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Designated Balance Discussion Thread - Page 1034

Forum Index > SC2 General
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Elyvilon
Profile Joined August 2008
United States13143 Posts
July 22 2014 05:55 GMT
#20661
On July 22 2014 12:51 Faust852 wrote:
Show nested quote +
On July 22 2014 12:17 Mutineer wrote:
banshee-cloak buff : extremely small compare to debuffs they had.

1) one more detection unit to protos, oracle with speed buff.. So, protos has mobile detection on every tech path. Oracle WAY faster then banshee...
2) Overseer speed buff, making it mach easier to counter banshee as zerg.

Compare to that detection buffs, slight one time cost reduction is nothing.


Banshee is the only unit that has never been nerfed since the beta.

His argument is that the banshee was de facto nerfed because some of its counters were buffed.
Liquipedia
Deleted User 261926
Profile Joined April 2012
960 Posts
July 22 2014 06:44 GMT
#20662
On July 22 2014 12:25 Foreverkul wrote:
Show nested quote +
On July 22 2014 12:14 Thieving Magpie wrote:
On July 22 2014 12:03 Foreverkul wrote:
What if we gave mechanical units of Terran (Hellion/Hellbat, Tank, Viking, BattleCruiser and Thor) an upgrade similar to stim? A toggling "Overdrive" that while active give some percent move/attack speed/transform/deploy increase and deals damage over time? Builds on top of the current Terran skill set and gives mech more viability in late game.


Because the goal is differentiation, not amalgamation.

Except mech is not viable because it doesn't supplement bio well, and is too costly to go only mech. They need something that can create a mixed composition and this ability would allow it. If you can't micro the unit like bio its not worth the investment when bio is so cost efficient.

I believe it would be better to give blink to hellbats. Let's call it "xXx_JUMPOFDEATH_xXx" so that it's cool.
BruMeister
Profile Joined February 2012
United States90 Posts
July 23 2014 01:43 GMT
#20663
One of the (if not the biggest) problems with Warp Gate is that it completely negates the defenders advantage. The protoss can just warp in units right outside your base during an attack where as zerg and terran need to spawn them from their bases when they, themselves, are are attacking.

Solution:

-Protoss can only warp in units on a pylon energy field which is X amount (this would need tinkering with) of distance from a Nexus.
-Units can still spawn via a Warp Prism anywhere on the map. However, reduce the warp field (not sure a good number) of the Warp Prisim, but increase its carrying capacity by 1 or 2.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
July 23 2014 15:31 GMT
#20664
On July 23 2014 10:43 BruMeister wrote:
One of the (if not the biggest) problems with Warp Gate is that it completely negates the defenders advantage. The protoss can just warp in units right outside your base during an attack where as zerg and terran need to spawn them from their bases when they, themselves, are are attacking.

Solution:

-Protoss can only warp in units on a pylon energy field which is X amount (this would need tinkering with) of distance from a Nexus.
-Units can still spawn via a Warp Prism anywhere on the map. However, reduce the warp field (not sure a good number) of the Warp Prisim, but increase its carrying capacity by 1 or 2.


Which would ruin the whole flavor and point of warping in.

Better nerfs would be increased warp in time, increased unit cooldown, increase warp-in animation size so fewer units fit per pylon, etc...

The goal of changes should be to maintain or increase differentiation. Protoss is the teleport race. You don't change their teleports.
Hark, what baseball through yonder window breaks?
Spect8rCraft
Profile Joined December 2012
649 Posts
July 23 2014 15:36 GMT
#20665
On July 24 2014 00:31 Thieving Magpie wrote:
Show nested quote +
On July 23 2014 10:43 BruMeister wrote:
One of the (if not the biggest) problems with Warp Gate is that it completely negates the defenders advantage. The protoss can just warp in units right outside your base during an attack where as zerg and terran need to spawn them from their bases when they, themselves, are are attacking.

Solution:

-Protoss can only warp in units on a pylon energy field which is X amount (this would need tinkering with) of distance from a Nexus.
-Units can still spawn via a Warp Prism anywhere on the map. However, reduce the warp field (not sure a good number) of the Warp Prisim, but increase its carrying capacity by 1 or 2.


Which would ruin the whole flavor and point of warping in.

Better nerfs would be increased warp in time, increased unit cooldown, increase warp-in animation size so fewer units fit per pylon, etc...

The goal of changes should be to maintain or increase differentiation. Protoss is the teleport race. You don't change their teleports.


At the risk of turning the Protoss screen into a mess, why don't Protoss warp units warp in around a warp gate field? Since most Protoss use warp gates to simcity their bases anyway, it won't affect their defender's advantage, while making offensive warp-ins more invested (or more prismatic).
Survivor61316
Profile Joined July 2012
United States470 Posts
July 23 2014 20:58 GMT
#20666
So I just though of a weird way to change of TvP and maybe bring a little balance to it. What if they made it so that when extended thermal lance was upgraded the colossi could only use that +3 range if they went into some sort of lockdown mode like tanks and could no longer move? To compensate they would no longer be able to be targeted by aa fire (ie vikings). I feel like this would promote a tank/mine/marine style for the Terran which could work if colossi could no longer snipe mines without the risk of danger. The mines should be able to help bio tank be viable, as they would help counter a mass chargelot threat (which basically shuts marine/tank down right now).
Liquid Fighting
Big J
Profile Joined March 2011
Austria16289 Posts
July 23 2014 21:53 GMT
#20667
Short update on GSL stats for anybody not checking liquipedia frequently:
TvZ is at 13-12: 52%
TvP is at 6-4: 60%
ZvP is at 6-23: 21%
The race distribution in Code S currently is (P-T-Z) at 11-5-8 with 2more P guaranteed out of the last four Code A Groups.
Up to 6P, 5T and 3Z can still make it, 2of the Ps are surely gone.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 23 2014 22:20 GMT
#20668
On July 24 2014 06:53 Big J wrote:
ZvP is at 6-23: 21%


Holy shit, what?
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Terence Chill
Profile Joined November 2011
Germany112 Posts
Last Edited: 2014-07-23 23:11:05
July 23 2014 22:59 GMT
#20669
since the only crucial time for protoss expanding is while the nexus is building because of being safe when it is finished due overcharge, why not making it that msc has to "synchronize" with the new nexus for the cost of energy and/or time or something before overcharge is available at the new nexus?
Konranjyoutai
Profile Joined April 2012
112 Posts
July 24 2014 02:44 GMT
#20670
On July 24 2014 07:20 pure.Wasted wrote:
Show nested quote +
On July 24 2014 06:53 Big J wrote:
ZvP is at 6-23: 21%


Holy shit, what?


I think a lot of people don't realize that Zerg has just as hard of a time vs Protoss as Terran does. Yet we get silly patches that buff Terran vs Protoss which in tern nerfs Zerg vs Terran. So now what is going to happen is Zerg will have a low win percentage vs Terran AND Protoss. I'll never understand the thought process behind these patches when Terran didn't need to be buffed, only Protoss needed to be nerfed.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44316 Posts
July 24 2014 02:48 GMT
#20671
On July 22 2014 12:51 Faust852 wrote:
Show nested quote +
On July 22 2014 12:17 Mutineer wrote:
banshee-cloak buff : extremely small compare to debuffs they had.

1) one more detection unit to protos, oracle with speed buff.. So, protos has mobile detection on every tech path. Oracle WAY faster then banshee...
2) Overseer speed buff, making it mach easier to counter banshee as zerg.

Compare to that detection buffs, slight one time cost reduction is nothing.


Banshee is the only unit that has never been nerfed since the beta.


Is this really true? Across all three races or just Terran? I assume workers don't count? What about marauders?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
July 24 2014 02:48 GMT
#20672
On July 24 2014 07:20 pure.Wasted wrote:
Show nested quote +
On July 24 2014 06:53 Big J wrote:
ZvP is at 6-23: 21%


Holy shit, what?


I know right......crazy....not sure that the time warp nerf is going to really change this much either lol
AKA: TelecoM[WHITE] Protoss fighting
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
July 24 2014 03:11 GMT
#20673
On July 24 2014 11:48 DarkPlasmaBall wrote:
Show nested quote +
On July 22 2014 12:51 Faust852 wrote:
On July 22 2014 12:17 Mutineer wrote:
banshee-cloak buff : extremely small compare to debuffs they had.

1) one more detection unit to protos, oracle with speed buff.. So, protos has mobile detection on every tech path. Oracle WAY faster then banshee...
2) Overseer speed buff, making it mach easier to counter banshee as zerg.

Compare to that detection buffs, slight one time cost reduction is nothing.


Banshee is the only unit that has never been nerfed since the beta.


Is this really true? Across all three races or just Terran? I assume workers don't count? What about marauders?


Concussive Shell was nerfed into an upgrade.

SCVs had their HP reduced.

Idk about probes and drones.

Hark, what baseball through yonder window breaks?
Deleted User 261926
Profile Joined April 2012
960 Posts
July 24 2014 03:17 GMT
#20674
On July 24 2014 12:11 Thieving Magpie wrote:
Show nested quote +
On July 24 2014 11:48 DarkPlasmaBall wrote:
On July 22 2014 12:51 Faust852 wrote:
On July 22 2014 12:17 Mutineer wrote:
banshee-cloak buff : extremely small compare to debuffs they had.

1) one more detection unit to protos, oracle with speed buff.. So, protos has mobile detection on every tech path. Oracle WAY faster then banshee...
2) Overseer speed buff, making it mach easier to counter banshee as zerg.

Compare to that detection buffs, slight one time cost reduction is nothing.


Banshee is the only unit that has never been nerfed since the beta.


Is this really true? Across all three races or just Terran? I assume workers don't count? What about marauders?


Concussive Shell was nerfed into an upgrade.

SCVs had their HP reduced.

Idk about probes and drones.


Hm... if you take into account that worker bug you could abuse....
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 24 2014 03:21 GMT
#20675
On July 24 2014 11:48 DarkPlasmaBall wrote:
Show nested quote +
On July 22 2014 12:51 Faust852 wrote:
On July 22 2014 12:17 Mutineer wrote:
banshee-cloak buff : extremely small compare to debuffs they had.

1) one more detection unit to protos, oracle with speed buff.. So, protos has mobile detection on every tech path. Oracle WAY faster then banshee...
2) Overseer speed buff, making it mach easier to counter banshee as zerg.

Compare to that detection buffs, slight one time cost reduction is nothing.


Banshee is the only unit that has never been nerfed since the beta.


Is this really true? Across all three races or just Terran? I assume workers don't count? What about marauders?


Only terran. All others units were nerfed a some point.
Konranjyoutai
Profile Joined April 2012
112 Posts
Last Edited: 2014-07-24 03:38:07
July 24 2014 03:33 GMT
#20676
Edit: Wrong Topic.
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
July 24 2014 03:56 GMT
#20677
On July 24 2014 11:48 DarkPlasmaBall wrote:
Show nested quote +
On July 22 2014 12:51 Faust852 wrote:
On July 22 2014 12:17 Mutineer wrote:
banshee-cloak buff : extremely small compare to debuffs they had.

1) one more detection unit to protos, oracle with speed buff.. So, protos has mobile detection on every tech path. Oracle WAY faster then banshee...
2) Overseer speed buff, making it mach easier to counter banshee as zerg.

Compare to that detection buffs, slight one time cost reduction is nothing.


Banshee is the only unit that has never been nerfed since the beta.


Is this really true? Across all three races or just Terran? I assume workers don't count? What about marauders?


Baneling I don't think has ever been nerfed / buffed since beta or early stages of WOL lol
AKA: TelecoM[WHITE] Protoss fighting
keglu
Profile Joined June 2011
Poland485 Posts
July 24 2014 04:43 GMT
#20678
On July 24 2014 11:44 Konranjyoutai wrote:
Show nested quote +
On July 24 2014 07:20 pure.Wasted wrote:
On July 24 2014 06:53 Big J wrote:
ZvP is at 6-23: 21%


Holy shit, what?


I think a lot of people don't realize that Zerg has just as hard of a time vs Protoss as Terran does. Yet we get silly patches that buff Terran vs Protoss which in tern nerfs Zerg vs Terran. So now what is going to happen is Zerg will have a low win percentage vs Terran AND Protoss. I'll never understand the thought process behind these patches when Terran didn't need to be buffed, only Protoss needed to be nerfed.



Actually problem was mainly TvZ an not TvP, so patches were directed correctly. Protoss was in slight disadvantage on both matchups last few months.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-07-24 05:24:20
July 24 2014 05:20 GMT
#20679
On July 24 2014 13:43 keglu wrote:
Show nested quote +
On July 24 2014 11:44 Konranjyoutai wrote:
On July 24 2014 07:20 pure.Wasted wrote:
On July 24 2014 06:53 Big J wrote:
ZvP is at 6-23: 21%


Holy shit, what?


I think a lot of people don't realize that Zerg has just as hard of a time vs Protoss as Terran does. Yet we get silly patches that buff Terran vs Protoss which in tern nerfs Zerg vs Terran. So now what is going to happen is Zerg will have a low win percentage vs Terran AND Protoss. I'll never understand the thought process behind these patches when Terran didn't need to be buffed, only Protoss needed to be nerfed.



Actually problem was mainly TvZ an not TvP, so patches were directed correctly. Protoss was in slight disadvantage on both matchups last few months.


Well, one thing is for sure, that PvZ hasn't been any problem in the last year or so. It's been a little up and down for both sides, but the winrates of aligulac and the highest level of play, as well as the racial representations were good.

For TvZ, it has been a little more off in aligulac, but the winrates at the highest level were consistently very good. Zerg peaks are around 55% like in season 2 Code A, with Terran also having its share of 55%+ winrates (but less often).
TvP has looked better in aligulac, but in Korea it has been around 21-33% in multiple tournaments (proleague, Code A season 1, this seasons qualifier) while Terran peaks are at 50%.
At least on GSL/Proleague level it looks like TvP is a massive problem and TvZ a small one at best.

At least at that level, Protoss hasn't been at any disadvantage at all against Z/T and is the main reason for the low Terran participation. (79% winrate in Code A season 1 --> Terrans in Code S dropping from 11 to 3)
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 24 2014 05:35 GMT
#20680
On July 24 2014 14:20 Big J wrote:
Show nested quote +
On July 24 2014 13:43 keglu wrote:
On July 24 2014 11:44 Konranjyoutai wrote:
On July 24 2014 07:20 pure.Wasted wrote:
On July 24 2014 06:53 Big J wrote:
ZvP is at 6-23: 21%


Holy shit, what?


I think a lot of people don't realize that Zerg has just as hard of a time vs Protoss as Terran does. Yet we get silly patches that buff Terran vs Protoss which in tern nerfs Zerg vs Terran. So now what is going to happen is Zerg will have a low win percentage vs Terran AND Protoss. I'll never understand the thought process behind these patches when Terran didn't need to be buffed, only Protoss needed to be nerfed.



Actually problem was mainly TvZ an not TvP, so patches were directed correctly. Protoss was in slight disadvantage on both matchups last few months.


Well, one thing is for sure, that PvZ hasn't been any problem in the last year or so. It's been a little up and down for both sides, but the winrates of aligulac and the highest level of play, as well as the racial representations were good.

For TvZ, it has been a little more off in aligulac, but the winrates at the highest level were consistently very good. Zerg peaks are around 55% like in season 2 Code A, with Terran also having its share of 55%+ winrates (but less often).
TvP has looked better in aligulac, but in Korea it has been around 21-33% in multiple tournaments (proleague, Code A season 1, this seasons qualifier) while Terran peaks are at 50%.
At least on GSL/Proleague level it looks like TvP is a massive problem and TvZ a small one at best.

At least at that level, Protoss hasn't been at any disadvantage at all against Z/T and is the main reason for the low Terran participation. (79% winrate in Code A season 1 --> Terrans in Code S dropping from 11 to 3)


What will be sure is that we might see some 80% win for T in wcs/gsl for a couple of months. But imho it will be more a sign of terran getting back in the game + zergs in adaptation period more than imbalance.
But I pretty much expect a lot a zerg cry for a long time in ladder.
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