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Designated Balance Discussion Thread - Page 380

Forum Index > SC2 General
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Prev 1 378 379 380 381 382 1266 Next
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
November 06 2012 09:18 GMT
#7581
to folks who work on sc2 editor.

Is it hard to change unit stats? can I take a map, for example daybreak, change units stats and try it with my friend?
Its grack
udgnim
Profile Blog Joined April 2009
United States8024 Posts
November 06 2012 09:21 GMT
#7582
been wanting Fungal to do 50% reduced damage to air and slow movement (no idea on %) instead of root

50% reduced to air would at least force the Zerg player to create a more diverse unit comp that can hit air or at least expend more energy for fungals and/or ITs and a 50% reduction would hopefully make VRs viable in PvZ again

want the slow movement on fungal just because fungal root has become increasingly boring to watch in large engagements

don't really think BLs need a change, just that Infestors have become too good in the current state of SC2 with the Queen buff and Zerg builds and preparedness & strategies becoming much better over time

I've always thought BL/Infestor should be a ballet of posturing and attrition instead it has become don't get caught by fungal otherwise more fungals are coming along with ITs and broodlings which more often than not is a clear cut victory for Zerg

this is a generalization, but 1 money fungal has the capability of winning a game for a Zerg in present SC2. I think that potential is too good. Protoss has something similar with Vortex, but Zerg can throw out a whole lot of fungals while Protoss has a max of 2 vortexes.
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
gengka
Profile Joined September 2010
Malaysia461 Posts
Last Edited: 2012-11-06 09:35:55
November 06 2012 09:32 GMT
#7583
balance aside, i had always wondered where those infested marines come from. Infestors creating them out of thin air is just unreasonable. Why not making the skill abit more intereting and less powerful such as:

All infestors cannot spawn any infested terrans when they are first born. However if there are marines died around them (in certain radius) they will autocast a skill where they harvest the marines corpses and store in their bodies. So if 10 marines died = 10 marines harvested = 10 infested marines can be spawned in the future. Plus every infestor will have a max number of corpses they can store (let say 6)
Make Love Not War
.kv
Profile Blog Joined August 2010
United States2332 Posts
Last Edited: 2012-11-06 09:39:28
November 06 2012 09:38 GMT
#7584
When they saw protoss just warping mass hts, they nerfed hts (san owning nestea lol)
When they saw terran just mass ghosts, they nerfed ghosts (mvp vs. nestea showdown lol)
When they see zerg mass infestors, they are left alone (every zerg game lol)

I understand they are focusing on the future (hots) but they should still pay attention to the present (wol)
slwen
Profile Joined September 2011
Australia37 Posts
November 06 2012 10:38 GMT
#7585
On November 06 2012 18:32 gengka wrote:
balance aside, i had always wondered where those infested marines come from. Infestors creating them out of thin air is just unreasonable. Why not making the skill abit more intereting and less powerful such as:

All infestors cannot spawn any infested terrans when they are first born. However if there are marines died around them (in certain radius) they will autocast a skill where they harvest the marines corpses and store in their bodies. So if 10 marines died = 10 marines harvested = 10 infested marines can be spawned in the future. Plus every infestor will have a max number of corpses they can store (let say 6)


I've wondered about where the infested terran actually come from too - anyone know any lore on this?
Solarist
Profile Joined September 2011
291 Posts
November 06 2012 10:41 GMT
#7586
On November 06 2012 19:38 slwen wrote:
Show nested quote +
On November 06 2012 18:32 gengka wrote:
balance aside, i had always wondered where those infested marines come from. Infestors creating them out of thin air is just unreasonable. Why not making the skill abit more intereting and less powerful such as:

All infestors cannot spawn any infested terrans when they are first born. However if there are marines died around them (in certain radius) they will autocast a skill where they harvest the marines corpses and store in their bodies. So if 10 marines died = 10 marines harvested = 10 infested marines can be spawned in the future. Plus every infestor will have a max number of corpses they can store (let say 6)


I've wondered about where the infested terran actually come from too - anyone know any lore on this?


When a daddy infestor and mommy infestor love each other very very much...........
Tryagain4free
Profile Joined March 2012
81 Posts
November 06 2012 10:46 GMT
#7587
When a daddy infestor and mommy infestor love each other very very much...........[/QUOTE]



...they fungle each other to death?
Sun7
Profile Joined December 2010
Greece61 Posts
November 06 2012 12:02 GMT
#7588
fungal should only slow down units with no damage. Infested terrans spell should be removed and in it's place they could add a silence spell that would forbid units to use their abilities for a certain period. Better in the form of a cloud (i mean so that it doesn't "stick" on units like fungal) so that people can avoid it with micro...inside the cloud marines cannot stim and zealots cannot charge etc....fix force fields, maybe by making them targetable. I think they still will be useful...then balance the game according to these changes... make the spellcasters helpful and necessary but only in small numbers or else you lose dps...
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2012-11-06 12:08:37
November 06 2012 12:07 GMT
#7589
On November 06 2012 21:02 Sun7 wrote:
fungal should only slow down units with no damage. Infested terrans spell should be removed and in it's place they could add a silence spell that would forbid units to use their abilities for a certain period. Better in the form of a cloud (i mean so that it doesn't "stick" on units like fungal) so that people can avoid it with micro...inside the cloud marines cannot stim and zealots cannot charge etc....fix force fields, maybe by making them targetable. I think they still will be useful...then balance the game according to these changes... make the spellcasters helpful and necessary but only in small numbers or else you lose dps...

Then what AoE does Zerg have left?
Banelings that don't reach the target unless you either swarm and completely overrun your oponent or he is simply incompetent.
You killed the AoE and nerfed the slow and removed the ability to do ANYTHING without enough energy for a fungal.
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2012-11-06 12:20:02
November 06 2012 12:19 GMT
#7590
On November 06 2012 21:07 Assirra wrote:
Show nested quote +
On November 06 2012 21:02 Sun7 wrote:
fungal should only slow down units with no damage. Infested terrans spell should be removed and in it's place they could add a silence spell that would forbid units to use their abilities for a certain period. Better in the form of a cloud (i mean so that it doesn't "stick" on units like fungal) so that people can avoid it with micro...inside the cloud marines cannot stim and zealots cannot charge etc....fix force fields, maybe by making them targetable. I think they still will be useful...then balance the game according to these changes... make the spellcasters helpful and necessary but only in small numbers or else you lose dps...

Then what AoE does Zerg have left?
Banelings that don't reach the target unless you either swarm and completely overrun your oponent or he is simply incompetent.
You killed the AoE and nerfed the slow and removed the ability to do ANYTHING without enough energy for a fungal.



It's called fix your race which is fundamentally broken. You have all sorts of badly designed units or just bad units in general as a Z player, and you rely on a pretty much overpowered unit as a crutch to bring you up to 50%. Ultras, Roaches, Hydras, etc. are all supposed to be the main combat units of the Z army, and yet are god awful for various reasons (whether it's because the unit is garbage or because the unit is designed from the ground up in a dumb way). Alot of the Z race is basically centered around two very volatile things. One is larvae inject, which allows a Z to not only remax/create workers at insane rates, but also allows a Z to play very passive because he will always out eco the other player. The other is of course, Infestors which are just a stupid unit. It is the only cost efficient unit that Z has, but we see the results of what happens when you combine volatile economy growth/unit creation + very cost efficient unit.

If a Z player could only make like 1 Infestor for every Larvae Inject he has, it wouldn't be such a big deal. But the fact of the matter is, not only is the unit good, a Z player can basically defend and make like 30+ Infestors no big deal like it's nothing, even though neither T or P can afford to do that.
NeonFox
Profile Joined January 2011
2373 Posts
November 06 2012 12:37 GMT
#7591
On November 06 2012 21:02 Sun7 wrote:
fungal should only slow down units with no damage. Infested terrans spell should be removed and in it's place they could add a silence spell that would forbid units to use their abilities for a certain period. Better in the form of a cloud (i mean so that it doesn't "stick" on units like fungal) so that people can avoid it with micro...inside the cloud marines cannot stim and zealots cannot charge etc....fix force fields, maybe by making them targetable. I think they still will be useful...then balance the game according to these changes... make the spellcasters helpful and necessary but only in small numbers or else you lose dps...


I play zerg and have been crying for a slow instead of snare on fungal for a long time, I believe Z is way too strong lategame.

But what you propose is more than a nerf, it's destroying the race. Take damage out of fungal and a zerg can't win past the midgame, it's the only splash zerg has with banelings and banelings are already bad in the lategame without fungal root.
Zihn
Profile Joined September 2010
Denmark50 Posts
November 06 2012 12:47 GMT
#7592
Fungual should either
1: not hit air.
Zerg think muta will be too good to harass zvz without chain fungual to shut down muta completely.
or
2: only hit bio like it's precessor malestorm
zvz no change, muta will not be issue.
zvt no change midgame with bio and bio tank in the current meta, fixes lategame viking problem.
zvp possibly gamebreaking because fungual no longer hits blink stalkers
or
3: make it not root but slow 50% or something around that
i'm not convinced that it will solve the problem as a big part of the problem is how much guarenteed dmg this spell will dish out over a large area. It's tested to deal allmost the same dmg as a full duration storm because of how mutch bigger the area of effect is, granted there is enough units to hit.



However, generaly zerg units are too high supply and both roach and hydra should be only 1 food while ultra should be 4 food. Hydra however needs to cost less but both roach and hydra should have some of their dmg converted into bonus dmg so they become less all purpose.

Roach changes 1 food, 10+6bio
Hydra changes 1 food 8+4light 75min/25gas
or something like that, the hp values are ok as is.

Even compared to BW we have a lot more workers per base and in general making armies smaller, while for some reason 2 food is the basic food cost of every single unit in the game for some reason
worker, marine, observer, zergling and baneling are the only units in the game that cost less than 2 food and it seems quite strange.
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
November 06 2012 13:18 GMT
#7593
Things are looking really bleak in PvZ now. MC loses to NA zergs, Seed and Squirtle are struggling with zerg, LIfe, Leenock, Symbol, Curious and Hyun are all looking practically invincible in the match up. Rain was the one bright spot but he got owned by Leenock as well at MLG. Parting has had a nice run with his soul all-ins but they're getting figured out- it's a matter of time. Things are going to be really grim until HOTS gets out, calling it now.
Assirra
Profile Joined August 2010
Belgium4169 Posts
November 06 2012 14:16 GMT
#7594
On November 06 2012 21:19 superstartran wrote:
Show nested quote +
On November 06 2012 21:07 Assirra wrote:
On November 06 2012 21:02 Sun7 wrote:
fungal should only slow down units with no damage. Infested terrans spell should be removed and in it's place they could add a silence spell that would forbid units to use their abilities for a certain period. Better in the form of a cloud (i mean so that it doesn't "stick" on units like fungal) so that people can avoid it with micro...inside the cloud marines cannot stim and zealots cannot charge etc....fix force fields, maybe by making them targetable. I think they still will be useful...then balance the game according to these changes... make the spellcasters helpful and necessary but only in small numbers or else you lose dps...

Then what AoE does Zerg have left?
Banelings that don't reach the target unless you either swarm and completely overrun your oponent or he is simply incompetent.
You killed the AoE and nerfed the slow and removed the ability to do ANYTHING without enough energy for a fungal.



It's called fix your race which is fundamentally broken. You have all sorts of badly designed units or just bad units in general as a Z player, and you rely on a pretty much overpowered unit as a crutch to bring you up to 50%. Ultras, Roaches, Hydras, etc. are all supposed to be the main combat units of the Z army, and yet are god awful for various reasons (whether it's because the unit is garbage or because the unit is designed from the ground up in a dumb way). Alot of the Z race is basically centered around two very volatile things. One is larvae inject, which allows a Z to not only remax/create workers at insane rates, but also allows a Z to play very passive because he will always out eco the other player. The other is of course, Infestors which are just a stupid unit. It is the only cost efficient unit that Z has, but we see the results of what happens when you combine volatile economy growth/unit creation + very cost efficient unit.

If a Z player could only make like 1 Infestor for every Larvae Inject he has, it wouldn't be such a big deal. But the fact of the matter is, not only is the unit good, a Z player can basically defend and make like 30+ Infestors no big deal like it's nothing, even though neither T or P can afford to do that.

So you zerg is completely broken and but yet still want the nerf to go trough?
Zerg needs a complete revamp for a big change like suggested to go through.
eanxiii
Profile Joined September 2012
38 Posts
November 06 2012 14:23 GMT
#7595
The thing is the experience game for terran is very bad right now, if they dont fix it , i doubt many will buy hots, they will switch lol or dota
Big J
Profile Joined March 2011
Austria16289 Posts
November 06 2012 14:24 GMT
#7596
Anybody who thinks that infestors are too strong and zerg is too weak without them, here is a map for you:

Roach Range 4-->3
Roach Speed 2.25-->2.81
Roach Speed Upgrade Removed

Hydralisk damage 12(+1)-->15(+2) and attack speed 0.83-->1.00
Hydralisk Range Upgrade now requires Hive and provides +2range
Hydralisk Speed Upgrade added at Lair (100/100/80seconds)

IT eggs from 100-->80 HP
IT damage 8-->6
Fungal Growth root effect changed to 60% slow.


The map is "Ohana Roach Hydra Test" and can be found in the custom game section of EU
http://www.teamliquid.net/forum/viewmessage.php?topic_id=378057

The few players I have tested it with, have all said it's way more fun and really good. Maybe the changes go slightly overboard (hydras too powerful, Infestors too weak), but I think it's really solid!
ArhK
Profile Joined July 2007
France287 Posts
November 06 2012 16:28 GMT
#7597
On November 06 2012 23:23 eanxiii wrote:
The thing is the experience game for terran is very bad right now, if they dont fix it , i doubt many will buy hots, they will switch lol or dota


That is utter bullshit. Wether you like it or not, people who are currently playing WOL will buy HOTS, I can't imagine someone whinning about the "oh, I think the future metagame introduced by this brand new expansion won't change anything to my current game experience, therefore I don't want to even try the expansion and switch to a moba game instead".

It is laughable, just reading it, let alone thinking people react like that.

TDH
Profile Joined October 2010
Finland25 Posts
November 06 2012 16:40 GMT
#7598
What if infested terrans only could be spawned if a unit were killed. For example if zerg killed 7 marines and 2 scvs they could spawn 9 infested terrans total. This way aggressive zerg should also be more rewariding
Sorry for bad english, not my native language
Everybody are Imba in there own way. Even bronse players like me :)
malaan
Profile Joined September 2010
365 Posts
November 06 2012 16:49 GMT
#7599
On November 06 2012 22:18 tomatriedes wrote:
Things are looking really bleak in PvZ now. MC loses to NA zergs, Seed and Squirtle are struggling with zerg, LIfe, Leenock, Symbol, Curious and Hyun are all looking practically invincible in the match up. Rain was the one bright spot but he got owned by Leenock as well at MLG. Parting has had a nice run with his soul all-ins but they're getting figured out- it's a matter of time. Things are going to be really grim until HOTS gets out, calling it now.


Rain lost because he played to greedily. Nothing to do with balance, Leenock scouted his greedy play and punished him for it.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
November 06 2012 17:48 GMT
#7600
I think the easiest way to fix fungal is to not make it root non-massive units.
This would make it have specific counters: Archons, Thors, Battlecruisers, Carriers, Mothership, etc.
moo...for DRG
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