/late game for that? I really don't think reapers will be useless. Good players will find ways to make them work, and then... | ||
Zorkmid
4410 Posts
It's like a NR10 patch :O | ||
Ursadon-n-Pals
United States928 Posts
This will be interesting. | ||
zak
Korea (South)1009 Posts
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Scoop
Finland482 Posts
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knyttym
United States5797 Posts
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