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Patch 1.3 on PTR - Page 122

Forum Index > SC2 General
Post a Reply
Prev 1 120 121 122 123 124 186 Next
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-02-27 19:23:09
February 27 2011 19:21 GMT
#2421
Lolz at people saying storm drops in mineral line is scary. Probably are, in theory, but I wonder how many of them were dropped like that, and how it is so much rare to see warp prisms drops, compared to how many people are dropped everyday with blue flame helions, and ask themselves the question why that is.
xiaofan
Profile Blog Joined July 2006
United States513 Posts
February 27 2011 19:24 GMT
#2422
any1 know what the scII-1 and scII-2 options are on the load up screen?
timwac
Profile Joined October 2010
Scotland93 Posts
February 27 2011 19:57 GMT
#2423
Right there's something ive been wondering lately and please this isn't a joke. I would just like someone to tell me why it isn't feasible, my question is: Why can't we balance the game ourselves? Instead of leaving blizzard to do it if in most peoples opinion on this thread they do a really poor job
DeMusliM | NonY | ThorZaIN
NecroSaint
Profile Joined June 2010
England102 Posts
February 27 2011 20:02 GMT
#2424
On February 28 2011 04:57 timwac wrote:
Right there's something ive been wondering lately and please this isn't a joke. I would just like someone to tell me why it isn't feasible, my question is: Why can't we balance the game ourselves? Instead of leaving blizzard to do it if in most peoples opinion on this thread they do a really poor job


We are, blizzard are doing it with feedback from the community and from pro players. Theyre not just stabbing in the dark and hoping to please the crowd.

If you mean why don't they just give us a pen and paper and jot down what we want, its because most people don't actually know how to balance the game properly, I'm sure some people would have some genuinely good suggestions which are currently unheard, but trying to filter those from the rubbish that most people would put forward is too much effort. The current system is working decently, and this is only a PTR version right now. Last patch everyone went crying too, and then they reverted some changes and made others. The game is fairly well made at the moment so I think we just need to be patient.
Sabu113
Profile Blog Joined August 2009
United States11047 Posts
February 27 2011 20:08 GMT
#2425
On February 28 2011 04:11 Almin wrote:
Show nested quote +
On February 28 2011 03:44 orthopod wrote:
were people really complaining about warp-in storms? storms are dodge-able. hts seem pretty easy to kill off or emp. hts are pretty gas heavy that warping them in at a fast rate hurts too and just for one dodge-able storm.

didn't multi storms stack in BW? storms aren't as clutch is it was in BW and it was fine there.

Let me go warp in an HT behind your mineral line and kill 20 workers with one storm.


I have never ever seen that in SC2. 10 was the most i ever saw on a super saturated patch. The area of effect is much smaller than sc1 where 2 storms would devestate a whole probe line.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Buubble
Profile Joined January 2009
United States191 Posts
February 27 2011 20:09 GMT
#2426
On February 28 2011 02:22 Mentymion wrote:
With each patch Blizzard announce, the "balance" gets even worse. For me it's certain that David Kim and his "Balance Team" have absolutley no clue how to balance the game AND whats more important, they don't know what to do with the units and whats their purpose.

StarCraft II Beta - Patch 6 (version 0.8.0.14593)
Bunker Build time decreased from 40 seconds to 30 seconds.

StarCraft II: Wings of Liberty - Patch 1.1.0
Bunker Build time increased from 30 to 35.

StarCraft II: Wings of Liberty - PTR 1.3
Bunker Build time increased from 35 to 40. <----I swear this will solve anything....oh wait...probably not.
-------------------------------------------------------------------------
StarCraft II Beta - Patch 1 (version 0.3.0.14093)
Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.

StarCraft II Beta - Patch 9 (version 0.11.0.15097)
Fungal Growth projectile removed; Units in the target area are now instantly hit.

StarCraft II: Wings of Liberty - Patch 1.1.2
Fungal Growth now prevents Blink.

StarCraft II: Wings of Liberty - PTR 1.3
Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast. <--- The last change for Fungal growth ?, I guess not
-----------------------------------------------------------------------
StarCraft II Beta - Patch 12 (version 0.14.0.15343)
Mothership:
Vortex now removes Force Fields within its area of effect.

StarCraft II: Wings of Liberty - PTR 1.3
Mothership:
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

Took them ashitload of time to notice that this could be done with Archons,too...
-------------------------------------------------------------------------
StarCraft II: Wings of Liberty - PTR 1.3
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Well if that happens I probably switch my race or wait for the next expansion. Sure Warp-In Storms might be a bit too strong but the only solution they have.....remove here , remove there.

Why not removing the Reaper instead ? Blizzard has nerfed this unit into Oblivion anyway

Build time increased from 40 to 45.
Barracks requirement changed from Command Center to Supply Depot.
Nitro Packs speed upgrade now has a Factory Requirement.
Roach Range increased from 3 to 4.

And now the unit is finally dead and Blizzard doesn't even care about it.

If all the changes comes true....dear god is the game fucked up.

Useless Reapers, restricted usage of already underused Motherships, High/Dark Templar Tech finally turns into complete Garbage, PvT & PvZ turns into "War of the Worlds" where Colossi is a Must-Have, Neural Parasite is still shit, Corruptors have not even changed in the slightest and so on.



I'll bet you my SC2 account that David Kim knows the game and plays the game a thousand times better than you and the balance team doesn't throw out random useless patches so they don't lose their job. Do note that balance changes are top down - they're not implemented for the crying bronze kids but more based on higher level play.
mousepad
Profile Joined April 2010
United States136 Posts
Last Edited: 2011-02-27 20:16:58
February 27 2011 20:14 GMT
#2427
On February 28 2011 05:02 NecroSaint wrote:
Show nested quote +
On February 28 2011 04:57 timwac wrote:
Right there's something ive been wondering lately and please this isn't a joke. I would just like someone to tell me why it isn't feasible, my question is: Why can't we balance the game ourselves? Instead of leaving blizzard to do it if in most peoples opinion on this thread they do a really poor job


We are, blizzard are doing it with feedback from the community and from pro players. Theyre not just stabbing in the dark and hoping to please the crowd.

If you mean why don't they just give us a pen and paper and jot down what we want, its because most people don't actually know how to balance the game properly, I'm sure some people would have some genuinely good suggestions which are currently unheard, but trying to filter those from the rubbish that most people would put forward is too much effort. The current system is working decently, and this is only a PTR version right now. Last patch everyone went crying too, and then they reverted some changes and made others. The game is fairly well made at the moment so I think we just need to be patient.


Exactamundo. With thousands of people each chiming in on how to fix X and Y its makes it hard to filter out good ideas and bad ideas.

Also consider this: Up till this point no one in the community bothered to consider High Templars being imba -- everyone said it was a great unit if you got to research it to full, but no one really talked about how powerful it became when combined with specific protoss abilities. I mean, I even watched those recent GSL team matches on those larger maps and it never crossed my mindthat there might be a problem. All I could think of was "God I hate colossus"
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 20:16 GMT
#2428
On February 28 2011 05:09 CrimsnDragn wrote:
Show nested quote +
On February 28 2011 02:22 Mentymion wrote:
With each patch Blizzard announce, the "balance" gets even worse. For me it's certain that David Kim and his "Balance Team" have absolutley no clue how to balance the game AND whats more important, they don't know what to do with the units and whats their purpose.

StarCraft II Beta - Patch 6 (version 0.8.0.14593)
Bunker Build time decreased from 40 seconds to 30 seconds.

StarCraft II: Wings of Liberty - Patch 1.1.0
Bunker Build time increased from 30 to 35.

StarCraft II: Wings of Liberty - PTR 1.3
Bunker Build time increased from 35 to 40. <----I swear this will solve anything....oh wait...probably not.
-------------------------------------------------------------------------
StarCraft II Beta - Patch 1 (version 0.3.0.14093)
Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.

StarCraft II Beta - Patch 9 (version 0.11.0.15097)
Fungal Growth projectile removed; Units in the target area are now instantly hit.

StarCraft II: Wings of Liberty - Patch 1.1.2
Fungal Growth now prevents Blink.

StarCraft II: Wings of Liberty - PTR 1.3
Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast. <--- The last change for Fungal growth ?, I guess not
-----------------------------------------------------------------------
StarCraft II Beta - Patch 12 (version 0.14.0.15343)
Mothership:
Vortex now removes Force Fields within its area of effect.

StarCraft II: Wings of Liberty - PTR 1.3
Mothership:
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

Took them ashitload of time to notice that this could be done with Archons,too...
-------------------------------------------------------------------------
StarCraft II: Wings of Liberty - PTR 1.3
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Well if that happens I probably switch my race or wait for the next expansion. Sure Warp-In Storms might be a bit too strong but the only solution they have.....remove here , remove there.

Why not removing the Reaper instead ? Blizzard has nerfed this unit into Oblivion anyway

Build time increased from 40 to 45.
Barracks requirement changed from Command Center to Supply Depot.
Nitro Packs speed upgrade now has a Factory Requirement.
Roach Range increased from 3 to 4.

And now the unit is finally dead and Blizzard doesn't even care about it.

If all the changes comes true....dear god is the game fucked up.

Useless Reapers, restricted usage of already underused Motherships, High/Dark Templar Tech finally turns into complete Garbage, PvT & PvZ turns into "War of the Worlds" where Colossi is a Must-Have, Neural Parasite is still shit, Corruptors have not even changed in the slightest and so on.



I'll bet you my SC2 account that David Kim knows the game and plays the game a thousand times better than you and the balance team doesn't throw out random useless patches so they don't lose their job. Do note that balance changes are top down - they're not implemented for the crying bronze kids but more based on higher level play.
Ill take that account off your hands then.
~
Rokk
Profile Joined March 2010
United States425 Posts
February 27 2011 20:18 GMT
#2429
On February 28 2011 04:21 Apolo wrote:
Lolz at people saying storm drops in mineral line is scary. Probably are, in theory, but I wonder how many of them were dropped like that, and how it is so much rare to see warp prisms drops, compared to how many people are dropped everyday with blue flame helions, and ask themselves the question why that is.

If I had to guess, it would be that because of Medivacs, Terran players have already had a lot of experience working with drops. And in any random game, a Terran player is more likely to have blue flame hellions and medivacs, while a protoss player will probably not have a warp prism because no one ever builds them. They would rather constantly pump colossi/the occasional observer from their robotics bay.
DNA61289
Profile Joined August 2010
United States665 Posts
February 27 2011 20:26 GMT
#2430
I hate it that blizzard wants to make terran play the way they think it should be played, 1T+A. There are still ways for terran to harass and deal with harass. I wonder if anyone has ever thought about using reapers late game. Since they kill HT and zealots easily and since you have a factory you can research reaper speed. Reapers are pretty cheap and you wouldn't need a lot of them to be effective.
But yeah being a Korean gamer is very imba. If you're a non-korean gamer you have to balance your game playing with earning money and your real life. If you're Korean you just sit around playing games all day eating 2 cent ramyun and becoming gosu.
Torenhire
Profile Blog Joined April 2009
United States11681 Posts
February 27 2011 20:28 GMT
#2431
- An alert has been added when MULEs expire.
- An alert has been added when the Chrono Boost buff expires.
- An alert has been added when the Spawn Larva buff expires.


Was this really necessary? Like...the point of macro mechanics like these is to reward players who can multitask and pay attention to them or remember to do them. If you're a zerg and you can never remember to larva boost or check every few seconds, no, you don't deserve to be above platinum.

>:|
SirJolt: Well maybe if you weren't so big and stupid, it wouldn't have hit you.
Elvin
Profile Blog Joined May 2010
149 Posts
Last Edited: 2011-02-27 20:34:42
February 27 2011 20:32 GMT
#2432
On February 28 2011 05:26 DNA61289 wrote:
I hate it that blizzard wants to make terran play the way they think it should be played, 1T+A. There are still ways for terran to harass and deal with harass. I wonder if anyone has ever thought about using reapers late game. Since they kill HT and zealots easily and since you have a factory you can research reaper speed. Reapers are pretty cheap and you wouldn't need a lot of them to be effective.


1 Storm on 10 clumped reapers means -500/500 minerals/gas PROFIT
reaper has even less HP than a marine which are basicaly useless once protoss splash damage (storm//collos) kicks in

plus reaper 50/50/1 has 45 sec building time ,that's the same as a tank 150/125/3 does that makes sense?

I hoped that Blizz actually cares about reapers but they don't ,makes me sad.
Rawr
Profile Blog Joined October 2010
Sweden624 Posts
February 27 2011 20:37 GMT
#2433
I wonder if they are ever going to add a snowy tileset, it would make the maps look much better than the dirt and sand that is everywhere.
Joo Se-Hyuk
GoodRamen
Profile Blog Joined December 2009
United States713 Posts
February 27 2011 20:39 GMT
#2434
On February 28 2011 05:37 Rawr wrote:
I wonder if they are ever going to add a snowy tileset, it would make the maps look much better than the dirt and sand that is everywhere.


snow tile wont be good for the eyes though.........
#1 Fantasy Fan!!!!
0neder
Profile Joined July 2009
United States3733 Posts
February 27 2011 20:39 GMT
#2435
On February 28 2011 05:28 Torenhire wrote:
Show nested quote +
- An alert has been added when MULEs expire.
- An alert has been added when the Chrono Boost buff expires.
- An alert has been added when the Spawn Larva buff expires.


Was this really necessary? Like...the point of macro mechanics like these is to reward players who can multitask and pay attention to them or remember to do them. If you're a zerg and you can never remember to larva boost or check every few seconds, no, you don't deserve to be above platinum.

>:|

This is kind of dumb. Are we trying to remove all variance in macro abilities? I just don't get blizzard's contradictions between their statements and actions.
eNtitY~
Profile Joined January 2007
United States1293 Posts
February 27 2011 20:40 GMT
#2436
- Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.

Not really a fan of this either... ~_~
http://www.starcraftdream.com
Rawr
Profile Blog Joined October 2010
Sweden624 Posts
Last Edited: 2011-02-27 20:55:09
February 27 2011 20:45 GMT
#2437
On February 28 2011 05:16 uSnAmplified wrote:
Show nested quote +
On February 28 2011 05:09 CrimsnDragn wrote:
On February 28 2011 02:22 Mentymion wrote:
With each patch Blizzard announce, the "balance" gets even worse. For me it's certain that David Kim and his "Balance Team" have absolutley no clue how to balance the game AND whats more important, they don't know what to do with the units and whats their purpose.

StarCraft II Beta - Patch 6 (version 0.8.0.14593)
Bunker Build time decreased from 40 seconds to 30 seconds.

StarCraft II: Wings of Liberty - Patch 1.1.0
Bunker Build time increased from 30 to 35.

StarCraft II: Wings of Liberty - PTR 1.3
Bunker Build time increased from 35 to 40. <----I swear this will solve anything....oh wait...probably not.
-------------------------------------------------------------------------
StarCraft II Beta - Patch 1 (version 0.3.0.14093)
Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.

StarCraft II Beta - Patch 9 (version 0.11.0.15097)
Fungal Growth projectile removed; Units in the target area are now instantly hit.

StarCraft II: Wings of Liberty - Patch 1.1.2
Fungal Growth now prevents Blink.

StarCraft II: Wings of Liberty - PTR 1.3
Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast. <--- The last change for Fungal growth ?, I guess not
-----------------------------------------------------------------------
StarCraft II Beta - Patch 12 (version 0.14.0.15343)
Mothership:
Vortex now removes Force Fields within its area of effect.

StarCraft II: Wings of Liberty - PTR 1.3
Mothership:
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

Took them ashitload of time to notice that this could be done with Archons,too...
-------------------------------------------------------------------------
StarCraft II: Wings of Liberty - PTR 1.3
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Well if that happens I probably switch my race or wait for the next expansion. Sure Warp-In Storms might be a bit too strong but the only solution they have.....remove here , remove there.

Why not removing the Reaper instead ? Blizzard has nerfed this unit into Oblivion anyway

Build time increased from 40 to 45.
Barracks requirement changed from Command Center to Supply Depot.
Nitro Packs speed upgrade now has a Factory Requirement.
Roach Range increased from 3 to 4.

And now the unit is finally dead and Blizzard doesn't even care about it.

If all the changes comes true....dear god is the game fucked up.

Useless Reapers, restricted usage of already underused Motherships, High/Dark Templar Tech finally turns into complete Garbage, PvT & PvZ turns into "War of the Worlds" where Colossi is a Must-Have, Neural Parasite is still shit, Corruptors have not even changed in the slightest and so on.



I'll bet you my SC2 account that David Kim knows the game and plays the game a thousand times better than you and the balance team doesn't throw out random useless patches so they don't lose their job. Do note that balance changes are top down - they're not implemented for the crying bronze kids but more based on higher level play.
Ill take that account off your hands then.
'

David Kim is a master league player with a rating of around 3500.
http://us.battle.net/sc2/en/profile/715900/1/dayvie/ladder/29749#current-rank


Joo Se-Hyuk
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 27 2011 20:46 GMT
#2438
On February 28 2011 05:45 Rawr wrote:
Show nested quote +
On February 28 2011 05:16 uSnAmplified wrote:
On February 28 2011 05:09 CrimsnDragn wrote:
On February 28 2011 02:22 Mentymion wrote:
With each patch Blizzard announce, the "balance" gets even worse. For me it's certain that David Kim and his "Balance Team" have absolutley no clue how to balance the game AND whats more important, they don't know what to do with the units and whats their purpose.

StarCraft II Beta - Patch 6 (version 0.8.0.14593)
Bunker Build time decreased from 40 seconds to 30 seconds.

StarCraft II: Wings of Liberty - Patch 1.1.0
Bunker Build time increased from 30 to 35.

StarCraft II: Wings of Liberty - PTR 1.3
Bunker Build time increased from 35 to 40. <----I swear this will solve anything....oh wait...probably not.
-------------------------------------------------------------------------
StarCraft II Beta - Patch 1 (version 0.3.0.14093)
Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.

StarCraft II Beta - Patch 9 (version 0.11.0.15097)
Fungal Growth projectile removed; Units in the target area are now instantly hit.

StarCraft II: Wings of Liberty - Patch 1.1.2
Fungal Growth now prevents Blink.

StarCraft II: Wings of Liberty - PTR 1.3
Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast. <--- The last change for Fungal growth ?, I guess not
-----------------------------------------------------------------------
StarCraft II Beta - Patch 12 (version 0.14.0.15343)
Mothership:
Vortex now removes Force Fields within its area of effect.

StarCraft II: Wings of Liberty - PTR 1.3
Mothership:
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

Took them ashitload of time to notice that this could be done with Archons,too...
-------------------------------------------------------------------------
StarCraft II: Wings of Liberty - PTR 1.3
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Well if that happens I probably switch my race or wait for the next expansion. Sure Warp-In Storms might be a bit too strong but the only solution they have.....remove here , remove there.

Why not removing the Reaper instead ? Blizzard has nerfed this unit into Oblivion anyway

Build time increased from 40 to 45.
Barracks requirement changed from Command Center to Supply Depot.
Nitro Packs speed upgrade now has a Factory Requirement.
Roach Range increased from 3 to 4.

And now the unit is finally dead and Blizzard doesn't even care about it.

If all the changes comes true....dear god is the game fucked up.

Useless Reapers, restricted usage of already underused Motherships, High/Dark Templar Tech finally turns into complete Garbage, PvT & PvZ turns into "War of the Worlds" where Colossi is a Must-Have, Neural Parasite is still shit, Corruptors have not even changed in the slightest and so on.



I'll bet you my SC2 account that David Kim knows the game and plays the game a thousand times better than you and the balance team doesn't throw out random useless patches so they don't lose their job. Do note that balance changes are top down - they're not implemented for the crying bronze kids but more based on higher level play.
Ill take that account off your hands then.
'

David Kim is a mater league player with a rating of around 3500.
http://us.battle.net/sc2/en/profile/715900/1/dayvie/ladder/29749#current-rank




Points don't mean you know what your talking about just an FYI. There are some masters league players who are at like 3600 points but if their 1 base all in fails they cry imbalanced.
When I think of something else, something will go here
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
February 27 2011 20:49 GMT
#2439
On February 28 2011 05:46 blade55555 wrote:
Show nested quote +
On February 28 2011 05:45 Rawr wrote:
On February 28 2011 05:16 uSnAmplified wrote:
On February 28 2011 05:09 CrimsnDragn wrote:
On February 28 2011 02:22 Mentymion wrote:
With each patch Blizzard announce, the "balance" gets even worse. For me it's certain that David Kim and his "Balance Team" have absolutley no clue how to balance the game AND whats more important, they don't know what to do with the units and whats their purpose.

StarCraft II Beta - Patch 6 (version 0.8.0.14593)
Bunker Build time decreased from 40 seconds to 30 seconds.

StarCraft II: Wings of Liberty - Patch 1.1.0
Bunker Build time increased from 30 to 35.

StarCraft II: Wings of Liberty - PTR 1.3
Bunker Build time increased from 35 to 40. <----I swear this will solve anything....oh wait...probably not.
-------------------------------------------------------------------------
StarCraft II Beta - Patch 1 (version 0.3.0.14093)
Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.

StarCraft II Beta - Patch 9 (version 0.11.0.15097)
Fungal Growth projectile removed; Units in the target area are now instantly hit.

StarCraft II: Wings of Liberty - Patch 1.1.2
Fungal Growth now prevents Blink.

StarCraft II: Wings of Liberty - PTR 1.3
Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast. <--- The last change for Fungal growth ?, I guess not
-----------------------------------------------------------------------
StarCraft II Beta - Patch 12 (version 0.14.0.15343)
Mothership:
Vortex now removes Force Fields within its area of effect.

StarCraft II: Wings of Liberty - PTR 1.3
Mothership:
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

Took them ashitload of time to notice that this could be done with Archons,too...
-------------------------------------------------------------------------
StarCraft II: Wings of Liberty - PTR 1.3
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Well if that happens I probably switch my race or wait for the next expansion. Sure Warp-In Storms might be a bit too strong but the only solution they have.....remove here , remove there.

Why not removing the Reaper instead ? Blizzard has nerfed this unit into Oblivion anyway

Build time increased from 40 to 45.
Barracks requirement changed from Command Center to Supply Depot.
Nitro Packs speed upgrade now has a Factory Requirement.
Roach Range increased from 3 to 4.

And now the unit is finally dead and Blizzard doesn't even care about it.

If all the changes comes true....dear god is the game fucked up.

Useless Reapers, restricted usage of already underused Motherships, High/Dark Templar Tech finally turns into complete Garbage, PvT & PvZ turns into "War of the Worlds" where Colossi is a Must-Have, Neural Parasite is still shit, Corruptors have not even changed in the slightest and so on.



I'll bet you my SC2 account that David Kim knows the game and plays the game a thousand times better than you and the balance team doesn't throw out random useless patches so they don't lose their job. Do note that balance changes are top down - they're not implemented for the crying bronze kids but more based on higher level play.
Ill take that account off your hands then.
'

David Kim is a mater league player with a rating of around 3500.
http://us.battle.net/sc2/en/profile/715900/1/dayvie/ladder/29749#current-rank




Points don't mean you know what your talking about just an FYI. There are some masters league players who are at like 3600 points but if their 1 base all in fails they cry imbalanced.

Whenever I see someone get matched up against David Kim in a stream, he's always doing some 2-base all-in. If he's doing all-ins so often and the balance team has stated that they don't want long macro games, then well... you know ^^
Thermia
Profile Joined August 2010
United States866 Posts
February 27 2011 20:55 GMT
#2440
On February 28 2011 04:11 Almin wrote:
Show nested quote +
On February 28 2011 03:44 orthopod wrote:
were people really complaining about warp-in storms? storms are dodge-able. hts seem pretty easy to kill off or emp. hts are pretty gas heavy that warping them in at a fast rate hurts too and just for one dodge-able storm.

didn't multi storms stack in BW? storms aren't as clutch is it was in BW and it was fine there.

Let me go warp in an HT behind your mineral line and kill 20 workers with one storm.


That's probably one of the reasons why it got nerfed.


Protoss can reinforce with HT's immediately, but infestors/ghosts cannot, so I don't see any logical reason for Protoss QQ.


Frankly, if a HT gets warped in behind your mineral like straight up you probably deserve to lose those workers. Ghosts, at least, are still useful if they can't emp right away (sniping is tolerable for countering casters, as well as cloaking/nukes). Infestors on the other hand are basically completely useless without enough energy to FG/NP, and the FG changes only exacerbate this.
Sufficiently advanced stupidity is indistinguishable from trolling. IGN: Mierin
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