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Designated Balance Discussion Thread - Page 928

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bo1b
Profile Blog Joined August 2012
Australia12814 Posts
March 19 2014 19:43 GMT
#18541
I have serious problems with the dark swarm spell tbh, but at least it was a 9 range spell that lasted for 5 minutes/until enough attacks hit it, and only affected ground units.

In any event, this match shows basically every problem I have with the mechanic.

Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-03-19 19:58:24
March 19 2014 19:53 GMT
#18542
On March 19 2014 22:54 The_Red_Viper wrote:
Show nested quote +
On March 19 2014 22:48 bo1b wrote:
On March 19 2014 22:47 The_Red_Viper wrote:
Tbh your explanations read like "it wasn't in BW, that's why it is bad."

What? How on earth did you get that from what I wrote

You specifically criticize spells that are new in sc2.
Then you say "I'd much prefer it if fungal worked like plague", i think it fits well together

But whatever, i don't agree with your claim that the spells in sc2 are awfully designed, they are just too spamable for my liking (smartcast)
Show nested quote +
On March 19 2014 22:52 Foxxan wrote:
On March 19 2014 22:47 The_Red_Viper wrote:
Tbh your explanations read like "it wasn't in BW, that's why it is bad."
Imo these spells are not better or worse per se, the only difference is that smartcasting makes most spells boring and unfun.

No it dont.
You hit that fungal=What can the opponent do?=Thats a boring/bad unit interaction.

You hit a storm=You can move out of it at anytime. The sc2 storm is bad tho cuz its not designed with smartcast in it.

Every powerful spell in broodwar that rly blocks the enemy is:
mealsstorm=8sec stun
statis=freezes the enemy for 40(?)sec, makes them immune to everything.
Lockdown

They all are:
1) Latetech to very latetech
2) High mana cost

While other spells in broodwar like ensnare can be dispelled from the medics.
Can be feedbacked from darkarchon.

Its not perfect in broodwar but its still much better than sc2 and it was made 14years ago.

Every spell in sc2 more or less makes one side not able to do much while the other side have to much power.
THAT is bad unit interaction


So because it comes later it is better designed?
I can agree with higher manacost (that makes it less spamable, something i also think is bad)
But overall i don't agree with it either, the real problem of sc2 is smartcast imo.

"The sc2 storm is bad tho cuz its not designed with smartcast in it"
what?


It comes later with a high mana cost. Big difference then coming early with lower manacost.
The spells can be dispelled.

Lockdown is 100mana,late and singeltarget - and only works on mechanical
Maelstorm is 100mana, expensive unit to get and only works on biological units. Can be dispelled

Also note the pathing is different. The units spread themself out.
Also note, zerg units are usually weak so the best way to stun here is to hit expensive units.
Also note, using maelstorm against terran bio wouldnt be the best either cuz medic can dispell it.

So the differences are very huge. The enemy has more counterplay then sc2 ever will have if u compare this to forcefield, fungal.
The spells in sc2 are lame as hell is my opinion
I hope u can agree with these stuff now also and not only the purely mana cost thing

"The sc2 storm is bad tho cuz its not designed with smartcast in it"
what?

"what" "what" you say
I know u had that argument with that guy that said designing spells with smartcast could be good and u said "what" all the time to him so iam not gonna write anything deep here
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
March 19 2014 20:00 GMT
#18543
I mean, you could say it's one click to completely secure a fairly sizable location. I think that's acceptable if it comes at a cost, or at least with risk: defilers are typically subjected to science vessel squads looking to assassinate, which limits their numbers, and they often die in the process of casting dark swarm since they are such vulnerable units. I think dark swarm wasn't that big of an issue in ZvP because of zealots and archons, and ZvZ never got to the stage where defilers can play a major role. So I would say that Blizzard in a sense was lucky that dark swarm worked out so well in the game, and the mechanic is scary enough that it could have gone wrong.

I would also say that strong positional control is acceptable if you're encouraged to spread out over the map (see lalush and his asymmetry vs defender's advantage theory), another reason why it worked out better in bw. And having more melee units as a race limits the size of the effect by a lot, since you can't shoot out of the swarm so easily.

How would you describe your problem with dark swarm particularly though?
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.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
March 19 2014 20:19 GMT
#18544
My problem isn't so much the result but the design behind it. I very much dislike abilities which cause localised immunity. I wrote something similar in the starbow in regards to miss % when shooting upwards, however in the end it may prove to just be a necessary evil.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2014-03-19 20:53:38
March 19 2014 20:51 GMT
#18545
On March 20 2014 04:53 Foxxan wrote:
Show nested quote +
On March 19 2014 22:54 The_Red_Viper wrote:
On March 19 2014 22:48 bo1b wrote:
On March 19 2014 22:47 The_Red_Viper wrote:
Tbh your explanations read like "it wasn't in BW, that's why it is bad."

What? How on earth did you get that from what I wrote

You specifically criticize spells that are new in sc2.
Then you say "I'd much prefer it if fungal worked like plague", i think it fits well together

But whatever, i don't agree with your claim that the spells in sc2 are awfully designed, they are just too spamable for my liking (smartcast)
On March 19 2014 22:52 Foxxan wrote:
On March 19 2014 22:47 The_Red_Viper wrote:
Tbh your explanations read like "it wasn't in BW, that's why it is bad."
Imo these spells are not better or worse per se, the only difference is that smartcasting makes most spells boring and unfun.

No it dont.
You hit that fungal=What can the opponent do?=Thats a boring/bad unit interaction.

You hit a storm=You can move out of it at anytime. The sc2 storm is bad tho cuz its not designed with smartcast in it.

Every powerful spell in broodwar that rly blocks the enemy is:
mealsstorm=8sec stun
statis=freezes the enemy for 40(?)sec, makes them immune to everything.
Lockdown

They all are:
1) Latetech to very latetech
2) High mana cost

While other spells in broodwar like ensnare can be dispelled from the medics.
Can be feedbacked from darkarchon.

Its not perfect in broodwar but its still much better than sc2 and it was made 14years ago.

Every spell in sc2 more or less makes one side not able to do much while the other side have to much power.
THAT is bad unit interaction


So because it comes later it is better designed?
I can agree with higher manacost (that makes it less spamable, something i also think is bad)
But overall i don't agree with it either, the real problem of sc2 is smartcast imo.

"The sc2 storm is bad tho cuz its not designed with smartcast in it"
what?


It comes later with a high mana cost. Big difference then coming early with lower manacost.
The spells can be dispelled.

Lockdown is 100mana,late and singeltarget - and only works on mechanical
Maelstorm is 100mana, expensive unit to get and only works on biological units. Can be dispelled

Also note the pathing is different. The units spread themself out.
Also note, zerg units are usually weak so the best way to stun here is to hit expensive units.
Also note, using maelstorm against terran bio wouldnt be the best either cuz medic can dispell it.

So the differences are very huge. The enemy has more counterplay then sc2 ever will have if u compare this to forcefield, fungal.
The spells in sc2 are lame as hell is my opinion
I hope u can agree with these stuff now also and not only the purely mana cost thing

Show nested quote +
"The sc2 storm is bad tho cuz its not designed with smartcast in it"
what?

"what" "what" you say
I know u had that argument with that guy that said designing spells with smartcast could be good and u said "what" all the time to him so iam not gonna write anything deep here


I agree with the mana cost, so i am not sure why you mention it again.
Well whatever, i don't think they are lame cause of the design, they are only lame cause they get spammed..
Storm was great in bw, in sc2 nobody really is amazed by it. (even though it is a pretty "boring" spell, damage wow)
Yeah right, maybe you should read that conversation again and your post too
WHAT do you mean with "storm is bad tho cuz its not designed with smartcast in it" i don't get what you mean with that, storm uses smartcast too in sc2 obviously..
I mean sure, forcefield and fungal the way they are implemented are kinda lame, but would they be lame if you couldn't cast 5 spells per second?
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-03-19 21:31:07
March 19 2014 21:27 GMT
#18546
On March 20 2014 05:19 bo1b wrote:
My problem isn't so much the result but the design behind it. I very much dislike abilities which cause localised immunity. I wrote something similar in the starbow in regards to miss % when shooting upwards, however in the end it may prove to just be a necessary evil.

What's wrong with localized immunity? (not sure what you mean by it, do you just mean absolute position control?)

Take spider mines, for instance. Siege tanks being able to siege up a position and be unassailable is potentially broken, but that's not the case. You can strengthen a position by adding spider mines, but they're a commitment as you could say that mines cost resources or are limited in some fashion. This makes is so that controlling a position requires some set-up time (strategic planning) and some investment, so there is a real risk/reward aspect to it.

Starbow has spider mines, but in some patches vultures were comparatively stronger than they were in brood war and players were encouraged to make many more vultures and this resulted in an effect where mines were like playing vs swarm hosts, with infinite mine fields you had to clear through with never an end in sight. It's better now, and you have to be pickier about where to place the mines and this makes army movements feel more meaningful. (imo)

I think dark swarm is acceptable if defilers have to put themselves at risk for casting it, if defilers are a limited resource, if there are ways to break dark swarm-empowered positions, if it's limited in effect, and if you're encouraged to use it offensively more than defensively. I don't know why it would be bad if those conditions are met, which you can definitely be confident in if you design the game around it.
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.
Velvet_Llama
Profile Joined September 2011
United States25 Posts
March 19 2014 23:18 GMT
#18547
So this is just something that popped into my head while I was eating this delicious sandwich, haven't had time to think it through much. What if the mothership core was changed so that it had to stay within a certain distance of a nexus or it rapidly loses energy?

I know one of the complaints about it is that is able to fulfill too many functions- it's a scout, it gives vision for blinks, it's a powerful spell caster, ect ect. If it ran out of energy when leaving a toss base, might that force the Protoss player to use it more as either a good scout/early game harass unit OR use it as an early game defensive unit? You'd still be able to use it to scout and gain vision, but you wouldn't be able to throw out time warps and recall. Or you could leave it home and use photon overcharge and time warp defensively. I guess this would essentially eliminate the recall ability.

What do you guys think, any merit to this?
vRadiatioNv
Profile Joined August 2010
United States139 Posts
March 19 2014 23:26 GMT
#18548
I'm not sure if I should make a separate thread for this but I'll post it here first at least.

Stephano was streaming with commentary earlier today and he showed us a ZvZ replay which resulted in a tie. Essentially he shows that, once a player hits a maxed Swarm Host/Infestor/Viper composition with enough spores, that player can then force a tie on basically any map which has a high ground area with a small ramp.

Here is where he shows the replay: http://www.twitch.tv/egstephano/b/512453298?t=56m10s

Personally, I think it's a big problem. I know a lot of people bash SH all the time and I certainly would love to see Blizzard make them more interesting but I almost feel this might simply be a result of Zerg having little to no siege-breaking options. We've now seen Soulkey vs Reality's Mech turtle have this result and what Stephano showed here certainly looked unbreakable for Zerg as well. I thought the whole point of BL and SH was they are supposed to be able to break these kinds of entrenched positions, lol. Locusts can't get up the ramp and BL 9.5 range isn't really enough to break it. I do feel something needs to be changed but I'm unsure what.

But what do you guys think? Does something need to be changed and, if so, what?
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
March 19 2014 23:31 GMT
#18549
I'm also fairly certain that you could get a draw as a terran player using ravens and vikings vs zerg almost every single game if you played vs worse players. But most of the time when you get the advantage you try to win, instead of grieving by trying not to lose.
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.
TheDwf
Profile Joined November 2011
France19747 Posts
March 19 2014 23:31 GMT
#18550
On March 20 2014 04:28 bo1b wrote:
Zerg has an incredible 25% winrate in proleague vs terran, I'm sure that them mass mutas are causing massive amounts of problems.

FanTaSy > Life
TurN > Action
Flash > Solar
Maru > EffOrt
MarineKing < Life
FanTaSy > Sniper
MarineKing > soO
Mvp < RorO
Flash < DRG
FanTaSy > RorO
Cure < DRG
MarineKing > RorO
Bbyong > ByuL
Maru > Kassia
MarineKing > TRUE
Dream > Shine

Did anything shock you in those games, apart from the Bbyong vs ByuL one I suppose?
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
March 19 2014 23:34 GMT
#18551
Why is zerg doing badly by the way? Is it still bio builds that are powerful, or is it the resurgence of mech builds? (since I never see TvZ's anymore, so I don't know the meta)
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.
TheDwf
Profile Joined November 2011
France19747 Posts
March 19 2014 23:52 GMT
#18552
On March 20 2014 08:34 Grumbels wrote:
Why is zerg doing badly by the way? Is it still bio builds that are powerful, or is it the resurgence of mech builds? (since I never see TvZ's anymore, so I don't know the meta)

From memory:

Life was sniped by an ingenious new build.
Action went Roach all-in after he took some damage vs Hellion harass + bio/Hellbats timing and his opponent held.
Solar was sniped by a sharp 3-bases mech all-in.
EffOrt lost to a proxy 2 rax on Frost.
RorO took a lot of damage against FanTaSy's Reapers/Hellions/Banshees harass and was behind in the macro game afterwards.
RorO had a late bane nest and lost against a 30 seconds quicker than usual Medivac push in his game vs MarineKing.
Sniper lost a lot of drones to an unscouted 2 fact BFH attack.
soO lost a scouted lift to gold into 2 rax.
ByuL lost against mech on 6 bases with lots of Ravens.
Kassia lost against Maru's Reapers/Hellions/Banshee harass.
Shine essentially lost against Dream's Reapers/Hellions/Banshee harass (he tried to Roach all-in afterwards but Dream held).
TRUE suffered a lot of damage against an unscouted 2 fact BFH attack.

Basically poor defence/scouting seems a recurring theme.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
March 19 2014 23:55 GMT
#18553
On March 20 2014 08:31 TheDwf wrote:
Show nested quote +
On March 20 2014 04:28 bo1b wrote:
Zerg has an incredible 25% winrate in proleague vs terran, I'm sure that them mass mutas are causing massive amounts of problems.

FanTaSy > Life
TurN > Action
Flash > Solar
Maru > EffOrt
MarineKing < Life
FanTaSy > Sniper
MarineKing > soO
Mvp < RorO
Flash < DRG
FanTaSy > RorO
Cure < DRG
MarineKing > RorO
Bbyong > ByuL
Maru > Kassia
MarineKing > TRUE
Dream > Shine

Did anything shock you in those games, apart from the Bbyong vs ByuL one I suppose?

I actually wasn't trying to make a balance statement outside of mutas aren't running rampant and winning every game really. The only thing that really shocks me is the map pool, and just how easy it is to get an insane position with mech/secure a 4th quite easily. Outboxer needs to go.

In any event, I said this a few pages ago and I'm sticking to it, zergs underperforming atm has less to do with racial imbalance and more to do with personal performance/zergs choosing weird builds (drg vs maru, a 6 pool?), reacting badly (roro vs mkp) and not playing up to there abilities (that drg vs flash ace match).
TheDwf
Profile Joined November 2011
France19747 Posts
March 20 2014 00:00 GMT
#18554
On March 20 2014 08:55 bo1b wrote:
Show nested quote +
On March 20 2014 08:31 TheDwf wrote:
On March 20 2014 04:28 bo1b wrote:
Zerg has an incredible 25% winrate in proleague vs terran, I'm sure that them mass mutas are causing massive amounts of problems.

FanTaSy > Life
TurN > Action
Flash > Solar
Maru > EffOrt
MarineKing < Life
FanTaSy > Sniper
MarineKing > soO
Mvp < RorO
Flash < DRG
FanTaSy > RorO
Cure < DRG
MarineKing > RorO
Bbyong > ByuL
Maru > Kassia
MarineKing > TRUE
Dream > Shine

Did anything shock you in those games, apart from the Bbyong vs ByuL one I suppose?

I actually wasn't trying to make a balance statement outside of mutas aren't running rampant and winning every game really. The only thing that really shocks me is the map pool, and just how easy it is to get an insane position with mech/secure a 4th quite easily. Outboxer needs to go.

I know, I was just asking.

Outboxer didn't seem that hot for mech when Mvp played against RorO, but Mvp's build was iffy. I didn't see the first part of Bbyong vs ByuL but it seemed odd to me Bbyong was able to secure his island.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
March 20 2014 00:34 GMT
#18555
Just a quick thought:

What if storms were tweaked to the following:
1) Gives a ~1 second visual warning.
2) Buff the damage.

I think in SC2, this is really required because of how powerful smart casting is. Blizzard have been nerfing storm damage several times (correct me if im wrong) to compensate for how easy it is to cast. I think giving some sort of warning to the Terran player might be better in return for higher damage so that it can be effective against other beefier units.


Whitewing
Profile Joined October 2010
United States7483 Posts
March 20 2014 00:43 GMT
#18556
On March 20 2014 09:34 YyapSsap wrote:
Just a quick thought:

What if storms were tweaked to the following:
1) Gives a ~1 second visual warning.
2) Buff the damage.

I think in SC2, this is really required because of how powerful smart casting is. Blizzard have been nerfing storm damage several times (correct me if im wrong) to compensate for how easy it is to cast. I think giving some sort of warning to the Terran player might be better in return for higher damage so that it can be effective against other beefier units.




Putting a delay on it would make it utterly useless.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
Last Edited: 2014-03-20 00:49:10
March 20 2014 00:46 GMT
#18557
On March 20 2014 09:00 TheDwf wrote:
Show nested quote +
On March 20 2014 08:55 bo1b wrote:
On March 20 2014 08:31 TheDwf wrote:
On March 20 2014 04:28 bo1b wrote:
Zerg has an incredible 25% winrate in proleague vs terran, I'm sure that them mass mutas are causing massive amounts of problems.

FanTaSy > Life
TurN > Action
Flash > Solar
Maru > EffOrt
MarineKing < Life
FanTaSy > Sniper
MarineKing > soO
Mvp < RorO
Flash < DRG
FanTaSy > RorO
Cure < DRG
MarineKing > RorO
Bbyong > ByuL
Maru > Kassia
MarineKing > TRUE
Dream > Shine

Did anything shock you in those games, apart from the Bbyong vs ByuL one I suppose?

I actually wasn't trying to make a balance statement outside of mutas aren't running rampant and winning every game really. The only thing that really shocks me is the map pool, and just how easy it is to get an insane position with mech/secure a 4th quite easily. Outboxer needs to go.

I know, I was just asking.

Outboxer didn't seem that hot for mech when Mvp played against RorO, but Mvp's build was iffy. I didn't see the first part of Bbyong vs ByuL but it seemed odd to me Bbyong was able to secure his island.

I don't mean to come off as hostile.

The problem I have with the map is that it becomes so easy to seal off access to the forth and third, while being able force zerg into a horrendous position to attack into that force if there are enough siege tanks.


In all honesty there have been so few games of tvz on that map that I probably shouldn't be making accusations towards it, but there is just something about the way that tanks and marines can siege up, and simultaneously block access to the fourth and kill it which makes me worried.

At the same time it's pretty nifty to see, as it's been a while since that sort of engagement had to really be carefully done by the zerg.
Big J
Profile Joined March 2011
Austria16289 Posts
March 20 2014 07:55 GMT
#18558
On March 20 2014 09:46 bo1b wrote:
Show nested quote +
On March 20 2014 09:00 TheDwf wrote:
On March 20 2014 08:55 bo1b wrote:
On March 20 2014 08:31 TheDwf wrote:
On March 20 2014 04:28 bo1b wrote:
Zerg has an incredible 25% winrate in proleague vs terran, I'm sure that them mass mutas are causing massive amounts of problems.

FanTaSy > Life
TurN > Action
Flash > Solar
Maru > EffOrt
MarineKing < Life
FanTaSy > Sniper
MarineKing > soO
Mvp < RorO
Flash < DRG
FanTaSy > RorO
Cure < DRG
MarineKing > RorO
Bbyong > ByuL
Maru > Kassia
MarineKing > TRUE
Dream > Shine

Did anything shock you in those games, apart from the Bbyong vs ByuL one I suppose?

I actually wasn't trying to make a balance statement outside of mutas aren't running rampant and winning every game really. The only thing that really shocks me is the map pool, and just how easy it is to get an insane position with mech/secure a 4th quite easily. Outboxer needs to go.

I know, I was just asking.

Outboxer didn't seem that hot for mech when Mvp played against RorO, but Mvp's build was iffy. I didn't see the first part of Bbyong vs ByuL but it seemed odd to me Bbyong was able to secure his island.

I don't mean to come off as hostile.

The problem I have with the map is that it becomes so easy to seal off access to the forth and third, while being able force zerg into a horrendous position to attack into that force if there are enough siege tanks.


In all honesty there have been so few games of tvz on that map that I probably shouldn't be making accusations towards it, but there is just something about the way that tanks and marines can siege up, and simultaneously block access to the fourth and kill it which makes me worried.

At the same time it's pretty nifty to see, as it's been a while since that sort of engagement had to really be carefully done by the zerg.


I think what Zergs mostly struggle with on that map is the two paths around. It makes SHs very predictable and basically the Terran can counterpin the swarmhosts with fewer tanks and then do damage from the other side.
Once positioned, the hosts always have to rally into the tanks and cant force bigger siegelines by threatening other areas with a different rally point.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
March 20 2014 08:07 GMT
#18559
On March 20 2014 09:34 YyapSsap wrote:
Just a quick thought:

What if storms were tweaked to the following:
1) Gives a ~1 second visual warning.
2) Buff the damage.

I think in SC2, this is really required because of how powerful smart casting is. Blizzard have been nerfing storm damage several times (correct me if im wrong) to compensate for how easy it is to cast. I think giving some sort of warning to the Terran player might be better in return for higher damage so that it can be effective against other beefier units.



We tried flamestrike in wc3 and it waen't a fun ability because it was useless vs good players. At leaet storm does guaranteed damage and is reliable.
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.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
March 20 2014 08:10 GMT
#18560
On March 20 2014 09:34 YyapSsap wrote:
Just a quick thought:

What if storms were tweaked to the following:
1) Gives a ~1 second visual warning.
2) Buff the damage.

I think in SC2, this is really required because of how powerful smart casting is. Blizzard have been nerfing storm damage several times (correct me if im wrong) to compensate for how easy it is to cast. I think giving some sort of warning to the Terran player might be better in return for higher damage so that it can be effective against other beefier units.




Blizzard have never nerfed storm damage since WOL beta. They only reduced the radius to 1.5 from 2 back in the beta. The other nerf was the amulet nerf in WOL but that was more a HT+WG nerf than a direct Storm nerf.
KT best KT ~ 2014
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