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On August 21 2014 22:04 Kuchikikun wrote:Show nested quote +On August 21 2014 21:45 Svizcy wrote: We have 6 Zergs, 5 Protoss and 5 Terrans going forward in Code S- GSL seasson 3 right now from ro32 to ro16.
I think this speaks very firmly that balance vise this game is quite alright at this point. So big changes would be a mistake imho.
good day, svizcy Really? 5 Protoss out of 19 advanced,5/7 Terrans and 6/9 Zergs...that's not balance Protosses dropping out and Terrans actually existing in Code S again is actually an encouraging sign. We saw the same thing happen when HotS finally put an end to the total Zerg domination of the last year of WoL, and it was a good thing.
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On August 23 2014 11:02 forsooth wrote:Show nested quote +On August 21 2014 22:04 Kuchikikun wrote:On August 21 2014 21:45 Svizcy wrote: We have 6 Zergs, 5 Protoss and 5 Terrans going forward in Code S- GSL seasson 3 right now from ro32 to ro16.
I think this speaks very firmly that balance vise this game is quite alright at this point. So big changes would be a mistake imho.
good day, svizcy Really? 5 Protoss out of 19 advanced,5/7 Terrans and 6/9 Zergs...that's not balance Protosses dropping out and Terrans actually existing in Code S again is actually an encouraging sign. We saw the same thing happen when HotS finally put an end to the total Zerg domination of the last year of WoL, and it was a good thing. im not an expert on the wcs system but isnt that exactly what you would expect to happen when a race is nerfed? like doesnt code A and seeding into next seasons mean that if protoss was strong previously, their "weaker" top players will get seeded forward and then gradually die off as the patches come into effect and terrans/zergs(?) start performing better against them? and isnt that exactly whats happening?
im not making any personal statement about balance, but logically speaking IF you agree protoss was strong then a very low percentage advancing immediately after the patch shouldn't indicate imbalance
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On August 23 2014 11:15 brickrd wrote:Show nested quote +On August 23 2014 11:02 forsooth wrote:On August 21 2014 22:04 Kuchikikun wrote:On August 21 2014 21:45 Svizcy wrote: We have 6 Zergs, 5 Protoss and 5 Terrans going forward in Code S- GSL seasson 3 right now from ro32 to ro16.
I think this speaks very firmly that balance vise this game is quite alright at this point. So big changes would be a mistake imho.
good day, svizcy Really? 5 Protoss out of 19 advanced,5/7 Terrans and 6/9 Zergs...that's not balance Protosses dropping out and Terrans actually existing in Code S again is actually an encouraging sign. We saw the same thing happen when HotS finally put an end to the total Zerg domination of the last year of WoL, and it was a good thing. im not an expert on the wcs system but isnt that exactly what you would expect to happen when a race is nerfed? like doesnt code A and seeding into next seasons mean that if protoss was strong previously, their "weaker" top players will get seeded forward and then gradually die off as the patches come into effect and terrans/zergs(?) start performing better against them? and isnt that exactly whats happening? im not making any personal statement about balance, but logically speaking IF you agree protoss was strong then a very low percentage advancing immediately after the patch shouldn't indicate imbalance Yeah, that's pretty much what everyone is saying. Protoss was a little too strong, they got nerfed some, and now we're seeing some of the Protoss at the lower end of the GSL start to fall off while some of the better Terrans that were previously being stifled come back in. It's exactly what we expected (or hoped) we would see. Now what we have to do is keep an eye on how the current patch plays out over the long term, because we don't want things to swing the other way and turn into GOMTvT again.
+ Show Spoiler +Well, I wouldn't really mind as a spectator because I fucking love TvT but obviously the game being fair matters more.
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Zergs been strong since day one of the game. They keep on gettting good options to use like swarm hosts, vipers, changelings. On top of that they have useful foot soldiers like Roaches, Hydras(HP is too low on the Hydralisk), Zerglings, banelings. They have air support in mutalisks corruptors, and defensive options like spore crawlers. I don't want to nerf the Zerg, it's a great race to play, but they need to make Terran units more useful against countless zerg options.
I've said they needed to buff the thor, and they have. They need to make the banshee's defense stronger. The raven should be buffed as well, slightly of course. The reaper finally got speed which is great, I still think that it should be a bit cheaper. 25 gas, instead of 50 gas. why does a reaper need that much gas in the first place? +5 attack instead of +4.
-Ghosts cost so much, at least make them powerful to useful against Zergling aggression right? you could increase the range(but decrease EMP attack power), increase the HP, or even increase the speed of the ghosts. Or, the Snipe attack could be upped to 40-50 Air or Ground.
-Ravens cost 200 gas yet they only have 140 hit points? why? they should have at least 170-190 hit points.Or you can reduce the cost of gas from 200G to 150 Gas.
-The siege tank (150/125)for the gas it costs should have 180-200 hit points or the Tank should have an increase in GP(16-18) or an increase in range(12-13). .
-The Swarmhost is 200/100G and so is the ghost. yet the ghosts HP is only 100, and the SH is at 160. This is crazy stuff. The Swarmhost can release these locusts that have their own supply of HP and Attack power. it's a great weapon for Zerg, but terran needs more units that can deal with the Swarm host late game.
-The cost of the Thor(300/200) is 10 times more than a marine yet, the HP of a Thor is only about 9 times as much as a marine. The HP of a Thor should be upped to 450 IMO.
-the Viking, the HP of a Viking should probably be around 140-145 not 125. Yet it costs 150M/75? what is this? mutalisk gas should be probably 50-75 instead of 100. why so much gas for one mutalisk?
-If the roach is only 75/25 yet it has 145 HP, with +16 attack. why isn't there an answer to it like either a marauders who's cost should be either more similar to the Roach, or increase the HP of the reaper, or they could make hellions cheaper or slightly increase the HP.
- The Banshee needs more hit points upped to probably 160-170. Ground Power should be probably around 13-14. The cloak could last longer, but be more difficult to obtain easily, by making it a long time upgrade. maybe 2 minutes to prevent cheesiness by terrans.
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What a ridiculous post... I don't think anyone can be even remotely that biased. Show that to someone like Avilo and he'd even laugh at how insanely imba Terran would be. Pretty much every change would make the game so much more garbage, and the comparisons are utterly useless.
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i think thats a troll post. no one who actually plays this game would post something like "at least make ghosts good against zergling aggression". that doesn't even remotely make any kind of hypothetical sense
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On August 24 2014 14:51 brickrd wrote: i think thats a troll post. no one who actually plays this game would post something like "at least make ghosts good against zergling aggression". that doesn't even remotely make any kind of hypothetical sense
It does if you read lore. But not historically in game play.
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I still think we have preatty good balance atm, since we have such nice RO16 in GSL code S now. I don't even remmeber when it was the last time when we had 5-5-6 race distribution in RO16.
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United States1330 Posts
On August 23 2014 11:02 forsooth wrote:Show nested quote +On August 21 2014 22:04 Kuchikikun wrote:On August 21 2014 21:45 Svizcy wrote: We have 6 Zergs, 5 Protoss and 5 Terrans going forward in Code S- GSL seasson 3 right now from ro32 to ro16.
I think this speaks very firmly that balance vise this game is quite alright at this point. So big changes would be a mistake imho.
good day, svizcy Really? 5 Protoss out of 19 advanced,5/7 Terrans and 6/9 Zergs...that's not balance Protosses dropping out and Terrans actually existing in Code S again is actually an encouraging sign. We saw the same thing happen when HotS finally put an end to the total Zerg domination of the last year of WoL, and it was a good thing.
Plus, just looking at the the group stages I dont see anything that looks like an upset. Possibly Dear / TY falling out in Ro32 with TRUE advancing in first place, and maybe an argument could be made for Reality making it over Trap (Although Trap actually had a 3-2 map score over Reality, Reality just won the maps that mattered) or Avenge losing in 2 PvZ's (which is historically his best matchup).
MyuNgSiK, ParalyzE, Hush, Terminator, Hurricane, Trust and Stork (in a group with soO and DRG) falling out in their respective groups doesn't surprise me at all.
http://wiki.teamliquid.net/starcraft2/2014_Global_StarCraft_II_League_Season_3/Code_S
edit: Classic falling out against Effort / Shine was a bit of an upset as well, but wasn't that played out before the Time Warp nerf? Besides, GSL champion curse in full effect.
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On August 24 2014 16:13 Pursuit_ wrote:Show nested quote +On August 23 2014 11:02 forsooth wrote:On August 21 2014 22:04 Kuchikikun wrote:On August 21 2014 21:45 Svizcy wrote: We have 6 Zergs, 5 Protoss and 5 Terrans going forward in Code S- GSL seasson 3 right now from ro32 to ro16.
I think this speaks very firmly that balance vise this game is quite alright at this point. So big changes would be a mistake imho.
good day, svizcy Really? 5 Protoss out of 19 advanced,5/7 Terrans and 6/9 Zergs...that's not balance Protosses dropping out and Terrans actually existing in Code S again is actually an encouraging sign. We saw the same thing happen when HotS finally put an end to the total Zerg domination of the last year of WoL, and it was a good thing. Plus, just looking at the the group stages I dont see anything that looks like an upset. Possibly Dear / TY falling out in Ro32 with TRUE advancing in first place, and maybe an argument could be made for Reality making it over Trap (Although Trap actually had a 3-2 map score over Reality, Reality just won the maps that mattered) or Avenge losing in 2 PvZ's (which is historically his best matchup). MyuNgSiK, ParalyzE, Hush, Terminator, Hurricane, Trust and Stork (in a group with soO and DRG) falling out in their respective groups doesn't surprise me at all. http://wiki.teamliquid.net/starcraft2/2014_Global_StarCraft_II_League_Season_3/Code_Sedit: Classic falling out against Effort / Shine was a bit of an upset as well, but wasn't that played out before the Time Warp nerf? Besides, GSL champion curse in full effect.
I think that Classic you could consider an upset, however he was "metaed", so patch or no patch, he really really really didn't want to adapt to fast pool openings and 2xrax all in, so he keps lossing cause of going nexus first.
Other than Classic i can say that i guessed all ppl that will adapt correctly in my liquibets. We seen really good toss players stay in the game without bigger issues (Rain, Zest), i was scarred for Parting for a bit, cause pvp isn's his strong suit, but he outsmarted Dear in last 2 games.
RO16 will be tense and i am sure better players will win in the end no matter the race.
Also -> hyyyyyyppppuuuuu
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On August 24 2014 10:33 chatuka wrote: Zergs been strong since day one of the game. They keep on gettting good options to use like swarm hosts, vipers, changelings. On top of that they have useful foot soldiers like Roaches, Hydras(HP is too low on the Hydralisk), Zerglings, banelings. They have air support in mutalisks corruptors, and defensive options like spore crawlers. I don't want to nerf the Zerg, it's a great race to play, but they need to make Terran units more useful against countless zerg options.
I've said they needed to buff the thor, and they have. They need to make the banshee's defense stronger. The raven should be buffed as well, slightly of course. The reaper finally got speed which is great, I still think that it should be a bit cheaper. 25 gas, instead of 50 gas. why does a reaper need that much gas in the first place? +5 attack instead of +4.
-Ghosts cost so much, at least make them powerful to useful against Zergling aggression right? you could increase the range(but decrease EMP attack power), increase the HP, or even increase the speed of the ghosts. Or, the Snipe attack could be upped to 40-50 Air or Ground.
-Ravens cost 200 gas yet they only have 140 hit points? why? they should have at least 170-190 hit points.Or you can reduce the cost of gas from 200G to 150 Gas.
-The siege tank (150/125)for the gas it costs should have 180-200 hit points or the Tank should have an increase in GP(16-18) or an increase in range(12-13). .
-The Swarmhost is 200/100G and so is the ghost. yet the ghosts HP is only 100, and the SH is at 160. This is crazy stuff. The Swarmhost can release these locusts that have their own supply of HP and Attack power. it's a great weapon for Zerg, but terran needs more units that can deal with the Swarm host late game.
-The cost of the Thor(300/200) is 10 times more than a marine yet, the HP of a Thor is only about 9 times as much as a marine. The HP of a Thor should be upped to 450 IMO.
-the Viking, the HP of a Viking should probably be around 140-145 not 125. Yet it costs 150M/75? what is this? mutalisk gas should be probably 50-75 instead of 100. why so much gas for one mutalisk?
-If the roach is only 75/25 yet it has 145 HP, with +16 attack. why isn't there an answer to it like either a marauders who's cost should be either more similar to the Roach, or increase the HP of the reaper, or they could make hellions cheaper or slightly increase the HP.
- The Banshee needs more hit points upped to probably 160-170. Ground Power should be probably around 13-14. The cloak could last longer, but be more difficult to obtain easily, by making it a long time upgrade. maybe 2 minutes to prevent cheesiness by terrans.
Confirmed troll post ^^
Contrary at this post i think zerg hasn't really changed since the beginning of HOTS (the most important patch of HOTS for zerg is overseer speed). The roach speed, and hydra dps buff haven't really change the meta; Stephano has already played roach hydra during WOL vs Terran. The reason roachs/hydras are more played is more the WM strenght + the threat of Hellbat timing than roach hydra being better vs Terran.
I love to see more viable harass option for zerg which are a bit limited to zergling runby, and mutalisk.
Drops cost 100/100+200/200 = 300/300, roach burrow mouvement cost 100/100+150/150=250/250, Nyndus 200/200+ 100/100=300/300, it's way too expensive for the dmg you can do with this. It's just all-in and not comparable with T or P cheap dropship/banshee/oracle with can do a ton of dmg, and don't make you lose if you make no dmg.
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On August 24 2014 19:47 Tyrhanius wrote:Show nested quote +On August 24 2014 10:33 chatuka wrote: Zergs been strong since day one of the game. They keep on gettting good options to use like swarm hosts, vipers, changelings. On top of that they have useful foot soldiers like Roaches, Hydras(HP is too low on the Hydralisk), Zerglings, banelings. They have air support in mutalisks corruptors, and defensive options like spore crawlers. I don't want to nerf the Zerg, it's a great race to play, but they need to make Terran units more useful against countless zerg options.
I've said they needed to buff the thor, and they have. They need to make the banshee's defense stronger. The raven should be buffed as well, slightly of course. The reaper finally got speed which is great, I still think that it should be a bit cheaper. 25 gas, instead of 50 gas. why does a reaper need that much gas in the first place? +5 attack instead of +4.
-Ghosts cost so much, at least make them powerful to useful against Zergling aggression right? you could increase the range(but decrease EMP attack power), increase the HP, or even increase the speed of the ghosts. Or, the Snipe attack could be upped to 40-50 Air or Ground.
-Ravens cost 200 gas yet they only have 140 hit points? why? they should have at least 170-190 hit points.Or you can reduce the cost of gas from 200G to 150 Gas.
-The siege tank (150/125)for the gas it costs should have 180-200 hit points or the Tank should have an increase in GP(16-18) or an increase in range(12-13). .
-The Swarmhost is 200/100G and so is the ghost. yet the ghosts HP is only 100, and the SH is at 160. This is crazy stuff. The Swarmhost can release these locusts that have their own supply of HP and Attack power. it's a great weapon for Zerg, but terran needs more units that can deal with the Swarm host late game.
-The cost of the Thor(300/200) is 10 times more than a marine yet, the HP of a Thor is only about 9 times as much as a marine. The HP of a Thor should be upped to 450 IMO.
-the Viking, the HP of a Viking should probably be around 140-145 not 125. Yet it costs 150M/75? what is this? mutalisk gas should be probably 50-75 instead of 100. why so much gas for one mutalisk?
-If the roach is only 75/25 yet it has 145 HP, with +16 attack. why isn't there an answer to it like either a marauders who's cost should be either more similar to the Roach, or increase the HP of the reaper, or they could make hellions cheaper or slightly increase the HP.
- The Banshee needs more hit points upped to probably 160-170. Ground Power should be probably around 13-14. The cloak could last longer, but be more difficult to obtain easily, by making it a long time upgrade. maybe 2 minutes to prevent cheesiness by terrans.
Confirmed troll post ^^ Contrary at this post i think zerg hasn't really changed since the beginning of HOTS (the most important patch of HOTS for zerg is overseer speed). The roach speed, and hydra dps buff haven't really change the meta; Stephano has already played roach hydra during WOL vs Terran. The reason roachs/hydras are more played is more the WM strenght + the threat of Hellbat timing than roach hydra being better vs Terran. I love to see more viable harass option for zerg which are a bit limited to zergling runby, and mutalisk. Drops cost 100/100+200/200 = 300/300, roach burrow mouvement cost 100/100+150/150=250/250, Nyndus 200/200+ 100/100=300/300, it's way too expensive for the dmg you can do with this. It's just all-in and not comparable with T or P cheap dropship/banshee/oracle with can do a ton of dmg, and don't make you lose if you make no dmg.
For sure a troll. That's a good point u mentioned. A year ago Blizz thought about the Nydus to make him more usefull. That the Nydus have something like an attack function(like nexus cannon with short range) but I think in the pre tests it was to imba/abusive. How to fix it ? I guess give the Nydus a melee aoe attack - that workers can attack but u have to pull them at some time away so other units also have to do damage. I also think the cost for research drops are way to high 100/100 should be enough - still a big gas investment 100lair 100ovispeed 100drop + gasunits inside.
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Nydus is a bullshit and needs a massive redesign or to be removed. Noone wants to see stronger nydus allins nor lategame 150supply armies teleporting around at low cost. Drops are somewhat similar in that you have to be careful with giving Zerg cheap or strong droptech from Overlords. But thats not even the whole reason why I believe Zerg drops are not used. I think it has a lot to do with the units. Baneling drops cost a lot of gas and attention and arent viable midgame when zerg often has to sit extremely tight. Zerglings are cheap, but they scatter all over the place and you can only transport 4supply of them per overlord. Infestors are just bad in HotS for harassment and the mutaheavy metagame makes it so that there is alwaya detection around in the form of statics. I dont think I nees to talk about ultralisk, queen or swarm host drops. It kind of comes down to roaches or hydralisks (ranged units with decent dropsize and ok price), for real dropplay that you can do in the midgame already. And those are already so strong, that turtling is already the only option against them. I dont think they should also have the ability to circumvent said counterplay.
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Well Big J, i would love to see more Nydus play tbh, i think it is fun and imo if a player gets "nydused" it is really his own fault
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On August 25 2014 20:59 The_Red_Viper wrote: Well Big J, i would love to see more Nydus play tbh, i think it is fun and imo if a player gets "nydused" it is really his own fault If you want that, there is a whole popular guide on turning this game into bullshit gambles. Just play Protoss and learn a DT rush build order.
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These strategies have a place in any rts game. If you want macro only (aka no attack till 15 mins) you can go back to the end of wings. I mean i agree that these "gambles" shouldn't be the norm, but i don't think it is bad to have them at least somewhat viable.
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RNG should go away as much as possible. As close to 100% skill as possible is the fun part. 40% win chance builds is pure crap...Pure bloody crap.
But this doesnt mean there will be no attacks... Thats a pretty weird look at it. There will be agressive builds, agressive playstyles. Instead of all-in or cheese attacks there will be consistent attacks with micro and decision making for both sides..
Its so bloody boring watching someone go all-in
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Of course "gambles" have a place in an RTS game to punish players who cut corners, but they should not be made too viable or else that is all anyone will ever do as they can give an easy win for very little amount of effort/skill. Just look at the blink stalker "all-in" that dominated vs Terran for the first half of the year...
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My favorite solution for improving nydus and overlord drop play is to reduce the unloading time for zerglings by half. I think the current unloading time is the same for every single unit, but this is very punishing for zerglings specifically.
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