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Designated Balance Discussion Thread - Page 1254

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keglu
Profile Joined June 2011
Poland485 Posts
January 12 2016 22:46 GMT
#25061
"Skyroceting" TvZ winrates in 2 weeks periods from latest to newest (Aligulac)

TvZ 279–243 (53.45%)
TvZ 252–268 (48.46%)
TvZ 172–150 (53.42%)
TvZ 146–150 (49.32%)
Big J
Profile Joined March 2011
Austria16289 Posts
January 12 2016 22:58 GMT
#25062
On January 13 2016 07:41 Foxxan wrote:
Zerg less larva, so need to produce hatcheries.
So less armee but in lategame this is quite uneffected since it will be the same kind of larva as before.

The mule nerf however makes it so Terran can never have the same income as before, therefore making terran have less macro structures throughout the whole game.

Am i missing something here?

You can also just make an extra OC. Both races have to invest a little bit if they want to get to HotS level (or even beyond), but it's all a question of spending. In the end it's an RTS and "when" you make stuff matters, one way or another.

On January 13 2016 07:41 Foxxan wrote:
@MerkMerk
Why cant zerg add some ravagers instead of mutas then?
Or go faster to hive, add ultras?

Why do zerg need ling/bane/muta in particular?
Why do it have to be the same as in Hots?

It has been the only way to play against medivacs. Ravager+Infestor might be an alternative. But I personally don't believe that this will viable 6 months from now. You just won't ever kill a medivac and have 30+ supply locked into your bases. I mean, we are talking about top Koreans who will not get hit by skillshots if they are looking at all.
I think some form of spire play, maybe corruptors, to prevent single dropships to camp between your bases will be necessary when players get better.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
January 12 2016 23:03 GMT
#25063
On January 13 2016 07:58 Big J wrote:
Show nested quote +
On January 13 2016 07:41 Foxxan wrote:
Zerg less larva, so need to produce hatcheries.
So less armee but in lategame this is quite uneffected since it will be the same kind of larva as before.

The mule nerf however makes it so Terran can never have the same income as before, therefore making terran have less macro structures throughout the whole game.

Am i missing something here?

You can also just make an extra OC. Both races have to invest a little bit if they want to get to HotS level (or even beyond), but it's all a question of spending. In the end it's an RTS and "when" you make stuff matters, one way or another.

Show nested quote +
On January 13 2016 07:41 Foxxan wrote:
@MerkMerk
Why cant zerg add some ravagers instead of mutas then?
Or go faster to hive, add ultras?

Why do zerg need ling/bane/muta in particular?
Why do it have to be the same as in Hots?

It has been the only way to play against medivacs. Ravager+Infestor might be an alternative. But I personally don't believe that this will viable 6 months from now. You just won't ever kill a medivac and have 30+ supply locked into your bases. I mean, we are talking about top Koreans who will not get hit by skillshots if they are looking at all.
I think some form of spire play, maybe corruptors, to prevent single dropships to camp between your bases will be necessary when players get better.


Yeah you need some sort of air otherwise Medivacs pin you in your base as a Zerg.

How does Nydus do against the bunny build? I'm just hearing it described (haven't seen it played) but seems like if he's getting early hellions and all that tech a big ol' Nydus should kill it.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Elentos
Profile Blog Joined February 2015
55593 Posts
January 12 2016 23:13 GMT
#25064
On January 13 2016 08:03 DinoMight wrote:
Show nested quote +
On January 13 2016 07:58 Big J wrote:
On January 13 2016 07:41 Foxxan wrote:
Zerg less larva, so need to produce hatcheries.
So less armee but in lategame this is quite uneffected since it will be the same kind of larva as before.

The mule nerf however makes it so Terran can never have the same income as before, therefore making terran have less macro structures throughout the whole game.

Am i missing something here?

You can also just make an extra OC. Both races have to invest a little bit if they want to get to HotS level (or even beyond), but it's all a question of spending. In the end it's an RTS and "when" you make stuff matters, one way or another.

On January 13 2016 07:41 Foxxan wrote:
@MerkMerk
Why cant zerg add some ravagers instead of mutas then?
Or go faster to hive, add ultras?

Why do zerg need ling/bane/muta in particular?
Why do it have to be the same as in Hots?

It has been the only way to play against medivacs. Ravager+Infestor might be an alternative. But I personally don't believe that this will viable 6 months from now. You just won't ever kill a medivac and have 30+ supply locked into your bases. I mean, we are talking about top Koreans who will not get hit by skillshots if they are looking at all.
I think some form of spire play, maybe corruptors, to prevent single dropships to camp between your bases will be necessary when players get better.


Yeah you need some sort of air otherwise Medivacs pin you in your base as a Zerg.

How does Nydus do against the bunny build? I'm just hearing it described (haven't seen it played) but seems like if he's getting early hellions and all that tech a big ol' Nydus should kill it.

I'm not sure what the earliest nydus is atm but the first liberator should be out in time to hold off the units that leave the worm I think.
Every 60 seconds in Africa, a minute passes.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
January 12 2016 23:19 GMT
#25065
You just won't ever kill a medivac and have 30+ supply locked into your bases. I mean, we are talking about top Koreans who will not get hit by skillshots if they are looking at all.


It's more about preventing Siege pick up. And Infestor + Ravager is not the end game composition. Its a temporay composition until you get Ultralisks.
Qikz
Profile Blog Joined November 2009
United Kingdom12049 Posts
January 12 2016 23:22 GMT
#25066
On January 13 2016 08:03 DinoMight wrote:
Show nested quote +
On January 13 2016 07:58 Big J wrote:
On January 13 2016 07:41 Foxxan wrote:
Zerg less larva, so need to produce hatcheries.
So less armee but in lategame this is quite uneffected since it will be the same kind of larva as before.

The mule nerf however makes it so Terran can never have the same income as before, therefore making terran have less macro structures throughout the whole game.

Am i missing something here?

You can also just make an extra OC. Both races have to invest a little bit if they want to get to HotS level (or even beyond), but it's all a question of spending. In the end it's an RTS and "when" you make stuff matters, one way or another.

On January 13 2016 07:41 Foxxan wrote:
@MerkMerk
Why cant zerg add some ravagers instead of mutas then?
Or go faster to hive, add ultras?

Why do zerg need ling/bane/muta in particular?
Why do it have to be the same as in Hots?

It has been the only way to play against medivacs. Ravager+Infestor might be an alternative. But I personally don't believe that this will viable 6 months from now. You just won't ever kill a medivac and have 30+ supply locked into your bases. I mean, we are talking about top Koreans who will not get hit by skillshots if they are looking at all.
I think some form of spire play, maybe corruptors, to prevent single dropships to camp between your bases will be necessary when players get better.


Yeah you need some sort of air otherwise Medivacs pin you in your base as a Zerg.

How does Nydus do against the bunny build? I'm just hearing it described (haven't seen it played) but seems like if he's getting early hellions and all that tech a big ol' Nydus should kill it.


Why not build more static defense? I mean zerg build tons of it anyway, no reason you can't have spore crawlers to stop drop paths with spines.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 12 2016 23:27 GMT
#25067
On January 13 2016 06:28 Big J wrote:
Show nested quote +
And, Big J, if you're reading ... were you the one saying that the only reason the Defender Mode Circle was shown is because of the insane range? And it would be unfair to be getting hit by something in the fog of war (don't remember)? Is that still your argument? Because, if that's the case, I want my opponent's vision of the defender mode circle to go away unless they have vision of the Liberator and can click on it. Once Advanced Ballistics is finished, then you can get your warning back. Deal?

I can't remember saying that, sorry. But it's not impossible that I did.

But I think my argument these days would be twofold. The design part is that I like things that give you indications and warnings and delays before you take damage. Because such things are allowed to be stronger, because the opponent gets a greater opportunity to diminsh the effect through micromanagement. (ravager shots with visual and audio warnings, same for disruptor shots; siege animations of mines/tanks/liberators lurkers; "the circle" of liberators; the widow mine visual clues; the melee nature of banelings, fungal projectile, seeker missile)

But more than that I don't think you could just remove the circle and call it balanced. The range interaction of the liberator and other units is very razor edge and the circle can be placed sloppily or very effectively. It would be plain impossible to deal with liberators in the same way as currently. Even professionals would take like double the amount of hits and the stats would have to be adjusted accordingly.
Also I'm not sure how exact the facing of the liberator is, which is the only clue you'd still have. Instead of playing around a circle you might have to play around a pretty huge cone. Behold incredibly paint drawing incoming:

[image loading]


Epic paint is epic.

I'm not even necessarily advocating for the removal of the noob-mode indicator for scrubs (Kidding! Calm down ...). But, when you are talking about warning indicators, Terran has this on lock down. So much of our powerful units give the opponent some supremely obvious warning:

- Widow Mine standard attack
- Liberator's defender mode
- Ghost's Snipe
- Ghost's Nuke
- Stim
- KD8 charge (shows you a glowing countdown, for some reason)
- Seeker missile

The other races don't telegraph their abilities nearly as much. Before LotV, it was almost zero.
- Zerg had the Nydus global warning (so they decided to make it invulnerable, lol. Can my Ghost be invulnerable while casting Nuke? That'd be great.)
- Protoss telegraphed nothing. Not a single on-screen warning (unless I'm forgetting something).

Then, with LotV, they decided to give Zerg and Protoss some new point-and-click-death abilities, and they came with some on-screen warnings:
- Bile
- Purification Nova (but this was before they tested just pure invulnerability, coupled with a temporary speed boost--LOL!).

Where's my warning that I'm about to walk into an instant-death Lurker pit?

Look, I'm not even advocating that we need more telegraphed abilities. But I do think Terran gets the shit-end of that stick, no? I get your argument, on why you need a noob zone for the Liberator's defender mode, but the tremendously huge area that it could attack--that it can't--is certainly a weakness, and not a strength. But that was some incredible political gymnastics by you to make it seem like a potential strength! : )
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
parkufarku
Profile Blog Joined March 2014
882 Posts
January 12 2016 23:29 GMT
#25068
On January 13 2016 05:19 TimeSpiral wrote:
Show nested quote +
On January 13 2016 04:58 Merkmerk wrote:
On January 13 2016 01:57 Beelzebub1 wrote:
On January 13 2016 01:35 g2s wrote:
ZvT problems:

Scouting prelair is still that hero overlord who sees a reactored factory and a starport. In WoL that could mean: marine, hellion, medivacs. In LOTV it could be that or a hellbat push or widow mines and how about a liberator instead of that medivac?

Also on some maps just bringing a liberator behind a mineral line in a good position is too easy for the guaranteed damage / delaying of mining.

Main problem: Larvanerf makes going mutalingbling much harder by punishing poor mechanics while going roach/ravager lets terran decide the pace for the rest of the game.


I agree with all of this, the Liberator needs a nerf to it's ground mode damage, or it at least needs a nerf to it's anti air abilities, the unit flat out doesn't even have a real exploitable weakness, on maps like Orbital Shipyard with tons of dead space they require way more effort to stop then to produce two of them for guaranteed mineral line damage at the very least.

I feel like the larvae problem does what it was intended to do however which is make Zergs' build macro hatches.


Liberator is too strong for sure but the ground damage is what gives Terran a good counter to stuff like Ultralisks

It keeps them useful in small numbers, which lots of Terran units are all about, but it's the AA that makes them dumb in the way that they poop on both mutas and liberators - and in fact completely shut out mutas from the game for the most part


Nonsense. The Mutas don't have to engage the Liberators unless they have to. Just like the Mutas don't have to engage the Marines, or the Thors. The issue was that with the accelerated pace of play, Marines and Thors would be infinitely too slow to properly defend the Mutas, or a Muta switch, and still be able to survive the incredibly-powerful late-game tech of a Zerg.

The Liberator is fine. If anything, could probably use a super small buff to the time it takes to exit defender mode. At least make it possible to dodge a bile, even it it's hard. Requiring an accurate prediction seems a little rough.


lol TimeSpiral at it again with the ridiculous suggestions. First of all, Liberators the mode are NEVER unprotected alone...marines / thors are always covering it for protection, and the comment about "mutas don't have to engage marines or the Thors" is absolutely false. Have you seen how badly Thors out-range mutas? Have you seen how close Marines are often situated near Liberators?

A small buff to an absolute broken unit? Why don't you just make Liberators cost 1 supply while you're at it?
Beelzebub1
Profile Joined May 2015
1005 Posts
January 12 2016 23:38 GMT
#25069
"The Liberator is fine. If anything, could probably use a super small buff to the time it takes to exit defender mode. At least make it possible to dodge a bile, even it it's hard. Requiring an accurate prediction seems a little rough."

No way man, it's already able to be reactored, shreds Mutas, locks down positions, denies mining time and can fight Corruptors just about straight up.

The Liberator might not in the end need a nerf, but it definitely doesn't need a buff, I'd be more then fine for a PB nerf if the Liberator is summarily nerfed.
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2016-01-13 00:01:00
January 12 2016 23:56 GMT
#25070
On January 13 2016 02:46 DinoMight wrote:
Here's what I'd change. Note this is just minor tweaks not a whole game redesign. I have serious issues with things like the economy and some of the units but those aren’t changing at this point.

Protoss:
-Chrono boost back to the old one. It rewards planning better and is more flexible in its usage. Also helps with tech transitions to keep up with Zerg.
-Increase Photon Overcharge energy requirement to 50 and keep the damage the same but just a little bit longer, maybe from 11 seconds to 15 or so
-Reduce warpgate research by 5-10 seconds.
-Increase the cool down on the Adept shade ability by a few seconds OR damage reduced by 1 vs light (so they 3 shot marines before combat shields and SCVs)
-Increase regular adept movement speed
-Buff Colossus damage towards what it was in HotS (maybe a little less) or include a small buff to +light damage in the upgrade (increased effectiveness against Lings, Hydras, Marines)
-Reduce Carrier build time to 60 and remove release interceptors

Terran:
-Reduce add-on build time by a few seconds
-Reduce Cyclone cost to 125/100 or so without changing stats OR keep same cost but allow them to be made without a tech lab
-Liberators require Armory
-Battlecruisers build a bit faster

Zerg:
-Reduce spine crawler build time (they take forever lol)
-Reduce Corrosive Bile's range to 8 from 9 so they need to take more risks casting it OR Make Ravagers smaller so splash damage is more effective against them, and make them armored
-Reduce Lurker den build time, as it's quite long right now
-Reduce Lurker range to 7.5 from 9 (so they can be outranged by Colossi, which are supposed to be siege units)
-Make Parasitic bomb not stack AND PUT IT ON THE INFESTOR


Rationale:

Protoss
Want to give increased flexibility against Zerg in the early game while nerfing Adepts a bit in early game PvT
Want to make Protoss less reliant on spamming PO and allow Terran to harass them more
Want to compensate by buffing Colos in the mid game since P won't be playing with such an econ advantage
Want to make Carrier transitions viable without making them OP (release interceptors is the culprit)

Terran
Some early game buffs to help stop the bop losses to 3 Protoss units
Slight buffs to the Cylcone to encourage their use defensively (I think they’re great against banshees and Warp Prisms etc.)
Liberator nerf to stop the ridiculous Liberator/Tank rushes and general Liberator behind the minerals nonsense
Battlecruiser buff because they don’t see enough play

Zerg
Basically, I want to see fewer Ravagers. The unit is good against everything. There should be more decision making by the Zerg. Roaches are already pretty versatile.
Lurkers take too long to get but they limit the players’ options too much when they’re on the field. A slight range nerf would help Protoss players fight them better with Storm or Colossi. I’d like to see Lurkers used in more situations and that’s not really possible right now.
Parasitic bomb does its damage way too fast for a human to be able to split. Nerfing the damage is irrelevant because one extra Viper will accomplish the same effect. This ability should obviously just not stack. Also, having PB on the Viper makes the unit counter too many things. I'd rather have it on the infestor where it's available earlier to the Zerg to defend against mass air, but doesn't create a scenario where Vipers counter "their own counter."

Summary:

TvP: buff Terran early so the game is played on even economic footing, then buff Protoss mid/late to compensate

PvZ: better ability to pressure the Zerg early on when he goes for a greedy build like 3 hatch, better transitioning options while limiting the OP carrier scenario

TvZ: fewer ravagers, in general. Less Liberator abuse.



Thoughts?



Some pretty solid points.

Especially: Colossi should outrange lurker; less ravager and less liberator massing.
BamBam
Profile Blog Joined November 2009
745 Posts
January 13 2016 01:23 GMT
#25071
I eagerly wait for my fungal/PB combo on the infestor. Maybe all these people who want the PB to be removed from the viper have a point.
"two is way better than twice as one" - artosis
Lexender
Profile Joined September 2013
Mexico2661 Posts
January 13 2016 01:49 GMT
#25072
On January 13 2016 08:38 Beelzebub1 wrote:
"The Liberator is fine. If anything, could probably use a super small buff to the time it takes to exit defender mode. At least make it possible to dodge a bile, even it it's hard. Requiring an accurate prediction seems a little rough."

No way man, it's already able to be reactored, shreds Mutas, locks down positions, denies mining time and can fight Corruptors just about straight up.

The Liberator might not in the end need a nerf, but it definitely doesn't need a buff, I'd be more then fine for a PB nerf if the Liberator is summarily nerfed.


As a terran that its probably very biased, I think the liberator needs a fucking nerf.

Even if the unit is in a ok state in the game (at least balance wise) the units has become the be-all-end-all of terran.

Banshees? vikings? siege tanks? thors? why make those units when the liberators does its job but better?

Seriously I think they need to nerf the lib so we can move on to make other units have more participation in the game.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2016-01-13 04:17:13
January 13 2016 03:43 GMT
#25073
On January 13 2016 10:49 Lexender wrote:
Show nested quote +
On January 13 2016 08:38 Beelzebub1 wrote:
"The Liberator is fine. If anything, could probably use a super small buff to the time it takes to exit defender mode. At least make it possible to dodge a bile, even it it's hard. Requiring an accurate prediction seems a little rough."

No way man, it's already able to be reactored, shreds Mutas, locks down positions, denies mining time and can fight Corruptors just about straight up.

The Liberator might not in the end need a nerf, but it definitely doesn't need a buff, I'd be more then fine for a PB nerf if the Liberator is summarily nerfed.


As a terran that its probably very biased, I think the liberator needs a fucking nerf.

Even if the unit is in a ok state in the game (at least balance wise) the units has become the be-all-end-all of terran.

Banshees? vikings? siege tanks? thors? why make those units when the liberators does its job but better?

Seriously I think they need to nerf the lib so we can move on to make other units have more participation in the game.


You are under the mistaken impression that any nerfs to the Liberator would be accompanied by buffs elsewhere. Need I remind you of the time the Warhound was scrapped and then... the end?

You're just not used to having a tier 2+ combat unit that is actually worth having all of the time. Now you know what having Ultralisks, Archons, and Colossi feels like.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
EatingBomber
Profile Joined August 2015
1017 Posts
January 13 2016 04:08 GMT
#25074
On January 13 2016 12:43 pure.Wasted wrote:
Show nested quote +
On January 13 2016 10:49 Lexender wrote:
On January 13 2016 08:38 Beelzebub1 wrote:
"The Liberator is fine. If anything, could probably use a super small buff to the time it takes to exit defender mode. At least make it possible to dodge a bile, even it it's hard. Requiring an accurate prediction seems a little rough."

No way man, it's already able to be reactored, shreds Mutas, locks down positions, denies mining time and can fight Corruptors just about straight up.

The Liberator might not in the end need a nerf, but it definitely doesn't need a buff, I'd be more then fine for a PB nerf if the Liberator is summarily nerfed.


As a terran that its probably very biased, I think the liberator needs a fucking nerf.

Even if the unit is in a ok state in the game (at least balance wise) the units has become the be-all-end-all of terran.

Banshees? vikings? siege tanks? thors? why make those units when the liberators does its job but better?

Seriously I think they need to nerf the lib so we can move on to make other units have more participation in the game.


You are under the mistaken assumption that any nerfs to the Liberator would be accompanied by buffs elsewhere. Need I remind you of the time the Warhound was scrapped and then... the end?

You're just not used to having a tier 2+ combat unit that is actually worth having all of the time. Now you know what having Ultralisks, Archons, and Colossi feels like.


This made me explode in laughter. If only I could 1a Liberators and evaporate my Terran enemies' ground forces.
Sissors
Profile Joined March 2012
1395 Posts
January 13 2016 06:45 GMT
#25075
On January 13 2016 12:43 pure.Wasted wrote:
Show nested quote +
On January 13 2016 10:49 Lexender wrote:
On January 13 2016 08:38 Beelzebub1 wrote:
"The Liberator is fine. If anything, could probably use a super small buff to the time it takes to exit defender mode. At least make it possible to dodge a bile, even it it's hard. Requiring an accurate prediction seems a little rough."

No way man, it's already able to be reactored, shreds Mutas, locks down positions, denies mining time and can fight Corruptors just about straight up.

The Liberator might not in the end need a nerf, but it definitely doesn't need a buff, I'd be more then fine for a PB nerf if the Liberator is summarily nerfed.


As a terran that its probably very biased, I think the liberator needs a fucking nerf.

Even if the unit is in a ok state in the game (at least balance wise) the units has become the be-all-end-all of terran.

Banshees? vikings? siege tanks? thors? why make those units when the liberators does its job but better?

Seriously I think they need to nerf the lib so we can move on to make other units have more participation in the game.


You are under the mistaken impression that any nerfs to the Liberator would be accompanied by buffs elsewhere. Need I remind you of the time the Warhound was scrapped and then... the end?

You're just not used to having a tier 2+ combat unit that is actually worth having all of the time. Now you know what having Ultralisks, Archons, and Colossi feels like.

Thats true, but it doesn't change what would be best. But with the same logic we shouldn't nerf the adept.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2016-01-13 07:40:00
January 13 2016 07:32 GMT
#25076
On January 13 2016 15:45 Sissors wrote:
Show nested quote +
On January 13 2016 12:43 pure.Wasted wrote:
On January 13 2016 10:49 Lexender wrote:
On January 13 2016 08:38 Beelzebub1 wrote:
"The Liberator is fine. If anything, could probably use a super small buff to the time it takes to exit defender mode. At least make it possible to dodge a bile, even it it's hard. Requiring an accurate prediction seems a little rough."

No way man, it's already able to be reactored, shreds Mutas, locks down positions, denies mining time and can fight Corruptors just about straight up.

The Liberator might not in the end need a nerf, but it definitely doesn't need a buff, I'd be more then fine for a PB nerf if the Liberator is summarily nerfed.


As a terran that its probably very biased, I think the liberator needs a fucking nerf.

Even if the unit is in a ok state in the game (at least balance wise) the units has become the be-all-end-all of terran.

Banshees? vikings? siege tanks? thors? why make those units when the liberators does its job but better?

Seriously I think they need to nerf the lib so we can move on to make other units have more participation in the game.


You are under the mistaken impression that any nerfs to the Liberator would be accompanied by buffs elsewhere. Need I remind you of the time the Warhound was scrapped and then... the end?

You're just not used to having a tier 2+ combat unit that is actually worth having all of the time. Now you know what having Ultralisks, Archons, and Colossi feels like.

Thats true, but it doesn't change what would be best. But with the same logic we shouldn't nerf the adept.


1. Consider the possibility that what is best isn't Liberators being nerfed and other units being buffed, but other units just being buffed. See: Thor anti-air buff which comes sans a Liberator nerf clause. The Roach didn't get a nerf so that Ultras, Vipers, and Zerglings could all buffs. Ultras, Vipers, and Zerglings just got buffs.

2. The Adepts' and Liberators' situations aren't as analogous as you suggest. Even if Adepts are perfectly fine in mid/late-game engagements (still very open to interpretation), their presence has 2014-levels disastrous implications on TvP early game. They allow shit Protoss to beat good Terrans, just because the defense was out of position for 5 seconds. Meanwhile, Liberators introduce a positional element into engagements that have traditionally been boring blob vs blob contests. So regardless of which race is winning at what timestamp in the MU, there are compelling design reasons for keeping the Liberator strong (which only a buffed tank could reproduce, and Blizzard isn't buffing the tank), and for making WP/Adept harassment less of a free win at the very least.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Sissors
Profile Joined March 2012
1395 Posts
January 13 2016 07:54 GMT
#25077
On January 13 2016 16:32 pure.Wasted wrote:
Show nested quote +
On January 13 2016 15:45 Sissors wrote:
On January 13 2016 12:43 pure.Wasted wrote:
On January 13 2016 10:49 Lexender wrote:
On January 13 2016 08:38 Beelzebub1 wrote:
"The Liberator is fine. If anything, could probably use a super small buff to the time it takes to exit defender mode. At least make it possible to dodge a bile, even it it's hard. Requiring an accurate prediction seems a little rough."

No way man, it's already able to be reactored, shreds Mutas, locks down positions, denies mining time and can fight Corruptors just about straight up.

The Liberator might not in the end need a nerf, but it definitely doesn't need a buff, I'd be more then fine for a PB nerf if the Liberator is summarily nerfed.


As a terran that its probably very biased, I think the liberator needs a fucking nerf.

Even if the unit is in a ok state in the game (at least balance wise) the units has become the be-all-end-all of terran.

Banshees? vikings? siege tanks? thors? why make those units when the liberators does its job but better?

Seriously I think they need to nerf the lib so we can move on to make other units have more participation in the game.


You are under the mistaken impression that any nerfs to the Liberator would be accompanied by buffs elsewhere. Need I remind you of the time the Warhound was scrapped and then... the end?

You're just not used to having a tier 2+ combat unit that is actually worth having all of the time. Now you know what having Ultralisks, Archons, and Colossi feels like.

Thats true, but it doesn't change what would be best. But with the same logic we shouldn't nerf the adept.


1. Consider the possibility that what is best isn't Liberators being nerfed and other units being buffed, but other units just being buffed. See: Thor anti-air buff which comes sans a Liberator nerf clause. The Roach didn't get a nerf so that Ultras, Vipers, and Zerglings could all buffs. Ultras, Vipers, and Zerglings just got buffs.

That is imo a big reason for the mess we are in. Instead of just nerfing OP units, we are going to buff other units to make them OP as well, leaving many units behind. Why would you prefer to buf everything over nerfing a single OP unit?


2. The Adepts' and Liberators' situations aren't as analogous as you suggest. Even if Adepts are perfectly fine in mid/late-game engagements (still very open to interpretation), their presence has 2014-levels disastrous implications on TvP early game. They allow shit Protoss to beat good Terrans, just because the defense was out of position for 5 seconds. Meanwhile, Liberators introduce a positional element into engagements that have traditionally been boring blob vs blob contests. So regardless of which race is winning at what timestamp in the MU, there are compelling design reasons for keeping the Liberator strong (which only a buffed tank could reproduce, and Blizzard isn't buffing the tank), and for making WP/Adept harassment less of a free win at the very least.

If you just flat out nerf Adept, Toss is still going to be in a bad position. I wasn't discussing if Liberator is OP or not, but if they are OP, they need to be nerfed, and likely something else needs to be buffed to keep Terran balanced. Same for Adepts.
Tyrhanius
Profile Joined April 2011
France947 Posts
Last Edited: 2016-01-13 07:56:26
January 13 2016 07:55 GMT
#25078
On January 13 2016 08:56 LSN wrote:
Show nested quote +
On January 13 2016 02:46 DinoMight wrote:
Here's what I'd change. Note this is just minor tweaks not a whole game redesign. I have serious issues with things like the economy and some of the units but those aren’t changing at this point.

Protoss:
-Chrono boost back to the old one. It rewards planning better and is more flexible in its usage. Also helps with tech transitions to keep up with Zerg.
-Increase Photon Overcharge energy requirement to 50 and keep the damage the same but just a little bit longer, maybe from 11 seconds to 15 or so
-Reduce warpgate research by 5-10 seconds.
-Increase the cool down on the Adept shade ability by a few seconds OR damage reduced by 1 vs light (so they 3 shot marines before combat shields and SCVs)
-Increase regular adept movement speed
-Buff Colossus damage towards what it was in HotS (maybe a little less) or include a small buff to +light damage in the upgrade (increased effectiveness against Lings, Hydras, Marines)
-Reduce Carrier build time to 60 and remove release interceptors

Terran:
-Reduce add-on build time by a few seconds
-Reduce Cyclone cost to 125/100 or so without changing stats OR keep same cost but allow them to be made without a tech lab
-Liberators require Armory
-Battlecruisers build a bit faster

Zerg:
-Reduce spine crawler build time (they take forever lol)
-Reduce Corrosive Bile's range to 8 from 9 so they need to take more risks casting it OR Make Ravagers smaller so splash damage is more effective against them, and make them armored
-Reduce Lurker den build time, as it's quite long right now
-Reduce Lurker range to 7.5 from 9 (so they can be outranged by Colossi, which are supposed to be siege units)
-Make Parasitic bomb not stack AND PUT IT ON THE INFESTOR


Rationale:

Protoss
Want to give increased flexibility against Zerg in the early game while nerfing Adepts a bit in early game PvT
Want to make Protoss less reliant on spamming PO and allow Terran to harass them more
Want to compensate by buffing Colos in the mid game since P won't be playing with such an econ advantage
Want to make Carrier transitions viable without making them OP (release interceptors is the culprit)

Terran
Some early game buffs to help stop the bop losses to 3 Protoss units
Slight buffs to the Cylcone to encourage their use defensively (I think they’re great against banshees and Warp Prisms etc.)
Liberator nerf to stop the ridiculous Liberator/Tank rushes and general Liberator behind the minerals nonsense
Battlecruiser buff because they don’t see enough play

Zerg
Basically, I want to see fewer Ravagers. The unit is good against everything. There should be more decision making by the Zerg. Roaches are already pretty versatile.
Lurkers take too long to get but they limit the players’ options too much when they’re on the field. A slight range nerf would help Protoss players fight them better with Storm or Colossi. I’d like to see Lurkers used in more situations and that’s not really possible right now.
Parasitic bomb does its damage way too fast for a human to be able to split. Nerfing the damage is irrelevant because one extra Viper will accomplish the same effect. This ability should obviously just not stack. Also, having PB on the Viper makes the unit counter too many things. I'd rather have it on the infestor where it's available earlier to the Zerg to defend against mass air, but doesn't create a scenario where Vipers counter "their own counter."

Summary:

TvP: buff Terran early so the game is played on even economic footing, then buff Protoss mid/late to compensate

PvZ: better ability to pressure the Zerg early on when he goes for a greedy build like 3 hatch, better transitioning options while limiting the OP carrier scenario

TvZ: fewer ravagers, in general. Less Liberator abuse.



Thoughts?



Some pretty solid points.

Especially: Colossi should outrange lurker; less ravager and less liberator massing.

This change will just make P the OP race, and Zerg underpower.
Luker/ravager are supposed to be sieged units ! Or it's back to HOTS : Zerg is just allow to play defensive and wait from broodlords...
Zerg don't have their drone avantage on LOTV due to larvas nerfs, giving back to P their old a move AOE, + disruptor, + adept, + OP WP, it's just free win for P. Lurker aslo never used on ZvT as tank outranged them, so you basically wants lurker as useless as swarmhost.

Honestly the OP must learn the new game, before asking balance patch to make the game fit for the way he plays.

Btw, liberators are fine, we just need good maps without abusive liberator spots.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
January 13 2016 08:48 GMT
#25079
On January 13 2016 16:54 Sissors wrote:
I wasn't discussing if Liberator is OP or not, but if they are OP, they need to be nerfed, and likely something else needs to be buffed to keep Terran balanced. Same for Adepts.


Yes, if they are OP, they need to be nerfed. You sound like you expect me to disagree with that. What I said was that while it's obvious that Liberators outclass some other Terran t2+ units, that doesn't prove Liberators are OP. That's all.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2016-01-13 09:20:42
January 13 2016 09:20 GMT
#25080
Lib never seemed fair to me in TvP. In the other matchups it might be fine indeed tho.

A random idea of mine would be to make the anti ground attack not trigger on workers, just like how BW vulture mines worked, to keep them balanced.
Revolutionist fan
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