• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:59
CEST 08:59
KST 15:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed13Weekly Cups (July 7-13): Classic continues to roll4Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
RSL Revival patreon money discussion thread Who will win EWC 2025? The GOAT ranking of GOAT rankings Esports World Cup 2025 - Brackets Revealed Weekly Cups (July 7-13): Classic continues to roll
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event Sea Duckling Open (Global, Bronze-Diamond) RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Help: rep cant save BW General Discussion Flash Announces (and Retracts) Hiatus From ASL ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Cosmonarchy Pro Showmatches [Megathread] Daily Proleagues CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 823 users

Designated Balance Discussion Thread - Page 157

Forum Index > SC2 General
Post a Reply
Prev 1 155 156 157 158 159 1266 Next
MilesTeg
Profile Joined September 2010
France1271 Posts
October 15 2011 15:49 GMT
#3121
On October 15 2011 15:22 Wire wrote:
Just curious to see the flavors of answers to this question:

why is hydralisk not tier 1?


I don't know, but given how bad it is I'm glad it isn't :p at least we're not forced to make any.

Seriously, roaches are good for ZvZ, and make the matchup more stable. They're also needed to deal with gateway pushes. If the hydralisk stays what it is, a weak high DPS unit that can shoot up and down, I don't see any reason why it would be better than roaches at T1.
Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-10-15 16:59:53
October 15 2011 16:52 GMT
#3122
On October 16 2011 00:21 Belial88 wrote:
Show nested quote +
And yet 1-1-1 is metagame apparently and not imbalanced, according to Blizz.


What about the immortal buff? Blizz specifically said 1-1-1 was a problem. I think they did the right move in trying to let the metagame work it out, but giving a small nudge.


For what it's worth, it's nowhere near as big as the roach buff for several reasons:

- 5 to 6 is a smaller % increase than 3 to 4
- You can't make that many immortals, it's not a staple unit like the roach

I'm not saying it sucks, but it's not a very large buff and it does not address the problem at all. So what if your handful of immortals will shoot 1cm further? How does that relate to stopping banshee + Raven + marines + siege tanks?

And, sure, Blizzard is "nudging" toward potential 1-1-1 solutions. But as Toadvine indicated earlier, if this is their general policy, then they sure have a funny way of applying it across the board, with the gigantic nerfs Protoss has received.

Why didn't they apply this "soft nudge" policy to warpgates, or blink rush, instead of delaying them by half a minute? Did Void Rays get a soft nudge? Did KA warrant full on removal, instead of a value nerf?

Blizzard has no problem taking a hammer to things. And yet they are only nudging at a solution to 1-1-1. Why the double standard? The very same patch which is "nudging" against 1-1-1 just wrecked blink rush.

I don't like the way David Kim operates, especially if things like Catz' influence (mentioned in Toadvine's post) are true.
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 15 2011 17:28 GMT
#3123
On October 16 2011 00:49 MilesTeg wrote:
Show nested quote +
On October 15 2011 15:22 Wire wrote:
Just curious to see the flavors of answers to this question:

why is hydralisk not tier 1?


I don't know, but given how bad it is I'm glad it isn't :p at least we're not forced to make any.

Seriously, roaches are good for ZvZ, and make the matchup more stable. They're also needed to deal with gateway pushes. If the hydralisk stays what it is, a weak high DPS unit that can shoot up and down, I don't see any reason why it would be better than roaches at T1.


From a practical standpoint, if hydras were teir one they could snipe the buildings that are used to wall in with the assistance of an overlord. Since they can range 6, there would always be an angle that the hydra could attack the wall, but the other player could not shot back. If you combo this with a solid zergling run-by, it would be a pretty awesome opening. The other two races do not get a flying unit that allows them to see high ground so early, so its less of any issue.

Hydras roll gateway units, like all of them with almost no issues. A single hydra double the damage of a marine at the same rate of fire, and protoss don't exactly roll marines in large numbers. They would need to be a vastly changed unit if they were going to be in teir 1. I'm not against it, but the roach is a solid teir one ranged unit, if limited. The hydra just needs to be made more robust where it is.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
SgtCoDFish
Profile Blog Joined July 2010
United Kingdom1520 Posts
October 15 2011 17:28 GMT
#3124
On October 16 2011 01:52 Brotocol wrote:
Show nested quote +
On October 16 2011 00:21 Belial88 wrote:
And yet 1-1-1 is metagame apparently and not imbalanced, according to Blizz.


What about the immortal buff? Blizz specifically said 1-1-1 was a problem. I think they did the right move in trying to let the metagame work it out, but giving a small nudge.


For what it's worth, it's nowhere near as big as the roach buff for several reasons:

- 5 to 6 is a smaller % increase than 3 to 4
- You can't make that many immortals, it's not a staple unit like the roach

I'm not saying it sucks, but it's not a very large buff and it does not address the problem at all. So what if your handful of immortals will shoot 1cm further? How does that relate to stopping banshee + Raven + marines + siege tanks?

And, sure, Blizzard is "nudging" toward potential 1-1-1 solutions. But as Toadvine indicated earlier, if this is their general policy, then they sure have a funny way of applying it across the board, with the gigantic nerfs Protoss has received.

Why didn't they apply this "soft nudge" policy to warpgates, or blink rush, instead of delaying them by half a minute? Did Void Rays get a soft nudge? Did KA warrant full on removal, instead of a value nerf?

Blizzard has no problem taking a hammer to things. And yet they are only nudging at a solution to 1-1-1. Why the double standard? The very same patch which is "nudging" against 1-1-1 just wrecked blink rush.

I don't like the way David Kim operates, especially if things like Catz' influence (mentioned in Toadvine's post) are true.


Surely the reason they're "nudging" is because the 1-1-1 problem isn't about any one unit being too good, it's about a combination of units at a timing being too good, and all of the units are used in other terran matchups, so nerfing marines, tanks ravens or banshees can have far reaching implications.

As for your examples, everything you listed is an example of something that was only too good in one situation (such as KA - templar were rarely used in PvZ and never in PvP)
and so could be changed without causing imbalance in other matchups, or things that they deemed too good across the board (blink rushes). Void rays weren't so much nerfed as redesigned.

tl;dr 1-1-1 is far more complicated to balance than the things you listed, which is why they're being "slow" about it
Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-10-15 17:31:40
October 15 2011 17:31 GMT
#3125
On October 16 2011 02:28 SgtCoDFish wrote:
Show nested quote +
On October 16 2011 01:52 Brotocol wrote:
On October 16 2011 00:21 Belial88 wrote:
And yet 1-1-1 is metagame apparently and not imbalanced, according to Blizz.


What about the immortal buff? Blizz specifically said 1-1-1 was a problem. I think they did the right move in trying to let the metagame work it out, but giving a small nudge.


For what it's worth, it's nowhere near as big as the roach buff for several reasons:

- 5 to 6 is a smaller % increase than 3 to 4
- You can't make that many immortals, it's not a staple unit like the roach

I'm not saying it sucks, but it's not a very large buff and it does not address the problem at all. So what if your handful of immortals will shoot 1cm further? How does that relate to stopping banshee + Raven + marines + siege tanks?

And, sure, Blizzard is "nudging" toward potential 1-1-1 solutions. But as Toadvine indicated earlier, if this is their general policy, then they sure have a funny way of applying it across the board, with the gigantic nerfs Protoss has received.

Why didn't they apply this "soft nudge" policy to warpgates, or blink rush, instead of delaying them by half a minute? Did Void Rays get a soft nudge? Did KA warrant full on removal, instead of a value nerf?

Blizzard has no problem taking a hammer to things. And yet they are only nudging at a solution to 1-1-1. Why the double standard? The very same patch which is "nudging" against 1-1-1 just wrecked blink rush.

I don't like the way David Kim operates, especially if things like Catz' influence (mentioned in Toadvine's post) are true.


Surely the reason they're "nudging" is because the 1-1-1 problem isn't about any one unit being too good, it's about a combination of units at a timing being too good, and all of the units are used in other terran matchups, so nerfing marines, tanks ravens or banshees can have far reaching implications.

As for your examples, everything you listed is an example of something that was only too good in one situation (such as KA - templar were rarely used in PvZ and never in PvP)
and so could be changed without causing imbalance in other matchups, or things that they deemed too good across the board (blink rushes). Void rays weren't so much nerfed as redesigned.

tl;dr 1-1-1 is far more complicated to balance than the things you listed, which is why they're being "slow" about it



Blink rush was not too good against Terran at the very least, and yet the "far reaching consequences" of this huge nerf on PvT don't seem to have been considered. 4gate was never too good against Terran, and the same applies.
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
October 15 2011 17:39 GMT
#3126
Not to mention the Flux Vanes removal.

You think balancing a matchup without considering other matchups is bad? Blizzard balanced TWO vs fucking TWO without considering 1v1! They took away Flux Vanes because it was imbalanced "in team games." Double standards FTW!
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
October 15 2011 17:43 GMT
#3127
On October 16 2011 00:06 SeaSwift wrote:
Show nested quote +
On October 15 2011 23:18 Destructicon wrote:
If Warp Gate Tech was moved to Twilight Council or, if Warp Gate tech required a TC or a Templar Archives, then you could safely buff GW units for the early game without worrying about Warp being too strong, by the mid game it should turn out well enough.


Absolutely agree. I said something similar earlier in the thread.



warpgates are MANDATORY for any kind of 1gate or 3gate expand vs terran OR zerg, as when warpgate research completes you finish your units making and then instantly get a second round of units, essentially skipping 30+ seconds of production time for that first warp in per gateway.


Without that, protoss will have 3-4 units instead of 7-8 when terran early pressure comes, and no amount of buffing will let them survive that in current expand builds
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
October 15 2011 17:46 GMT
#3128
On October 16 2011 02:43 Cyro wrote:
Show nested quote +
On October 16 2011 00:06 SeaSwift wrote:
On October 15 2011 23:18 Destructicon wrote:
If Warp Gate Tech was moved to Twilight Council or, if Warp Gate tech required a TC or a Templar Archives, then you could safely buff GW units for the early game without worrying about Warp being too strong, by the mid game it should turn out well enough.


Absolutely agree. I said something similar earlier in the thread.



warpgates are MANDATORY for any kind of 1gate or 3gate expand vs terran OR zerg, as when warpgate research completes you finish your units making and then instantly get a second round of units, essentially skipping 30+ seconds of production time for that first warp in per gateway.


Without that, protoss will have 3-4 units instead of 7-8 when terran early pressure comes, and no amount of buffing will let them survive that in current expand builds


And yet with Gateway units being stronger, Protoss wouldn't have to expand so early against Terran to be safe against 1-1-1.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
October 15 2011 17:47 GMT
#3129
On October 15 2011 23:14 pezit wrote:
Show nested quote +
On October 15 2011 22:23 Spitfire wrote:
On October 15 2011 20:57 Chaosvuistje wrote:
Seriously, it's absolutely disgusting watching 15 marauders with 8 medivacs just forcing themselves down over the Protoss gateway force with relative ease just because Stalkers can't do anything to the MM ball in even numbers. In my opinion it is so blatantly appearant that the main gateway bulk like Zealots and Stalkers are nothing more than a meat shield that provides cover for the sentries, high templar and Collosus. That's why I dislike playing against or playing protoss right now but will probably love it once they fix the issue of overly strong 'support' units and relatively weak gateway armies in HotS ( I have hopes ).


Problem is, if they make the Gateway army stronger, wont Warp Gate tech be too strong?


It will, which is why they're so weak in the first place. Blizzard has to rethink some design choices they made with sc2 like warpgate, MULE, salvaging, addon swapping and some of the units. I'm guessing most of us are putting our hopes in HotS, I know I am.



I think they will try to fix a lot of stuff with HotS and experiment some, but the "real" esports expansion will be LoTV, as by then, most of the "casual" players will have left, and the remaining fanbase will be those dedicated to the game and esports.


Only then can we see LAN, clan support, and potentially changes that would for example make terran harder to play than toss and zerg at low level in order to balance them out with the micro skillcap we are starting to see in tournaments


Blizzard will support the game as "that cool new thing" until most of the fans get bored and leave, and then fall back to the dedicated esports crowd when they are the only people left, i think
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
October 15 2011 17:48 GMT
#3130
On October 16 2011 02:39 SeaSwift wrote:
Not to mention the Flux Vanes removal.

You think balancing a matchup without considering other matchups is bad? Blizzard balanced TWO vs fucking TWO without considering 1v1! They took away Flux Vanes because it was imbalanced "in team games." Double standards FTW!


It feels like when making changes to toss David Kim threw away his surgeon's scalpel and took out a giant rusty ax- *hack* flux vanes completely removed! *thwack* KA completely removed! *thunk* 30 seconds added to blink stalker upgrade! What happened to the 'gentle nudges' and 'waiting for the metagame to sort things out' then? It's funny how people conveniently forget this stuff.
Wire
Profile Joined July 2009
United States494 Posts
October 15 2011 17:57 GMT
#3131
On October 15 2011 15:25 0neder wrote:
Show nested quote +
On October 15 2011 15:22 Wire wrote:
Just curious to see the flavors of answers to this question:

why is hydralisk not tier 1?

Because Blizzard forgot that in order to preserve racial identity and feel 'swarmy', the zerg needed a 1 supply unit. Now most racial unit counts are the same, besides lings.


I feel like with hydralisk at tier 1 the dynamic of the game would definitely shift, here are some of my thoughts on it:

1. One of the reasons blizzard took out the lurker was because with hydras at tier 2, lurkers would need to be at tier 3, at which point there is already no use for them seeing ultralisks and broodlords. If hydras get moved to tier one, we can definitely see the possible reintroduction of a tier 2 siege unit, which, as the general consensus is right now, would be great

2. Roach hydra at tier 1 would stand off fairly evenly vs both T and P tier 1. hydra > marauder, hydra > stalker, it would force more creative play than mass stalker timing push or marauder + hellion push.

3. Very importantly, hydralisks would provide the AA that zerg desperately needs. Queens just don't cut it when it comes to voidray or banshees, and having hydras at tier 1 would allow zerg to defend without sacrificing as much eco to make spores. This also somewhat balances out the fact that ovie scouting early game really sucks =/

There are obviously some potential problems, and here's what I think they are:

1. A very obvious concern is that with such a wide variety of units at t1 (ling, bane, roach, hydra) there is even more reason for zerg to heavily delay lair in favor of hatchery level play. I could definitely see 3 base mass t1 pushes being a problem, but I think with the current state of the game this can be solved with good play. Since terrans already open up with factory tech, it is a brief transition to tanks, or even blue flame, which still rips hydra apart. Thus the introduction of hydra to tier 1 should not change game play significantly in that stance. If a scan shows very delayed lair, terran should be suspicious and produce more units rather than drone up so much. For protoss, it would promote more robo play. More observers would be required to scout the more variable zerg options, and collosi play would definitely still be viable.

Note that I'm discussing a lot of tier 2 options against what is potentially zerg t1. The point is that it forces zerg to tech up, which I think is reasonable as far as race dynamics, since zergs should just be able to whore out units in a combat situation, not constantly have to reinvent themselves.

2. No siege unit. What that means is that this change definitely cannot be implemented right now. Heart of the swarm? maybe. But it would definitely have to wait.

Second opinions?
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-10-15 18:15:31
October 15 2011 18:10 GMT
#3132
On October 16 2011 02:57 Wire wrote:
Show nested quote +
On October 15 2011 15:25 0neder wrote:
On October 15 2011 15:22 Wire wrote:
Just curious to see the flavors of answers to this question:

why is hydralisk not tier 1?

Because Blizzard forgot that in order to preserve racial identity and feel 'swarmy', the zerg needed a 1 supply unit. Now most racial unit counts are the same, besides lings.


I feel like with hydralisk at tier 1 the dynamic of the game would definitely shift, here are some of my thoughts on it:

1. One of the reasons blizzard took out the lurker was because with hydras at tier 2, lurkers would need to be at tier 3, at which point there is already no use for them seeing ultralisks and broodlords. If hydras get moved to tier one, we can definitely see the possible reintroduction of a tier 2 siege unit, which, as the general consensus is right now, would be great

2. Roach hydra at tier 1 would stand off fairly evenly vs both T and P tier 1. hydra > marauder, hydra > stalker, it would force more creative play than mass stalker timing push or marauder + hellion push.

3. Very importantly, hydralisks would provide the AA that zerg desperately needs. Queens just don't cut it when it comes to voidray or banshees, and having hydras at tier 1 would allow zerg to defend without sacrificing as much eco to make spores. This also somewhat balances out the fact that ovie scouting early game really sucks =/

There are obviously some potential problems, and here's what I think they are:

1. A very obvious concern is that with such a wide variety of units at t1 (ling, bane, roach, hydra) there is even more reason for zerg to heavily delay lair in favor of hatchery level play. I could definitely see 3 base mass t1 pushes being a problem, but I think with the current state of the game this can be solved with good play. Since terrans already open up with factory tech, it is a brief transition to tanks, or even blue flame, which still rips hydra apart. Thus the introduction of hydra to tier 1 should not change game play significantly in that stance. If a scan shows very delayed lair, terran should be suspicious and produce more units rather than drone up so much. For protoss, it would promote more robo play. More observers would be required to scout the more variable zerg options, and collosi play would definitely still be viable.

Note that I'm discussing a lot of tier 2 options against what is potentially zerg t1. The point is that it forces zerg to tech up, which I think is reasonable as far as race dynamics, since zergs should just be able to whore out units in a combat situation, not constantly have to reinvent themselves.

2. No siege unit. What that means is that this change definitely cannot be implemented right now. Heart of the swarm? maybe. But it would definitely have to wait.

Second opinions?


Concern #1 is what bugs me the most, because Zerg as a race is now structured around a flawed design. I don't see hydras being T1 unless some serious retcons or redesigns take place.

But I'd love the Hydra to make a comeback. It still bothers me that it was relegated to such a weird role.

PS - While we're discussing hydras - I don't care if the "original intent" was for hydras to shoot spines. In SC1, they spit acid, period. I want that back! We shouldn't have to care about the designer's pride, just as I don't care about George Lucas' pride.

An interesting fact about SC1 was that the first showing of it received very negative comments. It was called "too cartoony" and "warcraft in space." Blizzard then revamped it because they had to. Now that they're big shots, they seem to have lost touch with some of the basics. Hydralisk is the most iconic zerg unit, damn it!
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
Toadvine
Profile Joined November 2010
Poland2234 Posts
Last Edited: 2011-10-15 20:16:06
October 15 2011 19:35 GMT
#3133
On October 16 2011 01:52 Brotocol wrote:
Show nested quote +
On October 16 2011 00:21 Belial88 wrote:
And yet 1-1-1 is metagame apparently and not imbalanced, according to Blizz.


What about the immortal buff? Blizz specifically said 1-1-1 was a problem. I think they did the right move in trying to let the metagame work it out, but giving a small nudge.


For what it's worth, it's nowhere near as big as the roach buff for several reasons:

- 5 to 6 is a smaller % increase than 3 to 4
- You can't make that many immortals, it's not a staple unit like the roach

I'm not saying it sucks, but it's not a very large buff and it does not address the problem at all. So what if your handful of immortals will shoot 1cm further? How does that relate to stopping banshee + Raven + marines + siege tanks?

And, sure, Blizzard is "nudging" toward potential 1-1-1 solutions. But as Toadvine indicated earlier, if this is their general policy, then they sure have a funny way of applying it across the board, with the gigantic nerfs Protoss has received.

Why didn't they apply this "soft nudge" policy to warpgates, or blink rush, instead of delaying them by half a minute? Did Void Rays get a soft nudge? Did KA warrant full on removal, instead of a value nerf?

Blizzard has no problem taking a hammer to things. And yet they are only nudging at a solution to 1-1-1. Why the double standard? The very same patch which is "nudging" against 1-1-1 just wrecked blink rush.

I don't like the way David Kim operates, especially if things like Catz' influence (mentioned in Toadvine's post) are true.


For the record, I'm not suggesting that Catz has some sort of nefarious influence over David Kim. If I remember correctly, it was a game between Kiwikaki and Machine on Lost Temple in some tournament, with Catz co-casting it, and commenting upon Kiwi's build, which he obviously faced in practice a fair bit. In no way am I claiming that I know who holds the most influence with David Kim and his balancing ideas.

Still, that was the first time I heard about the notion of removing Flux Vanes.

Edit:


Jump to 5:30.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Ben...
Profile Joined January 2011
Canada3485 Posts
October 15 2011 19:52 GMT
#3134
On the topic of hydras, I would love it if they swapped hydras and roaches (IE, roaches are lair tech, hydras hatchery), nerfed hydras (keep range at Lair tech) so they don't demolish gateway units one to one, but got rid of their light classification so they could deal with hellions. It would solve early game anti-air for zerg. It would make them somewhat of a "jack of all trades, master of none" unit, kinda like the stalker or marine (an ideal marine that isn't so good, the current one is the master of everything).
"Cliiiiiiiiiiiiiiiiide" -Tastosis
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 15 2011 20:07 GMT
#3135
The problem with the hydra in SC2 is the damage model, because Blizzard switched to an absolute number rather than the percentage system. The hydra in BW only did 5 damage to light units; you can imagine the massive difference in having a 12dmg unit vs a 5dmg unit in the early game that you could spam for 75/25.

I believe the hydra is absolutely needed and possible at T1, I don't understand why blizzard cannot just rework the stats of the unit to fit for the game. In a way I feel its just their trademark stubbornness, the hydra would make the banshee and even the roach look like completely dumb units.

Which they are.
starleague forever
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
October 15 2011 20:19 GMT
#3136
On October 15 2011 17:36 positron. wrote:
Show nested quote +
On October 15 2011 17:06 neoghaleon55 wrote:

I'm no game designer but maybe....just maybe....requiring 100 gas to make an orbital would solve everything....


That is exactly why you are not and will never be a game designer. 100 gas for OC? where would you get that amount of gas in the early game? There is no CB and no larva for Terran. It would mean they will be behind in worker count until that first 100 gas.


How about you cool it with the personal attacks and try to adhere to some teamliquid standards.
100 gas isn't very much, where do zergling speed come from? 100 gas
Where do lair come from? 100 gas.

It's just one way to slow down terran tech and income.
OC requiring 100 gas would punish early aggression that fails instead of the bullcrap that is 1/1/1 or the 11/11 which has relatively small to zero drawbacks.
moo...for DRG
-_-
Profile Blog Joined November 2003
United States7081 Posts
October 15 2011 20:24 GMT
#3137
On October 16 2011 04:35 Toadvine wrote:
Show nested quote +
On October 16 2011 01:52 Brotocol wrote:
On October 16 2011 00:21 Belial88 wrote:
And yet 1-1-1 is metagame apparently and not imbalanced, according to Blizz.


What about the immortal buff? Blizz specifically said 1-1-1 was a problem. I think they did the right move in trying to let the metagame work it out, but giving a small nudge.


For what it's worth, it's nowhere near as big as the roach buff for several reasons:

- 5 to 6 is a smaller % increase than 3 to 4
- You can't make that many immortals, it's not a staple unit like the roach

I'm not saying it sucks, but it's not a very large buff and it does not address the problem at all. So what if your handful of immortals will shoot 1cm further? How does that relate to stopping banshee + Raven + marines + siege tanks?

And, sure, Blizzard is "nudging" toward potential 1-1-1 solutions. But as Toadvine indicated earlier, if this is their general policy, then they sure have a funny way of applying it across the board, with the gigantic nerfs Protoss has received.

Why didn't they apply this "soft nudge" policy to warpgates, or blink rush, instead of delaying them by half a minute? Did Void Rays get a soft nudge? Did KA warrant full on removal, instead of a value nerf?

Blizzard has no problem taking a hammer to things. And yet they are only nudging at a solution to 1-1-1. Why the double standard? The very same patch which is "nudging" against 1-1-1 just wrecked blink rush.

I don't like the way David Kim operates, especially if things like Catz' influence (mentioned in Toadvine's post) are true.


For the record, I'm not suggesting that Catz has some sort of nefarious influence over David Kim. If I remember correctly, it was a game between Kiwikaki and Machine on Lost Temple in some tournament, with Catz co-casting it, and commenting upon Kiwi's build, which he obviously faced in practice a fair bit. In no way am I claiming that I know who holds the most influence with David Kim and his balancing ideas.

Still, that was the first time I heard about the notion of removing Flux Vanes.

Edit: http://www.youtube.com/watch?v=t2H0AUEkXxA

Jump to 5:30.



Wow, what a strange coincidence. I remember that particular game as well.
Daralii
Profile Joined March 2010
United States16991 Posts
October 15 2011 20:30 GMT
#3138
On October 16 2011 04:35 Toadvine wrote:
Show nested quote +
On October 16 2011 01:52 Brotocol wrote:
On October 16 2011 00:21 Belial88 wrote:
And yet 1-1-1 is metagame apparently and not imbalanced, according to Blizz.


What about the immortal buff? Blizz specifically said 1-1-1 was a problem. I think they did the right move in trying to let the metagame work it out, but giving a small nudge.


For what it's worth, it's nowhere near as big as the roach buff for several reasons:

- 5 to 6 is a smaller % increase than 3 to 4
- You can't make that many immortals, it's not a staple unit like the roach

I'm not saying it sucks, but it's not a very large buff and it does not address the problem at all. So what if your handful of immortals will shoot 1cm further? How does that relate to stopping banshee + Raven + marines + siege tanks?

And, sure, Blizzard is "nudging" toward potential 1-1-1 solutions. But as Toadvine indicated earlier, if this is their general policy, then they sure have a funny way of applying it across the board, with the gigantic nerfs Protoss has received.

Why didn't they apply this "soft nudge" policy to warpgates, or blink rush, instead of delaying them by half a minute? Did Void Rays get a soft nudge? Did KA warrant full on removal, instead of a value nerf?

Blizzard has no problem taking a hammer to things. And yet they are only nudging at a solution to 1-1-1. Why the double standard? The very same patch which is "nudging" against 1-1-1 just wrecked blink rush.

I don't like the way David Kim operates, especially if things like Catz' influence (mentioned in Toadvine's post) are true.


For the record, I'm not suggesting that Catz has some sort of nefarious influence over David Kim. If I remember correctly, it was a game between Kiwikaki and Machine on Lost Temple in some tournament, with Catz co-casting it, and commenting upon Kiwi's build, which he obviously faced in practice a fair bit. In no way am I claiming that I know who holds the most influence with David Kim and his balancing ideas.

Still, that was the first time I heard about the notion of removing Flux Vanes.

Edit: http://www.youtube.com/watch?v=t2H0AUEkXxA

Jump to 5:30.

I thought it was obvious that ROOT owned Blizzard, and they only merged with CoL to make it seem as though they had monetary issues!?
Fear is freedom! Subjugation is liberation! Contradiction is truth!
-_-
Profile Blog Joined November 2003
United States7081 Posts
October 15 2011 20:50 GMT
#3139
On October 16 2011 05:30 Daralii wrote:
Show nested quote +
On October 16 2011 04:35 Toadvine wrote:
On October 16 2011 01:52 Brotocol wrote:
On October 16 2011 00:21 Belial88 wrote:
And yet 1-1-1 is metagame apparently and not imbalanced, according to Blizz.


What about the immortal buff? Blizz specifically said 1-1-1 was a problem. I think they did the right move in trying to let the metagame work it out, but giving a small nudge.


For what it's worth, it's nowhere near as big as the roach buff for several reasons:

- 5 to 6 is a smaller % increase than 3 to 4
- You can't make that many immortals, it's not a staple unit like the roach

I'm not saying it sucks, but it's not a very large buff and it does not address the problem at all. So what if your handful of immortals will shoot 1cm further? How does that relate to stopping banshee + Raven + marines + siege tanks?

And, sure, Blizzard is "nudging" toward potential 1-1-1 solutions. But as Toadvine indicated earlier, if this is their general policy, then they sure have a funny way of applying it across the board, with the gigantic nerfs Protoss has received.

Why didn't they apply this "soft nudge" policy to warpgates, or blink rush, instead of delaying them by half a minute? Did Void Rays get a soft nudge? Did KA warrant full on removal, instead of a value nerf?

Blizzard has no problem taking a hammer to things. And yet they are only nudging at a solution to 1-1-1. Why the double standard? The very same patch which is "nudging" against 1-1-1 just wrecked blink rush.

I don't like the way David Kim operates, especially if things like Catz' influence (mentioned in Toadvine's post) are true.


For the record, I'm not suggesting that Catz has some sort of nefarious influence over David Kim. If I remember correctly, it was a game between Kiwikaki and Machine on Lost Temple in some tournament, with Catz co-casting it, and commenting upon Kiwi's build, which he obviously faced in practice a fair bit. In no way am I claiming that I know who holds the most influence with David Kim and his balancing ideas.

Still, that was the first time I heard about the notion of removing Flux Vanes.

Edit: http://www.youtube.com/watch?v=t2H0AUEkXxA

Jump to 5:30.

I thought it was obvious that ROOT owned Blizzard, and they only merged with CoL to make it seem as though they had monetary issues!?


Don't be silly. I thought it was obvious that MVP and Nestea are both David Kim's smurfs, and because he's so damn good at SC2, the balance whines of players around the world bounce of his objective skull.
Xapti
Profile Joined April 2010
Canada2473 Posts
October 15 2011 20:56 GMT
#3140
On October 16 2011 02:28 Plansix wrote:
Hydras roll gateway units, like all of them with almost no issues. A single hydra double the damage of a marine at the same rate of fire, and protoss don't exactly roll marines in large numbers. They would need to be a vastly changed unit if they were going to be in teir 1. I'm not against it, but the roach is a solid teir one ranged unit, if limited. The hydra just needs to be made more robust where it is.

Hydralisks do not roll gateway units. They lose vs zealots, and break even with stalkers if the stalkers don't have blink and if the hydra does have range upgrade. They also do poorly vs DTs (not that it's really done), and very poorly against high templars. Obviously while they could kill a sentry, sentry really screws them over with guardian shield and even force field.
I suppose they do pretty reasonable against archons though.

While hydralisks do have the same damage as 2 marines, they have effectively 30 less health than 2 marines, do not have instant-projectile attacks like marines have, only gain 1 damage per upgrade unlike 2 marines, and do not have access to stimpack or medivacs. To top it all off they cost 50 extra gas than 2 marines. The only thing they get in return is an upgrade (not particularly cheap or fast) that increases range by 1.

In my opinion moving hydras to tier 1 would be silly. It's unnecessary and still would require a bunch of balance work for it to be good.
The problem is that hydralisks just suck. At the least, they need additional health or attack speed (like they used to have), but in my opinion while that might be enough to balance the unit into being used (and getting a few wins with), it doesn't actually fix one of zerg's (and the hydralisk's) core problems: Being terribly bland and/or unmicroable.

Hydralisks really need some sort of special ability instead of their range upgrade. In my opinion, something related to melee would be interesting, but it could be a huge problem, since it could very likely suck considering how weak-healthed they are. I was thinking of having a transformation where one mode would have more health and be melee, the other would be ranged, but then that removes (or substantially reduces) the role of the roach (unless blizzard had kept the roach at their original role of being somewhat easy-to-kill units which regenerate health fast) so it wouldn't really work out.

I was also thinking of a burrow ambush attack, but aside from it being melee too (big problem), it then sorta infringes on baneling territory.
I think what might be the most viable overall would be to remove the hydralisk from the game and replace it with a new unit, since it's hard to come up with new ideas for the hydralisk.
One such unit that I'm sure many people would like would be the lurker. This would make anti-air a bit difficult for zerg though (although I really think virtually anyone can win any matchup without hydralisks, even if they exploit air), so maybe the "morph to lurker" should just be added.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Prev 1 155 156 157 158 159 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 281
StarCraft: Brood War
Flash 3591
TY 204
Leta 141
NotJumperer 37
sSak 24
Noble 17
Dewaltoss 1
Dota 2
monkeys_forever711
ODPixel328
canceldota47
League of Legends
JimRising 712
Counter-Strike
Stewie2K1245
Other Games
summit1g13102
WinterStarcraft482
C9.Mang0321
Mew2King78
SortOf66
ROOTCatZ65
NeuroSwarm55
Trikslyr23
Organizations
Other Games
gamesdonequick2222
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• practicex 56
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1865
• Lourlo1393
• Stunt444
Other Games
• Scarra2339
Upcoming Events
The PondCast
3h 1m
OSC
6h 1m
WardiTV European League
9h 1m
Fjant vs Babymarine
Mixu vs HiGhDrA
Gerald vs ArT
goblin vs MaNa
Jumy vs YoungYakov
Replay Cast
17h 1m
Epic.LAN
1d 5h
CranKy Ducklings
2 days
Epic.LAN
2 days
CSO Contender
2 days
BSL20 Non-Korean Champi…
2 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
3 days
[ Show More ]
Online Event
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
5 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
6 days
Liquipedia Results

Completed

JPL Season 2
RSL Revival: Season 1
Murky Cup #2

Ongoing

BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.