Designated Balance Discussion Thread - Page 13
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RavenLoud
Canada1100 Posts
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Mr. Enchilada
United States274 Posts
On August 16 2011 11:37 Disquiet wrote: I like to think I'm impartial here, since I play all 3 races, but I definitely lean towards terran as its my "main" race. Any way here are my personal views on balance: TVP: pretty even at my level, but with good micro for avoiding storms/kiting colossi and chargelots perfectly and the 1/1/1 I think its Terran favored at high levels TvZ: Relatively even right now, small variations with metagame shifts but overall pretty well balanced. ZvP: Zerg favoured, very heavily on an open map with few chokes Potential Changes that in my view will help the game: 1.)I'd like to see infestors fungal growth returned to its projectile state that it had for a short period on the PTR. I feel that excessive and in my view unnecessary zerg whinging made them change it to its current form before the projectile mechanic had a chance to be properly tested at a high level. In its current form I think fungal growth is a little strong, especially against protoss. With a projectile instead of instant cast, Fungal growth would require a lot more micro/skill/prediction to use, while potentially still being just as powerful if landed properly. I think this would make games a lot more exciting and balanced, instead of its current form which is just a very easy to use ability that completely removes the opposing players ability to micro once landed. In addition the projectile speed can always easily be tweaked for balance purposes. 2.) I'd like to see immortals buffed, probably a range increase to 6 or maybe a production time/cost buff. Right now they are just not very useful outside of the midgame because they tend to get stuck in the back and unable to fire as armies get large because of their poor range. I also feel an immortal buff would greatly assist protoss in defending the 1/1/1 which seems like a pretty big issue right now. Even though I mainly play terran, I think the race is mostly fine at the moment, I'd like to see marauder buff, but that could only come after an immortal buff for protoss or it would ruin the PVT matchup. My reasoning for this buff is not really balance related, so don't count it as a real comment on the current state of balance. I want it simply because I think it would improve the TvT matchup as right now the viability of the bio army is rapidly diminishing. A small buff to bio I think would create a truly awesome tvt metagame where mech, air and bio are all viable. May I ask, what the hell do you think forcefield is? | ||
Zato-1
Chile4253 Posts
*Marauder bonus damage changed from "+10 vs. Armored" to "+10 vs. Armored units" so that it deals significantly less damage vs. buildings. Stimmed Marauders snipe buildings way too quickly. *Warp Prism build cost reduced to 150min from 200min and build time decreased from 50 to 40. It's in a pretty bad spot right now because it doesn't provide the sheer numbers and toughness of Overlord drops, nor the utility of Medivacs. *Thor 250mm Strike Cannons energy cost reduced to 125 from 150. The ability isn't very good right now. *Overlord health reduced to 180 from 200 and Pneumatized Carapace speed bonus reduced from 1.4062 to 1.1718 (speed x3.5 instead of x4). In-battle baneling drops don't have much in the way of a counter (stimmed Marines aside) because Overlords offer a significant combat advantage at no supply cost. *Sentry's Force Field duration reduced to 13 from 15. Lasts a little too long. That's it. | ||
pwadoc
271 Posts
On August 16 2011 13:25 Hollis wrote: The interesting thing about balance discussion in a game as complex as SC2 is there's always, always a counter-argument. It reminds me of theological discussions; there's never an end and no way to define anything because every single perspective brought to the table is inherently and unavoidably biased because it's based on the arguer's own unique experiences. For that reason I think the only appreciable purpose for this thread is to herd up the junk and put a fence around it. Hopefully it works for that. I think the mistake people make in discussing balance is focussing on one or two units or combinations, rather than addressing larger theoretical issues with the design of a race. Any single given unit or composition can be countered, but the overall design of a race can confer a significant advantage regardless of the specific strategy the player chooses to adopt. For instance, many people seem to think that terran has a lot of balance problems, but everyone has a suggestion for why that might be. I think the problem has a lot more to do with choices the game designers made across the entire race, rather than specific problem units. The issue with terran is that the race possesses defensive capabilities far more powerful than the other two races do, but those abilities don't come at the cost of aggressive potential. In fact, terran players are often more aggressive than their opponent. The powerful base defenses allow terrans to be fairly profligate with their units, and MULE macro mechanics provides for a steady stream of disposable, cheap units. It seems that blizzard's intention, in giving terran such strong defensive potential—cheap, refundable bunkers, turrets, planetary fortresses, scv repair, and extremely long range units, was to create a race that operates by slowly extending a defensive advantage while using harassment tactics to keep the enemy at bay. However, because terrans also have powerful, fast offensive units, the race has the capability to execute strong pushes while still maintaining a strong defensive advantage. I think it is these fast, effective offensive units that create most of the problems, and that need to be addressed. | ||
KingAce
United States471 Posts
On August 16 2011 13:28 mrKamiya wrote: Options doesn't mean all of them are very good, any harass can be very good if you haven't scouted good enough, and don't react correctly/at all. Reaper harass earlygame is easily cleaned up by early roaches, or queens, or just spines. Vikings can only be effective if you let them. A ling runby can also be just as devastating as a terran drop if a terran's army is in the middle of the map, so can a drop. Reapers are very fragile, if you go fast blue flame hellions a roach push can easily kill you or contain you for a while. I could do a queen drop and do damage if you let me or didnt react fast enough. You're kidding right? Reapers come out before roaches. And you're viking rebuttal is very lacking. One viking can shut down a good amount of overloads around the map. A ling run by isn't a harass, it's a lucky break...and lings don't have the dps of MMM drops. Really that's what happens when terran goes for hellion harass? They get contain by roaches? I would love to see a pro harass with a queen drop, sounds very efficient. | ||
Omegalisk
United States337 Posts
On August 16 2011 13:57 pwadoc wrote: I think the mistake people make in discussing balance is focussing on one or two units or combinations, rather than addressing larger theoretical issues with the design of a race. Any single given unit or composition can be countered, but the overall design of a race can confer a significant advantage regardless of the specific strategy the player chooses to adopt. For instance, many people seem to think that terran has a lot of balance problems, but everyone has a suggestion for why that might be. I think the problem has a lot more to do with choices the game designers made across the entire race, rather than specific problem units. The issue with terran is that the race possesses defensive capabilities far more powerful than the other two races do, but those abilities don't come at the cost of aggressive potential. In fact, terran players are often more aggressive than their opponent. The powerful base defenses allow terrans to be fairly profligate with their units, and MULE macro mechanics provides for a steady stream of disposable, cheap units. It seems that blizzard's intention, in giving terran such strong defensive potential—cheap, refundable bunkers, turrets, planetary fortresses, scv repair, and extremely long range units, was to create a race that operates by slowly extending a defensive advantage while using harassment tactics to keep the enemy at bay. However, because terrans also have powerful, fast offensive units, the race has the capability to execute strong pushes while still maintaining a strong defensive advantage. I think it is these fast, effective offensive units that create most of the problems, and that need to be addressed. I think the reason that Terran is so robust is that the race is well designed, with few inherent flaws. This is a really hard thing to fix, as "fixing" it interferes with game design. Dustin Browder said in an interview that Blizzard really can't tell the players "Hey, we're removing your units because your race is too versatile!". I believe it would be better to fill out the other races more rather than remove what makes Terran great. | ||
dbddbddb
Singapore969 Posts
On August 16 2011 13:46 RavenLoud wrote: Food for thought as an attempt to fix PvP: Make warpgate research require a twilight council and possibly decrease its research time for that reason, probably like the original one from beta. PvP isnt easy fixed because anything you try to do will nerf protoss too much in other match ups | ||
Ruscour
5233 Posts
On August 16 2011 14:08 dbddbddb wrote: PvP isnt easy fixed because anything you try to do will nerf protoss too much in other match ups Exactly, there needs to be a major shift (i.e., HotS) for anything like that to be implemented, Protoss simply can't put on offensive pressure without Warpgate. | ||
Mr. Enchilada
United States274 Posts
On August 16 2011 13:23 mrKamiya wrote: Zergs say scan is imba, but mules are so essential for our economy, and scanning is a risk because i dont know where your tech'll be, your natural, your main, your third, etc. Zergs have a mobile scout, it costs only 100/100 once to get speed on them, and if you get overseers, 2.75 speed with the upgrade, pretty fast. Scans are not mobile, and terran doesnt have something as fast as a ling that can scout. If you keep all of your tech in the same base that's your fault, its not op that terran scan and see it. I don't mean to single this guy out specifically, mainly any post like this one. If you can't read all the posts please don't waste our time posting. You're missing the point first off. We are comparing scan to over lords. Not out right saying scan is IMBA. Also, we need a lair and a considerable amount of time to research overlord speed. The big issue is early game, Zergs needs to see what the fuck is going on. Because likely it is an all in. You saying HERP SPEED OVIES BETTA is a complete waste of time. By the time you have speed ovies you've already died to the 7 rax. If you paid attention you would see tons of others who just said what I said. TL;DR do not comment on the last post in a thread. If you cant put forth enough time to read a few pages worth, why should we be expected to read your post? | ||
Mr. Enchilada
United States274 Posts
On August 16 2011 13:57 pwadoc wrote: I think the mistake people make in discussing balance is focussing on one or two units or combinations, rather than addressing larger theoretical issues with the design of a race. Any single given unit or composition can be countered, but the overall design of a race can confer a significant advantage regardless of the specific strategy the player chooses to adopt. For instance, many people seem to think that terran has a lot of balance problems, but everyone has a suggestion for why that might be. I think the problem has a lot more to do with choices the game designers made across the entire race, rather than specific problem units. The issue with terran is that the race possesses defensive capabilities far more powerful than the other two races do, but those abilities don't come at the cost of aggressive potential. In fact, terran players are often more aggressive than their opponent. The powerful base defenses allow terrans to be fairly profligate with their units, and MULE macro mechanics provides for a steady stream of disposable, cheap units. It seems that blizzard's intention, in giving terran such strong defensive potential—cheap, refundable bunkers, turrets, planetary fortresses, scv repair, and extremely long range units, was to create a race that operates by slowly extending a defensive advantage while using harassment tactics to keep the enemy at bay. However, because terrans also have powerful, fast offensive units, the race has the capability to execute strong pushes while still maintaining a strong defensive advantage. I think it is these fast, effective offensive units that create most of the problems, and that need to be addressed. I just said that last part recently to a friend wanting to get into sc2. He said I'm confused I thought terran was supposed to turtle? My response was yes they were designed that way. But over time people took advantage of those and figured out how to use them offensively. Which makes it utterly broken. Think about it. It is SUPPOSED to be this: you cannot break me. I am defended so trying to attack is dumb. It turned into I am going to put the structures outside of your base. Now it is you cannot touch me as I am also killing your expansions. Hence bunker rush and EARLY sieging outside creep with marines running up. Design flaw. If they nerfed the units it would gimp them too much for real combat, and make them impossible for defending actual rushes. Imagine 4 gates without bunkers... | ||
mastergriggy
United States1312 Posts
1. Blue flame hellions, although I think this is just more of a fad right now (thanks to SlayerS team). It always seems like they do way more damage then they ought too, and I get the feeling people are starting to catch on to it. But it is very hard to defend as Zerg. 2. Late game Z v T favors Zerg. Once Zerg gets infestor brood lord mix out, it seems like Terran has to play perfectly to avoid fungals. And one fungal shuts down an entire fleet of Vikings. I'm sure this can be fixed if vikings automatically spread out more. But in my experience it always seems like Zerg wins any game that goes into late game. These are just my opinions lol I'd be happy for someone to disagree with me and point out defense/other ways around. | ||
Shousan
Mexico92 Posts
Now, even though I think they're a little bit too punishing and sometimes feel too easy for the Terrans to just wipe all your workers, it adds a really cool dynamic to the game, making comebacks more viable and requiring a very precise control for the defender. Obviously nerfing the attack would just ruin the use of the unit as a whole, and it would need to be a very significant one to really address the whole "line 'em up" thing, so I was thinking about making them a little more fragile (less HP or something similar), I think it would only be fair if you're able to kill things so fast that your attack has a little more probability of being defended without that much losses. So, what are your thoughts about that? | ||
RevoNinja
United States59 Posts
On August 16 2011 07:28 Elefanto wrote: I'd like to discuss the effects of EMP / Fungal Growth. EMP: Drains 100 shield, 100 mana, decloaks Fungal Growth: Damage, 100% snare, decloaks Why are these two spells decloaking? It's not like they aren't strong enough damage / primary effect wise to warrant additional effects. I'm currently trying to experiment with lots of Dt harass / Warp-Prism and Dts in main army. Dts do ridiculous amount of damage when upgraded, but the harass is denied by basic stationary defense. That's fine, but if you want to mix them in your army, for instance against zerg, you would have the chance to go for a phoenix / chargelot / dt build, or something similar, where you can force map control and effectively harass the zerg. And in the bigger fights you could try to snipe the overseers so that you're dts can help you out in the battle and you're gateway units aren't completely screwed. But the natural response to heavy phoenix / gateway heavy play is infestor, and he counters EVERYTHING. Snares the phoenix / stalker so you can't try to snipe overseers, i could live with that, you could try to force a better position to blink in, flank with the phoenixes etc. But that's also completely nullified because he fungals your dts and then they become visible and attackable. The same goes for terran, you could go gateway heavy with good upgrades and try to harass as much as possible with dts. And when he's forcing a fight sending dts to force scans. But if he sees you're not going colossus he'll go medivac / ghost heavier, thus rendering your dt's obsolte in the fight. Do these two caster really need decloaking? It makes Dts even more of a gimmicky unit, and easier to counter. 1. To me it makes sense for it to reveal them because if they are being held by growth u can see the growth on them which gives u visions of the d. And emp drains electric like stuff which includes the dt cloaking field 2. The decloak only lasts for like three seconds then its over. 3. If it does so much damage then it doesnt matter if it gets emp because it can still kill the units. | ||
Nightkaira
Singapore412 Posts
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RavenLoud
Canada1100 Posts
On August 16 2011 14:13 Ruscour wrote: Exactly, there needs to be a major shift (i.e., HotS) for anything like that to be implemented, Protoss simply can't put on offensive pressure without Warpgate. Well, if warpgate would now take 60 sec (same as in beta), it would be actually faster to get it even with the council compared to now. The only difference is that you commit resources that will delay getting out units which would allow the other player to tech instead of going defense 4 gate. But yeah, what you guys say is true, imagine trying to hold 1-1-1 when you must waste another 150/100 on an useless tech building... Will be keen to see what Blizzard does to balance it ![]() | ||
PeggyHill
1494 Posts
TERRAN: One specific thing I don't like in TvP is the weakness of gateway units to bio. Protoss gateway units should be feared, instead gateway units are nothing more than meatshields for either collossus or storm. Gateway units are pathetic, nerfed so much in the early game (due to warp gate) that they are almost useless in the mid-late game. Another problem I think with terran is the ease at which they can tech, seen in the 111. It's ridiculous to be getting 2-3 banshees, 3 tanks and a raven off 1 base. Thats like a toss getting 2 void ray & 2 collossus off 1 base, utterly impossible. Or for another comparison, a few tanks and a science vessel in SC1. Yet a terran in SC2 can tech to the same level while getting a shit ton of marines, due in a massive part to the reactor on the rax. | ||
latan
740 Posts
Season 1 I played terran diamond. Protoss was usually easy but even (i did hate storms so much tho) and zerg was the hardest, many patches have happened since tho, but the only way i was able to beat zerg was with a cheesy 2 rax with delayed orbital (normal second gas timing) into 2-port banshee, whole point of this build was to delay mutas enough (or kill with banshee) to get a proper defense for it and then do a good 2 or 3 base push, wasnt always succesful but it ended my TvZ losing streak. Season 2 as plat zerg i found terran a cakewalk and protoss pretty much impossible. I won most of my ZvZs too, so i do think my level was higher than plat if it wasn't for my complete inability to beat protoss. I found zerg can afford to be wasteful v T. I played very differently that what one can see at top level, i don't understand why zergs are shy on gas at the early game, i got ling speed -> lair -> banelings, baneling speed, and +1 attack soon after that, I found speedlings and speedbanes more than enough to handle any push that can come out out of terran (if i spot it coming, but that's what lings are good for too). After crushing their first pushes i would go muta harrass and force turrets/thors or simply win, this while going for infestors. After that it was pretty much playing around with the opponent, and trying not to lose to drops. So yeah form my point of view ZvT heavilly favours zerg, although zerg is very unforgiving so one little bad engagement will lose you the game. and i never even got close to figuring ZvP other than 7 or 8 pooling so no comment on that. | ||
Divination
United States139 Posts
In the TvZ matchup, the Infestor/Brood Lord composition is far too strong. Counterarguments include telling Terrans to make ghosts. On paper, ghosts seem to be an effective counter with the quick snipe ability in addition to EMP on the infestors. In reality, it is far more difficult to kill anything with them against a competent Zerg. First and foremost, infestors are HUGE in size. A perfect EMP might hit about 3-5 infestors, not to mention the fact that they automatically spread out after an EMP is casted on them, making it hard to Double-EMP the infestors that are 100+ Energy. If ghosts are massed in an attempt to mass EMP then the infestors have an easy fungal on at least five of them at a time (even if spread out) because they are so SMALL in size. For those people who tell terrans to make units besides Marines, we have no other units to kill brood lords (OR a muta tech switch). Vikings are just as useless against the Brood Lord/Infestor composition because in small numbers, their are easy neural parasited sent to kill each other, or are fungalled if gotten in higher numbers. The only solution is to VASTLY SPREAD a huge amount of vikings so that they cannot be fungalled in groups. This is where Zerg's tech switching capabilities take over. While terran has to make separate production facilities pumping out one of each unit at a time, Zerg can make ONE building and make an UNLIMITED amount of that unit SIMULTANEOUSLY. Grabbing 10 Vikings and spreading well to counter the brood lords sets up perfectly for an ultralisk tech switch, which catches Terran players with their pants down because of the three starports they just build trying to counter the Brood Lords. In short, P/Z late game is ridiculously strong and early game Terran pushes and harasses are extremely effective. I'm just hoping for a balance between all the races in all stages of the game, because I feel like trying to play a macro game as Terran is suicide. | ||
RavenLoud
Canada1100 Posts
The problem with that game is how Fenix's army was constantly divided with very little successful harassment. If you can land 2-3 EMPs on every archon they basically melt a second later. The second problem is how terrans still stick with a marauder heavy mix against toss after the archon massive buff (no pun intended), though lately people have realized that mass marines with upgrades do very well even with storms. I don't understand why terrans don't build hellions against zealot/archons. BFH melt zealots, slap templars around, and can do ok against stalkers in huge numbers since they don't do much damage to each other. Their speed also allow them to dodge storms. Colossus is the only really good toss unit against them. -Thoughts from a low level toss player that loves to use zealot archon ht ![]() | ||
HomicidaL
United States283 Posts
I know i have alot to work on,but everyone is posting their thoughts on balance, so what the hell. Terran in my opinion is very complete, and I have no issues dealing with any terran unit at high diamond lvl. Blue Flame, though super effective but can be dealt with by sim city or roaches. Maybe the terran should have to make a gas investment with the hellion, considering with mules terran can dump mineral in marines or hellions. Protoss At my level its seem protoss dominate zergs late game, even talking to many fellow diamond players. I try to play a macro game with them but its so hard due to the collosus being so good. If i hit my neural perfectly and he doesnt focus my infestors I can win the match up fairly well. But the deathball is so effective. Maybe the collosus can be changed somehow, or give the corrupters a buff. But i dont want the game balanced around my skill, i agree the game should be balanced from the top down. ZvZ LOVE IT ![]() | ||
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