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Situation Report: Patch 1.3 - Page 7

Forum Index > SC2 General
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TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
April 04 2011 18:56 GMT
#121
I just love the idea of Blizzard releasing these. It's a pretty good look at the thought processes behind the changes, even if I lost at least one game directly due to them (bunker and stim timing).
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 04 2011 18:56 GMT
#122
On April 05 2011 03:54 floor exercise wrote:
Show nested quote +
On April 05 2011 03:51 Yaotzin wrote:
Everyone was stronger in beta tho. 1 supply roaches, 60 dmg tanks etc etc.

Why do people hate colossi so much? (as a unit, not related to OPness or whatever).

Because it requires basically zero micro and dictates the flow of every match up.

Well, it's like a tank micro wise. The micro comes from the positioning and support units protecting it. Unless you find tanks boring too?

Understand the ubiquity being boring, but that's a balancing issue.
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
April 04 2011 18:58 GMT
#123
On April 05 2011 03:56 Yaotzin wrote:
Show nested quote +
On April 05 2011 03:54 floor exercise wrote:
On April 05 2011 03:51 Yaotzin wrote:
Everyone was stronger in beta tho. 1 supply roaches, 60 dmg tanks etc etc.

Why do people hate colossi so much? (as a unit, not related to OPness or whatever).

Because it requires basically zero micro and dictates the flow of every match up.

Well, it's like a tank micro wise. The micro comes from the positioning and support units protecting it. Unless you find tanks boring too?

Understand the ubiquity being boring, but that's a balancing issue.

Tanks are actually interesting because if they're in a bad position, they're screwed, but colossi can fix any positioning problem in a jiffy. They can even walk up cliffs!
L3gendary
Profile Joined October 2010
Canada1470 Posts
April 04 2011 18:59 GMT
#124
On April 05 2011 03:54 entropius wrote:
Show nested quote +
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 think defender's advantage should exist without any sort of investment in static defense.

An interesting change to warpin would be to make the warpgate cooldown based on the distance from the warpgate to the warp location, so proxy warpins require a longer cooldown than in-base ones. It would also encourage P to spread warpgates around their bases, which would be interesting.

Warpin is an interesting mechanic, but there should be some penalty for proxy warpins -- in this case, that you have to build more warpgates to warp in at the same rate as the defender.



This is actually a really good suggestion. To avoid things like having protoss stick all their gateways near the edge of their base to gain slight advantages I would use a tiered system. Have short, medium and long distance (no in betweens) which results in a short, medium or long cooldown.
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
Offhand
Profile Joined June 2010
United States1869 Posts
April 04 2011 18:59 GMT
#125
On April 05 2011 01:35 Mommas Boy wrote:
EMP now drains up to 100 energy instead of all available energy. The effect on protoss shields remains unchanged.
We had three main reasons for implementing this change:

We wanted ghost EMP to be less effective vs. infestors in the ZvT matchup. Infestors are fairly slow moving and have high costs. We felt that one EMP shutting down multiple Infestors was too much.
After the high templar change, we noticed the ghost vs. high templar relationship was a bit too much in the ghost’s favor.
Early/mid game sentries are almost a requirement vs. terran. However, there were scenarios at different skill levels where one EMP would manage to luck out and hit every single sentry, making it so that protoss had no chance to stop the mass Stimpack terran army.


How does this EMP change effect the ghost vs high templar dynamic when the high templar needs to be at maxed energy to get hit with EMP and still be able to get a storm off?
Tatari
Profile Blog Joined January 2011
United States1179 Posts
April 04 2011 19:00 GMT
#126

* David Kim is a Game Balance Designer for StarCraft II. He plays random against himself-- and wins.


Mother of god...

wtb playing against myself
A fed jungler is no longer a jungler, but a terrorist.
Daralii
Profile Joined March 2010
United States16991 Posts
April 04 2011 19:01 GMT
#127
On April 05 2011 03:54 entropius wrote:
Show nested quote +
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 think defender's advantage should exist without any sort of investment in static defense.

An interesting change to warpin would be to make the warpgate cooldown based on the distance from the warpgate to the warp location, so proxy warpins require a longer cooldown than in-base ones. It would also encourage P to spread warpgates around their bases, which would be interesting.

Warpin is an interesting mechanic, but there should be some penalty for proxy warpins -- in this case, that you have to build more warpgates to warp in at the same rate as the defender.


Increased warp in time rather than cooldown, maybe? A penalty to proxy warp-ins would help a lot of the matchups to be sure, but increased cooldown reduces the penalty significantly as you get further into the game and the P gets more gates up. Maybe it'd be countered by the scaling production of T and Z, but I can't really say.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Mentymion
Profile Joined July 2010
Germany259 Posts
April 04 2011 19:04 GMT
#128
Khaydarin Amulet upgrade (+25 starting energy) has been removed.
We felt this upgrade reduced strategic choice.

Absolutely! I clearly forgot that High Templars and Archons were at least somewhat viable to use, beforce this piece of garbage came out.

Charging Zealots will now hit fleeing targets at least once.
Even after researching Charge, there are times when Zealots aren’t able to hit the opponent even once and just end up getting kited to death

Oh, after XYZ patches they finally decided to improve that and Marauders are still able to kite them even after the patch. I`am speechless!

Battlecruiser movement speed increased from 1.406 to 1.875.
Although we don’t want to see battlecruisers used in every terran late game, we noticed they’re hardly ever used at all. To encourage their use in more games, we decided to buff their biggest weakness, movement speed.

Same could be said about the Carrier but since the Beta we got nothing. Maybe encourage Protoss players to use this unit by instantly replenishing Health/Armor of Interceptors when returning back like in BW ?


And now they are tellings us that Bliz maybe wants to fix/nerf Colossi with the next patches ?

Seriously WTF comes next ? Thermal Lance Upgrade removed ? Reducing the DPS ? First they started to turn every single tech tree besides robo into rubbish and finally the Colossus is on their stupid nerf/buff/fixing list.

Glad that Iam stopped playing for a while...4gate/3gate robo into mass Coossi was so damn boring....
yamato77
Profile Blog Joined October 2010
11589 Posts
April 04 2011 19:05 GMT
#129
If they are going to nerf Colossus in any way, I say they should take away (Or shorten) the range upgrade. It wouldn't affect their damage, but it would make them more micro-intensive to use effectively, and make it easier for Zerg/Terran to use Corrupters/Vikings (Or even Marauders/Hydras) to kill them. That way they're not long-range, mobile, and massive AOE. Making Colossus more vulnerable is a good idea.

As far as the changes they've already done, I like that they're being transparent about it. Giving a community like this that kind of reasoning is a good way to deter any kind of dissent that arises from people who would otherwise see no point in the change. The changes themselves seem to be Blizzard taking small steps to change certain situations, which is appropriate given the still-changing nature of the game.
Writer@WriterYamato
syllogism
Profile Joined September 2010
Finland5948 Posts
Last Edited: 2011-04-04 19:14:01
April 04 2011 19:11 GMT
#130
On April 05 2011 03:39 kzn wrote:
Show nested quote +
On April 05 2011 03:22 syllogism wrote:
On April 05 2011 03:17 Tyree wrote:
On April 05 2011 03:11 syllogism wrote:
On April 05 2011 03:07 Tyree wrote:
They had a choice, nerf HT or Colossi, they picked HT and left it at that.

They outright said they would not nerf both as that would make Toss too weak.

I suggest anyone hoping for a Colossi nerf to forget about it since HT were nerfed.

You mean they outright said it MIGHT make toss too weak and will be evaluating the situation before touching colossus

We felt that if we were to nerf both of these units protoss may end up too weak in the late game. Therefore, we decided to adjust high templars first and see how the game plays out


Yea, my point is that some people took this is as they will nerf Colossi!. When they are merely saying that as of now, just nerfing the HT is fine in their eyes

You know how people get, suddenly next patch outcries will happen with "Blizzard promised to me they would nerf Colossi and they did NOT! WTF MAN!"

No, they didn't say it was "fine", but that they are always careful about these things so they didn't want to do both at once. Considering they said both HTs and colossi are slightly overpowered, I'd say it's more likely than not that colossus gets nerfed eventually. Of course, nothing is confirmed at this point, just a possibility.


What they actually said was:

Show nested quote +
We felt late game protoss splash damage was slightly overpowered. This applies both to high templars and colossi.


This doesn't mean they thought both were overpowered. It means precisely what it says - they thought the splash damage available to Protoss lategame was too strong, so they adjusted that.

If anything, what they've said and done suggests that if Colossus get nerfed, that will come with a return of Khaydarin Amulet and/or a significant buff elsewhere that moves Protoss away from splash damage entirely.

I believe you are interpreting it wrong as I believe it "precisely" says splash damage from both mentioned units, separately, was "slightly overpowered". Typically you don't go both tech paths at once, and thus it's unlikely they meant the problem was them being too strong together. This seems fairly clear to me, but given there's some room for alternative interpretations, I'm not going to debate this topic further.
jacobmarlow
Profile Joined March 2008
Canada100 Posts
April 04 2011 19:14 GMT
#131
The HT's limited strategic choice alright. It has become almost senseless to go for high temps instead of collosus now. Other than that I wish David Kim addressed how gateway units are absolute crap. A roach owns every single gateway unit and is significantly cheaper than all of them. Gateway units cannot stand on their own, our aoe damage has to be fuckin strong. Aside from that our AOE is VERY VERY fragile collosi are slow and can be sniped very easily without any forcefields and high temps are very slow and fragile.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
April 04 2011 19:14 GMT
#132
On April 05 2011 03:59 L3gendary wrote:
Show nested quote +
On April 05 2011 03:54 entropius 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 think defender's advantage should exist without any sort of investment in static defense.

An interesting change to warpin would be to make the warpgate cooldown based on the distance from the warpgate to the warp location, so proxy warpins require a longer cooldown than in-base ones. It would also encourage P to spread warpgates around their bases, which would be interesting.

Warpin is an interesting mechanic, but there should be some penalty for proxy warpins -- in this case, that you have to build more warpgates to warp in at the same rate as the defender.



This is actually a really good suggestion. To avoid things like having protoss stick all their gateways near the edge of their base to gain slight advantages I would use a tiered system. Have short, medium and long distance (no in betweens) which results in a short, medium or long cooldown.


This is absurdly complicated, and it means you can't MBS your gateways.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 04 2011 19:14 GMT
#133
On April 05 2011 03:54 entropius wrote:
Show nested quote +
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 think defender's advantage should exist without any sort of investment in static defense.

Why? You need defender's advantage but I can't think why the means of getting there matter. It's only an issue in PvP anyway, so it's far simpler to make a PvP change than try to rebalance warpgates entirely.

An interesting change to warpin would be to make the warpgate cooldown based on the distance from the warpgate to the warp location, so proxy warpins require a longer cooldown than in-base ones. It would also encourage P to spread warpgates around their bases, which would be interesting.

Would be a nightmare for Protoss macro having all sorts of different cooldowns. Do you play P?

Longer cooldowns would sort of defeat the point of warpgate...
RageOverdose
Profile Blog Joined December 2009
United States690 Posts
April 04 2011 19:15 GMT
#134
On April 05 2011 04:05 yamato77 wrote:
If they are going to nerf Colossus in any way, I say they should take away (Or shorten) the range upgrade. It wouldn't affect their damage, but it would make them more micro-intensive to use effectively, and make it easier for Zerg/Terran to use Corrupters/Vikings (Or even Marauders/Hydras) to kill them. That way they're not long-range, mobile, and massive AOE. Making Colossus more vulnerable is a good idea.

As far as the changes they've already done, I like that they're being transparent about it. Giving a community like this that kind of reasoning is a good way to deter any kind of dissent that arises from people who would otherwise see no point in the change. The changes themselves seem to be Blizzard taking small steps to change certain situations, which is appropriate given the still-changing nature of the game.


You could also reduce the number of Colossus a Protoss can get out by increasing the build time of them, or increase the cost of the upgrade (in either resources or time).

This could make things like Contaminate on a Robo building a Colossus more punishing. This could make going Colossus more risky in PvP because increased build time could allow the other player to get more units before Colossus get out. It could make Colossus weaker for longer and extend any sort of timings that go with Thermal Lance.

Their insane power has felt necessary up to this point because of the power of bio balls and the devastating power Hydras can have on Gateway units. If you even just reduce the number of Colossus a player can have at a given point in time because they take longer to build, then their power is already reduced significantly because a player's response can be smaller.

Just a thought.

n0ise
Profile Joined April 2010
3452 Posts
April 04 2011 19:18 GMT
#135
Wish I hadn't read this, Blizzard is hitting a new low in my eyes. I'm hoping (and quite certain) that their balance team can do a better job than this (patch 1.3 + explanation), otherwise it's miraculous that this game still holds a pretty good semblance of balance.

Not that it matters, but I completely lost it at the Stim paragraph.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2011-04-04 19:21:18
April 04 2011 19:20 GMT
#136
I'm glad they stated that they feel the colossus splash damage is overpowered. I hope they do something with the colossus. I don't think it's too strong, but it definitely is an uninteresting unit, that doesn't have any abilities and doesn't seem to reward micro very well like many of protoss' other units.

It's extremely noob-friendly. It has tons of hp, making it fairly easy to keep alive even while taking heavy focus fire. It has 9 range for it's basic attack, more than any other mobile unit in the game. It's basic attack is AOE, which no other mobile unit can do (siege tank does splash, but it's stationary). It also doesn't require positioning micro, as it can walk on top of other units and never be blocked. All of this put together makes it the quintessential a-move unit; just attack with it, and pull it back a bit when it starts taking heavy damage, and that's all you really have to do.

next week on Everybody Loves HypnoToad:
Michaels
Profile Joined August 2010
419 Posts
April 04 2011 19:21 GMT
#137
Gateways should build units faster then warpgates so defensive 4gate would be stronger then offensive 4warpgate. And switching between warp/gateways should be faster or instant so protoss can decide if he wants to reinforce his army right now with less units or build more units and wait till they walk from base to army. And last but not least forcefield should disappear if other forcefield touch it. They could still block the ramp but not completely overspam it everywhere.

And queens should start with 50energy and spit only 3larva instead of 4. (it would not change early game so much because zerg would have one more larva spit and creep tumor already going and no one losses because of lack of larva in late game.)

No more nerfs to terran please )

But overall patch 1.3 seems good to me. Good work blizzard. x)
SKYFISH_
Profile Joined April 2011
Bulgaria990 Posts
April 04 2011 19:22 GMT
#138
Not too happy after reading this, the reasoning behind the stim nerf in particular made me somewhat upset :/

The reasoning behind the ghost nerf is also quite rage worthy
In Soviet Terranistan you rush the Zerg
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 04 2011 19:22 GMT
#139
Do any of the people saying colossi don't require micro actually play P?
andrewlt
Profile Joined August 2009
United States7702 Posts
April 04 2011 19:24 GMT
#140
On April 05 2011 03:45 Yaotzin wrote:
Show nested quote +
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.
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