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Designated Balance Discussion Thread - Page 470

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Scones
Profile Joined June 2012
Wales99 Posts
April 27 2013 21:11 GMT
#9381
I must be playing a different game to you all.

I am a mid-masters zerg player, and i think swarm hosts are awesome! It's the only way to beat a late game protoss or mech army very cost effectively
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2013-04-27 21:18:02
April 27 2013 21:13 GMT
#9382
On April 28 2013 05:56 freetgy wrote:
or you make just a turrent just in case and get the upgrades you would get anyway?

@SH
i don't like swarm hosts either, their design makes it that they are either super good or super bad there is no real in between.

Agreed, I edited something in my initial post about this.
On April 28 2013 06:03 ETisME wrote:
I reckon the problem with swarm host is that it just don't work well at a professional gamer level. it might be the lack of mobility, difficulty to know when to add how many swarm host, too easily to lose all the swarm host, too much babysitting etcetc

Also agreed.

I think a solution is to this is:

1. Reduce initial Locust time from 15 seconds to 10 seconds.

2. Increase Enduring Locusts upgrade from 200/200 and 120 seconds to something higher (maybe 170 seconds for the Enduring Locust upgrade "if" they are too strong early game).

3. Greatly increase the speed Swarm Host move and burrow, and also increase the Locust speed in general. While this may seem redundant with Locust time reduction, it lowers the potential overall damage dealt from a single Swarm Host due to lesser time Locust last, and so the travel time between Swarm Host + Locust and their target could remain the same.

Maybe burrow speed should be 3x faster (nearly instant), movement maybe 33% faster (for both Swarm Hosts and Locust).

This makes Swarm Host much more mobile but since Locust time is reduced (15 to 10 seconds) and Enduring Locust upgrade time is increased, then Swarm Hosts damage potential (until Enduring Locust upgrade is researched anyway) is reduced.

Also this makes 1 or 2 Swarm Hosts a bit more viable. The main problem of why 1-3 Swarm Hosts can't do anything (and why building 1-3 Swarm Host probably isn't efficient compared to building another unit or building a ton of Swarm Hosts at once) is that Swarm Hosts need a lot of preparation and setup for them to work.

Speed increase might help reduce that problem and make Swarm Hosts in smaller numbers somewhat useful.
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aksfjh
Profile Joined November 2010
United States4853 Posts
April 27 2013 21:30 GMT
#9383
If we're talking about changes/buffs to swarm hosts, I'd much prefer increasing the number of locusts they spawn, while reducing their individual damage/health. Make them even more "swarmy" so they can replace zerglings for pressure in certain scenarios. This would allow them to be used in smaller numbers as well, I think.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2013-04-28 04:16:03
April 28 2013 04:12 GMT
#9384
Zerg wins dreamhack, zergs discuss swarm host design .. in the balance thread. lol
Assirra
Profile Joined August 2010
Belgium4169 Posts
April 28 2013 05:21 GMT
#9385
On April 28 2013 13:12 plogamer wrote:
Zerg wins dreamhack, zergs discuss swarm host design .. in the balance thread. lol

Where else?
Try to make a thread about changing units and it will get closed with note "put it on battle.net"
Also, it once again shown in Dreamhack that the swarmhosts are the new hydra's (you make them, you lose) and people would rather not have that.
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2013-04-28 05:38:55
April 28 2013 05:38 GMT
#9386
On April 28 2013 06:11 Scones wrote:
I must be playing a different game to you all.

I am a mid-masters zerg player, and i think swarm hosts are awesome! It's the only way to beat a late game protoss or mech army very cost effectively


My play with it has also been the same bordering on broken; the swarmhost does not need a buff in any shape or form.
ETisME
Profile Blog Joined April 2011
12702 Posts
April 28 2013 05:42 GMT
#9387
I think then it's upto whether blizzard wants swarm host to be a ladder-only unit?
Personally I would love to see any korean have a specific swarm hosts build but it so far appears not gonna happen anytime soon
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Klipsys
Profile Blog Joined May 2010
United States1533 Posts
April 28 2013 05:53 GMT
#9388
On April 28 2013 05:39 larse wrote:
Dustin Browder and David Kim constantly stated that swarmhost is their favorite unit in HOTS because it feels new and zergy.

Yeah, right.

Swarmhost is now declared the most useless unit in the game.

There is zero successful swarmhost play since HOTS, except a couple of very cheesy and gimmick ones.

Not in SPL, not in GSTL, not in GSL, not in Dreamhack, not in WCS qualifiers.


On April 28 2013 05:45 Sepi wrote:
Show nested quote +
On April 28 2013 05:39 larse wrote:
Dustin Browder and David Kim constantly stated that swarmhost is their favorite unit in HOTS because it feels new and zergy.

Yeah, right.

Swarmhost is now declared the most useless unit in the game.

There is zero successful swarmhost play since HOTS, except a couple of very cheesy and gimmick ones.

Not in SPL, not in GSTL, not in GSL, not in Dreamhack, not in WCS qualifiers.


Swarmhosts are so bad. They have no purpose in the game, although the blizzard so clearly stated that they want to only keep units that have an actual role in the game. Haha, guess they failed on that part.


Yeah, It sucks that SC2 is static and can't be changed and tweaked. Fuck blizzard for not making a new unit perfectly the first time....
Hudson Valley Progamer
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
April 28 2013 06:05 GMT
#9389
On April 28 2013 14:38 DemigodcelpH wrote:
Show nested quote +
On April 28 2013 06:11 Scones wrote:
I must be playing a different game to you all.

I am a mid-masters zerg player, and i think swarm hosts are awesome! It's the only way to beat a late game protoss or mech army very cost effectively


My play with it has also been the same bordering on broken; the swarmhost does not need a buff in any shape or form.

My experience against SH is really only that if you allow the zerg to stock pile gas, SH becomes an issue, if he can't make like 10+ SHs at once I feel I can stabalize quite quickly and just push through it normally(with mech). With that in mind I'd venture a guess that pro players don't allow the zergs to stockpile enough for SH to be effective(aswell as most just playing bio where SH doesn't work really).

But yeah, I don't really like the idea of buffing SH so they are very effective in small numbers, mostly because I feel zerg doesn't need to commit enough gas then into certain units. I already feel vipers are very cheap on gas for the zerg army(since you can suck energy you need so few), adding another cheap unit for great gains is iffy imo.
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-04-28 06:15:30
April 28 2013 06:14 GMT
#9390
To the extend the discussion on swarmhost, I have to say something about all the new units.

All HOTS new units feel very peripheral, especially the zerg ones.

Compare to the BW addition to SC1, most BW new units are very core units. You have to use medic, valkyrie, lurker, dark templar, and corsair. You just can't play the game without using them.

But in HOTS, you don't have to use new units. It's nice to have all the new units but they are just there. Pros can still win games consistently without even look at the new units.

This just once again shows the incompetence of SC2 game design team.
Toosneaky
Profile Joined July 2010
United States114 Posts
April 28 2013 06:19 GMT
#9391
The only big problem I have with swarmhost is that they are so useless in small numbers. Once you have a large amount of swarmhosts, if used correctly, they seem unstoppable. Small numbers are laughable at best.

I just don't like how there is no middle ground with them. It seems like right now, if you go swarmhosts, you better get a LOT of them to be effective.
convention
Profile Joined October 2011
United States622 Posts
April 28 2013 06:20 GMT
#9392
On April 28 2013 15:14 larse wrote:
To the extend the discussion on swarmhost, I have to say something about all the new units.

All HOTS new units feel very peripheral, especially the zerg ones.

Compare to the BW addition to SC1, most BW new units are very core units. You have to use medic, valkyrie, lurker, dark templar, and corsair. You just can't play the game without using them.

But in HOTS, you don't have to use new units. It's nice to have all the new units but they are just there. Pros can still win games consistently without even look at the new units.

This just once again shows the incompetence of SC2 game design team.

How does HotS units not being the most dominant units mean that the design team messed up? I would say the opposite actually. The new units add a new way to play without completely eclipsing the old units. Thus there are more play styles that can be had by the players. Protoss can now add a few air units to a composition, terran can now add a few mines and helllbats to a composition. But if the whole protoss composition changed, then we are no longer tweaking the game to make it exciting, we are just re-rolling the dice completely and hoping the outcome is better than the first roll.
Big J
Profile Joined March 2011
Austria16289 Posts
April 28 2013 07:37 GMT
#9393
On April 28 2013 06:13 Goldfish wrote:
Show nested quote +
On April 28 2013 05:56 freetgy wrote:
or you make just a turrent just in case and get the upgrades you would get anyway?

@SH
i don't like swarm hosts either, their design makes it that they are either super good or super bad there is no real in between.

Agreed, I edited something in my initial post about this.
Show nested quote +
On April 28 2013 06:03 ETisME wrote:
I reckon the problem with swarm host is that it just don't work well at a professional gamer level. it might be the lack of mobility, difficulty to know when to add how many swarm host, too easily to lose all the swarm host, too much babysitting etcetc

Also agreed.

I think a solution is to this is:

1. Reduce initial Locust time from 15 seconds to 10 seconds.

2. Increase Enduring Locusts upgrade from 200/200 and 120 seconds to something higher (maybe 170 seconds for the Enduring Locust upgrade "if" they are too strong early game).

3. Greatly increase the speed Swarm Host move and burrow, and also increase the Locust speed in general. While this may seem redundant with Locust time reduction, it lowers the potential overall damage dealt from a single Swarm Host due to lesser time Locust last, and so the travel time between Swarm Host + Locust and their target could remain the same.

Maybe burrow speed should be 3x faster (nearly instant), movement maybe 33% faster (for both Swarm Hosts and Locust).

This makes Swarm Host much more mobile but since Locust time is reduced (15 to 10 seconds) and Enduring Locust upgrade time is increased, then Swarm Hosts damage potential (until Enduring Locust upgrade is researched anyway) is reduced.

Also this makes 1 or 2 Swarm Hosts a bit more viable. The main problem of why 1-3 Swarm Hosts can't do anything (and why building 1-3 Swarm Host probably isn't efficient compared to building another unit or building a ton of Swarm Hosts at once) is that Swarm Hosts need a lot of preparation and setup for them to work.

Speed increase might help reduce that problem and make Swarm Hosts in smaller numbers somewhat useful.


Im not sure if there is anything really wrong with swarm hosts at this point. Maybe the long burrow/spawn animation and the unability to queue burrow+rally point.
But, what do you expect from them? They are already good in many situations ZvP when you are ahead --> exactly what blizzad wanted. A midgame "finisher", so that zerg doesn't have to play the broodlord game everytime an opponent turtles.
I also think that they could be pretty good in a post mutalisk ZvZ world.

Swarm Hosts suffer the same problems all other singlefire units have:
-) they can be pretty useful against each other, as long as no marines are in the equation.
-) they are in trouble against long range splash
-) gameplaywise they are quite good against slow moving opponents like mech
I mean, for me right now it sounds like they do as much as is balancwise capable. It's more that Terran's never do anything but mass marine these days, the timing window for pre-Colossus is usually tiny and ZvZ is that muta coinflipgame which doesn't allow spending of gas. Though two base hosts do give you a nice window in ZvP before Colossus, which is what we see/hear of most.
I think it's less the swarm host that is badly balanced, it's more the fact that it often just doesn't do anything that roach/hydra can't achieve as well in ZvP, while transitioning better. But I believe at least in that matchup, swarm hosts could shine quite bright one day if the metagame just shifts a little bit around.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
April 28 2013 07:48 GMT
#9394
On April 28 2013 14:21 Assirra wrote:
Show nested quote +
On April 28 2013 13:12 plogamer wrote:
Zerg wins dreamhack, zergs discuss swarm host design .. in the balance thread. lol

Where else?
Try to make a thread about changing units and it will get closed with note "put it on battle.net"
Also, it once again shown in Dreamhack that the swarmhosts are the new hydra's (you make them, you lose) and people would rather not have that.


Are you trying to have a discussion on the discussion of unit design in a thread designated for discussion of balance? You roughnecks are hereby charged with the crime of going wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyy off-topic.

tldr (you'll probably need this, trust me): if not whine about balance, whine about design. designated whining thread, more-like.
Big J
Profile Joined March 2011
Austria16289 Posts
April 28 2013 08:21 GMT
#9395
On April 28 2013 16:48 plogamer wrote:
Show nested quote +
On April 28 2013 14:21 Assirra wrote:
On April 28 2013 13:12 plogamer wrote:
Zerg wins dreamhack, zergs discuss swarm host design .. in the balance thread. lol

Where else?
Try to make a thread about changing units and it will get closed with note "put it on battle.net"
Also, it once again shown in Dreamhack that the swarmhosts are the new hydra's (you make them, you lose) and people would rather not have that.


Are you trying to have a discussion on the discussion of unit design in a thread designated for discussion of balance? You roughnecks are hereby charged with the crime of going wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyy off-topic.

tldr (you'll probably need this, trust me): if not whine about balance, whine about design. designated whining thread, more-like.


the fun part is that most people on the last pages who discussed swarm hosts don't seem to play zerg, so your original comment isn't quite right. (freegty, convention, larse, Goldfish...)
It's more like: People saw some potential in Swarm Host play at Dreamhack, but it just didn't seem to be strong enough to them. So they are discussing what's wrong with that kind of play.
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2013-04-28 08:54:52
April 28 2013 08:51 GMT
#9396
On April 28 2013 15:05 Zarahtra wrote:
Show nested quote +
On April 28 2013 14:38 DemigodcelpH wrote:
On April 28 2013 06:11 Scones wrote:
I must be playing a different game to you all.

I am a mid-masters zerg player, and i think swarm hosts are awesome! It's the only way to beat a late game protoss or mech army very cost effectively


My play with it has also been the same bordering on broken; the swarmhost does not need a buff in any shape or form.

My experience against SH is really only that if you allow the zerg to stock pile gas, SH becomes an issue.


Swarmhosts only cost 100 gas; they're easily massed and extremely effective able to more or less destroy anything on the ground (locusts even melt planetaries) with free units. You basically have to switch to air (generally not always possible) or base trade.
Big J
Profile Joined March 2011
Austria16289 Posts
April 28 2013 08:58 GMT
#9397
On April 28 2013 17:51 DemigodcelpH wrote:
Show nested quote +
On April 28 2013 15:05 Zarahtra wrote:
On April 28 2013 14:38 DemigodcelpH wrote:
On April 28 2013 06:11 Scones wrote:
I must be playing a different game to you all.

I am a mid-masters zerg player, and i think swarm hosts are awesome! It's the only way to beat a late game protoss or mech army very cost effectively


My play with it has also been the same bordering on broken; the swarmhost does not need a buff in any shape or form.

My experience against SH is really only that if you allow the zerg to stock pile gas, SH becomes an issue.


Swarmhosts only cost 100 gas; they're easily massed and extremely effective able to more or less destroy anything on the ground (locusts even melt planetaries) with free units. You basically have to switch to air (generally not always possible) or base trade.

Colossus, marines, marauders, tanks or just big enough armies of immortals/archons destroy them on the ground
Ysellian
Profile Joined December 2010
Netherlands9029 Posts
Last Edited: 2013-04-28 09:14:42
April 28 2013 09:03 GMT
#9398
Most pro's never seem to turn of the constant cast mode, which I am not a big fan of in certain situations.Like you've used a lot of effort to snipe the observer with your army only to have the locusts reveal the location of the Swarmhost and it's harder to time flanks with it.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
April 28 2013 09:30 GMT
#9399
On April 28 2013 14:42 ETisME wrote:
I think then it's upto whether blizzard wants swarm host to be a ladder-only unit?
Personally I would love to see any korean have a specific swarm hosts build but it so far appears not gonna happen anytime soon


Wait for stephano to show how to use them.

Seriously, if there was no stephano, then in TvZ:
- the ultra would be a ladder only unit
- the roach + hydra composition would be a ladder only unit
- the infestor would be a ladder only unit

It took zergs more then a year to figure out that infestors are awesome. Same for ultralisks, and at then end of wol stephano finally showed that even roach hydra is viable.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
April 28 2013 09:31 GMT
#9400
On April 28 2013 17:58 Big J wrote:
Show nested quote +
On April 28 2013 17:51 DemigodcelpH wrote:
On April 28 2013 15:05 Zarahtra wrote:
On April 28 2013 14:38 DemigodcelpH wrote:
On April 28 2013 06:11 Scones wrote:
I must be playing a different game to you all.

I am a mid-masters zerg player, and i think swarm hosts are awesome! It's the only way to beat a late game protoss or mech army very cost effectively


My play with it has also been the same bordering on broken; the swarmhost does not need a buff in any shape or form.

My experience against SH is really only that if you allow the zerg to stock pile gas, SH becomes an issue.


Swarmhosts only cost 100 gas; they're easily massed and extremely effective able to more or less destroy anything on the ground (locusts even melt planetaries) with free units. You basically have to switch to air (generally not always possible) or base trade.

Colossus, marines, marauders, tanks or just big enough armies of immortals/archons destroy them on the ground


Not when they are protected by your army...
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