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Designated Balance Discussion Thread - Page 1169

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mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2014-10-23 20:13:56
October 23 2014 19:02 GMT
#23361
The 0-6 of TY in the TvPs of semis and 3rd place match of WECG korea was the last straw for me. I have no problem overall except photon overcharge seemed a little too "cheap" in those series.

Mind you, I have no idea what's going on at master and GM level on ladder, I only watch top level now, mostly almost exclusively Korean.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-23 19:13:39
October 23 2014 19:12 GMT
#23362
On October 24 2014 04:02 mishimaBeef wrote:
The 0-6 of TY in the TvPs of semis and 3rd place match of WECG korea was the last straw for me. I have no problem overall except photon overcharge seemed a little too "cheap" in those series.

Mind you, I have no idea what's going on at master and GM level on ladder, I only watch top level now, mostly korean.


Like someone else before me said, TY is a player that does a lot of things that are fun to watch and makes you FEEL like he's outplaying his opponent. But he's overly aggressive and wastes his units needlessly sometimes and it costs him games.


Also, 6 Terrans, 2 Protoss, 1 Zerg streaming right now.

Imba
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TheDwf
Profile Joined November 2011
France19747 Posts
October 23 2014 19:15 GMT
#23363
On October 24 2014 04:01 antiRW wrote:
Speed for medivacs was the most unnecessary addition in HOTS.

It was a bad addition, but certainly not an unnecessary one. Bio would be unplayable in HotS TvZ without Medivacs being able to escape from mutas, and drop play would be completely nonexistent in TvP with Photon Overcharge. But instead of inventing the Medivac boost, they should have tweaked some of the Protoss aspects that decreased drop play (length of the warp-ins, offensive Blinks, Feedback removing all the energy/dealing full damage, ...).
Kuchikikun
Profile Joined March 2013
Italy560 Posts
October 23 2014 19:15 GMT
#23364
On October 24 2014 04:12 DinoMight wrote:
Show nested quote +
On October 24 2014 04:02 mishimaBeef wrote:
The 0-6 of TY in the TvPs of semis and 3rd place match of WECG korea was the last straw for me. I have no problem overall except photon overcharge seemed a little too "cheap" in those series.

Mind you, I have no idea what's going on at master and GM level on ladder, I only watch top level now, mostly korean.


Like someone else before me said, TY is a player that does a lot of things that are fun to watch and makes you FEEL like he's outplaying his opponent. But he's overly aggressive and wastes his units needlessly sometimes and it costs him games.


He has great micro and multitasking but his macro is not top notch and he frequently overextends
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-10-23 19:24:34
October 23 2014 19:22 GMT
#23365
The problem with swarmhosts is that the best way to protect them is making more swarmhosts and spore crawlers, since semi-static defense is as mobile as they are. The solution is making locusts be countered by something, forcing z to make mixed army compositions. 6 colossus takes waaaay too long.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-23 19:39:06
October 23 2014 19:36 GMT
#23366
On October 24 2014 04:15 TheDwf wrote:
Show nested quote +
On October 24 2014 04:01 antiRW wrote:
Speed for medivacs was the most unnecessary addition in HOTS.

It was a bad addition, but certainly not an unnecessary one. Bio would be unplayable in HotS TvZ without Medivacs being able to escape from mutas, and drop play would be completely nonexistent in TvP with Photon Overcharge. But instead of inventing the Medivac boost, they should have tweaked some of the Protoss aspects that decreased drop play (length of the warp-ins, offensive Blinks, Feedback removing all the energy/dealing full damage, ...).


I'd be okay with the Medivac boost if it was just designed a bit differently. It needs to be a "holy shit get the fuck out of here" button (aka, EMERGENCY thrusters) not just an ability to go really fast for a while kind of thing.

For example if they increased the cooldown on it, you could boost into a Protoss base but then you'd have to fight. So if the Protoss has to warp in a ton of units and pull back their army it's okay. Or you could wait till Protoss is out of position, sneak a couple of Medivacs in, and boost out if he pulls back.

But as it is with the ability to boost in and out Protoss just needs PO.


And I know people love to have on PvP and ignore it because they don't have to play that matchup, but you can't begin to imagine what PvP is like to play after PO. That matchup has changed for the better and it's pretty much because of PO helping counter Gateway cheese.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 23 2014 19:45 GMT
#23367
^

Again, change warpgate being bullshit and everything is fixed. sigh
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-10-23 19:55:04
October 23 2014 19:54 GMT
#23368
And I know people love to have on PvP and ignore it because they don't have to play that matchup, but you can't begin to imagine what PvP is like to play after PO. That matchup has changed for the better and it's pretty much because of PO helping counter Gateway cheese.


Blizzards policy about mirror matchups:
T) "Holy shit, siege tanks/blue flame/hellbats ruin TvT, let's nerf them. Holy shit, Mvp uses BCs but it's not quite enough, let's make them faster. Look, by making lots of good changes we created a good matchup!"
Z) "uuuugh, OK, ZvZ is really shit right now because of SHs/Mutalisks. Let's introduce some weird bandaids like spore buff vs bio and leave the matchup in a different sad state, at least we tried! Sort of..."
P) "Let's create a TL profile and post a lot about how good PvP is so we don't have to care. Hm, what name should we choose? I'm Dustin Browder and my favorite player is TLO. So let's make a profile that resembles that name, like DLO..."

SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 23 2014 19:56 GMT
#23369
On October 24 2014 04:54 Big J wrote:
Show nested quote +
And I know people love to have on PvP and ignore it because they don't have to play that matchup, but you can't begin to imagine what PvP is like to play after PO. That matchup has changed for the better and it's pretty much because of PO helping counter Gateway cheese.


Blizzards policy about mirror matchups:
T) "Holy shit, siege tanks/blue flame/hellbats ruin TvT, let's nerf them. Holy shit, Mvp uses BCs but it's not quite enough, let's make them faster. Look, by making lots of good changes we created a good matchup!"
Z) "uuuugh, OK, ZvZ is really shit right now because of SHs/Mutalisks. Let's introduce some weird bandaids like spore buff vs bio and leave the matchup in a different sad state, at least we tried! Sort of..."
P) "Let's create a TL profile and post a lot about how good PvP is so we don't have to care. Hm, what name should we choose? I'm Dustin Browder and my favorite player is TLO. So let's make a profile that resembles that name, like DLO..."


LARZ0ERSSS !!!!!!!!!1!!!!1111111!!!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 23 2014 20:13 GMT
#23370
Well, this topic has been beaten to death. Let's discuss something more fun like...

BALANCE OF THE NEW (old) MAPS!

I think we're going to have a lot of really stupid games and some epicly entertaining ones.

Antiga Shipyard should basically be Blink allins all day..
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-10-23 21:36:40
October 23 2014 21:36 GMT
#23371
--- Nuked ---
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 23 2014 21:52 GMT
#23372
On October 24 2014 06:36 SatedSC2 wrote:
Show nested quote +
On October 24 2014 05:13 DinoMight wrote:
Well, this topic has been beaten to death. Let's discuss something more fun like...

BALANCE OF THE NEW (old) MAPS!

I think we're going to have a lot of really stupid games and some epicly entertaining ones.

Antiga Shipyard should basically be Blink allins all day..

Yep. One of the best maps for it. Cloud Kingdom and Shakuras Plateau aren't bad for it either, as you can see here: http://www.teamliquid.net/forum/sc2-strategy/381055-pvt-cheese-4-gate-blink-obs-all-in


Should make up for how stupidly fast reapers will arrive on Metalopolis... -___-
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
HellHound
Profile Joined September 2014
Bulgaria5962 Posts
October 23 2014 21:52 GMT
#23373
On October 24 2014 03:30 MstrJinbo wrote:
Show nested quote +
On October 24 2014 02:58 HellHound wrote:
On October 24 2014 02:44 KeksX wrote:
On October 24 2014 02:42 HellHound wrote:
On October 24 2014 02:21 MstrJinbo wrote:
On October 24 2014 01:16 Big J wrote:
On October 24 2014 01:12 frostalgia wrote:
The only change I'd love to see happen before LotV is to Swarm Hosts.

They can be made into a more fun unit if tweaked correctly. This might have to wait until Legacy of the Void, but I believe it's an urgent change that should be implemented at least on a Balance Map after this year.

Locusts need to be much weaker, and do far less damage. You should be able to kill them with workers, and they should need to 2-shot workers as well. They should be weaker than zerglings and broodlings.
I suggest to cut their damage and health in half.

In exchange, they should move quicker (about twice as fast), live for 30 seconds (45 seconds with Enduring upgrade, which should require Hive), and spawn every 30 seconds. Then you can poke around more often, or overlap spawns to crate a swarm that can deal double damage for ten seconds.

This creates interesting strategic opportunities in all zerg matchups, by deciding where to spawn locusts from and moving them around more often since they're faster. Swarm Hosts would be more focused on things like map control, scouting, harassing worker lines, or overlapping spawns to do damage for a few seconds. However, they wouldn't be great damage dealers with each spawn like they are now during a siege.

Think about how this can actually be a buff for Zerg in situations where they can prove useful. Zerg wouldn't lose as many lings to scout, it provides more micro for Swarm Hosts for better players to show skill with them, and doesn't make you a troll anymore.

They would most likely be used in smaller numbers to poke around at first, but would make a good support unit to scout ahead, or locusts can still make a nice damage-sink for other units instead of lings once the Enduring Locusts upgrade is researched and spawns can be overlapped.

Wouldn't it be more fun to try to overlap spawns in late game, and micro speedier locusts around in mid game as scouts and worker harass? Giving Swarm Host a reduced midgame role and a more interesting micro-based late game role would be beneficial for all races and matchups.


If I want a fast harass unit that walks by ground and is cheap I actually just build zerglings.
The idea with Swarm Hosts was to give zerg a much needed midgame longrange unit. Something that lets you attack if you claim mapcontrol. The free unit concept failed in that regard and thus I think it should just be removed and replaced with something that fits the intention.


Should replace the free units with spikes that travel from underground, dealing damage to units in a line. Just sayin

If it has less range than a collosus it's useless cause marauders immortal can kill it too easily if it has more range than collosus it's imba as hell.
Lurkers would be stupid in sc2.


Your argument literally is "marauders could kill it and if it had more range it would be imba" - what? That doesn't make sense. If marauders could kill lurkers easily thats completely fine. A unit doesn't have to be strong against everything. Thats why unit compositions exist.
Yeah that's my argument pretty much.
If it's range is too short you can't use it to effectivly siege which is what the swarm host is for (and even tho it takes forever with some viper help it's actaully not that horrible at it)
If it's too long it's really hard to kill in a defensive position so pushing into zerg becomes very difficult.
How will you use lurker to help zerg break people playing super defensive?
Regardless how much whining is going on about the SH it does that job.
What else would you use it for? To kill marines? We have banes for that. Lurker would be better? Arguable, mobile splash has advantages versus super sonic drop ships.


It's debateble that swarmhosts do their job. More often they cause stalemates more then end them. And imagine this scenario,. A terran has a planetary fortress isolated in a corner of the map. Unless you are Life no amounts of zergling can kill it but you can't send your army because the terran would attack when you are out of position. But imagine if you send 4 lurkers. The turret is down on the first or second attack, then all the SCVs then the planetary. Imagine a terran or protoss dropping a base with lurkers burrowed there. And imagine lurker drops...
I imagine sending 4 hydras behind the mineral line to make the PF worthless :D
I imagine terran dropping a base with lurkers there will go like this - rauders drop medivacs heal lurkers die.
I don't like the design of Swarm hosts It's annoying good at space control but way too slow at actually breaking down turtles.
Swarm Hosts on their own are horrible yes but with support (viper queens are awesome) they become obscenely efficent at dealing with turtles, just slow. Very very slow.
To clarify I don't have an issue with the impaler other then it being fairly boring design but the lurker would be silly in sc2.
Classic GosoO |sOs| Everyone has to give in, let Life win | Zest Is The Best | Roach Cultist | I recognize the might and wisdom of my Otherworldly overlord | Air vs Air 200/200 SC2 is best SC2 | PRIME has been robbed | Fuck prime go ST | ROACH ROACH ROACH
HellHound
Profile Joined September 2014
Bulgaria5962 Posts
October 23 2014 21:53 GMT
#23374
On October 24 2014 05:13 DinoMight wrote:
Well, this topic has been beaten to death. Let's discuss something more fun like...

BALANCE OF THE NEW (old) MAPS!

I think we're going to have a lot of really stupid games and some epicly entertaining ones.

Antiga Shipyard should basically be Blink allins all day..

I made a blue flame hellion all in designed for metalopolis with a friend of mine :D
I think I get off on hurting zergy souls.
Classic GosoO |sOs| Everyone has to give in, let Life win | Zest Is The Best | Roach Cultist | I recognize the might and wisdom of my Otherworldly overlord | Air vs Air 200/200 SC2 is best SC2 | PRIME has been robbed | Fuck prime go ST | ROACH ROACH ROACH
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-10-24 09:36:08
October 24 2014 09:35 GMT
#23375
--- Nuked ---
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
October 24 2014 10:27 GMT
#23376
On October 23 2014 23:19 xongnox wrote:
Show nested quote +
On October 23 2014 23:02 LSN wrote:
On October 23 2014 20:48 xongnox wrote:
Wow, such a Total Terran Domination : http://wiki.teamliquid.net/starcraft2/IEM_Season_IX_-_San_Jose/Asian_Final_Qualifier

Protoss not that bad i guess.



Everytime I look into this thread, I see this stupid terran bias.

Did you really want that single terran that participated in this tournament to win against the dozen of top 10 zerg and protoss players in order to prove anything?

It is the same as dreamhack stockholm where 8 out of 10 top ten zergs participated but none or only 1 of the top ten terrans.


You should watch a bit more LP before writing stupid nonsense ^^

- http://wiki.teamliquid.net/starcraft2/IEM_Season_IX_-_San_Jose/Asian_Final_Qualifier is stage 2. You get to stage2 either by invitation or by stage 1 qualifiers :

- http://wiki.teamliquid.net/starcraft2/IEM_Season_IX_-_San_Jose/Korean_and_Taiwan_Qualifier (some notable top 10 terrans : Maru, Cure, Fantasy, Ty, Flash. )

So i linked the page where you see very few terans had qualified to stage2, and protoss doing quite OK. I'm not calling imbalance on this, but simply uses this as a counter-example to the recent "terran OP" ignorant BS talk.



I appreciate that this is several pages and a day late but having seen these posts I just had to comment.


Are you serious?

For the final Asian qualifier you have one single Terran who is in there. And its GuMiho who, with the all the respect in the world for the guy and his past achievements, isn't exactly INnoVation.

The rest of the players? There were 3 qualified Protoss and 5 qualified Zerg. So on first glance Zerg is a little overrepresented. But if you look at the actual qualifiers themselves you got:


Korea - 2P, 1T, 1Z. There are four slots, this was always likely to happen. The Z is Solar, who won Dreamhack Stockholm just recently. The Protoss are Rain, who is well known as a solid player, and Stats, who has just won WECG. Looking at notable participants alone that Terran lineup isn't actually that strong. As for your little list...FanTaSy is NOT a top 10 Terran for a start. Cure and Ty are pretty debatable I'd argue; decent players but not amazing. Maru and Flash are genuinely good.

Looking into the qualifiers that you're setting so much store by...Flash apparently choked in the first round against Terminator. FanTaSy went way further than I'd have expected before getting taken out by the ever-improving Jaedong. Ty put in a solid enough performance to beat Dear but got defeated by Hydra. Cure got run over by an rampant Rain on his way to qualification (and, indeed, qualifying for the main event). Maru got taken down by Trust which is a surprise but its not exactly unprecedented to have surprises when so many games are going on.

In short: there are plenty of Protoss and Zerg on that list that are the match of and of the Terrans there and capable of beating them. So having one of them have the extra player rather than Terran having it means nothing.


China - 2Z. Hard to tell whether this is reasonable because there's a lot of races not listed. But if its any measure TooDming is the only player that people are likely to recognise there.


SEA - 1P, 1Z. There weren't ANY Terrans in the actual qualifier. So I'm curious how you think more Terrans should have been in the final qualifier.


The only seemingly-balanced qualifier was Korea. Which is reflected in the 2/1/1 split of qualifying players. The rest of the tournament just straight up lacks Terrans either due to small regional numbers (there were only six players in the entire SEA qualifier) or because IEM didn't invite them.

Beyond the qualifying players they invited five more Protoss and three Zerg. Note: Invited. And you're using that as your counter-example. How about I set up a tournament with qualifiers for two spots and then invite fourteen Terrans. Terran OP then?

In short? You can't use this as indicative of balance at all.

I mean honestly...
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
Last Edited: 2014-10-24 10:33:39
October 24 2014 10:32 GMT
#23377
On October 24 2014 19:27 -Celestial- wrote:
Show nested quote +
On October 23 2014 23:19 xongnox wrote:
On October 23 2014 23:02 LSN wrote:
On October 23 2014 20:48 xongnox wrote:
Wow, such a Total Terran Domination : http://wiki.teamliquid.net/starcraft2/IEM_Season_IX_-_San_Jose/Asian_Final_Qualifier

Protoss not that bad i guess.



Everytime I look into this thread, I see this stupid terran bias.

Did you really want that single terran that participated in this tournament to win against the dozen of top 10 zerg and protoss players in order to prove anything?

It is the same as dreamhack stockholm where 8 out of 10 top ten zergs participated but none or only 1 of the top ten terrans.


You should watch a bit more LP before writing stupid nonsense ^^

- http://wiki.teamliquid.net/starcraft2/IEM_Season_IX_-_San_Jose/Asian_Final_Qualifier is stage 2. You get to stage2 either by invitation or by stage 1 qualifiers :

- http://wiki.teamliquid.net/starcraft2/IEM_Season_IX_-_San_Jose/Korean_and_Taiwan_Qualifier (some notable top 10 terrans : Maru, Cure, Fantasy, Ty, Flash. )

So i linked the page where you see very few terans had qualified to stage2, and protoss doing quite OK. I'm not calling imbalance on this, but simply uses this as a counter-example to the recent "terran OP" ignorant BS talk.




Korea - 2P, 1T, 1Z. There are four slots, this was always likely to happen. The Z is Solar, who won Dreamhack Stockholm just recently. The Protoss are Rain, who is well known as a solid player, and Stats, who has just won WECG. Looking at notable participants alone that Terran lineup isn't actually that strong. As for your little list...FanTaSy is NOT a top 10 Terran for a start. Cure and Ty are pretty debatable I'd argue; decent players but not amazing. Maru and Flash are genuinely good.

Just nitpicking, but Cure has at least much right on that 'top 10 title' as Flash. So does TY. Calling these players decent while calling Stats who just had his first really notable achievement something in the trend of 'amazing' is, with all due respect, highly interesting.

That being said, whilst these qualifiers were good for Protoss and Terran was somewhat lacking, this is not indicative of balance in any way.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
TokO
Profile Joined July 2011
Norway577 Posts
October 24 2014 11:07 GMT
#23378
If anything, the Korea qualifiers were indicative of good balance. The Asia finals qualifier was of course skewed by the amount of Protoss and Zerg invites, so it can hardly be a reliable measure of balance. Still, top 4 was one of each race + a protoss, which is quite good from that perspective.

On maps though. I might play random, but I might just not too. I think playing random on all maps would be the best way to enjoy the pool fully.
Swisslink
Profile Joined March 2011
2956 Posts
October 24 2014 11:29 GMT
#23379
On October 24 2014 05:13 DinoMight wrote:
Well, this topic has been beaten to death. Let's discuss something more fun like...

BALANCE OF THE NEW (old) MAPS!

I think we're going to have a lot of really stupid games and some epicly entertaining ones.

Antiga Shipyard should basically be Blink allins all day..


The soultrain will be back in action on lots of maps, imo. Especially Ohana is most likely gonna be Soul train all day everyday xD
RaFox17
Profile Joined May 2013
Finland4581 Posts
October 24 2014 11:45 GMT
#23380
On October 24 2014 20:29 Swisslink wrote:
Show nested quote +
On October 24 2014 05:13 DinoMight wrote:
Well, this topic has been beaten to death. Let's discuss something more fun like...

BALANCE OF THE NEW (old) MAPS!

I think we're going to have a lot of really stupid games and some epicly entertaining ones.

Antiga Shipyard should basically be Blink allins all day..


The soultrain will be back in action on lots of maps, imo. Especially Ohana is most likely gonna be Soul train all day everyday xD

It's gonna be lot of pvp there cause i have a feeling that zerg will veto that map.
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