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Can we stop talking about nerfing things please? - 9:10 KST |
On August 22 2011 09:12 Heavenly wrote: I think stealing the gas forces one more marine before the reactor or something, doesn't really matter that much.
Maybe not by much, but something is better than nothing
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On August 22 2011 09:12 PPTouch wrote:Show nested quote +On August 22 2011 09:12 Heavenly wrote: I think stealing the gas forces one more marine before the reactor or something, doesn't really matter that much. Maybe not by much, but something is better than nothing
slower tanks and starport as well
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On August 22 2011 09:08 Jinivus wrote:Show nested quote +On August 22 2011 09:01 aksfjh wrote:On August 22 2011 08:50 Jinivus wrote:On August 22 2011 08:47 aksfjh wrote:On August 22 2011 08:44 Jinivus wrote: If by cracked you mean nerfed then yes. Deathball got nerfed, amulet got nerfed. etc. This shit is 5 rax reaper level of stupid. To the point where MVP won't even use it. Deathball and amulet usage weren't "builds," they're strategies. 3 gate sentry push, 3 rax all-in, thor rush, baneling busts, 15 hatch, etc. are builds. Also, last time I checked, every unit in the deathball has been nerf free for this YTD. Semantics. His point was that all the builds or "strategies" considered op were figured out. They weren't most were nerfed. Really? Most were nerfed? I guess I missed the patch where 6 gate, infestor/broodlord, 2 medivac MM, 2 port banshee, 3 gate DTs, 1 base colossus, baneling bust (both eco and 1 base), 1 rax FE into 3 tank timing, BFH marine+medi elevator, double forge mass gateway, 3 gate stargate, 4 gate, 3 rax, 7 roach rush, 6 pool, 2 rax, 2 gate, 15 hatch, forge FE, burrowed roach timing, 3 base protoss deathball, and many more, were all nerfed simultaneously to the point they could be countered finally. Unless, of course, pros (and regular joes) found ways to counter these builds/strategies without nerfs. But what's the chance of that? You, the almighty Jinivus, with the wit and skill of 10,000 Koreans just KNOWS that these builds were impossible to beat without nerfs. When I say considered OP I don't mean by a random bronze guy on the strategy forum. I mean strats like 5 rax reaper and deathball that were generally accepted to be insanely abusive and needing of tweaks.
And I hope you realize 1/1/1 is also as abusive. Terrans can wall in and toss will never find out what Terran is doing. By the time an obs get in, ravens and Marines will knock onto toss's door with some tea.
Show me replays of people winning 1/1/1 on progamer level. I can show you 10x~20x replays of people losing to 1/1/1.
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On August 22 2011 08:53 Markwerf wrote: I think the fundamental problem here is just that terran can't be scouted easily (they can hide their tech builds or whatever quite easily). That combined with the fact the orbital can fly makes T really strong when they force the game into a 1 base vs 1 base situation.
I suspect one of these two changes will be coming up fairly soon: - orbital commands can't lift anymore. Makes the dreaded inbase expansion easier to scout as they have to float out earlier and nerfs the 1 basing somewhat. - marine health down to 40, combat shields gives them 55.
I probably expect the latter change to be it, marine based pressure maps has been too strong on small maps basically for the entire game and a simple nerf to the unupgraded marine will fix this. In return they could even buff the research time for combat shield a little bit if neccesary imo. On big maps this change should hardly matter anyway.
These are actually good ideas. Expanding in base with a OC is something Terran doesn't "need" and they can still make SCVs.
The marine thing would help, and would make marine pressure early on not as strong (u couldnt animation cancel marines back in BW).
But even so, zerg is different too, it seems 2 rax in TvZ is fine, so if they were to make that weaker (less marine hp) then yes i can see a combat shield buff work or basically blizz would be able to find an easy way to compensate.
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I kind of wish this thread was in the strategy forum so I could only read highlighted posts.
I don't have much to contribute to the discussion other than that, I just thought I'd put it out there.
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On August 22 2011 09:11 MenSol[ZerO] wrote:Show nested quote +On August 22 2011 08:55 Dommk wrote: *shrugs*
If someone as good as IMMVP consideres this build imbalanced then I'm sure it will get nerfed.
Unless someone actually comes up wit ha ridiculous build order for Protoss that allows them to scout and get an early expansion whilst being safe to other Terran all-ins...if that ever happens PM me because that sounds too fucking good to be true so you want protoss to be able to fast expo, scout everything and be safe to all terran allins? lol That is what I'm saying, nothing like this will ever exist. To beat 1-1-1 you need an early expand with enough scouting to prepare for it but the current options (1gate Robo/ 1gate Expo) are super vulnerable to other Terran timings which rape a early expand. Which is what the OP is getting at with Gisado saying this build is too strong. Hence why if someone as amazing as IMMVP says this build is too strong then it might just get nerfed instead of Protoss being buffed to expand easier
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IMHO the 4 gate nerf wasn't necessary and came to early. I feel that just as it got nerfed is when players were really starting to figure it out. Would the old 4 gate be able to hold this off?
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They should just make graviton beam cause sieged tanks to unsiege after they drop back down. The behavior was that way for a while until it was silently patched. This change would make the phoenix opening viable against 1/1/1 while not really affecting any other match-up.
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Imbalance changes every month. But nobody ever learns.
Not even the pros have any clue about it (let alone anyone here).
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Please keep in mind that what Blizzard want is feedback. They want information regarding how people experience things. Afaik they do NOT want / need suggestions about fixes, changes, tweaks.
We provide informations, they come up with solutions.
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On August 22 2011 09:20 Liquid`Nazgul wrote: Imbalance changes every month. But nobody ever learns.
Seems like every 2 weeks, I though it was BFH that were still OP
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Man this game has been out for a year. This is just another imbalance "FOTM". It'll be solved soon(ish). I haven't played in forever but it seems like Protoss might want to start opening with stargate for now.
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On August 22 2011 09:11 MenSol[ZerO] wrote:Show nested quote +On August 22 2011 08:55 Dommk wrote: *shrugs*
If someone as good as IMMVP consideres this build imbalanced then I'm sure it will get nerfed.
Unless someone actually comes up wit ha ridiculous build order for Protoss that allows them to scout and get an early expansion whilst being safe to other Terran all-ins...if that ever happens PM me because that sounds too fucking good to be true so you want protoss to be able to fast expo, scout everything and be safe to all terran allins? lol except what does terran scout when they decide to 1/1/1 all in? Don't worry I'll wait...
This game should be about scouting and adapting and when BOTH players are doing so it can lead to mind games, innovative strategies, and close games. Terrans can decide pre-game theyre going to 1/1/1 and have an absurd success rate. If scouted, still near impossible to hold. The 1/1/1 is not a reactive build at all. Its a precise and well timed build that is designed to beat 90% of all protoss builds. Who wouldnt roll the dice with those odds?
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i think that a 30-40 sec delay on siege tech would fix this, allowing the protoss to get more units and not causing any disturb in the current state of the game (there are no builds that are countered by siege tech (like a 4gate is countered by immortals))
EDIT: typo
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On August 22 2011 09:23 Gentso wrote: Man this game has been out for a year. This is just another imbalance "FOTM". It'll be solved soon(ish). I haven't played in forever but it seems like Protoss might want to start opening with stargate for now.
How is it FOTM when TSL Rain beat NSP Genius to get to the finals? And Jinro beat TTOne to win MLG? Protoss actually had the tools back then to counter it.
Protoss already KNEW the counter. It was taken away from us due to nerfs.
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I've had success just going 3gate-stargate and catching them while they were attempting this. Granted it's blind all in on my part....but hey, not like they weren't either right? Counter an all-in with another all in!
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On August 22 2011 09:23 Jayrod wrote:Show nested quote +On August 22 2011 09:11 MenSol[ZerO] wrote:On August 22 2011 08:55 Dommk wrote: *shrugs*
If someone as good as IMMVP consideres this build imbalanced then I'm sure it will get nerfed.
Unless someone actually comes up wit ha ridiculous build order for Protoss that allows them to scout and get an early expansion whilst being safe to other Terran all-ins...if that ever happens PM me because that sounds too fucking good to be true so you want protoss to be able to fast expo, scout everything and be safe to all terran allins? lol except what does terran scout when they decide to 1/1/1 all in? Don't worry I'll wait... This game should be about scouting and adapting and when BOTH players are doing so it can lead to mind games, innovative strategies, and close games. Terrans can decide pre-game theyre going to 1/1/1 and have an absurd success rate. If scouted, still near impossible to hold. The 1/1/1 is not a reactive build at all. Its a precise and well timed build that is designed to beat 90% of all protoss builds. Who wouldnt roll the dice with those odds?
And to add on to what jayrod said, even if toss figures out a strat to beat 1/1/1, terrans can switch tech with ease and still all in.
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On August 22 2011 09:02 monitor wrote: I think one major factor people aren't considering is maps- they can fix imbalances. For example, if we were to take away 1-2 mineral patches (reduce from 8 to 7 or 6) in the main, then 1base would be less effective because you couldn't get as much income when saturated.
I think it would be equally problematic since a greater percentage of a 1-base income is coming from MULE's which ignore worker saturation levels.
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On August 22 2011 09:24 Aookami wrote: i think that a 30-40 sec delay on siege tech would fix this, allowing the protoss to get more units and not causing any disturb in the current state of the game (there are no builds that are countered by siege tech (like a 4gate is countered by immortals))
EDIT: typo Seige tech timing counters baneling busts and fast stim timings.
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i didnt play for a while.... i played few days some games and today i faced 1-1-1... i builed some imortals... and it didnt work... i get eated by marines seige tanks and banshy wery easy...
only zealots stay a litle longer alive but all other unites died wery easy....
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