On May 14 2011 01:40 TheGreenBee wrote: So why is it ok for P and T to not lose when unprepared for air attacks; but Zerg is OK to lose when unprepared?
Terran does lose to unprepared air attacks. Its why the 3 gate voidray cheese is effective.
On May 14 2011 01:07 TimeSpiral wrote: I usually pretty on-board with Blizzard's explanations, but some of these are just silly, imo of-c.
I remember in the very early days of SC2 public you'd say to yourself, "uh oh, he's going Void Ray." This was indicated by any number of scoutable things. And for a while, it was amazingly hard to deal with. Then we all figured it out and it became a pathetic strategy as it was being used back then.
I'm pretty sure I remember a time when if someone (possibly a Protoss player) said, "yeah ... I got beat by Mass Thor," the other person would look at them funny and go, "You lost to Mass Thor?" Chuckle, throw out a troll face and an 'l2p' and virtually walk away, still chuckling.
Now all of the sudden Mass Thor is too much to handle? Lol. It just seems to me like if you don't want Thors to be used "en masse" (what does that even mean? Five, Ten, Twelve, Fifteen?) then why are they a single-target DPS unit? Their cost is super high, build time is super long, and they only hit one unit at a time. I'd be willing to say that mass [INSERT ANY OTHER Tier3 UNIT] would out DPS a Mass Thor army (but I could be wrong).
Also, the "we don't like how it looks" part of the explanation was pretty funny. Really? Then something shocking was said. They were saying that they understand that upgrades are designed to modify or alter the counter-role/efficacy of certain units/comps but then essentially said, we'd rather the Templar based army counter every single possible comp a Terran can build.
Don't even get me started on the Bunker ... It is just not a fight worth starting. The mineral change is not a huge deal, but the principle behind it is outrageous.
Protoss Flowchart -> -> Is he building Thors? -> Decides to not win the game. -> 15 minutes pass -> ZOMFG Mass Thor! -> Mass Thor begins to march across the map -> 5 minutes pass -> Mass Thor arrives at opponents base -> gg, mass thor imba. Leave game.
For the record, I find the first part of the justification for the Thor change hilariously stupid, and the change itself way too rushed, even if it does accomplish its purpose. I'd rather if they wait at least another month before starting to fiddle with the Thor again.
That said, you're really not doing yourself any favors by going from criticizing the change to whining about Templar and Protoss players. Templar counter every Terran unit composition to the same extent that Ghosts counter every Protoss unit composition, they're both spellcasters that are useful almost no matter what the other dude does. Also, I'm not even sure if Feedbacking a Thor just for the sake of damage is worth it over Storm - it's certainly not immediately obvious to me.
Finally, I really didn't see a lot of Protoss players whining or asking for Thor nerfs. Maybe I don't read enough LR threads, or something. Tyler said that he didn't know how to deal with the thor/hellion timing push once it gets off the ground, but he wasn't crying imba or anything of the sort.
On May 13 2011 19:02 Ezekyle wrote: So it's now official that the thor was nerfed purely because Blizzard doesn't want people to use strategies that don't have their official seal of approval?
I don't even know how to describe this. Adjectives fail me.
Yeah, god forbid that Blizz patches the game so it is played how they intend it to...
Even though I disagree that mass-thors are really viable, I completely understand their reasoning. They obviously refer to the problem that mass-thors with strike-cannons hard-counter immortals as long as your thor-count is high enough to take out the "first row" of immortals. Strike cannon is as hard as a counter as it gets because it reduces the DPS of the attacked unit to....yes....zero. This is a much harder counter than gravitron beam, because the unit is also DESTROYED not only immobilized.
My conclusion is, that Blizz wants immortals/templar being able to battle against thors - and that terrans who like to use high(er) numbers of thors have to implement ghosts in their play to take out templars before using strike cannons. Which, basicly, makes sense to me.
Also, I feel they wanted to remove some of the linearity that accompanied mass thor in TvP by offering another way to play against the strategy. Also, is allows Protoss to deal with strike cannon. I always felt there was something wrong with an ability like that where it's basically up to Terran to use the ability well but the other player has absolutely no way to stop it.
If a zerg player is totally unprepared, we don't mind them just outright losing the game.
I find something terribly wrong with this statement..
Why? That's a pretty obvious and fundamental principal.
It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.
Another myth ...
If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.
I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.
People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.
I think this goes back to Idra's argument that it's impossible to scout for these kinds of things, and thus being "totally unprepared" is not actually the Zerg's fault sometimes.
If a zerg player is totally unprepared, we don't mind them just outright losing the game.
I find something terribly wrong with this statement..
Why? That's a pretty obvious and fundamental principal.
It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.
Another myth ...
If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.
I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.
People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or apltry number of Marines and Stalkers will not cut it.
Except Zergs can die to a "not beefy" 4 pheonix harrass outright or or 2 banshees or or or a couple voidrays etc. As a Terran, I never died to a simple air harrass.. Marines deter them away quite handily.
On May 13 2011 23:24 MoreFaSho wrote: I have a little bit of a problem with the Thor logic, not a big problem, but a little problem. Let's say they didn't like that colossus was so good in PvP so they decide to give templars a better chance they just arbitrarily give Colossus 300 energy (but still no spell) so that feedback will almost kill them if they've been on the field for too long. It wouldn't affect other match-ups, but it would still be a bad mechanic.
The thor in this case used to be energy dependent, but they never HAD to use the spell, it reminds me a little of how annoying it used to be to get my corruptors fedback even though if I had to choose between being feedbackable and having corruption or not I would probably have picked not, corruptors are just bad units except that they can become broodlords (whereDoesAllTheEnergyGo.com?).
I think most Protoss would be okay with Colossus having an energy bar for a researchable spell that hardcounters their hardcounter (Viking/Corrupter/Void Ray).
If a zerg player is totally unprepared, we don't mind them just outright losing the game.
I find something terribly wrong with this statement..
Why? That's a pretty obvious and fundamental principal.
It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.
Another myth ...
If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.
I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.
People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or apltry number of Marines and Stalkers will not cut it.
Except Zergs can die to a "not beefy" 4 pheonix harrass outright or or 2 banshees or or or a couple voidrays etc. As a Terran, I never died to a simple air harrass.. Marines deter them away quite handily.
If a zerg player is totally unprepared, we don't mind them just outright losing the game.
I find something terribly wrong with this statement..
Why? That's a pretty obvious and fundamental principal.
It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.
Another myth ...
If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.
I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.
People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.
Nice theory except, the player should be unprepared as a fault of their own. Being unprepared for something because they have no way to scout is not their fault. Thus Idra stands correct. You need to be able to scout so that you CAN prepare OR you need a way to stop any attack. Spores don't do anything vs marines or hellions thus spores are not an all purpose defense.
The first argument that Blizz uses to defend the Thor nerf is quite reasonable. When there are 2/3 Thors on the field it is really hard to focus the small marines/SCVs. Even after the change that increased the target priority to repairing SCVs, gateway units were still struggling to reach the Thor, with all the units around them, and in such a situation it is really hard to prioritize your targets. If you get chargelots and maybe immortals, you get stomped because the zealots are trying to reach the Thors, who usually engage first, while the rest of the army cleans them up. The strike cannon destroys any immortals on the fields and the toss is left with a pathetic gateway composition that gets smashed by the Thors. If you hold the first wave as a toss, the second one with 5-6 Thors is reaaaaally difficult to stop. That is why the second thing Blizz mentioned also has a point. No point in discussing this change, it makes perfect sense. Overall the patch is excellent and I am pretty happy it.
On May 13 2011 23:24 MoreFaSho wrote: I have a little bit of a problem with the Thor logic, not a big problem, but a little problem. Let's say they didn't like that colossus was so good in PvP so they decide to give templars a better chance they just arbitrarily give Colossus 300 energy (but still no spell) so that feedback will almost kill them if they've been on the field for too long. It wouldn't affect other match-ups, but it would still be a bad mechanic.
The thor in this case used to be energy dependent, but they never HAD to use the spell, it reminds me a little of how annoying it used to be to get my corruptors fedback even though if I had to choose between being feedbackable and having corruption or not I would probably have picked not, corruptors are just bad units except that they can become broodlords (whereDoesAllTheEnergyGo.com?).
I think most Protoss would be okay with Colossus having an energy bar for a researchable spell that hardcounters their hardcounter (Viking/Corrupter/Void Ray).
So basically they never want to see mass thors and therefore likely mech unless its 95% siege tanks because the unit is "too big". Why they hell did they replace goliaths with thors in the first place then?
Wow, what silly reasoning for the Thor nerf. Its like Blizzard has the idea that you must be able to fight every composition head on, or its imbalanced. Its kind of funny how no one was complaining about the Thor before the PTR changes came out, and suddenly its the most imbalanced thing in the world after. It reminds me of when Blizzard first stated they were looking at psi storm during Blizcon. People suddenly discovered that they weren't bad, or playing the match up wrong, the game was imbalanced. I'm starting to wonder, given Blizzard's experience with WOW, is this type of balancing a kind of tool to make people feel better about their own skill level?
Anyways yay for more bio TvP, when Collosi are nerfed, which is inevitable given the way that Blizzard functions maybe vikings wont even be necessary. I've completely lost faith in Blizzard since the amulet removal. It seems that most of their balance patches either cater to noobs, like the warp gate time nerf, or are intended to make the game conform to a specific playstyle that they have determined is best.
On May 13 2011 19:02 Ezekyle wrote: So it's now official that the thor was nerfed purely because Blizzard doesn't want people to use strategies that don't have their official seal of approval?
I don't even know how to describe this. Adjectives fail me.
If that's what you took out of what you read, I feel like you perhaps did not read closely enough.
Alright, admittedly there were 2 reasons for the nerf and only one of them was 'because we don't like it when you do that', but 1) the first reason listed is generally the primary one and 2) I was raging hardcore when I first read their reasoning, and not in the mood for posting level-headed and fair comments. But really, the fact that 'we definitely don't want them to do x' even enters into their discussions of the game is a ridiculous and poisonous notion. Is Blizzard REALLY going to simply decide what strategies are used in each matchup and enforce them through immediately removing anything that goes against that? When the players try out new strategies and evolve the game, you let it happen and put on your banana grin because you've made a deep and interesting RTS. You don't slap them for being naughty and take away their toys, especially when this new strategy has only just emerged and no one even knows whether it's truly viable yet.
Was the thor nerf necessary? I don't know. Some people may scream "THORS WERE IMBAIMBAIMBA UNSTOPPABLE UR RONG!", others may say that "OMG BLIZZARD Y U SO STUPID", but the truth is that there's no real evidence either way. I dislike the thor nerf, not because my race got nerfed, but because of the attitude behind this nerf. Yes, Blizzard had one legitimate reason, but they also had a terrifyingly stupid reason behind what is intended to be the removal of a strategy from the game. They aren't trying to balance the game with this change, they never said anything of the sort. They're trying to wipe out thor-centric strategies, because that isn't how they wanted their game to work. I'm sure everyone's sick of SC2 vs BW by now, but Blizzard never wanted mutalisks to stack up, or lurkers to hold position, or any of the countless other tricks that made that game so much better. They never intended for science vessel-defiler wars to dominate TvZ. They didn't design the Bisu build. And what would the game have been like if they'd actively removed all these things the moment they were discovered?
Is the game broken now? No. Is the game boring now? No. But these things happen over time if a game becomes stagnant. Do I want to watch MMM vs collosus balls until Starcraft 3 comes out? No. But Blizzard's current approach is to make exactly that happen. They're actively removing strategies that could potentially revolutionize and breathe fresh air into a somewhat stale matchup, simply because they didn't design thors to work like that. And that is just plain stupid.
Yeah, I think people were too quick to jump on you without actually reading the OP themselves. When I read "first, we definitely don’t like seeing Thors en masse." I facepalmed. It really does seem like they want to mold each matchup how they see fit. YOU WILL MMM EVERY PVT AND FUCKING LIKE IT. "Thor is OP"? Fine. "We don't actually want you to use Thors besides making mutas magic box." WTF!?
Besides that, I think the Thor is a really cool unit, and always thought in a mech comp they were just like giant goliaths to me. Siege tanks are the support units. And the Thor air splash is too pitiful to make it really good anti-air support. How many times in ZvT have I seen the Thor generally being shat on by mutas? It almost seems their sole purpose is to scare mutas away for a bit which is really, really lame.
I guess this is a side effect to Blizzard being determined to make a "balanced eSport". At the cost of interesting gameplay, they simplify the gameplay because it's easier to balance.
I'm sure their are plenty of people relieved to see a nerf to an opposing race. I play protoss and I like Thors. And I'm OK with this change. I did Thormech in beta and it was still good and HT tech comes waaaay later anyway. 1 more counter doesn't hurt, but their philosophy behind the change is a bit disturbing.