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Situation Report: Patch 1.3 - Page 11

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Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 04 2011 21:09 GMT
#201
That's what expansions are for!

Let's not forget base SC had serious problems, only BW made it great.
baltimoretim
Profile Joined April 2011
United States1 Post
April 04 2011 21:15 GMT
#202
On April 05 2011 05:32 sandroba wrote:
Colossus just needs to do less dmg or have way less hp imo. They are just too beefy, mobile and high damaging for a support unit. They are like an easy mode counter to everything earthbound.


Can we play with the nerf we were just handed (Hts) before instituting new ones?
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
April 04 2011 21:17 GMT
#203
On April 05 2011 06:15 baltimoretim wrote:
Show nested quote +
On April 05 2011 05:32 sandroba wrote:
Colossus just needs to do less dmg or have way less hp imo. They are just too beefy, mobile and high damaging for a support unit. They are like an easy mode counter to everything earthbound.


Can we play with the nerf we were just handed (Hts) before instituting new ones?

we already playt his nerf, see there is no more HT
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Bonham
Profile Joined November 2010
Canada655 Posts
April 04 2011 21:23 GMT
#204
Thanks for posting this; it's always interesting to see the rationale for these changes. Doesn't answer every question, of course (If never getting use is a criteria for a buff, why the change to BCs but not carriers? If toss AoE is OP lategame, why not nerf colossi instead?), but still cool to read. Kudos to Blizzard for putting their decision making into the public eye like this.
andrewlt
Profile Joined August 2009
United States7702 Posts
April 04 2011 21:25 GMT
#205
On April 05 2011 06:05 Yaotzin wrote:
Show nested quote +
On April 05 2011 05:56 BeMannerDuPenner wrote:
well if we talk about warpgates i still like the "introduce 2nd lvl warpgate research, 1st lvl research only allows pylon warpins in X radius around a nexus or warpgate" the most since its easy to implement and has zero effects on the defensive&production power or mid/lategame warpgate power.

This is good
Show nested quote +

but there are countless other suggestions. and longterm warpgates should get reworked anyways to make it an actual decision (and blizz keeps blabbering about how they want that all the time) ,make gateways more then just a tiny stepping stone 1-3 units/game get build and introduce some dynamics.

They won't rework them gateways are just an anti-cheese building /mutters. They aren't meant to be useful. Same with stuff like conc shell. Not everything is supposed to be a choice, some tech is there simply to slow things down.



Sure, that's what gateways were initially for. But there's no reason that they should always be just a weaker warpgate. If warpgate cooldown time is higher than gateway build time, then there's a reason for players to keep gateways. It might help PvP, too, since the attacker would need more warpgates to keep up production with the defender, who could stay at gateways.

Without the power of the early warpgate rush, they might be able to buff gateway units enough that they could make the colossus more difficult to effectively use.
Nakas
Profile Joined May 2010
United States148 Posts
April 04 2011 21:30 GMT
#206
On April 05 2011 06:00 hugman wrote:
Show nested quote +
On April 05 2011 05:56 BeMannerDuPenner wrote:
On April 05 2011 05:52 FabledIntegral wrote:
On April 05 2011 05:48 BeMannerDuPenner wrote:
On April 05 2011 05:24 pureball wrote:
"Stimpack timing pushes by terran players can be extremely difficult for opponents to stop without employing effective scouting. We wanted these types of pushes to come slightly later in order to provide more time for opponents to prepare for these attacks and to potentially get scouting units together to effectively scout for these types of pushes."


but proxi pylon 3 gate and 4 gate all ins are perfectly fine? give me a F'n break ......

MUCH harder to scout , hardly ANY warning, reinforce right outside your base (do NOT say you should scout because thats basicaly why they nerfed bunker buildtime)

absolute joke.


well dont quite like your wording but agree with the point.

how they can say stuff like that with warpgate variations dominating since the early days of beta is beyond me.
esp when the stim also has huge affects on the ability to defend pushes .. ( how often did we see a T losing to a attack with 5-15 secs left on stim since 1.3?)


I think personally it could all be solved by just making warpgates cost 100/100, and buffing buildtimes by a few seconds on gateway units. I mean, come on, 2gate was essentially nerfed out of existance on the small maps where it should be a powerful build. Could make Zealots come out like ~3 seconds faster, same with sentries.

but there are countless other suggestions. and longterm warpgates should get reworked anyways to make it an actual decision (and blizz keeps blabbering about how they want that all the time) ,make gateways more then just a tiny stepping stone 1-3 units/game get build and introduce some dynamics.

It'd be kinda cool if Gateways would be better than Warp Gates defensively, but I really don't think Blizzard will tweak that stuff all that much.


I remember in beta thinking that warpgates had a longer cooldown than gateways, so they had less throughput in exchange for being able to warp in wherever you wanted and faster build time after the resources are spent. When I learned that warpgates also had a shorter cooldown, I thought "Why would anyone ever want a gateway over a warpgate then?" The answer is, of course, that you wouldn't. I do agree that it would be more interesting as a choice.
HelloThere
Profile Joined September 2010
United States14 Posts
April 04 2011 21:34 GMT
#207
I feel that the only thing that really needs a change in the entire game at this point is a nerf to colossus hp/shields. TvZ feels pretty balanced at this point. I can't speak to PvZ since I'm terran but it seems like a lot of the issue revolves around the fact that the toss deathball forces the zerg to make a ton of corruptors which leaves them a much smaller ground army.

I've noticed that going vikings in TvP is pretty much no longer viable as every decent toss has learned to prevent vikings from sniping colossi. It's absurd that I can micro my vikings while kiting with my bio army and still get rolled by the 3 colossi and 20 stalkers that remain.

I need to make 13 vikings to one shot a colossus and 7 to 2 shot it. Since I'll be making them from a reactored port, this means I'll end up with 14 for 1 shot and 8 for 2 shot kills. 8 vikings cost 1200 minerals and 600 gas and 16 supply. 14 vikings cost 2100/1050/28. That's a pretty massive investment to just throw away considering the fact that every single one of them dies and there's still usually at least one colossus left at the end.

A range nerf would defeat their purpose and nerfing their damage would allow the bioball to roll through the deathball. The easy solution is to remove a decent chunk of their hp/shields. This would allow both vikings and corruptors to do their job at a better cost efficiency. After all, isn't the counter to something supposed to kill it at a cost efficient rate?
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
April 04 2011 21:35 GMT
#208
if they nerf the colossus they'll need to buff the mid game of protoss, don't tell me they will make the HT more viable, because they come so late that isnt really viable to rush them without having the risk to die, plz blizz no more gamble to the tech to get :/
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
HeroMystic
Profile Joined March 2011
United States1217 Posts
April 04 2011 21:36 GMT
#209
On April 05 2011 06:23 Bonham wrote:
Thanks for posting this; it's always interesting to see the rationale for these changes. Doesn't answer every question, of course (If never getting use is a criteria for a buff, why the change to BCs but not carriers? If toss AoE is OP lategame, why not nerf colossi instead?), but still cool to read. Kudos to Blizzard for putting their decision making into the public eye like this.

BCs were never used because they were just plain bad.

I'd like to know why Carriers are never used. Serious question.
proxY_
Profile Joined July 2010
United States1561 Posts
April 04 2011 21:37 GMT
#210
I'm a bit surprised that their rationale for halving fungal duration was that they wanted to encourage muta play zvz, if one player goes infestor and the other goes muta the infestor player will still win. The real problem is that if one player is massing roaches and the other player is teching to mutas the player massing roach can a-move when they see mutas and usual overrun the other player's base before the muta player can kill them with mutas. If they see it as a viable transition out of roaches (whereas now we typically see hydra or infestor supplementing the roaches) the player going muta will still be at a disadvantage as the gas cost associated with getting enough mutas to make an impact is too high (hydras that are 50 gas less will beat them straight up pretty easily as well). Only way i can see it is if it's a map like terminus or maybe taldarim with giant rush distances and easily defendable chokes and even then..
Losiff
Profile Joined April 2011
8 Posts
April 04 2011 21:40 GMT
#211
On April 05 2011 05:24 Rabiator wrote:
Show nested quote +
On April 05 2011 04:55 Yaotzin wrote:
On April 05 2011 04:52 Spawkuring wrote:
On April 05 2011 04:45 Yaotzin wrote:
On April 05 2011 04:38 Spawkuring wrote:
On April 05 2011 04:24 andrewlt wrote:
On April 05 2011 03:45 Yaotzin wrote:
On April 05 2011 03:35 Gigaudas wrote:
On April 05 2011 03:27 arterian wrote:
I wish Blizzard would address PvP.


Removing warp-in is necessary to do that imo and they won't remove warp-in.

PvP just needs some sort of improvement to defender's advantage. A shield damage bonus to cannons, say. I'm sure creative people could think of better ones.

Maybe bring back the shield battery!



I'd say gateways need an advantage over warpgates even after you research the tech. Changing all gateways into warpgates shouldn't be a no-brainer choice.


I'm starting to feel the same way. Initially, Blizzard made warp gates provide a build time discount in order to encourage its use over gateways,

No they didn't. They started out by making warpgates, then they made gateways (again) to stop cheeses. Gateways produce slower than warpgates for the same reason: rushes would be too strong otherwise.

The game is designed around warpgates, for good or ill. It will never change.



What makes you think warp gates will never change? They've already changed a few times regarding research time, so it's not unreasonable to expect it to change again.

They've only ever touched the research time to balance rushes - sensible since that's the only reason you research them. They've shown zero inclination to nerf the actual concept in any way.

Nerfing the concept seems pretty impossible, but I might imagine increasing the warp-in time from five to 10-15 seconds or so to make Protoss less flexible and require them to plan ahead more. Warping in during a battle rarely enables the opponent to target the warping units and thus the "more damage during warp-in"-disadvantage isnt a true disadvantage. Being able to not spawn at the corresponding building could be advantage enough ...

If they changed the warp-in time to something much longer the Khaydarin Amulet might be introduced back into the game IMO.


The warp-in time should depend on the distance between the warping unit and the gateway. It would fix pvp and make Protoss all ins less effective.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-04-04 21:48:45
April 04 2011 21:41 GMT
#212
On April 05 2011 06:25 andrewlt wrote:
Show nested quote +
On April 05 2011 06:05 Yaotzin wrote:
On April 05 2011 05:56 BeMannerDuPenner wrote:
well if we talk about warpgates i still like the "introduce 2nd lvl warpgate research, 1st lvl research only allows pylon warpins in X radius around a nexus or warpgate" the most since its easy to implement and has zero effects on the defensive&production power or mid/lategame warpgate power.

This is good

but there are countless other suggestions. and longterm warpgates should get reworked anyways to make it an actual decision (and blizz keeps blabbering about how they want that all the time) ,make gateways more then just a tiny stepping stone 1-3 units/game get build and introduce some dynamics.

They won't rework them gateways are just an anti-cheese building /mutters. They aren't meant to be useful. Same with stuff like conc shell. Not everything is supposed to be a choice, some tech is there simply to slow things down.



Sure, that's what gateways were initially for. But there's no reason that they should always be just a weaker warpgate. If warpgate cooldown time is higher than gateway build time, then there's a reason for players to keep gateways.

I guess in the very early game. After that you'd be mad not to just make 1-2 more warpgates though.

It might help PvP, too, since the attacker would need more warpgates to keep up production with the defender, who could stay at gateways.

You have two choices then: Make current warpgates slower (nerf cooldown), or make current gateways faster. The latter will result in crippling rushes - the return of the 10/10 zealot push etc. The former will force Protoss to stay on gateways to stop various pushes. This will make them incredibly defensive and probably cripple them, in the way Zerg was crippled having to try deal with zealot/reaper/etc pushes.

ETA: This is basically why you can't have warpgates and gateways doing different things. When you do that, you need to somehow balance them both, which is near impossible.

Without the power of the early warpgate rush, they might be able to buff gateway units enough that they could make the colossus more difficult to effectively use.

Gateway units are not weak. If they were any stronger they would stomp both other races into the ground early game. They ONLY start to fail against mass ranged units.

Colossus deals with this specific problem. Making melee units stronger would not help with that, and making stalkers stronger would make early stalker pushes unstoppable. I assume you don't think the sentry needs any buffing ^_^.
VenerableSpace
Profile Joined May 2010
United States463 Posts
April 04 2011 21:42 GMT
#213
remove collosus

let me build immortals from the gateway only (not warpgate, still robo requirement), lower their stats/cost a bit. give them an air attack and range upgrade from robo bay.

gimme the reaver and the shuttle, make chargelots do better against roaches (not win, but compete), and re-instill a +15 energy upgrade for HT's (old one was +25).

Im having more fun with Z then P atm. and will just play them unless protoss becomes less dull

If they do something like this, yeah sure it will feel more like BW protoss but is that REALLY a bad thing?
malaan
Profile Joined September 2010
365 Posts
April 04 2011 21:51 GMT
#214
I wonder how the game would be effected if zerg had a specific unit that does splash damage to air. (scourge anyone?)

Think about it - Voidray colossi would be more vulnerable, more use of banelings pretty much saved ZvT early game balance when everyone was 2 raxing with SCV's and bunker rushes... Would scourge help deal with the colossi ball late game?

Corruptors where supposed to be the answer for zerg anti-air. But as Idra was saying not too long ago - sadly they are just far to expensive and if you over-make them (which is easily done given how difficult it can be to scout protoss atm) it's over.

Just my 2 cents of course.
Offhand
Profile Joined June 2010
United States1869 Posts
Last Edited: 2011-04-04 21:56:19
April 04 2011 21:55 GMT
#215
On April 05 2011 06:36 HeroMystic wrote:
Show nested quote +
On April 05 2011 06:23 Bonham wrote:
Thanks for posting this; it's always interesting to see the rationale for these changes. Doesn't answer every question, of course (If never getting use is a criteria for a buff, why the change to BCs but not carriers? If toss AoE is OP lategame, why not nerf colossi instead?), but still cool to read. Kudos to Blizzard for putting their decision making into the public eye like this.

BCs were never used because they were just plain bad.

I'd like to know why Carriers are never used. Serious question.


Because they're more expensive, slower then, and not as good as collosus when it comes to killing massable ground units. Massable ground units describes most of the rest of this game, to the point where anti-air units are used primarily against a ground unit that's tall.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-04-04 22:03:26
April 04 2011 22:02 GMT
#216
On April 05 2011 06:51 malaan wrote:
I wonder how the game would be effected if zerg had a specific unit that does splash damage to air. (scourge anyone?)

Think about it - Voidray colossi would be more vulnerable, more use of banelings pretty much saved ZvT early game balance when everyone was 2 raxing with SCV's and bunker rushes... Would scourge help deal with the colossi ball late game?

VRs don't overkill. Pretty much ideal for wasting lots of low hp units, like scourge. Could have some success by getting the VRs to target something else, perhaps, but they'd be far from a hard counter.

Killing the colossi is the real issue for Zerg anyway.


Because they're more expensive, slower then, and not as good as collosus when it comes to killing massable ground units. Massable ground units describes most of the rest of this game, to the point where anti-air units are used primarily against a ground unit that's tall.

More specifically, while carriers aren't bad per se, there's just a better answer for every Protoss question.
MajorityofOne
Profile Joined December 2010
Canada2506 Posts
April 04 2011 22:08 GMT
#217
Nerf colossi rather significantly (but hopefully not to the point of uselessness), buff 2-3 of either Chargelots, Immortals, Archons or Carriers. Then you can viably go a bunch of different tech paths as Toss, so they're not just massing gateway units that get mega-owned by Stimmed bio and Hydras
etherwar
Profile Joined December 2010
United States45 Posts
April 04 2011 22:33 GMT
#218
On April 05 2011 02:51 da_head wrote:
i wouldn't mind a collosus nerf in the slightest (as long as it would be accompanied by a gateway unit buff). however, this immediately breaks 4 gate, which is an issue that blizzard acknowledges as well. hmm.. i wonder what they're gonna do.


Pardon the theorycraft, but slightly buff wg unit damage and then make it so they warp in without shields?
"The most powerful weapon on earth is the human soul on fire." -Ferdinand Foch
pwadoc
Profile Joined August 2010
271 Posts
April 04 2011 22:40 GMT
#219
Easy colossus solution: increase food cost. Colossus aren't really problematic until there are 4 or 5 of them supported by a large ground army. If colossi take up more food, the support army will end up being smaller.
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2011-04-04 22:49:13
April 04 2011 22:47 GMT
#220
I'm a designer so I'm immune from 'leave it to the designers' talk when I validate some of these great suggestions.

Making it so normal gateways have a slightly shorter build time than warp gates would be an amazing change to Protoss, both for PvP and in general, in terms of strategic variety. Lore-wise, you could say it takes slightly longer to warp-in due to psionic whatever limitations, and gameplay-wise it would be amazingly awesome.

Change HT per LiquidTyler's suggestion of having 5-10 seconds post warp-in before they can storm.

Make colossi move more slowly. This will make them more fragile and vulnerable, more realistic-looking, and more dynamic of a unit (one OP strength, two weaknesses like reaver - hp and movement speed) or just replace them with something more exciting that impedes spectating less (like a reaver shot). Slower colossi would nerf late-game toss AoE while still promoting the more exciting high templar usage.

Also, buff Archon AoE, and give Zerg the Lurker back at Lair evolving from roaches, with a Hive upgrade that lets them move while burrowed maybe.

Move burrow to hatch tech.
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