• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:33
CEST 11:33
KST 18:33
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL54Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
Weekly Cups (June 23-29): Reynor in world title form? The SCII GOAT: A statistical Evaluation PiG Sty Festival #5: Playoffs Preview + Groups Recap The GOAT ranking of GOAT rankings Statistics for vetoed/disliked maps
Tourneys
Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL BW General Discussion Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Unit and Spell Similarities
Tourneys
[Megathread] Daily Proleagues [BSL20] Grand Finals - Sunday 20:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
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 Trading/Investing Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 589 users

Designated Balance Discussion Thread - Page 877

Forum Index > SC2 General
Post a Reply
Prev 1 875 876 877 878 879 1266 Next
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
January 13 2014 23:58 GMT
#17521
On January 14 2014 06:38 RampancyTW wrote:
Another side effect of delaying warp tech: it allows Z to play a lottt greedier if you know there's no real risk of early attacks. So you might buff gateway units... but then super early pokes with 2-3 units get a lot stronger, etc. You'd have to completely rework all 3 races to mitigate the effects of later warpgate.

That's true.. sigh sigh.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
January 14 2014 00:02 GMT
#17522
I posted this on BNet forums. Changes to MSC with minimal side effects to non-early game TvP, any timestamp PvP, pretty much any time stamp ZvP (except recall snipes).

Source: http://eu.battle.net/sc2/en/forum/topic/9256976471?page=1#3
+ Show Spoiler +
Dear reader,

I propose to you a couple of changes to the MSC to make it a more well-balanced, less versatile unit. These changes aim to affect mostly the complaints about the Mothership Core, while causing as little damage as possible to any other interaction.

SUBJECTS:
- Arguments for the MSC
- Problems with the MSC
- Why DKs proposed solution is wrong
- Problems with nerfing MSC
- Proposed changes


Arguments for the MSC:
- The MSC stabilizes PvP. This is the biggest argument proposed to warrant the mothershipcore. Because of the spells the mothershipcore offers, PvP since HotS goes beyond 1 base v 1 base - you can secure an extra base and start the long game from there.
- MSC gives Protoss some sense of security in their former weakest phase of the game, where gatewayunits lose their strenght to the opposing races and their tech. MSC bridges the timing where gateways become to weak and the high tech kicks in.
- MSC allows Protoss to move out on the map and be agressive without too much risk.

Problem with the MSC:
- The Mothership Core gives Protoss TOO much safety.
It's not rare to see protoss play with multiple tech paths, lots of upgrades off of one gateway until pretty deep in the game. Overcharge deals 20DPS but is not cancel-able (except by killing the nexus, which is not an issue before lategame).
- The moveouts on the map have become no risk. We often see Protoss go for what should be a suicide mission on the third of Zerg, but is not - a combination of Forcefield and Recall allows the army to attempt a snipe on the base RISK-FREE!

Why DK's change is wrong:
David Kim proposed a change to Planetary Overcharge: nerfing the duration from 60 second to 40 seconds. This, in my opinion, is wrong.
- This change mostly hurts PvP. The two minutes of Overcharge Support is needed to get even in production with the opposing Protoss player. The time bought allows for the standing armies to be equal in strenght and thus allows expansion based builds to exist in the first place.
- PvZ and PvT are mostly timing based. Whether said timing is delayed y 40 or 60 seconds, the window of potential damage has passed.

Problems often spoken about as an argument AGAINST nerfing MSC:
- The Terran 1/1/1 all in. Buffed Cloak and Siege Tech make Protosses afraid of a new domination of 1/1/1, a techbased all in that is shut down flat by the 13 range and high DPS of Overcharge.
- Protoss cannot get tech fast enough to deal with mass bio AND get a secure third base for late game because of Emergency Thrusters.
- PvP would devolve back into 1 base v 1 base for eternity.

My proposed changes and reasoning:
A - Photon Overcharge
No change to range, damage, duration.
Instead - Mothership Core now Channels the overcharge from a range of 6 or less to the nexus (for comparison, this is slightly further than the distance from Nexus to mineral line). Channeling means the Mothershipcore becomes immobile, cannot attack anymore, nor cast spells. If the mothership core is killed, Overcharge is HALTED
Why this is fine:
Early game, the only real Aerial threats for the Mothership core consist of:
- Marines with Stimpack
- Phoenix
- VIkings
- Blink Stalkers
Marines and Stalkers are dealt with by moving behind the nexus and the army so you cannot be reached, if the Stalkers decide to blink, they are without blink on top of your standing army and probes and risk losing their lives instantly.
Phoenix and Vikings are dealt with by keeping the MSC over the Overcharge (damaging attacking unit) and keeping a little aerial support nearby.
This limits the amount of active overcharges to 1 and creates a situation in which Protoss must carefully position the MSC to provide maximum safety. This also allows the other races to all in by dedicating to killing the Overcharging core. These all ins can be blocked with sentries vs Marines, any small army vs Stalkers, and Stalkers vs Air based all ins and Sim City also helps vs the ground units.
This creates a dynamic in which mostly Terran benefits from the change, not by anything major in the later game, but by allowing Terran to all in greedy Protoss players again.

B - Mass Recall
The problem with the current version of Recall is that it appears to be too much of a 'get-out-of-jail-free-call'. The casting time is short, all units get safed, You can make mistakes and get away unpunished because of this.
- MothershipCore becomes IMMUNE to all damage while using Recall.
- Any unit that takes damage in the channeling time DOES NOT RECALL. This usually means a couple of gateway units get left behind, depending on the speed of the recall. This also means you can no longer escape unscathed when taking a poor engagement. This also means there's no implication for defensive recalls to Nexi.
What this also means, Fungal Growth, EMP, AoE damage in general cause a situation in which Protoss might not want to recall. Any unti struck by it will be left behind. This once again makes Recall a lot riskier to use when caught with a poorly positioned army, but has no implications when casted in time, which, because of Hallucination / Observers, is not a problem. If you get faced with a situation in which you can't recall, there's the option of manouvering with the use of sentries, storm, Time Warp and perhaps sacrificial Zealots to buy time and reach for a safe area to recall at. This change again barely affects well played PvP, in TvP and ZvP, you have good options to provide map vision and can use recall freely, like you do now, EXCEPT when you get caught in a poor engagement. In that case, you risk losing a chunk of your army.

Time Warp
Duration changed to 10 or 15 seconds. Time Warp is a spell that combo's too well with the Protoss army when used in certain ways. Storm Collosus Archon Zealot is an army that requires a very mobile response, which Time Warp denies. Time Warp is also too effective in blocking of movement paths for Zerg for too long without investing Gas into Sentries. Lastly, Time Warp makes for really weird PvP battles in which unit micro becomes much less rewarding because both deathballs are usually under the effects of Time Warp.

Vision Range
Mothership Core vision is 14 this should change to 9. This is the biggest Reason Blink All Ins are as powerful as they are. You can always perfectly see when it is safe to blink in. Blinking into a main SHOULD be risky, but a combination of this vision range and time warp allows for blinking in and not having to fear an engagement until blink is off cooldown again. This only weakens Blink All Ins slightly and possibly gateway (immortal) all ins up a natural ramp (which a sentry can help with decently), no other interactions badly are affected.

I'm greatly interested in a discussion about the pro's and cons of my proposed changes.
A small TLDR:
- Overcharge becomes a channeled spell.
- Recall does not recall units that took damage while Recall was in process. Mothershipcore Immune during recall.
- Time Warp duration decreased
- Mothership Core Vision from 14 to 9.

Kind regards,
Toastie
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Survivor61316
Profile Joined July 2012
United States470 Posts
January 14 2014 03:12 GMT
#17523
I think the best fix to warpgate would be to make units take ~15 seconds to warp in instead of 5, while also deceasing the time it takes inbetween warp ins so that the overall build time from a warpgate is the same as it is now. It would always keep the obvious advantages over normal gateways (faster build times and reinforcements wherever), but it also means that warping in a new group of units right in the middle of battle becomes much more risky. As it is now, I feel like warpgate makes macro and defending drops way too easy for toss.
Liquid Fighting
Ana_
Profile Joined May 2012
Finland453 Posts
January 14 2014 09:32 GMT
#17524
On January 14 2014 09:02 SC2Toastie wrote:
I posted this on BNet forums. Changes to MSC with minimal side effects to non-early game TvP, any timestamp PvP, pretty much any time stamp ZvP (except recall snipes).

Source: http://eu.battle.net/sc2/en/forum/topic/9256976471?page=1#3
+ Show Spoiler +
Dear reader,

I propose to you a couple of changes to the MSC to make it a more well-balanced, less versatile unit. These changes aim to affect mostly the complaints about the Mothership Core, while causing as little damage as possible to any other interaction.

SUBJECTS:
- Arguments for the MSC
- Problems with the MSC
- Why DKs proposed solution is wrong
- Problems with nerfing MSC
- Proposed changes


Arguments for the MSC:
- The MSC stabilizes PvP. This is the biggest argument proposed to warrant the mothershipcore. Because of the spells the mothershipcore offers, PvP since HotS goes beyond 1 base v 1 base - you can secure an extra base and start the long game from there.
- MSC gives Protoss some sense of security in their former weakest phase of the game, where gatewayunits lose their strenght to the opposing races and their tech. MSC bridges the timing where gateways become to weak and the high tech kicks in.
- MSC allows Protoss to move out on the map and be agressive without too much risk.

Problem with the MSC:
- The Mothership Core gives Protoss TOO much safety.
It's not rare to see protoss play with multiple tech paths, lots of upgrades off of one gateway until pretty deep in the game. Overcharge deals 20DPS but is not cancel-able (except by killing the nexus, which is not an issue before lategame).
- The moveouts on the map have become no risk. We often see Protoss go for what should be a suicide mission on the third of Zerg, but is not - a combination of Forcefield and Recall allows the army to attempt a snipe on the base RISK-FREE!

Why DK's change is wrong:
David Kim proposed a change to Planetary Overcharge: nerfing the duration from 60 second to 40 seconds. This, in my opinion, is wrong.
- This change mostly hurts PvP. The two minutes of Overcharge Support is needed to get even in production with the opposing Protoss player. The time bought allows for the standing armies to be equal in strenght and thus allows expansion based builds to exist in the first place.
- PvZ and PvT are mostly timing based. Whether said timing is delayed y 40 or 60 seconds, the window of potential damage has passed.

Problems often spoken about as an argument AGAINST nerfing MSC:
- The Terran 1/1/1 all in. Buffed Cloak and Siege Tech make Protosses afraid of a new domination of 1/1/1, a techbased all in that is shut down flat by the 13 range and high DPS of Overcharge.
- Protoss cannot get tech fast enough to deal with mass bio AND get a secure third base for late game because of Emergency Thrusters.
- PvP would devolve back into 1 base v 1 base for eternity.

My proposed changes and reasoning:
A - Photon Overcharge
No change to range, damage, duration.
Instead - Mothership Core now Channels the overcharge from a range of 6 or less to the nexus (for comparison, this is slightly further than the distance from Nexus to mineral line). Channeling means the Mothershipcore becomes immobile, cannot attack anymore, nor cast spells. If the mothership core is killed, Overcharge is HALTED
Why this is fine:
Early game, the only real Aerial threats for the Mothership core consist of:
- Marines with Stimpack
- Phoenix
- VIkings
- Blink Stalkers
Marines and Stalkers are dealt with by moving behind the nexus and the army so you cannot be reached, if the Stalkers decide to blink, they are without blink on top of your standing army and probes and risk losing their lives instantly.
Phoenix and Vikings are dealt with by keeping the MSC over the Overcharge (damaging attacking unit) and keeping a little aerial support nearby.
This limits the amount of active overcharges to 1 and creates a situation in which Protoss must carefully position the MSC to provide maximum safety. This also allows the other races to all in by dedicating to killing the Overcharging core. These all ins can be blocked with sentries vs Marines, any small army vs Stalkers, and Stalkers vs Air based all ins and Sim City also helps vs the ground units.
This creates a dynamic in which mostly Terran benefits from the change, not by anything major in the later game, but by allowing Terran to all in greedy Protoss players again.

B - Mass Recall
The problem with the current version of Recall is that it appears to be too much of a 'get-out-of-jail-free-call'. The casting time is short, all units get safed, You can make mistakes and get away unpunished because of this.
- MothershipCore becomes IMMUNE to all damage while using Recall.
- Any unit that takes damage in the channeling time DOES NOT RECALL. This usually means a couple of gateway units get left behind, depending on the speed of the recall. This also means you can no longer escape unscathed when taking a poor engagement. This also means there's no implication for defensive recalls to Nexi.
What this also means, Fungal Growth, EMP, AoE damage in general cause a situation in which Protoss might not want to recall. Any unti struck by it will be left behind. This once again makes Recall a lot riskier to use when caught with a poorly positioned army, but has no implications when casted in time, which, because of Hallucination / Observers, is not a problem. If you get faced with a situation in which you can't recall, there's the option of manouvering with the use of sentries, storm, Time Warp and perhaps sacrificial Zealots to buy time and reach for a safe area to recall at. This change again barely affects well played PvP, in TvP and ZvP, you have good options to provide map vision and can use recall freely, like you do now, EXCEPT when you get caught in a poor engagement. In that case, you risk losing a chunk of your army.

Time Warp
Duration changed to 10 or 15 seconds. Time Warp is a spell that combo's too well with the Protoss army when used in certain ways. Storm Collosus Archon Zealot is an army that requires a very mobile response, which Time Warp denies. Time Warp is also too effective in blocking of movement paths for Zerg for too long without investing Gas into Sentries. Lastly, Time Warp makes for really weird PvP battles in which unit micro becomes much less rewarding because both deathballs are usually under the effects of Time Warp.

Vision Range
Mothership Core vision is 14 this should change to 9. This is the biggest Reason Blink All Ins are as powerful as they are. You can always perfectly see when it is safe to blink in. Blinking into a main SHOULD be risky, but a combination of this vision range and time warp allows for blinking in and not having to fear an engagement until blink is off cooldown again. This only weakens Blink All Ins slightly and possibly gateway (immortal) all ins up a natural ramp (which a sentry can help with decently), no other interactions badly are affected.

I'm greatly interested in a discussion about the pro's and cons of my proposed changes.
A small TLDR:
- Overcharge becomes a channeled spell.
- Recall does not recall units that took damage while Recall was in process. Mothershipcore Immune during recall.
- Time Warp duration decreased
- Mothership Core Vision from 14 to 9.

Kind regards,
Toastie



This seems reasonable, +1. would want to test it.
Sticks and stones may break my bones but words will never hurt me.
saddaromma
Profile Joined April 2013
1129 Posts
Last Edited: 2014-01-14 10:18:20
January 14 2014 10:16 GMT
#17525
On January 12 2014 12:55 ETisME wrote:
once money is involved, with more pros and talents start playing, problems will arise up.
Starcraft early WoL days was pretty interesting, unoptimised play with strange tactics (but doesn't mean horrible play).
Then once people starts to explore the game more, some problems show up when people found the best optimal way to play.
Then everyone copy the best optimal play and leads to more problematic games in their own game experience.

so the best way is just let starbow become the niche game and sort of like red alert 2, small pro scene, quite a bit of imbalanceness, but fun

SC2 was flawed from the very beginning. terrans could beat protoss simply by building only marauders and medivacs in the first month of WoL beta. Admittedly blizzard fixed lots of stuff and improved the game by a large margin, but even then, you can see that they hit the ceiling and can't make it any better, I attribute it to flaws in its core design.

I believe starbow has a lot more potential in that regard and can be much much better than original sc2 simply because its core idea is great and was inherited from bw.
wishr
Profile Joined February 2012
Russian Federation262 Posts
January 14 2014 10:29 GMT
#17526
I must say, i love Starcraft even with not ideal balance and other crappy things, i love it! Guys stop crying on forums and just Play The Game! Or leave it^^
* Only girls complain about balance! *
Big J
Profile Joined March 2011
Austria16289 Posts
January 14 2014 11:22 GMT
#17527
On January 14 2014 06:38 RampancyTW wrote:
Another side effect of delaying warp tech: it allows Z to play a lottt greedier if you know there's no real risk of early attacks. So you might buff gateway units... but then super early pokes with 2-3 units get a lot stronger, etc. You'd have to completely rework all 3 races to mitigate the effects of later warpgate.


Or, you know, you buff something else that is not gateway dependend to give Protoss early poke tools against zerg.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 14 2014 16:56 GMT
#17528
Yay, Harstem decided to adopt my Swarm Host suggestion fix.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2014-01-14 19:23:32
January 14 2014 19:21 GMT
#17529
On January 14 2014 20:22 Big J wrote:
Show nested quote +
On January 14 2014 06:38 RampancyTW wrote:
Another side effect of delaying warp tech: it allows Z to play a lottt greedier if you know there's no real risk of early attacks. So you might buff gateway units... but then super early pokes with 2-3 units get a lot stronger, etc. You'd have to completely rework all 3 races to mitigate the effects of later warpgate.


Or, you know, you buff something else that is not gateway dependend to give Protoss early poke tools against zerg.


Watched a proleague game today and the game started with cannon rush, and then oracle play, and then a timing (which came late enough since a warp prism was on the field) in a PvZ.

I've been a proposing warp-ins only being possible from a warp prism - thus requiring warp-gate all-ins to atleast require a robo.
Korson
Profile Blog Joined August 2010
United States47 Posts
January 15 2014 20:37 GMT
#17530
I have a question - why don't we see terrans building factory or starport units to supplement bio? Why is making a few less marauders or medivacs in exchange for a raven, widow mines, hellbats or tanks not worth it? I understand we see it occasionally (like in the Gumiho game last night) but why not on a regular basis?

Thanks guys.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
January 15 2014 20:41 GMT
#17531
On January 16 2014 05:37 Korson wrote:
I have a question - why don't we see terrans building factory or starport units to supplement bio? Why is making a few less marauders or medivacs in exchange for a raven, widow mines, hellbats or tanks not worth it? I understand we see it occasionally (like in the Gumiho game last night) but why not on a regular basis?

Thanks guys.

Medivacs Vikings Mines get made regularly.

Why not go further? Double upgrades are expensive, quadruple upgrades and you'll be left with no army.

Also, there's obvious flaws in every extra unit you add to a combination.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
January 16 2014 03:03 GMT
#17532
On January 16 2014 05:41 SC2Toastie wrote:
Show nested quote +
On January 16 2014 05:37 Korson wrote:
I have a question - why don't we see terrans building factory or starport units to supplement bio? Why is making a few less marauders or medivacs in exchange for a raven, widow mines, hellbats or tanks not worth it? I understand we see it occasionally (like in the Gumiho game last night) but why not on a regular basis?

Thanks guys.

Medivacs Vikings Mines get made regularly.

Why not go further? Double upgrades are expensive, quadruple upgrades and you'll be left with no army.

Also, there's obvious flaws in every extra unit you add to a combination.


Also, some units just don't have good synergy with bio in certain situation. Thors, for example, cannot be used in TvP bio because its impossible to kite and stutter-step with them.
MTAC
Profile Joined May 2013
103 Posts
January 16 2014 13:01 GMT
#17533
Double upgrades are expensive, quadruple upgrades and you'll be left with no army.


We've done with triple UP in TvZ/TvT for quite some time, there should be an easy way to make it happen again, in other matchups and compositions.

One easy trick could be to buff bunkers. Especially via the bunkers/buildings upgrades. Health/armor/capacity/HB in bunks?.. Whatever. Via the correct buffs to mech units, you could see some interesting marines/mech (already usuable in WoL) upgrading only attack of bio and single/double UP mech. And small leapfrog of bunkers/tanks/minefields everywhere.

It would help a lot for Mech AA without even tweaking the thor. Could even help biotank TvZ via longer marine range and lifetime, and with Turrets, make the old BW defensive/agressive buildings/army coming slowly towarrd the enemy happens again.
But for that you need or a singular buff to tanks and a small to mines, or just make them a lot cheaper supply and costwise. I wouldn't be against a small decrease of marines health or increasing of Shield cost.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
January 16 2014 13:13 GMT
#17534
On January 16 2014 12:03 plogamer wrote:
Show nested quote +
On January 16 2014 05:41 SC2Toastie wrote:
On January 16 2014 05:37 Korson wrote:
I have a question - why don't we see terrans building factory or starport units to supplement bio? Why is making a few less marauders or medivacs in exchange for a raven, widow mines, hellbats or tanks not worth it? I understand we see it occasionally (like in the Gumiho game last night) but why not on a regular basis?

Thanks guys.

Medivacs Vikings Mines get made regularly.

Why not go further? Double upgrades are expensive, quadruple upgrades and you'll be left with no army.

Also, there's obvious flaws in every extra unit you add to a combination.


Also, some units just don't have good synergy with bio in certain situation. Thors, for example, cannot be used in TvP bio because its impossible to kite and stutter-step with them.

THat was what my last line ment :D
Mura Ma Man, Dark Da Dude, Super Shot Sos!
TeeTS
Profile Joined June 2011
Germany2762 Posts
January 16 2014 19:36 GMT
#17535
Regardless of wether the game is balanced or not at the top, I think the game right now is in its worst spot since 2011. Every matchup exept mirrors is pretty much horrible in some way. Take TvZ for excample. This mech turtle style might be viable, but it´s just the most boring playstyle ever. All you do is sitting there, turtling up to 5bases while transitioning into BC/raven/viking with some tanks behind it. once you get there, it´s pretty much lights out for zerg. It´s horrible to play and to play against, absolutely no fun. And it´s heartbreaking to watch. TvP is pretty much fucked up with the new maps. They make the allin play way too strong. And PvZ Swarmhost turtle... just a nightmare. You have those shitty strategies, that require very little skill to pull off, are hard to beat and create those extremely long and boring games.
One can definately say at this point, that with the balancing and map changes we´ve had in the past half of a year, SC2 was totally messed up. I think this will be the last big year of SC2, because the game is just absolutely terrible to play and to watch right now. Even the Broodlord Infestor era in WoL wasn´t that bad!
Wingblade
Profile Joined April 2012
United States1806 Posts
January 16 2014 19:42 GMT
#17536
On January 15 2014 04:21 plogamer wrote:
Show nested quote +
On January 14 2014 20:22 Big J wrote:
On January 14 2014 06:38 RampancyTW wrote:
Another side effect of delaying warp tech: it allows Z to play a lottt greedier if you know there's no real risk of early attacks. So you might buff gateway units... but then super early pokes with 2-3 units get a lot stronger, etc. You'd have to completely rework all 3 races to mitigate the effects of later warpgate.


Or, you know, you buff something else that is not gateway dependend to give Protoss early poke tools against zerg.


Watched a proleague game today and the game started with cannon rush, and then oracle play, and then a timing (which came late enough since a warp prism was on the field) in a PvZ.

I've been a proposing warp-ins only being possible from a warp prism - thus requiring warp-gate all-ins to atleast require a robo.


That's a horrible idea. Good luck ever defending turbo vac drops ever.
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
TeeTS
Profile Joined June 2011
Germany2762 Posts
January 16 2014 19:54 GMT
#17537
On January 17 2014 04:42 Wingblade wrote:
Show nested quote +
On January 15 2014 04:21 plogamer wrote:
On January 14 2014 20:22 Big J wrote:
On January 14 2014 06:38 RampancyTW wrote:
Another side effect of delaying warp tech: it allows Z to play a lottt greedier if you know there's no real risk of early attacks. So you might buff gateway units... but then super early pokes with 2-3 units get a lot stronger, etc. You'd have to completely rework all 3 races to mitigate the effects of later warpgate.


Or, you know, you buff something else that is not gateway dependend to give Protoss early poke tools against zerg.


Watched a proleague game today and the game started with cannon rush, and then oracle play, and then a timing (which came late enough since a warp prism was on the field) in a PvZ.

I've been a proposing warp-ins only being possible from a warp prism - thus requiring warp-gate all-ins to atleast require a robo.


That's a horrible idea. Good luck ever defending turbo vac drops ever.


I think every terran would love to get rid of that stupid ability in exchange for proper changes to protoss´ and zerg´s core mechanics.
TimENT
Profile Joined November 2012
United States1425 Posts
January 16 2014 20:00 GMT
#17538
On January 17 2014 04:36 TeeTS wrote:
Regardless of wether the game is balanced or not at the top, I think the game right now is in its worst spot since 2011. Every matchup exept mirrors is pretty much horrible in some way. Take TvZ for excample. This mech turtle style might be viable, but it´s just the most boring playstyle ever. All you do is sitting there, turtling up to 5bases while transitioning into BC/raven/viking with some tanks behind it. once you get there, it´s pretty much lights out for zerg. It´s horrible to play and to play against, absolutely no fun. And it´s heartbreaking to watch. TvP is pretty much fucked up with the new maps. They make the allin play way too strong. And PvZ Swarmhost turtle... just a nightmare. You have those shitty strategies, that require very little skill to pull off, are hard to beat and create those extremely long and boring games.
One can definately say at this point, that with the balancing and map changes we´ve had in the past half of a year, SC2 was totally messed up. I think this will be the last big year of SC2, because the game is just absolutely terrible to play and to watch right now. Even the Broodlord Infestor era in WoL wasn´t that bad!


Honestly, I think SC2 has just been on a gradual decline ever since Blizz decided to buff Queen range. The % of great games to mediocre/terrible games is pathetic tbh. I honestly don't want to watch any SC2 right now unless it's TvT. TvZ is slowly becoming a raven-fest (disgusting). TvP is just ridiculous because Protoss is immune to early attacks and can play infinitely greedy/cheesy without a worry in the world. PvZ is fucking stupid. PvP is and always will be the worst matchup in history because of Protoss design. ZvZ can be tolerated, but honestly...do we want to settle for complete mediocrity? The game is fucking terrible right now TO BE COMPLETELY HONEST. I don't care if the game is balanced (according to win %'s)...it's just god awful in its current state...
Barcelona / Arsenal Fan!
ZenithM
Profile Joined February 2011
France15952 Posts
January 16 2014 20:12 GMT
#17539
I wonder if reducing sight range would be a decent nerf for the MSCore.
Big J
Profile Joined March 2011
Austria16289 Posts
January 16 2014 20:29 GMT
#17540
On January 17 2014 04:54 TeeTS wrote:
Show nested quote +
On January 17 2014 04:42 Wingblade wrote:
On January 15 2014 04:21 plogamer wrote:
On January 14 2014 20:22 Big J wrote:
On January 14 2014 06:38 RampancyTW wrote:
Another side effect of delaying warp tech: it allows Z to play a lottt greedier if you know there's no real risk of early attacks. So you might buff gateway units... but then super early pokes with 2-3 units get a lot stronger, etc. You'd have to completely rework all 3 races to mitigate the effects of later warpgate.


Or, you know, you buff something else that is not gateway dependend to give Protoss early poke tools against zerg.


Watched a proleague game today and the game started with cannon rush, and then oracle play, and then a timing (which came late enough since a warp prism was on the field) in a PvZ.

I've been a proposing warp-ins only being possible from a warp prism - thus requiring warp-gate all-ins to atleast require a robo.


That's a horrible idea. Good luck ever defending turbo vac drops ever.


I think every terran would love to get rid of that stupid ability in exchange for proper changes to protoss´ and zerg´s core mechanics.


yeah, because who would not love to have one ability removed while all your opponents are thrown back into WoL beta stage of figuring out their races.

Also wtf is wrong with "zerg's core mechanics" now as well... (rhetorical question; really don't want to get into a lengthy discussion about "omg injects"; "omg techswitches"; "omg creep" or whatever you have in mind)
Prev 1 875 876 877 878 879 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 27m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Reynor 520
Tasteless 38
StarCraft: Brood War
Larva 815
Stork 243
actioN 151
Yoon 96
sorry 50
Shinee 33
GoRush 31
BeSt 27
yabsab 13
Barracks 10
[ Show more ]
ivOry 6
NaDa 2
Dota 2
XcaliburYe588
XaKoH 536
Counter-Strike
Stewie2K1769
Heroes of the Storm
Khaldor175
Other Games
Happy421
SortOf63
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo2581
Upcoming Events
CranKy Ducklings
27m
RSL Revival
27m
ByuN vs Cham
herO vs Reynor
WardiTV European League
2h 27m
FEL
6h 27m
RSL Revival
1d
Clem vs Classic
SHIN vs Cure
FEL
1d 2h
WardiTV European League
1d 2h
BSL: ProLeague
1d 8h
Dewalt vs Bonyth
Replay Cast
2 days
Sparkling Tuna Cup
3 days
[ Show More ]
WardiTV European League
3 days
The PondCast
4 days
Replay Cast
4 days
RSL Revival
5 days
Replay Cast
5 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
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
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
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
FISSURE Playground #1
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.