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Designated Balance Discussion Thread - Page last

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c0sm0naut
Profile Joined April 2011
United States1229 Posts
March 27 2017 23:54 GMT
#25287
On March 28 2017 08:35 InfCereal wrote:
Show nested quote +
On March 28 2017 06:21 c0sm0naut wrote:
Strongly disagree with calls to change the Adept

this unit accomplishes nothing that a speedling runby wouldnt, its just a tankier protoss version with more mobility

once players start to respect protoss, adept will be less of a problem. right now players play with no respect at all (no bunkers, no spines, dumping all their cash into upgrades/units/bases) and they act surprised when a 5 adepts + 40 probes players hulk smashes a zerg who went straight to 70 drones off no units, panic makes lings when warp prism comes out, and then doesnt have them in the correct position when the drop comes. soO lost 20 drones + floods of lings to like 8 adepts on daybreak and thats not a thing we should balance the game around. not to mention, he had the chance to play a full macro game after that and basically only lost because he bought a bunch of banelings that did nothing instead of vipers/actual units

ive seen soo defend that exact rush from sOs and lose nothing, but be behind on drones. and then he just drones, has an army lead and workers lead after he kills the push and protoss 3rd is not safe at all if the pressure flops like that (reminder that it is already planted and will be unable to be canceled)


I mean, if 8 lings get into a mineral line, the probes can kill it.

If an adept gets in your mineral line and you attack it with drones, you're going to lose like 8 drones, lol.


thats just dishonest.. the second any upgrades come into play the probes dont stand a chance. also nothing is keeping the speedlings there.

probes are slower than speedlings, and are melee units
they cannot kill the speedlings if sling user uses any micro at all
again, this accomplishes nothing that a speedling runby or drop doesnt accomplish. i guess the main diffference is that one of these units (lings), everyone has lost to hundreds of times, and continues to lose to on the rare occasion. so they are paranoid and build good defnses vs ground units. that instinct has somehow not kicked in for players yet, versus adepts. the other difference is that lings are faster, cost less, can be made quicker and arent as painful to lose
xTJx
Profile Joined May 2014
Brazil419 Posts
Last Edited: 2017-03-28 01:14:35
March 28 2017 01:09 GMT
#25288
Adepts are silly yes, but they do have counterplays, and mass adept delays protoss tech.

Storm on the other hand has no counterplay from zerg, and this is really bad. In a map with few wide areas you're already in disavantage just for playing zerg. Every time you move your units looking for positioning to engange and they clump, protoss cast storms and deal free damage.
No prejudices, i hate everyone equally.
Ryu3600
Profile Joined January 2016
Canada470 Posts
March 28 2017 01:13 GMT
#25289
On March 28 2017 08:54 c0sm0naut wrote:
Show nested quote +
On March 28 2017 08:35 InfCereal wrote:
On March 28 2017 06:21 c0sm0naut wrote:
Strongly disagree with calls to change the Adept

this unit accomplishes nothing that a speedling runby wouldnt, its just a tankier protoss version with more mobility

once players start to respect protoss, adept will be less of a problem. right now players play with no respect at all (no bunkers, no spines, dumping all their cash into upgrades/units/bases) and they act surprised when a 5 adepts + 40 probes players hulk smashes a zerg who went straight to 70 drones off no units, panic makes lings when warp prism comes out, and then doesnt have them in the correct position when the drop comes. soO lost 20 drones + floods of lings to like 8 adepts on daybreak and thats not a thing we should balance the game around. not to mention, he had the chance to play a full macro game after that and basically only lost because he bought a bunch of banelings that did nothing instead of vipers/actual units

ive seen soo defend that exact rush from sOs and lose nothing, but be behind on drones. and then he just drones, has an army lead and workers lead after he kills the push and protoss 3rd is not safe at all if the pressure flops like that (reminder that it is already planted and will be unable to be canceled)


I mean, if 8 lings get into a mineral line, the probes can kill it.

If an adept gets in your mineral line and you attack it with drones, you're going to lose like 8 drones, lol.


thats just dishonest.. the second any upgrades come into play the probes dont stand a chance. also nothing is keeping the speedlings there.

probes are slower than speedlings, and are melee units
they cannot kill the speedlings if sling user uses any micro at all
again, this accomplishes nothing that a speedling runby or drop doesnt accomplish. i guess the main diffference is that one of these units (lings), everyone has lost to hundreds of times, and continues to lose to on the rare occasion. so they are paranoid and build good defnses vs ground units. that instinct has somehow not kicked in for players yet, versus adepts. the other difference is that lings are faster, cost less, can be made quicker and arent as painful to lose


Its painful to lose any units in that view. Also adepts are still pretty cheap. They are worth about 4 Zerglings and 25 gas each. Which isn't cheap granted, but its not expensive either.. With 8 lings it gets annoying and they can definitely rack up some kills. But adepts on the other hand in a warp prism that is terrifying. You can warp in so many adepts which have the shade ability (deadly not op though) to travel around base to base. A Zergling is a melee marine in damage. An adept is a very effective light unit killer that has an invulnerable mobility unlike any other unit. The Zerglings are faster but they are only strong in #'s. 2 Lings will not kill 2 marines. 4 Lings however will. Now not to say Adepts are the only units that clear mineral lines fast. Marine drops are deadly, Widows are deadly, banes are deadly, mass muta is deadly, adepts/zealots are deadly and so are DT's and Disruptors but in raw power an adept drop will always be stronger than 8 lings. Unless its literally a single adept.
Maru is the best Terran ever.
Ryu3600
Profile Joined January 2016
Canada470 Posts
March 28 2017 01:15 GMT
#25290
On March 28 2017 10:09 xTJx wrote:
Adepts are silly yes, but they do have counterplays, and mass adept delays protoss tech.

Storm on the other hand has no counterplay from zerg, and this is really bad. In a map with few wide areas you're already in disavantage just for playing zerg. Every time you move your units looking for positioning to engange and they clump, protoss casts storm and deal free damage.


It is pretty bad for Terran too I mean worse for Zerg since you guys have literally 0 way to deal with it but like if the Terran doesn't have ghosts to emp with and they double stim or have a prolonged battle where they gotta stim again it can devastate the bio army.
Maru is the best Terran ever.
Terrapoyt
Profile Joined March 2017
3 Posts
March 28 2017 02:14 GMT
#25291
Photon Overcharge and Warpins are pretty good at defending Ling Runbys. As soon as you Photon Overcharge you reduce the amount of damage your workers take by a lot. No correct army positioning needed. You can defend with fewer invest.


Adepts can shade into a perfect position between mineral patches and fokus fire drones. You need to have enough army to deal with them at two fronts at the same time, cause protoss can decide where to attack, and even then he can focus fire your workers and get decent trades.

But ofc it takes a lot of skill to make the right decision and do it flawless.
hiroshOne
Profile Joined October 2015
Poland425 Posts
March 28 2017 04:50 GMT
#25292
On March 28 2017 10:09 xTJx wrote:
Adepts are silly yes, but they do have counterplays, and mass adept delays protoss tech.

Storm on the other hand has no counterplay from zerg, and this is really bad. In a map with few wide areas you're already in disavantage just for playing zerg. Every time you move your units looking for positioning to engange and they clump, protoss cast storms and deal free damage.



Mass Adepts delay nothing relatively. This tactics is guaranteed mass drone/scv kills that sets Zerg/Terran so behind that Toss can easily macro or tech behind it. Terran at least can do counter damage with drops or sth. Zerg will just crush on protoss pylon wall and must play from behind. And if Zerg is behind in eco-and he is 100% after mass adepts- Zerg is dead and nothing can be done. The problem is that the only strengh of Zerg which was economy ad macro was nerfed to the ground by 25%. If we had 4 larva back it would be easier to come back or set some eco advantage to be able to exchange armies in fights more efficiently.
Ultima Ratio Regum
Phattyasmo
Profile Joined October 2011
United States69 Posts
Last Edited: 2017-03-28 05:12:49
March 28 2017 05:12 GMT
#25293
For the love of God, at least do something about Swarm Hosts. They are such a nonsense unit, and as a player who mechs, you cannot do anything about it.
ypslala
Profile Joined April 2011
Burma545 Posts
March 28 2017 05:17 GMT
#25294
On March 28 2017 06:21 c0sm0naut wrote:
Strongly disagree with calls to change the Adept

this unit accomplishes nothing that a speedling runby wouldnt, its just a tankier protoss version with more mobility

once players start to respect protoss, adept will be less of a problem. right now players play with no respect at all (no bunkers, no spines, dumping all their cash into upgrades/units/bases) and they act surprised when a 5 adepts + 40 probes players hulk smashes a zerg who went straight to 70 drones off no units, panic makes lings when warp prism comes out, and then doesnt have them in the correct position when the drop comes. soO lost 20 drones + floods of lings to like 8 adepts on daybreak and thats not a thing we should balance the game around. not to mention, he had the chance to play a full macro game after that and basically only lost because he bought a bunch of banelings that did nothing instead of vipers/actual units

ive seen soo defend that exact rush from sOs and lose nothing, but be behind on drones. and then he just drones, has an army lead and workers lead after he kills the push and protoss 3rd is not safe at all if the pressure flops like that (reminder that it is already planted and will be unable to be canceled)


i do agree. often it is only a few too many drones made at the wrong time instead of making army units which makes all the difference. soo did that a few times in the gsl finals.
best SC2 game of aaaaaaall time: vibe vs avilo (don't miss the end!!): https://youtu.be/mygH92WzKV4
nomito
Profile Joined October 2015
8 Posts
March 28 2017 05:51 GMT
#25295
Maybe shade must be an energy ability instead of cooldown? if you think about gateway units protoss, all the skills that have cooldown must be researched (blink for stalker/dt's, charge for zealot; except for ht's storms, but ht are tier 3 unit), then for adepts we have to research glaives, and another upgrade will be troublesome.

Just give them a 150/200 total energy, start with 100, and cost 50(for example), so shade can be used at least 2 times. With this, protoss players will have to think when and where to shade, and will not be shading infinitely for one mineral line to another.
RaFox17
Profile Joined May 2013
Finland4581 Posts
March 29 2017 18:48 GMT
#25296
Watching Mana casting revelation on Snutes army and having 100% vision of it makes it impossible for Snute to attack or use spell casters efficiently. BLizz should really nerf revelation!
IamBiSa
Profile Joined September 2013
Germany71 Posts
March 29 2017 19:59 GMT
#25297
Revelation is the only reliable way in dealing with Lurkers. If you want to nerf revelation you have to buff other forms of detection for Protoss.
TL+ Member
JimmyJRaynor
Profile Blog Joined April 2010
Canada17932 Posts
March 29 2017 19:59 GMT
#25298
On March 30 2017 03:48 RaFox17 wrote:
Watching Mana casting revelation on Snutes army and having 100% vision of it makes it impossible for Snute to attack or use spell casters efficiently. BLizz should really nerf revelation!

i'm for this. but i think it'll just lead to protoss building more oracles.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
xongnox
Profile Joined November 2011
540 Posts
March 29 2017 20:43 GMT
#25299
Yep revelation is like maphack, and a cheap one : a good player see the entire map with 2 oracles. Super frustrating to play against (like vs an avilo's map full of sensors towers )
Tyrhanius
Profile Joined April 2011
France947 Posts
March 29 2017 20:58 GMT
#25300
On March 30 2017 04:59 IamBiSa wrote:
Revelation is the only reliable way in dealing with Lurkers. If you want to nerf revelation you have to buff other forms of detection for Protoss.

You don't need to see them for 1 minute, 20-30s would be fine.
InfCereal
Profile Joined December 2011
Canada1759 Posts
March 29 2017 21:11 GMT
#25301
On March 30 2017 04:59 IamBiSa wrote:
Revelation is the only reliable way in dealing with Lurkers. If you want to nerf revelation you have to buff other forms of detection for Protoss.


Maybe some kind of small, flying unit. And to make sure it doesn't die too easily, we should make it invisible.

That sounds good.
Cereal
Majick
Profile Joined August 2016
416 Posts
March 29 2017 21:21 GMT
#25302
On March 30 2017 06:11 InfCereal wrote:
Show nested quote +
On March 30 2017 04:59 IamBiSa wrote:
Revelation is the only reliable way in dealing with Lurkers. If you want to nerf revelation you have to buff other forms of detection for Protoss.


Maybe some kind of small, flying unit. And to make sure it doesn't die too easily, we should make it invisible.

That sounds good.


And let's give it a speed upgrade so that it can scale into late game!
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-03-29 21:47:53
March 29 2017 21:47 GMT
#25303
Agree that Revelation's duration is just too long. 45 seconds or even 30 would be perfectly adequate. The weakness of an unbeatable Protoss lategame army is that it's slow and can be outmaneuvered. Revelation removes that weakness and contributes a great deal to Zerg frustration at invincible lategame Protoss.
Denominator of the Universe
TL+ Member
brickrd
Profile Blog Joined March 2014
United States4894 Posts
March 30 2017 00:13 GMT
#25304
i main z and the idea that observers are any good against hydra lurker is fucking hilarious... lol
TL+ Member
Kevin_Sorbo
Profile Joined November 2011
Canada3217 Posts
March 30 2017 01:23 GMT
#25305
On March 30 2017 09:13 brickrd wrote:
i main z and the idea that observers are any good against hydra lurker is fucking hilarious... lol


still having perma revelation on the opponents army feels super strong dont you think?
The mind is like a parachute, it doesnt work unless its open. - Zappa
c0sm0naut
Profile Joined April 2011
United States1229 Posts
March 31 2017 01:13 GMT
#25306
On March 30 2017 10:23 Kevin_Sorbo wrote:
Show nested quote +
On March 30 2017 09:13 brickrd wrote:
i main z and the idea that observers are any good against hydra lurker is fucking hilarious... lol


still having perma revelation on the opponents army feels super strong dont you think?


it does but at the same time without this we would literally be back to WOL in the ultra late game.

the fact of the matter is, because you can advance creep in this game, static defense from zerg is extremely powerful late game. without revelation theres no way to reliably see lurkers and shoot broodlords with tempests. observers will never get valuable vision of a zerg army once they get a lot of spores/overseers up. every game would end up being zerg slow pushing with creep, or playing WOL style and moving around 30 spores/10 broods/10 casters/30 queens/30 hydras and sucking up the resources on the map one base at a time, totally unkillable. masters random
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