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On September 25 2014 14:49 Thieving Magpie wrote:Show nested quote +On September 25 2014 14:19 Big J wrote:On September 25 2014 07:07 Thieving Magpie wrote:On September 25 2014 06:42 Big J wrote:On September 25 2014 05:11 The_Red_Viper wrote:On September 25 2014 05:00 Big J wrote:On September 25 2014 04:42 Thieving Magpie wrote:On September 25 2014 04:14 Big J wrote:-is less the issue than it is the fact that Zerg just don't know how to beat it yet This is what bothers me the most about these discussions. Zergs know how to beat it. But a) that doesn't mean they do so all the time; it's a damn strong build unless scouted the exact moment the raxes are started b) there is quite a portion of luck involved; if you are unlucky, you scout half of the map and see nothing, meanwhile in some corner of your natural a bunker gets up. It's just not possible to always find the raxes in time. c) the "blindcounters" and preparation that keep on being brought up are in no relation to how often 11/11 happens and to how much they put you behind in the other 89/100 games. Losing to stray for a few months does not mean the strat needs nerfing. That's a question of philosophy. Unless we have very good reasoning to believe that this will change on its own, patching now is better than patching later. e.g. Terrans lost to MLB for just a few months, just a little more than they won. We could wait another few months, but since the BOs were somewhat stale - the hellbat push aside - there was no good reason to wait longer. Waiting longer would just be unfair to the Terrans when after a few months there is still no improvment. I don't think 2rax needs patching. I just get annoyed by people backseat coaching zergs and pretending its just their fault and not that 11/11 is strong and sometimes also just gets lucky and there was nothing the Zerg could have done better under the assumption that the Terran could do any build (but it was a 2rax). Then we have a fundamental disagreement. I do not like patch changes for the sake of making things easier. If something is just really fucking hard to do, but doable, then we don't need a patch. If Maru, Soo, Zest can still fun ways to get the job done and we just haven't caught up to them yet--then there is no need to patch it. To me a patch is something done when the game is no longer possible to be played. Very rarely if ever has that kind of time come from sc2. We have too many patches. We have too many gut response reactionaries. Unless the imbalance hurts the GSL it's not even worth our time and attention. And even then I doubt it would be worth our time and attention. But it's the bare minimum I would want before even discussing patches. It's not for the sake of making things easier. It's for the sake of keeping the game on track. Creating a complex game like SC2 is like hand guiding a rocket to the moon. You will initially start into the right direction if you have done enough tests, but soon find out that you'd fly far past the moon if you don't keep on adjusting the closer you come to the moon. Obviously your first adjustments will be much larger than your later ones, but you will always have to adjust further after some time - unless you either reach the moon (=perfect play, everything is determined) or hit a technical ceiling (you find out that your rocket just cannot get any closer to the moon anymore). There's no other way, since our computers are (by far) not good enough to simulate all possible human play. That's at least my reasoning why I'm all for patching. Or balance-tinkering with maps, which is the exact same as patching. Whether we specifically nerf blink or make all maps anti-blink makes no difference, the result is that blink loses more often. Now you are being silly, ofc there is a huge difference between changing maps and changing the unit interaction themselves. How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. Sure, if i change the range of a unit it's not just going to affect one situation but all situations the unit is played in. So does changing maps. It's not like I only make the game less aggressive by increasing the mapsize, it may also mean that my superslow siege strategy just doesnt work. The cool part with maps is that you can have many different ones in theory but you can always just have one unit balance. Thats also a reason why I believe in balance patching over mapmaking to deal with problems. It prevents that wr impose too many rules on maps making them all too similar. Which leaves more creative room for maps, since they arent immidiatly unplayavle if they have a blinkfriendly cliff or a doublewide ramp. Nerfing blink means it sucks always Nerfing map means blink sucks at a specific area I interest For example. Making air units free to build buffs air units. Making all maps island maps buffs air units. Does that make both changes equal? No, it wouldn't. They nerfed the Mothershipcore. It still doesn't suck always. It just is weaker in blink rushes. And the last line is ridiculous, I have never said that every two changes are equal. Just that often you can do similar things with maps and balance changes. And that in general, map changes are balance changes. But you did say it. Right when, you know, said this: Show nested quote +How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. Yet again thieving magpie misinterprets something in order to continue an argument. Heres a hint btw, him saying one example of a map change being equal to a unit change doesn't think he means they're always the same.
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On September 25 2014 15:06 bo1b wrote:Show nested quote +On September 25 2014 14:49 Thieving Magpie wrote:On September 25 2014 14:19 Big J wrote:On September 25 2014 07:07 Thieving Magpie wrote:On September 25 2014 06:42 Big J wrote:On September 25 2014 05:11 The_Red_Viper wrote:On September 25 2014 05:00 Big J wrote:On September 25 2014 04:42 Thieving Magpie wrote:On September 25 2014 04:14 Big J wrote:-is less the issue than it is the fact that Zerg just don't know how to beat it yet This is what bothers me the most about these discussions. Zergs know how to beat it. But a) that doesn't mean they do so all the time; it's a damn strong build unless scouted the exact moment the raxes are started b) there is quite a portion of luck involved; if you are unlucky, you scout half of the map and see nothing, meanwhile in some corner of your natural a bunker gets up. It's just not possible to always find the raxes in time. c) the "blindcounters" and preparation that keep on being brought up are in no relation to how often 11/11 happens and to how much they put you behind in the other 89/100 games. Losing to stray for a few months does not mean the strat needs nerfing. That's a question of philosophy. Unless we have very good reasoning to believe that this will change on its own, patching now is better than patching later. e.g. Terrans lost to MLB for just a few months, just a little more than they won. We could wait another few months, but since the BOs were somewhat stale - the hellbat push aside - there was no good reason to wait longer. Waiting longer would just be unfair to the Terrans when after a few months there is still no improvment. I don't think 2rax needs patching. I just get annoyed by people backseat coaching zergs and pretending its just their fault and not that 11/11 is strong and sometimes also just gets lucky and there was nothing the Zerg could have done better under the assumption that the Terran could do any build (but it was a 2rax). Then we have a fundamental disagreement. I do not like patch changes for the sake of making things easier. If something is just really fucking hard to do, but doable, then we don't need a patch. If Maru, Soo, Zest can still fun ways to get the job done and we just haven't caught up to them yet--then there is no need to patch it. To me a patch is something done when the game is no longer possible to be played. Very rarely if ever has that kind of time come from sc2. We have too many patches. We have too many gut response reactionaries. Unless the imbalance hurts the GSL it's not even worth our time and attention. And even then I doubt it would be worth our time and attention. But it's the bare minimum I would want before even discussing patches. It's not for the sake of making things easier. It's for the sake of keeping the game on track. Creating a complex game like SC2 is like hand guiding a rocket to the moon. You will initially start into the right direction if you have done enough tests, but soon find out that you'd fly far past the moon if you don't keep on adjusting the closer you come to the moon. Obviously your first adjustments will be much larger than your later ones, but you will always have to adjust further after some time - unless you either reach the moon (=perfect play, everything is determined) or hit a technical ceiling (you find out that your rocket just cannot get any closer to the moon anymore). There's no other way, since our computers are (by far) not good enough to simulate all possible human play. That's at least my reasoning why I'm all for patching. Or balance-tinkering with maps, which is the exact same as patching. Whether we specifically nerf blink or make all maps anti-blink makes no difference, the result is that blink loses more often. Now you are being silly, ofc there is a huge difference between changing maps and changing the unit interaction themselves. How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. Sure, if i change the range of a unit it's not just going to affect one situation but all situations the unit is played in. So does changing maps. It's not like I only make the game less aggressive by increasing the mapsize, it may also mean that my superslow siege strategy just doesnt work. The cool part with maps is that you can have many different ones in theory but you can always just have one unit balance. Thats also a reason why I believe in balance patching over mapmaking to deal with problems. It prevents that wr impose too many rules on maps making them all too similar. Which leaves more creative room for maps, since they arent immidiatly unplayavle if they have a blinkfriendly cliff or a doublewide ramp. Nerfing blink means it sucks always Nerfing map means blink sucks at a specific area I interest For example. Making air units free to build buffs air units. Making all maps island maps buffs air units. Does that make both changes equal? No, it wouldn't. They nerfed the Mothershipcore. It still doesn't suck always. It just is weaker in blink rushes. And the last line is ridiculous, I have never said that every two changes are equal. Just that often you can do similar things with maps and balance changes. And that in general, map changes are balance changes. But you did say it. Right when, you know, said this: How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. Yet again thieving magpie misinterprets something in order to continue an argument. Heres a hint btw, him saying one example of a map change being equal to a unit change doesn't think he means they're always the same.
Well either you meant what you said, or you didn't. If you only meant part of what you said, then you didn't mean what you said.
But lets pretend you said it correctly the first time. You assume that map changes is sometimes equal to a unit change. Do you make that assumption? Does a body of judges make that assumption? Or are you just making up arbitrary rules as you go that only sometimes is true and sometimes isn't based on some half-assed idea you typed too quickly before posting.
Here's the thing. They're not the same. Changing a map only changes the dynamic on *that* map, and nowhere else. Changing a unit changes its dynamic on ALL maps. So no, they are not even remotely similar. It was silly for you to say otherwise and its amateurish of you to pull away from the discussion to try to make claims that I am misunderstanding you just because I re-post the exact words you say.
In a discussion thread about balance you can't arbitrarily say things are the same just because you want them to be. You can't say something is true and cry foul when people call you out on bullshit.
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at least rage at the right person ^^
Again, nowhere in this sentence do I say "every balance change is equivalent to any map change". I merely imply that there can be balance changes that do the same thing that a map change does.
When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. it pronoun [third person singular] Used to refer to a thing previously mentioned or easily identified source: oxford dictionary
Changing a map only changes the dynamic on *that* map, and nowhere else Didn't say anything different. I was also never talking about chaning *only one* map. I was talking about balance features that have to be on all maps to keep the game in balance like natural choke points, main base ramps, certain distances, certain cliffsetups... Which I would rather see replaced by balance changes*. E.g. I rather have a Steppes of War like map in the pool and drone rushing nerfed, then removing all SoW-like maps. (if this could be done with drone rushing; not that it can, SoW has probably a lot of features that you'd have to change)
*again, because I believe adding some artificial requirment like "blink requires a forge" would not limit mapmakers, it would not interfer with most blink plays, but it would specifically weaken PvT blink rushing which is forgeless. Also without nerfing reapers, or other cute cliffplays.
And before you quote this sentence:
Or balance-tinkering with maps, which is the exact same as patching. Whether we specifically nerf blink or make all maps anti-blink makes no difference, the result is that blink loses more often. Again, nowhere do I say that every balance change has the exact same outcome as every mapchange. The only thing that I say is that I believe putting restritcions on maps is a type of balance patching.
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On September 25 2014 17:03 Big J wrote:at least rage at the right person ^^ Again, nowhere in this sentence do I say "every balance change is equivalent to any map change". I merely imply that there can be balance changes that do the same thing that a map change does. Show nested quote +When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. it pronoun [third person singular] Used to refer to a thing previously mentioned or easily identified source: oxford dictionary Didn't say anything different. I was also never talking about chaning *only one* map. I was talking about balance features that have to be on all maps to keep the game in balance like natural choke points, main base ramps, certain distances, certain cliffsetups... Which I would rather see replaced by balance changes*. E.g. I rather have a Steppes of War like map in the pool and drone rushing nerfed, then removing all SoW-like maps. (if this could be done with drone rushing; not that it can, SoW has probably a lot of features that you'd have to change) *again, because I believe adding some artificial requirment like "blink requires a forge" would not limit mapmakers, it would not interfer with most blink plays, but it would specifically weaken PvT blink rushing which is forgeless. Also without nerfing reapers, or other cute cliffplays.
You and b1ob really should get together and change your names I keep switching them
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On September 25 2014 16:41 Thieving Magpie wrote:Show nested quote +On September 25 2014 15:06 bo1b wrote:On September 25 2014 14:49 Thieving Magpie wrote:On September 25 2014 14:19 Big J wrote:On September 25 2014 07:07 Thieving Magpie wrote:On September 25 2014 06:42 Big J wrote:On September 25 2014 05:11 The_Red_Viper wrote:On September 25 2014 05:00 Big J wrote:On September 25 2014 04:42 Thieving Magpie wrote:On September 25 2014 04:14 Big J wrote: [quote] This is what bothers me the most about these discussions. Zergs know how to beat it. But a) that doesn't mean they do so all the time; it's a damn strong build unless scouted the exact moment the raxes are started b) there is quite a portion of luck involved; if you are unlucky, you scout half of the map and see nothing, meanwhile in some corner of your natural a bunker gets up. It's just not possible to always find the raxes in time. c) the "blindcounters" and preparation that keep on being brought up are in no relation to how often 11/11 happens and to how much they put you behind in the other 89/100 games.
[quote] That's a question of philosophy. Unless we have very good reasoning to believe that this will change on its own, patching now is better than patching later. e.g. Terrans lost to MLB for just a few months, just a little more than they won. We could wait another few months, but since the BOs were somewhat stale - the hellbat push aside - there was no good reason to wait longer. Waiting longer would just be unfair to the Terrans when after a few months there is still no improvment. I don't think 2rax needs patching. I just get annoyed by people backseat coaching zergs and pretending its just their fault and not that 11/11 is strong and sometimes also just gets lucky and there was nothing the Zerg could have done better under the assumption that the Terran could do any build (but it was a 2rax). Then we have a fundamental disagreement. I do not like patch changes for the sake of making things easier. If something is just really fucking hard to do, but doable, then we don't need a patch. If Maru, Soo, Zest can still fun ways to get the job done and we just haven't caught up to them yet--then there is no need to patch it. To me a patch is something done when the game is no longer possible to be played. Very rarely if ever has that kind of time come from sc2. We have too many patches. We have too many gut response reactionaries. Unless the imbalance hurts the GSL it's not even worth our time and attention. And even then I doubt it would be worth our time and attention. But it's the bare minimum I would want before even discussing patches. It's not for the sake of making things easier. It's for the sake of keeping the game on track. Creating a complex game like SC2 is like hand guiding a rocket to the moon. You will initially start into the right direction if you have done enough tests, but soon find out that you'd fly far past the moon if you don't keep on adjusting the closer you come to the moon. Obviously your first adjustments will be much larger than your later ones, but you will always have to adjust further after some time - unless you either reach the moon (=perfect play, everything is determined) or hit a technical ceiling (you find out that your rocket just cannot get any closer to the moon anymore). There's no other way, since our computers are (by far) not good enough to simulate all possible human play. That's at least my reasoning why I'm all for patching. Or balance-tinkering with maps, which is the exact same as patching. Whether we specifically nerf blink or make all maps anti-blink makes no difference, the result is that blink loses more often. Now you are being silly, ofc there is a huge difference between changing maps and changing the unit interaction themselves. How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. Sure, if i change the range of a unit it's not just going to affect one situation but all situations the unit is played in. So does changing maps. It's not like I only make the game less aggressive by increasing the mapsize, it may also mean that my superslow siege strategy just doesnt work. The cool part with maps is that you can have many different ones in theory but you can always just have one unit balance. Thats also a reason why I believe in balance patching over mapmaking to deal with problems. It prevents that wr impose too many rules on maps making them all too similar. Which leaves more creative room for maps, since they arent immidiatly unplayavle if they have a blinkfriendly cliff or a doublewide ramp. Nerfing blink means it sucks always Nerfing map means blink sucks at a specific area I interest For example. Making air units free to build buffs air units. Making all maps island maps buffs air units. Does that make both changes equal? No, it wouldn't. They nerfed the Mothershipcore. It still doesn't suck always. It just is weaker in blink rushes. And the last line is ridiculous, I have never said that every two changes are equal. Just that often you can do similar things with maps and balance changes. And that in general, map changes are balance changes. But you did say it. Right when, you know, said this: How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. Yet again thieving magpie misinterprets something in order to continue an argument. Heres a hint btw, him saying one example of a map change being equal to a unit change doesn't think he means they're always the same. Well either you meant what you said, or you didn't. If you only meant part of what you said, then you didn't mean what you said. But lets pretend you said it correctly the first time. You assume that map changes is sometimes equal to a unit change. Do you make that assumption? Does a body of judges make that assumption? Or are you just making up arbitrary rules as you go that only sometimes is true and sometimes isn't based on some half-assed idea you typed too quickly before posting. Here's the thing. They're not the same. Changing a map only changes the dynamic on *that* map, and nowhere else. Changing a unit changes its dynamic on ALL maps. So no, they are not even remotely similar. It was silly for you to say otherwise and its amateurish of you to pull away from the discussion to try to make claims that I am misunderstanding you just because I re-post the exact words you say. In a discussion thread about balance you can't arbitrarily say things are the same just because you want them to be. You can't say something is true and cry foul when people call you out on bullshit. You're so full of shit.
You can admit you read something wrong instead of assuming the other person wrote something wrong. btw my names not blob.
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I'm going to throw this in here to get some constructive discussion.
Complaint Problem: Protoss lacks complex harass options in the midgame. Solution: Merge Templar Archives and Dark Shrine. Side Effects: - Gives Protoss a greater breadth of harass options.
Unlocking Templar Archives would unlock both DT Harass and Storm Harass options. - Does not weaken core composition as much.
In PvT, the DT's would become in the main tech path, either early-midgame or late-midgame, but never lategame as in the current set-up, unless the Protoss stays on Colossus-Blink for a very long time. In my opinion, this would increase the diversity of Protoss midgame harass, and encourage more action spread across the map, while slightly nerfing Terran pressure in the crucial time when Protoss is attempting to secure a third base. In PvZ, this represents giving Protoss a slight buff in the most crucial mid-game timing, by allowing Protoss to put on counter-pressure, while teching towards something that bolsters the core composition. In return, this could justify maps with more open thirds, that are disadvantageous to Protoss, allowing for greater flexibility when it comes to map making. - Encourages breadth of play for Protoss.
This change would make it easier for Protoss to play a Templar style, and lessen the dominance of Colossus styles. Why would this not necessarily cause imbalance; the counter-play to Templar-Chargelot is for both races, Zerg and Terran, not very far from their desired core composition regardless. Zerg are the least nerfed, because of the prevalence and ease of access to spores and overseers, it would increase the difficulty though. Terran would be more disadvantaged, mostly because consistent mobile detection is very difficult to access for Terran. However, I want to argue that Terran anti-Chargelot Templar has never been stronger than it is now, given the current situation with widow mines and hellbats, as well as considering that in WoL, Chargelot Templar could often be combatted with the core composition with diligent kiting. It is for this reason that I think that we could increase the attractiveness for Templar play, without necessarily causing the match-ups to be imbalanced.
Main argument: Protoss's complex harass lies further from their core compositions than the other races. This can be justified by the warpgate mechanic, but I think this argument is negated by the fact that other races also have access to swift and flexible harass options. As well as the fact that considering "basic" harass, Protoss has the weakest of all three races. Indeed, Protoss can often overwhelm static defenses, but this is often justified by the amount invested in said harass.
In PvT, I like to compare the Widow Mine to the DT. Both harass options require two elements to stop (detection and force), the DT is mobile, so it is not as simple to hold, as a widow mine is, but has five times the gas cost, so it is justified in that sense. However, in terms of their degree of seperation to the core build. DT is far off the Widow Mine. Widow mines can be produced out of an otherwise unused Factory, while DT requires the DT-shrine which is a 150/150 investment. In most other senses, they are very comparable and equal, in terms of difficulty of sneaking by ground route, defense (forge, robo - orbital, engi bay, equal parts of core build), ease of shipping into opponents base, although I medivacs are slightly more accessible than warp prism.
As for air harass, both complex, 5 phoenix vs. cloak banshees, and simpler harass, such as oracle vs. regular banshees/raven. I think both races are equal. Both have a similar degree of seperation to the core build. Tech lab + build time is about equal to Stargate investment, I think, with Protoss's edge cancelled out by the slighty more expensive units.
However, for basic unit harass, Protoss severely lacks the flexibility and diversity of Terran. Consider marine-marauder-medivac. The extent to which the whole Terran core can become a harassing unit, and then be able to fly off without cooldown, is quite unmatched by Protoss. I don't mean that Terran is more flexible because Protoss is not able to field the same amount of units, they can. However, for Protoss, they have to produce the units in the harass, and their evacuation abilities are much weaker. The difference with Terran is that their production and harass are independent, and can happen seamlessly. Protoss has to harass in timings when their gateway cooldowns are off, or risk not producing units from them at times, while Terran can harass at all times without needing to think about the production, as it'll go on independently. Given this asymmetric relation, which is not at all imbalanced in my opinion, I don't think it would be that overpowered in favour of Protoss to merge the Dark Shrine with Templar Archives.
In PvZ, I think that Zerg has an inherent mobility advantage. This helps them deal with harass on their own creep, especially if they play with more focus on defense. I think tech paths such as Overlord Drop and Speed, have a similar distance to their core composition as a DT shrine has, however, they do unlock more flexibility in terms of harass options.
In terms of the general harass options, I think that zerg and protoss are very similar. However, at the point when a Protoss chooses Chargelot Templar, I think that they need to focus a lot more on their army, due to their inherent weakness of composition, which kind of makes harass more limited as a result of opportunity cost, therefore, alleviating this weakness with my proposal would not necessarily lead the game into imbalance, but it would more likely invite a greater diversity of plays and compositions.
I justify calling Chargelot Templar "weaker" to the fact that they aren't being played much, relative to blink colossus and blink sentry in PvT and PvZ respectively. This change wouldn't necessarily make the composition stronger, but it would buy time and encourage more action-packed games, by giving Protoss more tools to tax the actions of their opponent.
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On September 25 2014 17:57 bo1b wrote:Show nested quote +On September 25 2014 16:41 Thieving Magpie wrote:On September 25 2014 15:06 bo1b wrote:On September 25 2014 14:49 Thieving Magpie wrote:On September 25 2014 14:19 Big J wrote:On September 25 2014 07:07 Thieving Magpie wrote:On September 25 2014 06:42 Big J wrote:On September 25 2014 05:11 The_Red_Viper wrote:On September 25 2014 05:00 Big J wrote:On September 25 2014 04:42 Thieving Magpie wrote: [quote]
Then we have a fundamental disagreement. I do not like patch changes for the sake of making things easier. If something is just really fucking hard to do, but doable, then we don't need a patch. If Maru, Soo, Zest can still fun ways to get the job done and we just haven't caught up to them yet--then there is no need to patch it. To me a patch is something done when the game is no longer possible to be played. Very rarely if ever has that kind of time come from sc2. We have too many patches. We have too many gut response reactionaries. Unless the imbalance hurts the GSL it's not even worth our time and attention. And even then I doubt it would be worth our time and attention. But it's the bare minimum I would want before even discussing patches.
It's not for the sake of making things easier. It's for the sake of keeping the game on track. Creating a complex game like SC2 is like hand guiding a rocket to the moon. You will initially start into the right direction if you have done enough tests, but soon find out that you'd fly far past the moon if you don't keep on adjusting the closer you come to the moon. Obviously your first adjustments will be much larger than your later ones, but you will always have to adjust further after some time - unless you either reach the moon (=perfect play, everything is determined) or hit a technical ceiling (you find out that your rocket just cannot get any closer to the moon anymore). There's no other way, since our computers are (by far) not good enough to simulate all possible human play. That's at least my reasoning why I'm all for patching. Or balance-tinkering with maps, which is the exact same as patching. Whether we specifically nerf blink or make all maps anti-blink makes no difference, the result is that blink loses more often. Now you are being silly, ofc there is a huge difference between changing maps and changing the unit interaction themselves. How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. Sure, if i change the range of a unit it's not just going to affect one situation but all situations the unit is played in. So does changing maps. It's not like I only make the game less aggressive by increasing the mapsize, it may also mean that my superslow siege strategy just doesnt work. The cool part with maps is that you can have many different ones in theory but you can always just have one unit balance. Thats also a reason why I believe in balance patching over mapmaking to deal with problems. It prevents that wr impose too many rules on maps making them all too similar. Which leaves more creative room for maps, since they arent immidiatly unplayavle if they have a blinkfriendly cliff or a doublewide ramp. Nerfing blink means it sucks always Nerfing map means blink sucks at a specific area I interest For example. Making air units free to build buffs air units. Making all maps island maps buffs air units. Does that make both changes equal? No, it wouldn't. They nerfed the Mothershipcore. It still doesn't suck always. It just is weaker in blink rushes. And the last line is ridiculous, I have never said that every two changes are equal. Just that often you can do similar things with maps and balance changes. And that in general, map changes are balance changes. But you did say it. Right when, you know, said this: How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. Yet again thieving magpie misinterprets something in order to continue an argument. Heres a hint btw, him saying one example of a map change being equal to a unit change doesn't think he means they're always the same. Well either you meant what you said, or you didn't. If you only meant part of what you said, then you didn't mean what you said. But lets pretend you said it correctly the first time. You assume that map changes is sometimes equal to a unit change. Do you make that assumption? Does a body of judges make that assumption? Or are you just making up arbitrary rules as you go that only sometimes is true and sometimes isn't based on some half-assed idea you typed too quickly before posting. Here's the thing. They're not the same. Changing a map only changes the dynamic on *that* map, and nowhere else. Changing a unit changes its dynamic on ALL maps. So no, they are not even remotely similar. It was silly for you to say otherwise and its amateurish of you to pull away from the discussion to try to make claims that I am misunderstanding you just because I re-post the exact words you say. In a discussion thread about balance you can't arbitrarily say things are the same just because you want them to be. You can't say something is true and cry foul when people call you out on bullshit. You're so full of shit. You can admit you read something wrong instead of assuming the other person wrote something wrong. btw my names not blob.
I responded to Big J multiple times on the same topic and accidentally responded to you when you jumped I to the topic. Which is why I said what I said. Point still stands and argument on the topic remains the same regardless of your name actually. Because you're name is not the balance discussion of the thread.
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On September 25 2014 15:03 Big J wrote:Show nested quote +On September 25 2014 14:49 Thieving Magpie wrote:On September 25 2014 14:19 Big J wrote:On September 25 2014 07:07 Thieving Magpie wrote:On September 25 2014 06:42 Big J wrote:On September 25 2014 05:11 The_Red_Viper wrote:On September 25 2014 05:00 Big J wrote:On September 25 2014 04:42 Thieving Magpie wrote:On September 25 2014 04:14 Big J wrote:-is less the issue than it is the fact that Zerg just don't know how to beat it yet This is what bothers me the most about these discussions. Zergs know how to beat it. But a) that doesn't mean they do so all the time; it's a damn strong build unless scouted the exact moment the raxes are started b) there is quite a portion of luck involved; if you are unlucky, you scout half of the map and see nothing, meanwhile in some corner of your natural a bunker gets up. It's just not possible to always find the raxes in time. c) the "blindcounters" and preparation that keep on being brought up are in no relation to how often 11/11 happens and to how much they put you behind in the other 89/100 games. Losing to stray for a few months does not mean the strat needs nerfing. That's a question of philosophy. Unless we have very good reasoning to believe that this will change on its own, patching now is better than patching later. e.g. Terrans lost to MLB for just a few months, just a little more than they won. We could wait another few months, but since the BOs were somewhat stale - the hellbat push aside - there was no good reason to wait longer. Waiting longer would just be unfair to the Terrans when after a few months there is still no improvment. I don't think 2rax needs patching. I just get annoyed by people backseat coaching zergs and pretending its just their fault and not that 11/11 is strong and sometimes also just gets lucky and there was nothing the Zerg could have done better under the assumption that the Terran could do any build (but it was a 2rax). Then we have a fundamental disagreement. I do not like patch changes for the sake of making things easier. If something is just really fucking hard to do, but doable, then we don't need a patch. If Maru, Soo, Zest can still fun ways to get the job done and we just haven't caught up to them yet--then there is no need to patch it. To me a patch is something done when the game is no longer possible to be played. Very rarely if ever has that kind of time come from sc2. We have too many patches. We have too many gut response reactionaries. Unless the imbalance hurts the GSL it's not even worth our time and attention. And even then I doubt it would be worth our time and attention. But it's the bare minimum I would want before even discussing patches. It's not for the sake of making things easier. It's for the sake of keeping the game on track. Creating a complex game like SC2 is like hand guiding a rocket to the moon. You will initially start into the right direction if you have done enough tests, but soon find out that you'd fly far past the moon if you don't keep on adjusting the closer you come to the moon. Obviously your first adjustments will be much larger than your later ones, but you will always have to adjust further after some time - unless you either reach the moon (=perfect play, everything is determined) or hit a technical ceiling (you find out that your rocket just cannot get any closer to the moon anymore). There's no other way, since our computers are (by far) not good enough to simulate all possible human play. That's at least my reasoning why I'm all for patching. Or balance-tinkering with maps, which is the exact same as patching. Whether we specifically nerf blink or make all maps anti-blink makes no difference, the result is that blink loses more often. Now you are being silly, ofc there is a huge difference between changing maps and changing the unit interaction themselves. How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. Sure, if i change the range of a unit it's not just going to affect one situation but all situations the unit is played in. So does changing maps. It's not like I only make the game less aggressive by increasing the mapsize, it may also mean that my superslow siege strategy just doesnt work. The cool part with maps is that you can have many different ones in theory but you can always just have one unit balance. Thats also a reason why I believe in balance patching over mapmaking to deal with problems. It prevents that wr impose too many rules on maps making them all too similar. Which leaves more creative room for maps, since they arent immidiatly unplayavle if they have a blinkfriendly cliff or a doublewide ramp. Nerfing blink means it sucks always Nerfing map means blink sucks at a specific area I interest For example. Making air units free to build buffs air units. Making all maps island maps buffs air units. Does that make both changes equal? No, it wouldn't. They nerfed the Mothershipcore. It still doesn't suck always. It just is weaker in blink rushes. And the last line is ridiculous, I have never said that every two changes are equal. Just that often you can do similar things with maps and balance changes. And that in general, map changes are balance changes. But you did say it. Right when, you know, said this: How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. I even made bold the exact words you said that that they are completely equivalent just so you can see it for yourself. And the mothership does suck now, when compared to what it was before. A map change without a mothership core change would make the mothership core still awesome. Now it is weaker. Nerfing the mothership core makes suck more than it did before. Players learned to accept this, players accept what they are given. But the mothership core does suck now comparatively. Weakening a unit makes it weaker. Changing a map does not make it weaker. They are two completely different changes. Yeah, I said it. In this scenario. Quote me when you find the quote that every change is equivalent. However, just because your two completely arbitrary changes are not equivalent does not mean there are none that are equivalent. Basic logic. And of course making a map bigger makes a SH weaker. There's a fucking huge difference whether I can attack you by sitting in my own natural, or whether I need to be all across some huge distance with them.
I read the entire conversation. You're either a bad writer, wrong, or both. Why not be a man and admit it?
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On September 25 2014 21:50 TokO wrote:I'm going to throw this in here to get some constructive discussion. Complaint Problem: Protoss lacks complex harass options in the midgame. Solution: Merge Templar Archives and Dark Shrine. Side Effects: - Gives Protoss a greater breadth of harass options.
Unlocking Templar Archives would unlock both DT Harass and Storm Harass options. - Does not weaken core composition as much.
In PvT, the DT's would become in the main tech path, either early-midgame or late-midgame, but never lategame as in the current set-up, unless the Protoss stays on Colossus-Blink for a very long time. In my opinion, this would increase the diversity of Protoss midgame harass, and encourage more action spread across the map, while slightly nerfing Terran pressure in the crucial time when Protoss is attempting to secure a third base. In PvZ, this represents giving Protoss a slight buff in the most crucial mid-game timing, by allowing Protoss to put on counter-pressure, while teching towards something that bolsters the core composition. In return, this could justify maps with more open thirds, that are disadvantageous to Protoss, allowing for greater flexibility when it comes to map making. - Encourages breadth of play for Protoss.
This change would make it easier for Protoss to play a Templar style, and lessen the dominance of Colossus styles. Why would this not necessarily cause imbalance; the counter-play to Templar-Chargelot is for both races, Zerg and Terran, not very far from their desired core composition regardless. Zerg are the least nerfed, because of the prevalence and ease of access to spores and overseers, it would increase the difficulty though. Terran would be more disadvantaged, mostly because consistent mobile detection is very difficult to access for Terran. However, I want to argue that Terran anti-Chargelot Templar has never been stronger than it is now, given the current situation with widow mines and hellbats, as well as considering that in WoL, Chargelot Templar could often be combatted with the core composition with diligent kiting. It is for this reason that I think that we could increase the attractiveness for Templar play, without necessarily causing the match-ups to be imbalanced. Main argument: Protoss's complex harass lies further from their core compositions than the other races. This can be justified by the warpgate mechanic, but I think this argument is negated by the fact that other races also have access to swift and flexible harass options. As well as the fact that considering "basic" harass, Protoss has the weakest of all three races. Indeed, Protoss can often overwhelm static defenses, but this is often justified by the amount invested in said harass. In PvT, I like to compare the Widow Mine to the DT. Both harass options require two elements to stop (detection and force), the DT is mobile, so it is not as simple to hold, as a widow mine is, but has five times the gas cost, so it is justified in that sense. However, in terms of their degree of seperation to the core build. DT is far off the Widow Mine. Widow mines can be produced out of an otherwise unused Factory, while DT requires the DT-shrine which is a 150/150 investment. In most other senses, they are very comparable and equal, in terms of difficulty of sneaking by ground route, defense (forge, robo - orbital, engi bay, equal parts of core build), ease of shipping into opponents base, although I medivacs are slightly more accessible than warp prism. As for air harass, both complex, 5 phoenix vs. cloak banshees, and simpler harass, such as oracle vs. regular banshees/raven. I think both races are equal. Both have a similar degree of seperation to the core build. Tech lab + build time is about equal to Stargate investment, I think, with Protoss's edge cancelled out by the slighty more expensive units. However, for basic unit harass, Protoss severely lacks the flexibility and diversity of Terran. Consider marine-marauder-medivac. The extent to which the whole Terran core can become a harassing unit, and then be able to fly off without cooldown, is quite unmatched by Protoss. I don't mean that Terran is more flexible because Protoss is not able to field the same amount of units, they can. However, for Protoss, they have to produce the units in the harass, and their evacuation abilities are much weaker. The difference with Terran is that their production and harass are independent, and can happen seamlessly. Protoss has to harass in timings when their gateway cooldowns are off, or risk not producing units from them at times, while Terran can harass at all times without needing to think about the production, as it'll go on independently. Given this asymmetric relation, which is not at all imbalanced in my opinion, I don't think it would be that overpowered in favour of Protoss to merge the Dark Shrine with Templar Archives. In PvZ, I think that Zerg has an inherent mobility advantage. This helps them deal with harass on their own creep, especially if they play with more focus on defense. I think tech paths such as Overlord Drop and Speed, have a similar distance to their core composition as a DT shrine has, however, they do unlock more flexibility in terms of harass options. In terms of the general harass options, I think that zerg and protoss are very similar. However, at the point when a Protoss chooses Chargelot Templar, I think that they need to focus a lot more on their army, due to their inherent weakness of composition, which kind of makes harass more limited as a result of opportunity cost, therefore, alleviating this weakness with my proposal would not necessarily lead the game into imbalance, but it would more likely invite a greater diversity of plays and compositions. I justify calling Chargelot Templar "weaker" to the fact that they aren't being played much, relative to blink colossus and blink sentry in PvT and PvZ respectively. This change wouldn't necessarily make the composition stronger, but it would buy time and encourage more action-packed games, by giving Protoss more tools to tax the actions of their opponent.
There's on part missing, side-effects. For one, it boosts P versus both T and Z and especially the latter is dubious in this situation. Yet, the main problem I see with DT is that they need a large downside not to be unfair. It's OK if they do damage, but they shouldn't give an advantage against a good defence. If they have no cost, you can warp in one or none, but still force spores, turrets, etc. And then play greedy to get more HT and enter the late game ahead. In my mind, the threat of DTs is great enough to require a sufficient cost where failing to do damage would put the P behind.
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On September 25 2014 21:50 TokO wrote: I'm going to throw this in here to get some constructive discussion.
Complaint Problem: Protoss lacks complex harass options in the midgame. Solution: Merge Templar Archives and Dark Shrine.
This is just a bad idea on several levels. Firstly, what cost and build time are you suggesting? A 350/300 100s building would be impossible to transition into. Lowering the build time makes DT cheese too dangerous.
Secondly, the idea of combining Templar and DT tech is just silly. Blizzard would never do it, so why even suggest it.
Finally, I don't think anyone wants DTs to become standard play. It would make the game almost unplayable in the lower leagues, and seriously mess with PvT balance. It also completely discourages active play and harassment since being on the map without detection is suicide.
I'm not convinced by your argument that Protoss lacks options either. They have by far the strongest harassment at the start of the game, the greatest number of options in the midgame, and again have the strongest harassment in the late game (As a warp prism can dump 20 supply in 5 seconds without castrating your main army).
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On September 25 2014 23:02 r691175002 wrote: Secondly, the idea of combining Templar and DT tech is just silly. Blizzard would never do it, so why even suggest it.
Just to be clear, you're actually joking about that, right?
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it's a distraction move for all the balance whine.
here's something I want to see some discussion around: Complaint Problem: Colossus/templar ball is to strong in TvP lategame. Solution: Reduce thermal lance from +3 to +2 range Side Effects:
gives bio more room to enclose before the first hits, reducing the scaling effect on the deathball.
ghosts have some more breathing room to snipe/emp before getting melted
colossus is slightly weaker ofcourse
kiting potential on colossus is lowered
possible imbalance in PvZ as colossus have to get closer to vipers
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On September 25 2014 23:07 DarkPlasmaBall wrote:Show nested quote +On September 25 2014 23:02 r691175002 wrote: Secondly, the idea of combining Templar and DT tech is just silly. Blizzard would never do it, so why even suggest it.
Just to be clear, you're actually joking about that, right? I'm aware it was like that in BW, but I don't think Bliz has ever patched combined buildings in SC2, even during beta. Expecting such a fundamental change before LOTV is crazy.
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Northern Ireland22770 Posts
DTs with their cost reduction and the existence of the MSC already makes them a much less do-or-die tech choice. They synergise well with Warp Prisms and transition into Chargelot/Archon pretty smoothly.
With Protoss struggling vT without going Collosus forces the DT opener to do a lot more damage that if that were not the case.
I actually think Protoss have the tools to play a more multitasking and harassment oriented style, consistently well. It's come in and out of fashion to play that way but it's definitely viable.
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On September 25 2014 23:00 Ghanburighan wrote:+ Show Spoiler +On September 25 2014 21:50 TokO wrote:I'm going to throw this in here to get some constructive discussion. Complaint Problem: Protoss lacks complex harass options in the midgame. Solution: Merge Templar Archives and Dark Shrine. Side Effects: - Gives Protoss a greater breadth of harass options.
Unlocking Templar Archives would unlock both DT Harass and Storm Harass options. - Does not weaken core composition as much.
In PvT, the DT's would become in the main tech path, either early-midgame or late-midgame, but never lategame as in the current set-up, unless the Protoss stays on Colossus-Blink for a very long time. In my opinion, this would increase the diversity of Protoss midgame harass, and encourage more action spread across the map, while slightly nerfing Terran pressure in the crucial time when Protoss is attempting to secure a third base. In PvZ, this represents giving Protoss a slight buff in the most crucial mid-game timing, by allowing Protoss to put on counter-pressure, while teching towards something that bolsters the core composition. In return, this could justify maps with more open thirds, that are disadvantageous to Protoss, allowing for greater flexibility when it comes to map making. - Encourages breadth of play for Protoss.
This change would make it easier for Protoss to play a Templar style, and lessen the dominance of Colossus styles. Why would this not necessarily cause imbalance; the counter-play to Templar-Chargelot is for both races, Zerg and Terran, not very far from their desired core composition regardless. Zerg are the least nerfed, because of the prevalence and ease of access to spores and overseers, it would increase the difficulty though. Terran would be more disadvantaged, mostly because consistent mobile detection is very difficult to access for Terran. However, I want to argue that Terran anti-Chargelot Templar has never been stronger than it is now, given the current situation with widow mines and hellbats, as well as considering that in WoL, Chargelot Templar could often be combatted with the core composition with diligent kiting. It is for this reason that I think that we could increase the attractiveness for Templar play, without necessarily causing the match-ups to be imbalanced. Main argument: Protoss's complex harass lies further from their core compositions than the other races. This can be justified by the warpgate mechanic, but I think this argument is negated by the fact that other races also have access to swift and flexible harass options. As well as the fact that considering "basic" harass, Protoss has the weakest of all three races. Indeed, Protoss can often overwhelm static defenses, but this is often justified by the amount invested in said harass. In PvT, I like to compare the Widow Mine to the DT. Both harass options require two elements to stop (detection and force), the DT is mobile, so it is not as simple to hold, as a widow mine is, but has five times the gas cost, so it is justified in that sense. However, in terms of their degree of seperation to the core build. DT is far off the Widow Mine. Widow mines can be produced out of an otherwise unused Factory, while DT requires the DT-shrine which is a 150/150 investment. In most other senses, they are very comparable and equal, in terms of difficulty of sneaking by ground route, defense (forge, robo - orbital, engi bay, equal parts of core build), ease of shipping into opponents base, although I medivacs are slightly more accessible than warp prism. As for air harass, both complex, 5 phoenix vs. cloak banshees, and simpler harass, such as oracle vs. regular banshees/raven. I think both races are equal. Both have a similar degree of seperation to the core build. Tech lab + build time is about equal to Stargate investment, I think, with Protoss's edge cancelled out by the slighty more expensive units. However, for basic unit harass, Protoss severely lacks the flexibility and diversity of Terran. Consider marine-marauder-medivac. The extent to which the whole Terran core can become a harassing unit, and then be able to fly off without cooldown, is quite unmatched by Protoss. I don't mean that Terran is more flexible because Protoss is not able to field the same amount of units, they can. However, for Protoss, they have to produce the units in the harass, and their evacuation abilities are much weaker. The difference with Terran is that their production and harass are independent, and can happen seamlessly. Protoss has to harass in timings when their gateway cooldowns are off, or risk not producing units from them at times, while Terran can harass at all times without needing to think about the production, as it'll go on independently. Given this asymmetric relation, which is not at all imbalanced in my opinion, I don't think it would be that overpowered in favour of Protoss to merge the Dark Shrine with Templar Archives. In PvZ, I think that Zerg has an inherent mobility advantage. This helps them deal with harass on their own creep, especially if they play with more focus on defense. I think tech paths such as Overlord Drop and Speed, have a similar distance to their core composition as a DT shrine has, however, they do unlock more flexibility in terms of harass options. In terms of the general harass options, I think that zerg and protoss are very similar. However, at the point when a Protoss chooses Chargelot Templar, I think that they need to focus a lot more on their army, due to their inherent weakness of composition, which kind of makes harass more limited as a result of opportunity cost, therefore, alleviating this weakness with my proposal would not necessarily lead the game into imbalance, but it would more likely invite a greater diversity of plays and compositions. I justify calling Chargelot Templar "weaker" to the fact that they aren't being played much, relative to blink colossus and blink sentry in PvT and PvZ respectively. This change wouldn't necessarily make the composition stronger, but it would buy time and encourage more action-packed games, by giving Protoss more tools to tax the actions of their opponent. There's on part missing, side-effects. For one, it boosts P versus both T and Z and especially the latter is dubious in this situation. Yet, the main problem I see with DT is that they need a large downside not to be unfair. It's OK if they do damage, but they shouldn't give an advantage against a good defence. If they have no cost, you can warp in one or none, but still force spores, turrets, etc. And then play greedy to get more HT and enter the late game ahead. In my mind, the threat of DTs is great enough to require a sufficient cost where failing to do damage would put the P behind.
Surely, if we can agree that Templar Chargelot is worse than Blink-Colossus in many aspects, then the fact that you choose the inferior tech, should be a high enough cost?
Consider T and Z's choices of inferior techs (inferior in terms of straight up engagement). Muta-ling vs. Roach Hydra, and Bio vs. Mech. Relative to these, Protoss has the two techpaths that are require the least deviation from the opposing races, from their otherwise core composition.
For your last point. I feel like the breadth of mobility-based harass for Zerg and Terran, forces Protoss to play a certain way. Why would we put a barrier between Protoss core and DT's, when both Zerg and Terran have each of their own very potent harass available, without having the risk of falling behind if you don't do damage. Remember that I am taking away the unit investment and I am only considering the tech investment. All races are subject to losing their unit investment if they fail to do damage, so I'm taking the equality out of the equation. I don't understand why Protoss has to be behind in their tech investment though, while Terran and Zerg to a lesser extent have their more complex harass available in their core tech buildings.
EDIT: Good discussion guys!
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On September 25 2014 23:02 r691175002 wrote:+ Show Spoiler +On September 25 2014 21:50 TokO wrote: I'm going to throw this in here to get some constructive discussion.
Complaint Problem: Protoss lacks complex harass options in the midgame. Solution: Merge Templar Archives and Dark Shrine. This is just a bad idea on several levels. Firstly, what cost and build time are you suggesting? A 350/300 100s building would be impossible to transition into. Lowering the build time makes DT cheese too dangerous.
I think 150/250 at 80 seconds would be fair. Spores don't need Evo Chambers to build, Reaper will definitely scout any super-cheese moves and there make it possible to save scan or get turrets. Also, this represents a 100 gas delay on the tech in comparison to the current state. Archon rushes can be held off with good sim city regardless of race.
On September 25 2014 23:02 r691175002 wrote: Secondly, the idea of combining Templar and DT tech is just silly. Blizzard would never do it, so why even suggest it.
Finally, I don't think anyone wants DTs to become standard play. It would make the game almost unplayable in the lower leagues, and seriously mess with PvT balance. It also completely discourages active play and harassment since being on the map without detection is suicide.
Maybe you need to get ravens. Which could mean more harass options for terrans in terms of autoturrets, as well as MM+PDD harass to win against blink. Would definitely increase skill cap.
On September 25 2014 23:02 r691175002 wrote: I'm not convinced by your argument that Protoss lacks options either. They have by far the strongest harassment at the start of the game, the greatest number of options in the midgame, and again have the strongest harassment in the late game (As a warp prism can dump 20 supply in 5 seconds without castrating your main army).
1. We don't need to bring back the Oracle discussion. 2. They definitely don't have the greatest number of options midgame. With the exception of colossus drop (which is very risky considering vikings), most of Protoss' resources are going into colossus and charge tech. Having a strong stalker, which is our most potent mobile option, takes away from the combat potency of our core composition. In comparison, Terran's midgame composition is a potential harass force of any size.
It is different for zerg, but in PvZ, harassing with stalkers isn't very good considering the defensive mobility of zerg. While in this case, we can rejoin stalkers to our core, and it will increase the combat potency of our composition, as it is the ideal unit, this very fact makes the stalker very valuable, other than the fact that it costs 50 gas. Therefore, harassing and possibly having your stalkers very rapidly surrounded is too risky.
On September 25 2014 23:17 Meavis wrote: it's a distraction move for all the balance whine.
here's something I want to see some discussion around: Complaint Problem: Colossus/templar ball is to strong in TvP lategame. Solution: Reduce thermal lance from +3 to +2 range Side Effects:
gives bio more room to enclose before the first hits, reducing the scaling effect on the deathball.
ghosts have some more breathing room to snipe/emp before getting melted
colossus is slightly weaker ofcourse
kiting potential on colossus is lowered
possible imbalance in PvZ as colossus have to get closer to vipers
I would easily take this nerf if I could have DT and High Templar in one building.
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On September 25 2014 22:45 -_- wrote:Show nested quote +On September 25 2014 15:03 Big J wrote:On September 25 2014 14:49 Thieving Magpie wrote:On September 25 2014 14:19 Big J wrote:On September 25 2014 07:07 Thieving Magpie wrote:On September 25 2014 06:42 Big J wrote:On September 25 2014 05:11 The_Red_Viper wrote:On September 25 2014 05:00 Big J wrote:On September 25 2014 04:42 Thieving Magpie wrote:On September 25 2014 04:14 Big J wrote: [quote] This is what bothers me the most about these discussions. Zergs know how to beat it. But a) that doesn't mean they do so all the time; it's a damn strong build unless scouted the exact moment the raxes are started b) there is quite a portion of luck involved; if you are unlucky, you scout half of the map and see nothing, meanwhile in some corner of your natural a bunker gets up. It's just not possible to always find the raxes in time. c) the "blindcounters" and preparation that keep on being brought up are in no relation to how often 11/11 happens and to how much they put you behind in the other 89/100 games.
[quote] That's a question of philosophy. Unless we have very good reasoning to believe that this will change on its own, patching now is better than patching later. e.g. Terrans lost to MLB for just a few months, just a little more than they won. We could wait another few months, but since the BOs were somewhat stale - the hellbat push aside - there was no good reason to wait longer. Waiting longer would just be unfair to the Terrans when after a few months there is still no improvment. I don't think 2rax needs patching. I just get annoyed by people backseat coaching zergs and pretending its just their fault and not that 11/11 is strong and sometimes also just gets lucky and there was nothing the Zerg could have done better under the assumption that the Terran could do any build (but it was a 2rax). Then we have a fundamental disagreement. I do not like patch changes for the sake of making things easier. If something is just really fucking hard to do, but doable, then we don't need a patch. If Maru, Soo, Zest can still fun ways to get the job done and we just haven't caught up to them yet--then there is no need to patch it. To me a patch is something done when the game is no longer possible to be played. Very rarely if ever has that kind of time come from sc2. We have too many patches. We have too many gut response reactionaries. Unless the imbalance hurts the GSL it's not even worth our time and attention. And even then I doubt it would be worth our time and attention. But it's the bare minimum I would want before even discussing patches. It's not for the sake of making things easier. It's for the sake of keeping the game on track. Creating a complex game like SC2 is like hand guiding a rocket to the moon. You will initially start into the right direction if you have done enough tests, but soon find out that you'd fly far past the moon if you don't keep on adjusting the closer you come to the moon. Obviously your first adjustments will be much larger than your later ones, but you will always have to adjust further after some time - unless you either reach the moon (=perfect play, everything is determined) or hit a technical ceiling (you find out that your rocket just cannot get any closer to the moon anymore). There's no other way, since our computers are (by far) not good enough to simulate all possible human play. That's at least my reasoning why I'm all for patching. Or balance-tinkering with maps, which is the exact same as patching. Whether we specifically nerf blink or make all maps anti-blink makes no difference, the result is that blink loses more often. Now you are being silly, ofc there is a huge difference between changing maps and changing the unit interaction themselves. How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. Sure, if i change the range of a unit it's not just going to affect one situation but all situations the unit is played in. So does changing maps. It's not like I only make the game less aggressive by increasing the mapsize, it may also mean that my superslow siege strategy just doesnt work. The cool part with maps is that you can have many different ones in theory but you can always just have one unit balance. Thats also a reason why I believe in balance patching over mapmaking to deal with problems. It prevents that wr impose too many rules on maps making them all too similar. Which leaves more creative room for maps, since they arent immidiatly unplayavle if they have a blinkfriendly cliff or a doublewide ramp. Nerfing blink means it sucks always Nerfing map means blink sucks at a specific area I interest For example. Making air units free to build buffs air units. Making all maps island maps buffs air units. Does that make both changes equal? No, it wouldn't. They nerfed the Mothershipcore. It still doesn't suck always. It just is weaker in blink rushes. And the last line is ridiculous, I have never said that every two changes are equal. Just that often you can do similar things with maps and balance changes. And that in general, map changes are balance changes. But you did say it. Right when, you know, said this: How so? When i remove all blinkable cliffs, I changed the ability for a stalker to blink onto a highground area. So it is completely equivalent to removing the ability to blink onto a highground area. I even made bold the exact words you said that that they are completely equivalent just so you can see it for yourself. And the mothership does suck now, when compared to what it was before. A map change without a mothership core change would make the mothership core still awesome. Now it is weaker. Nerfing the mothership core makes suck more than it did before. Players learned to accept this, players accept what they are given. But the mothership core does suck now comparatively. Weakening a unit makes it weaker. Changing a map does not make it weaker. They are two completely different changes. Yeah, I said it. In this scenario. Quote me when you find the quote that every change is equivalent. However, just because your two completely arbitrary changes are not equivalent does not mean there are none that are equivalent. Basic logic. And of course making a map bigger makes a SH weaker. There's a fucking huge difference whether I can attack you by sitting in my own natural, or whether I need to be all across some huge distance with them. I read the entire conversation. You're either a bad writer, wrong, or both. Why not be a man and admit it?
Really? I found his point very easy to understand: Some type of changes on units can have the same effect as map changes. I think this is just another case of Thievingmagpie misunderstanding people on purpose.
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On September 25 2014 23:44 TokO wrote: Maybe you need to get ravens. Which could mean more harass options for terrans in terms of autoturrets, as well as MM+PDD harass to win against blink. Would definitely increase skill cap. That is my biggest problem with this suggested change. Forcing detection as a requirement to move out onto the map will have an enormous (and most likely negative) impact on the game. It will greatly slow down the game, and DTs are also a pretty hard counter to any kind of drop/runby play.
Its unrealistic to recommend Terran get a Raven before moving out, given that a pair of medivacs is already necessary.
Combined with PO I would be surprised if we saw a single engagement before 15 minutes unless the Protoss chooses to attack.
Again, it all comes down to cost. If you double the build time on templar archives (to match the dark shrine) I don't think this change will ever come into play. In fact, it might even be a nerf to DTs since it will both be more expensive, and everyone will always be prepared for it.
If you are just tossing the DTs for free onto every Templar play things start to get dicey.
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Northern Ireland22770 Posts
I would love it if Terrans could mix Ravens into bio play more, we've seen the occasional use of it like when Gumiho used PDD to protect his medivac drops.
Such cool plays, but it seems difficult to organically mix in a few
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On September 26 2014 00:12 Wombat_NI wrote: I would love it if Terrans could mix Ravens into bio play more, we've seen the occasional use of it like when Gumiho used PDD to protect his medivac drops.
Such cool plays, but it seems difficult to organically mix in a few
especially earlier in the game when your starport is tied making the essential set of medevacs and or vikings that supports the bio.
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