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Designated Balance Discussion Thread - Page 185

Forum Index > SC2 General
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Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
March 22 2012 17:09 GMT
#3681
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.
hunts
Profile Joined September 2010
United States2113 Posts
March 22 2012 17:12 GMT
#3682
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.


And now every zvz turns into muta/ling vs muta/ling, not to mention vikings now absolutely destroy corruptors and BL/infestor becomes nearly useless vs T. Oh, also removes the best way of dealing with mass phoenix.
twitch.tv/huntstv 7x legend streamer
Kira__
Profile Joined April 2011
Sweden2672 Posts
March 22 2012 17:16 GMT
#3683
On March 23 2012 02:12 hunts wrote:
Show nested quote +
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.


And now every zvz turns into muta/ling vs muta/ling, not to mention vikings now absolutely destroy corruptors and BL/infestor becomes nearly useless vs T. Oh, also removes the best way of dealing with mass phoenix.


Not only the best way, but the only way You'd have to give a good range and speed buff to corruptors for this to not ruin zerg completely
The truth is, Yagami-kun, I suspect that you may in fact be Kira.
Sajaki
Profile Joined June 2011
Canada1135 Posts
March 22 2012 17:22 GMT
#3684
On March 23 2012 00:52 RavenLoud wrote:
I'd say it's about time to give a raven some sort of a buff. It's doesn't need to be major, just to tell players to start using it. I'm getting tired of seeing terran players floating thousands of gas past the midgame then complain that the other races's high tech army is too powerful.

An acceleration buff would be perfect (maybe even a speed buff but that won't be necessary.) It also increases manoeuvering potentials, the science vessel in BW was a fast and agile unit, of course ravens aren't the same, but they aren't as satisfying to use partly because of a lack of nimbleness.


Well the MU where terrans float the most gas is definately in TvP, and ravens are weakest in that MU because Feedback can kill a raven instantly should it have enough energy to actually be useful.
Inno pls...
anApple
Profile Joined November 2011
Singapore275 Posts
March 22 2012 17:25 GMT
#3685
On March 22 2012 12:05 GaiaCaT wrote:
Problem:
Ultralisk pathing with mass Zerglings.

Solution:
Make Ultralisks have 0 footprint with regards to (only) Zerglings, similar to the Colossus.
Completely solves the Ultralisk Dance Problem when trying to navigate through a swarm of Zerglings.
My logical reason behind it is Zerglings are small and fast enough to avoid Ultralisk feet.

Side Effects:
None that I can think of, other than improving the Zergling/Ultralisk composition.




Problem:
Warpgate technology potentially negates Defender's Advantage and map size considerations with relatively little effort.

Solution
Make Warp-ins possible from Warp Prism ONLY.
Make Warpgates only able to warp in at a Warp Prism.
With no Warp Prism in play, you'd have to switch your Warpgates back into Gateways to resume production.

Side Effects:
This change would seriously affect one of the core mechanics of the race negatively and would almost certainly unbalance PvZ and PvT in the current state of SC2.
With no similar mechanics on Terran and Zerg side, this would maybe put too much stress on Protoss play.

On the other hand, it would still be a desireable tech for harass play and reinforcements.
It could introduce potential micro and decision making, when to switch between gate states and how many to switch.
It brings the most useless ability back into the game.
And from a personal perspective, it feels like something that it should've been balanced around from the start.

Hmm.... a game where Protoss actually are forced to use the Warp Prism to harass and warp in units. Scary. Still, would not help that much since a Protoss could just make multiple Prisms everywhere, they don't exactly cost that much.
huehuehue
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2012-03-22 17:37:16
March 22 2012 17:33 GMT
#3686
On March 23 2012 02:16 Kira__ wrote:
Show nested quote +
On March 23 2012 02:12 hunts wrote:
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.


And now every zvz turns into muta/ling vs muta/ling, not to mention vikings now absolutely destroy corruptors and BL/infestor becomes nearly useless vs T. Oh, also removes the best way of dealing with mass phoenix.


Not only the best way, but the only way You'd have to give a good range and speed buff to corruptors for this to not ruin zerg completely

I think the biggest problem is that this would make the lingfestor style worthless in ZvT as you would have no way to catch drops. We would go back to muta being the only viable midgame style, which is obviously a bit silly and takes away diversity from the game.

Maybe they could bring back the projectile fungal, and then adjust to speed if necessary?
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
Last Edited: 2012-03-22 17:38:05
March 22 2012 17:37 GMT
#3687
On March 23 2012 02:12 hunts wrote:
Show nested quote +
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.


And now every zvz turns into muta/ling vs muta/ling, not to mention vikings now absolutely destroy corruptors and BL/infestor becomes nearly useless vs T. Oh, also removes the best way of dealing with mass phoenix.


I don't see, why spores and hydras are worse than turrets and marines vs mutas and corruptors are still great meat shields vs vikings - maybe give them an extra point of armor? The phoenix thing.. well phoenix are not very useful except against mutas. Maybe they could harass now that 1 fungal does not equal instant death.

I could also see it the other way round - it snares air but deals no damage.
JiYan
Profile Blog Joined February 2009
United States3668 Posts
March 22 2012 17:39 GMT
#3688
On March 23 2012 02:12 hunts wrote:
Show nested quote +
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.


And now every zvz turns into muta/ling vs muta/ling, not to mention vikings now absolutely destroy corruptors and BL/infestor becomes nearly useless vs T. Oh, also removes the best way of dealing with mass phoenix.

not to mention the snare ability is also used heavily to deal with medivac drops and banshees
TurboDreams
Profile Joined April 2009
United States427 Posts
March 22 2012 17:39 GMT
#3689
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.

If you are Terran, Broodlord/Corruptor/Infestor isn't too hard to take on. All you need to do is add a raven or two to your unit mix. You will be surprised at how much damage seeker missile does to clumped broodlords or corruptors (which ever is greater ) then you can mop up with vikings and marines. The only drawback is you have to start raven production semi early to have enough energy for seeker missile.
Music is the medicine of the mind || Kill a Zergling and a hundred more will take its place.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
Last Edited: 2012-03-22 17:42:38
March 22 2012 17:42 GMT
#3690
Another possible problem with buffing gateway units and taking out warpgates is that it makes deathballs with stalkers even stronger. Though the lack of reinforcement power might alleviate for that, protoss already has the strongest 200/200 army generally.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
GaiaCaT
Profile Joined June 2011
35 Posts
March 22 2012 19:19 GMT
#3691
On March 23 2012 02:25 CeroFail wrote:Hmm.... a game where Protoss actually are forced to use the Warp Prism to harass and warp in units. Scary. Still, would not help that much since a Protoss could just make multiple Prisms everywhere, they don't exactly cost that much.

Maybe not a big lategame change, but it has rather big impact on early game.
Warp Prisms cost 200 Minerals compared to 100 of a Pylon. You could argue that the Pylon cost is effectively 0 in defensive cases because you would need it for supply anyway.
Build time is 50 seconds compared to 25 of a Pylon. And most importantly, they're produced from the Robotics Facility.
Fast Warpgate delays your Immortal/Colossus/Observer. Getting 2 Warp Prisms (f.ex. 1 for Harass, 1 for defensive purposes) from a single Robo early game delays your Immortals by 100 seconds (minus Chronoboosts) which is huge if you're suddenly defending against Stalker or Roach pressure.
You could go for early double Robo but that's still an increased cost and would still delay your Immortals.

The idea behind the change was to add the decision of when to get Warpgate technology and how to use it.



Empirimancer
Profile Joined July 2011
Canada1024 Posts
March 22 2012 20:31 GMT
#3692
On March 22 2012 11:34 Elyvilon wrote:
Show nested quote +
On March 22 2012 06:42 Empirimancer wrote:
On March 22 2012 06:20 Chinesewonder wrote:
Anyone else feel that BL infestor is quite strong now since the ghost nerf? As a zerg I must say the composition feels very strong (mid masters level) and even watching pro games, the composition seems very strong. Even when lots of vikings are made, the ultra transition can roll them.

Or do you think that it is just a matter of playing the game a different way (aka more harass)? For example I experience a lot of terran QQ at the brood lord infestor composition. However in those games I hardly see any harass what so ever. For example this one game on cloud kingdom, I had 3 completely undefended expansions on the other side of the map, and not one attempt at harass was made. If it was I would have lost 3 expansions right there, plus I would have had to been drawn back to defend and lose position. Then the terran QQ'd about how BL infestor is so OP.

What is your opinion on this?


I think the solution is still Ghosts. BL/Infestor isn't as scary if the Infestors don't have energy.



I dunno, Stephano specifically pointed at Polt's lack of ghosts as a strength in his play. Stephano is obviously not guaranteed to be right, but I'm pretty sure he will be correct far more often than not.


1) Did he say why?
2) Source, please!

Elyvilon
Profile Joined August 2008
United States13143 Posts
Last Edited: 2012-03-23 02:15:55
March 22 2012 20:35 GMT
#3693
On March 23 2012 05:31 Empirimancer wrote:
Show nested quote +
On March 22 2012 11:34 Elyvilon wrote:
On March 22 2012 06:42 Empirimancer wrote:
On March 22 2012 06:20 Chinesewonder wrote:
Anyone else feel that BL infestor is quite strong now since the ghost nerf? As a zerg I must say the composition feels very strong (mid masters level) and even watching pro games, the composition seems very strong. Even when lots of vikings are made, the ultra transition can roll them.

Or do you think that it is just a matter of playing the game a different way (aka more harass)? For example I experience a lot of terran QQ at the brood lord infestor composition. However in those games I hardly see any harass what so ever. For example this one game on cloud kingdom, I had 3 completely undefended expansions on the other side of the map, and not one attempt at harass was made. If it was I would have lost 3 expansions right there, plus I would have had to been drawn back to defend and lose position. Then the terran QQ'd about how BL infestor is so OP.

What is your opinion on this?


I think the solution is still Ghosts. BL/Infestor isn't as scary if the Infestors don't have energy.



I dunno, Stephano specifically pointed at Polt's lack of ghosts as a strength in his play. Stephano is obviously not guaranteed to be right, but I'm pretty sure he will be correct far more often than not.


1) Did he say why?
2) Source, please!


I didn't actually hear it but apparently he said it in the SotG that happened right after the Lone Star Clash.
Liquipedia
RavenLoud
Profile Joined March 2011
Canada1100 Posts
March 22 2012 21:28 GMT
#3694
On March 23 2012 02:22 Sajaki wrote:
Show nested quote +
On March 23 2012 00:52 RavenLoud wrote:
I'd say it's about time to give a raven some sort of a buff. It's doesn't need to be major, just to tell players to start using it. I'm getting tired of seeing terran players floating thousands of gas past the midgame then complain that the other races's high tech army is too powerful.

An acceleration buff would be perfect (maybe even a speed buff but that won't be necessary.) It also increases manoeuvering potentials, the science vessel in BW was a fast and agile unit, of course ravens aren't the same, but they aren't as satisfying to use partly because of a lack of nimbleness.


Well the MU where terrans float the most gas is definately in TvP, and ravens are weakest in that MU because Feedback can kill a raven instantly should it have enough energy to actually be useful.

True True, but I definitively believe there's room for it in the match up, though it does add more mechanical demand since you must have great ghost vs. templar micro. Some theorycrafts: you could land an auto turret in the front of the army to lure the chargelots, make a turret wall to block archons and use PDD to safely own the colossus. It can also provides crucial "zoning" control like spider mines.

It doesn't change the nature of PvT's problems as deathball vs. deathball 1 misclick and you lose etc, but I'm certain that pros can find tons of use for it in many situations once they get on it. However from what I understand they are very hard to keep alive, so a mobility buff would come in handy.
jumai
Profile Joined July 2011
Canada115 Posts
March 24 2012 00:20 GMT
#3695
[QUOTE]On March 23 2012 05:35 Elyvilon wrote:
[QUOTE]On March 23 2012 05:31 Empirimancer wrote:
[QUOTE]On March 22 2012 11:34 Elyvilon wrote:
[QUOTE]On March 22 2012 06:42 Empirimancer wrote:
[QUOTE]On March 22 2012 06:20 Chinesewonder wrote:
Anyone else feel that BL infestor is quite strong now since the ghost nerf? As a zerg I must say the composition feels very strong (mid masters level) and even watching pro games, the composition seems very strong. Even when lots of vikings are made, the ultra transition can roll them.

Or do you think that it is just a matter of playing the game a different way (aka more harass)? For example I experience a lot of terran QQ at the brood lord infestor composition. However in those games I hardly see any harass what so ever. For example this one game on cloud kingdom, I had 3 completely undefended expansions on the other side of the map, and not one attempt at harass was made. If it was I would have lost 3 expansions right there, plus I would have had to been drawn back to defend and lose position. Then the terran QQ'd about how BL infestor is so OP.

What is your opinion on this? [/QUOTE]

I think the solution is still Ghosts. BL/Infestor isn't as scary if the Infestors don't have energy
Y

[/QUOTE]
I dunno, Stephano specifically pointed at Polt's lack of ghosts as a strength in his play. Stephano is obviously not guaranteed to be right, but I'm pretty sure he will be correct far more often than not.[/QUOTE]

1) Did he say why?
2) Source, please!

[/Q
I didn't actually hear it but apparently he said it in the SotG that happened right after the Lone Star Clash.[/QUOTE]

I watched it... you're definitely quoting him way out of context. What he actually said was more that Polt never used ghosts to begin with, so while while everyone else (including zerg) is super clueless about post-patch tvz, Polt already has a well developed style that he's really good at. When he said to emulate Polt and not go ghost, I'm pretty sure he meant that you shouldn't still be trying to engage broods with mass snipe, and that Polt is someone you can look to for guidance as you adjust.


Personally, I still think you should get a couple ghosts at about the point where you can afford to start throwing defensive nukes around. Nuke dodging with broodlords is horrible... they're way too slow to dthing but disengage and wait it out (which obviously YOU should not... you'll know you're doing it right when you find yourself typing "pp 1 sec need to drop your main real quick")
Mvrio
Profile Joined July 2011
689 Posts
March 24 2012 00:25 GMT
#3696
before I say it, I just need to know a fact... is every spellcaster's range the same? mine was going to be shortening the FF throw range of sentries. if it is the same then never mind
On October 03 2011 Jinsho wrote: Everyone is just a speck of fly dirt on the wall compared to Greg playing at his best :D
ZiegFeld
Profile Joined April 2011
351 Posts
March 24 2012 00:29 GMT
#3697
On March 24 2012 09:25 Mvrio wrote:
before I say it, I just need to know a fact... is every spellcaster's range the same? mine was going to be shortening the FF throw range of sentries. if it is the same then never mind
The range is short enough, and this is coming from a Terran player. If any shorter, they are completely doomed early game.
freetgy
Profile Joined November 2010
1720 Posts
March 24 2012 00:46 GMT
#3698
On March 23 2012 02:39 JiYan wrote:
Show nested quote +
On March 23 2012 02:12 hunts wrote:
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.


And now every zvz turns into muta/ling vs muta/ling, not to mention vikings now absolutely destroy corruptors and BL/infestor becomes nearly useless vs T. Oh, also removes the best way of dealing with mass phoenix.

not to mention the snare ability is also used heavily to deal with medivac drops and banshees


well they could lower the duration on air units, stargate play is dead the moment an infestor comes on the field. thats quite huge of limitation, and one of the reasons why broodlord infestor become such a problem.

you can't just get void rays out to deal with them because they will never reach their target
TSBspartacus
Profile Joined October 2011
England1046 Posts
March 25 2012 01:49 GMT
#3699
On March 22 2012 07:16 Bashion wrote:
Show nested quote +
On March 22 2012 06:47 StarscreamG1 wrote:
Problem:
1-1-1

Solution
Bashee armored.

Side Effects:
Unknown.


Problem:
Late TvP

Solution
Increase viking ground DPS

Side Effects:
Unknown.


Or Stalkers could do a bonus damage against air light units. It would help against muta balls too.

Post of the year.
Jimbo77
Profile Joined March 2011
139 Posts
March 25 2012 04:20 GMT
#3700
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.

FG should not affect air at all. Then, FG should affect friendly units as well, it's ridiculous that storm and EMP do while FG doesn't.
Zerg now literally doesn't need to think, just FG everywhere.
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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
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