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Please DISCUSS the changes and the impact they will have on gameplay.
Straight up whining and bitching will get you a ban, no exceptions. |
On February 13 2012 20:53 fishinguy wrote: T players will now start doing some other strategy, P and Z will whine more and T will get nerfed again, wait and see.
I agree with this. Every time terrans find out about something, it gets nerfed. I got the feeling that the raven will be the next nerf target.
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On February 13 2012 21:57 Snowbear wrote:Show nested quote +On February 13 2012 20:53 fishinguy wrote: T players will now start doing some other strategy, P and Z will whine more and T will get nerfed again, wait and see. I agree with this. Every time terrans find out about something, it gets nerfed. I got the feeling that the raven will be the next nerf target. The side effect of balancing a complete race with two incomplete ones.
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a funny thing that noone's mentioned is that in terms of damage potential to energy cost, the change would make snipe actually comparable in power to a SINGLE TARGET (non-splash) seeker missile.
bye bye ghost.
"we're embarrassed about our failure with the raven design, therefore we're going to nerf all the other units in the game until we're satisfied with the state of the raven"
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On February 13 2012 22:02 jsdk wrote:Show nested quote +On February 13 2012 21:57 Snowbear wrote:On February 13 2012 20:53 fishinguy wrote: T players will now start doing some other strategy, P and Z will whine more and T will get nerfed again, wait and see. I agree with this. Every time terrans find out about something, it gets nerfed. I got the feeling that the raven will be the next nerf target. The side effect of balancing a complete race with two incomplete ones.
so how is Terran complete and the other ones incomplete?
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On February 11 2012 09:19 Bagi wrote:Show nested quote +On February 11 2012 09:18 UBavarice wrote: Fucking great. This is was snipe is supposed to be about: Countering HT:s, not slaughtering a maxed zerg army. WD Blizz! EMP already counters HT's, having 2 abilities do the the same exact thing is kinda redundant don't you think? EMP also counter every protoss unit as well as infestors. So there is certainly another use for EMP.
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On February 13 2012 23:16 UBavarice wrote:Show nested quote +On February 11 2012 09:19 Bagi wrote:On February 11 2012 09:18 UBavarice wrote: Fucking great. This is was snipe is supposed to be about: Countering HT:s, not slaughtering a maxed zerg army. WD Blizz! EMP already counters HT's, having 2 abilities do the the same exact thing is kinda redundant don't you think? EMP also counter every protoss unit as well as infestors. So there is certainly another use for EMP.
EMP doesn't counter Infestors very well they are too fat to hit more then 2 at best max 3-4 and only if they are for some reason on 1 spot. And EMP doesn't counter the whole Protoss army thats like saying HT's counter the whole Terran race ( which is more accurate then EMP and the whole Toss race though ) .
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On February 13 2012 22:22 Big J wrote:Show nested quote +On February 13 2012 22:02 jsdk wrote:On February 13 2012 21:57 Snowbear wrote:On February 13 2012 20:53 fishinguy wrote: T players will now start doing some other strategy, P and Z will whine more and T will get nerfed again, wait and see. I agree with this. Every time terrans find out about something, it gets nerfed. I got the feeling that the raven will be the next nerf target. The side effect of balancing a complete race with two incomplete ones. so how is Terran complete and the other ones incomplete?
Because Terran has all options available to them, and early on. Zerg lacks sieging weapon until late late game Zerg lacks anti armor until late late game...and the ultralisk sucks in Wings of Liberty Zerg lacks cheap early game anti air units Protoss lacks early game splash damage Protoss lacks harassment options Protoss lacks good splash for antiair
Seriously, even David Kim and Dustin Browder went over these at Blizzcon.
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On February 13 2012 23:22 neoghaleon55 wrote:Show nested quote +On February 13 2012 22:22 Big J wrote:On February 13 2012 22:02 jsdk wrote:On February 13 2012 21:57 Snowbear wrote:On February 13 2012 20:53 fishinguy wrote: T players will now start doing some other strategy, P and Z will whine more and T will get nerfed again, wait and see. I agree with this. Every time terrans find out about something, it gets nerfed. I got the feeling that the raven will be the next nerf target. The side effect of balancing a complete race with two incomplete ones. so how is Terran complete and the other ones incomplete? Because Terran has all options available to them, and early on. Zerg lacks sieging weapon until late late game Zerg lacks anti armor until late late game...and the ultralisk sucks in Wings of Liberty Zerg lacks cheap early game anti air units Protoss lacks early game splash damage Protoss lacks harassment options Protoss lacks good splash for antiair Seriously, even David Kim and Dustin Browder went over these at Blizzcon.
And Terran lacks good lategame units that aren't just there to counter stuff of the other races and have several super limited units that are useless besides 1 purpose. Not to mention the worst lategame macro mechanics . It's not like Terran is perfect either. The games just rarely got to that point up until now .
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Terrible, ham-fisted changes to my mind.
ZvT is very balanced at the moment, and if the stats are skewed lategame, they need to make mid game changes to correct this rather than break the matchup.
Also, making ghosts worthless vs bio *and* zeals seems like a really brutal truncation of potential future innovation, as well as affecting team games.
The phoenix change is completely ridiculous. Phoenix were already fantastic units, and Zergs have only JUST learned how to use mutas vs toss, and toss have had no time to learn to adapt. Preemptively buffing the phoenix is literally the worst idea I have ever heard for 'fixng' muta PvZ, which I'm not convinced was an issue without another GSL to see it play out. Phx look so good now it's probably legit to change INTO stargate mid game if you see the muta count getting high.
Also, stargate openers were always strong, now stargate just means zerg is blugeoned out of ever going mutas to begin with, another dampener on innovation. RIP Ling muta which is now is as dead as the reaper, and long live FFE into Stargate - the only opener you will see for a year now. God, what an awful, awful change.
The high yield change is irrelevant, but as flavour it's just more cutting of the interesting cute things that kept terran fresh (like the salvage nerf. Irrelevant, but irritating). But I will say this: the burst of minerals on high-yields never once turned the result of a tournament on its head.
Words can't describe...especially since each of these issues had many more sensible options to address them if blizzard thought about it for 3 seconds. Or read TL.
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I'm sad because of the Ghost change, however, not sad of the nerf, but of the reasoning for it. Wasn't something like Terran's would turrtle and the Zerg could not engage cost efficiently, meanwhile Terran is building up Ghost count. Then when a final engagement happens Terrans just "ROFLMAO SNIPE" everything?
That reasoning makes no sense to me. Why try to balance such a specific situation? It is almost like saying "Terran Bio cant kill Infestor + Corruptor + Broodlord...... therefore NERF INFESTOR" . There is a benefit of playing defensively and a huge risk. The opponent must limit the benefit, and exploit the risk to win.
I do not think this breaks the game or "fixes" the Ghost. I think it is okay, just really hate the reasoning for it.
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On February 13 2012 23:22 neoghaleon55 wrote:Show nested quote +On February 13 2012 22:22 Big J wrote:On February 13 2012 22:02 jsdk wrote:On February 13 2012 21:57 Snowbear wrote:On February 13 2012 20:53 fishinguy wrote: T players will now start doing some other strategy, P and Z will whine more and T will get nerfed again, wait and see. I agree with this. Every time terrans find out about something, it gets nerfed. I got the feeling that the raven will be the next nerf target. The side effect of balancing a complete race with two incomplete ones. so how is Terran complete and the other ones incomplete? Because Terran has all options available to them, and early on. Zerg lacks sieging weapon until late late game Zerg lacks anti armor until late late game...and the ultralisk sucks in Wings of Liberty Zerg lacks cheap early game anti air units Protoss lacks early game splash damage Protoss lacks harassment options Protoss lacks good splash for antiair Seriously, even David Kim and Dustin Browder went over these at Blizzcon.
Terran lacks melee units... all game Terran lacks early beefy units. Terran lacks early casters. Terran lacks mobile versatile units. Terran lacks versatile production facilities. Terran lacks cheap nonsupply antiground defense. Terran lacks versatile unit upgrades. Terran lacks fast remax options. Terran lacks fast reinforcement options. ...
Seriously, especially David Kim and Dustin Browder know that the game would be super boring if every race could play the same strategies just with different units.
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On February 13 2012 23:26 s3rp wrote: And Terran lacks lategame units that aren't just there to counter stuff of the other races and have several super limited units that are useless besides 1 purpose. Not to mention the worst lategame macro mechanics . It's not like Terran is perfect either. The games just rarely got to that point up until now .
Blizzard has not acknowledged this balance whine neither at Blizzcon or recently. David Kim commented that he sees no problem with TvP.
http://eu.battle.net/sc2/en/blog/3599263/Questions_from_the_Community_-25_01_2012#blog
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On February 13 2012 23:44 Big J wrote:Show nested quote +On February 13 2012 23:22 neoghaleon55 wrote:On February 13 2012 22:22 Big J wrote:On February 13 2012 22:02 jsdk wrote:On February 13 2012 21:57 Snowbear wrote:On February 13 2012 20:53 fishinguy wrote: T players will now start doing some other strategy, P and Z will whine more and T will get nerfed again, wait and see. I agree with this. Every time terrans find out about something, it gets nerfed. I got the feeling that the raven will be the next nerf target. The side effect of balancing a complete race with two incomplete ones. so how is Terran complete and the other ones incomplete? Because Terran has all options available to them, and early on. Zerg lacks sieging weapon until late late game Zerg lacks anti armor until late late game...and the ultralisk sucks in Wings of Liberty Zerg lacks cheap early game anti air units Protoss lacks early game splash damage Protoss lacks harassment options Protoss lacks good splash for antiair Seriously, even David Kim and Dustin Browder went over these at Blizzcon. Terran lacks melee units... all game Terran lacks early beefy units. Terran lacks early casters. Terran lacks mobile versatile units. Terran lacks versatile production facilities. Terran lacks cheap nonsupply antiground defense. Terran lacks versatile unit upgrades. Terran lacks fast remax options. Terran lacks fast reinforcement options. ... Seriously, especially David Kim and Dustin Browder know that the game would be super boring if every race could play the same strategies just with different units.
Are you seriously complaining that Terran lacks melee? Range is always better...stop trolling.
Marauder is plenty Beefy
nobody has an offensive caster early game
Hellions are plenty mobile, Marines are plenty mobile and versatile
Planetary is pretty damn cheap for it's firepower, splash damage.
I agree with this, but the problem can be mitigated with more barracks/reactors
.Terrible balance whines.
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Phx look so good now it's probably legit to change INTO stargate mid game if you see the muta count getting high.
Stargate 150/150 70 seconds Fleet Beacon 300/200 60 seconds Upgrade ???/??? unknown time Phoenix 150/100 35 seconds
So at the very least, the range upgrade is going to take over 2 and a half minutes to hit the field, and at that point the Toss investment is at the very least 600/450 for one Phoenix, and likely more like 750/600--but even if one Phoenix is in theory unhittable, it will also merely annoy the muta ball. To do real damage, you're talking at least 4-5, so probably about 3 minutes and 1350/1000 before you have a range upgrade and a Phoenix force capable of putting it to good use.
If Protoss sees you making massive numbers of one units, and those kinds of resources over that length of time specifically to counter it, and you don't either kill him or tech switch out of it, then why the hell shouldn't he get a counter that is, you know, actually a counter? Making a hard, expensive tech switch in the midgame--which is what would be required to get the range upgrade reactively as you describe--makes one pretty damn vulnerable, especially when building units with a severely limited ability to hit anything on the ground. So if Toss pulls it off, it should at the very least pay dividends.
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On February 13 2012 23:49 neoghaleon55 wrote:Show nested quote +On February 13 2012 23:44 Big J wrote:On February 13 2012 23:22 neoghaleon55 wrote:On February 13 2012 22:22 Big J wrote:On February 13 2012 22:02 jsdk wrote:On February 13 2012 21:57 Snowbear wrote:On February 13 2012 20:53 fishinguy wrote: T players will now start doing some other strategy, P and Z will whine more and T will get nerfed again, wait and see. I agree with this. Every time terrans find out about something, it gets nerfed. I got the feeling that the raven will be the next nerf target. The side effect of balancing a complete race with two incomplete ones. so how is Terran complete and the other ones incomplete? Because Terran has all options available to them, and early on. Zerg lacks sieging weapon until late late game Zerg lacks anti armor until late late game...and the ultralisk sucks in Wings of Liberty Zerg lacks cheap early game anti air units Protoss lacks early game splash damage Protoss lacks harassment options Protoss lacks good splash for antiair Seriously, even David Kim and Dustin Browder went over these at Blizzcon. Terran lacks melee units... all game Terran lacks early beefy units. Terran lacks early casters. Terran lacks mobile versatile units. Terran lacks versatile production facilities. Terran lacks cheap nonsupply antiground defense. Terran lacks versatile unit upgrades. Terran lacks fast remax options. Terran lacks fast reinforcement options. ... Seriously, especially David Kim and Dustin Browder know that the game would be super boring if every race could play the same strategies just with different units. Are you seriously complaining that Terran lacks melee? Range is always better...stop trolling. Marauder is plenty Beefy nobody has an offensive caster early game Hellions are plenty mobile, Marines are plenty mobile and versatile Planetary is pretty damn cheap for it's firepower, splash damage. I agree with this, but the problem can be mitigated with more barracks/reactors .Terrible balance whines.
lol, I'm a Zerg, I'm absolutly not gonna complain about Terrans being UP when I talk about them. Just saying that every race has things that they can't do as well as the others/not at all. But really: melee + range when the units are properly balanced > range, because the melee units have the no range drawback therefore their stats are just better. But that means that as long as you have only as few melee units as you need to have all of them attack, it's usually just a stronger composition. The unstimmed Marauder is already quite bad in beefiness compared to the cheaper and more beefy roaches/zealots. Argueable even zerglings are beefier per cost. The sentry is a great offensive caster. chokes between main and natural alone make sentries great offensive units. Hellions are not versatile, Marines without stim and medivacs not mobile. Planetary... well, don't want to discuss it. I guess it is not superexpensive, but there is a reason why mass PFs is seen less often than mass spine or canon.
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Let´s see how this works out. My guess, the wr and especially the winrate/gametime will not change at all, or will get even more extreme because most Terrans (even on high level) will now try to win the match before the TvZ lategame.
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On February 13 2012 23:58 Big J wrote:Show nested quote +On February 13 2012 23:49 neoghaleon55 wrote:On February 13 2012 23:44 Big J wrote:On February 13 2012 23:22 neoghaleon55 wrote:On February 13 2012 22:22 Big J wrote:On February 13 2012 22:02 jsdk wrote:On February 13 2012 21:57 Snowbear wrote:On February 13 2012 20:53 fishinguy wrote: T players will now start doing some other strategy, P and Z will whine more and T will get nerfed again, wait and see. I agree with this. Every time terrans find out about something, it gets nerfed. I got the feeling that the raven will be the next nerf target. The side effect of balancing a complete race with two incomplete ones. so how is Terran complete and the other ones incomplete? Because Terran has all options available to them, and early on. Zerg lacks sieging weapon until late late game Zerg lacks anti armor until late late game...and the ultralisk sucks in Wings of Liberty Zerg lacks cheap early game anti air units Protoss lacks early game splash damage Protoss lacks harassment options Protoss lacks good splash for antiair Seriously, even David Kim and Dustin Browder went over these at Blizzcon. Terran lacks melee units... all game Terran lacks early beefy units. Terran lacks early casters. Terran lacks mobile versatile units. Terran lacks versatile production facilities. Terran lacks cheap nonsupply antiground defense. Terran lacks versatile unit upgrades. Terran lacks fast remax options. Terran lacks fast reinforcement options. ... Seriously, especially David Kim and Dustin Browder know that the game would be super boring if every race could play the same strategies just with different units. Are you seriously complaining that Terran lacks melee? Range is always better...stop trolling. Marauder is plenty Beefy nobody has an offensive caster early game Hellions are plenty mobile, Marines are plenty mobile and versatile Planetary is pretty damn cheap for it's firepower, splash damage. I agree with this, but the problem can be mitigated with more barracks/reactors .Terrible balance whines. lol, I'm a Zerg, I'm absolutly not gonna complain about Terrans being UP when I talk about them. Just saying that every race has things that they can't do as well as the others/not at all. But really: melee + range when the units are properly balanced > range, because the melee units have the no range drawback therefore their stats are just better. But that means that as long as you have only as few melee units as you need to have all of them attack, it's usually just a stronger composition. The unstimmed Marauder is already quite bad in beefiness compared to the cheaper and more beefy roaches/zealots. Argueable even zerglings are beefier per cost. The sentry is a great offensive caster. chokes between main and natural alone make sentries great offensive units. Hellions are not versatile, Marines without stim and medivacs not mobile. Planetary... well, don't want to discuss it. I guess it is not superexpensive, but there is a reason why mass PFs is seen less often than mass spine or canon.
In place of being mean...I will just say that I respectfully disagree. good day sir.
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On February 13 2012 17:21 Roblin wrote:Show nested quote +On February 13 2012 16:02 mlspmatt wrote:On February 13 2012 15:00 Rorschach wrote:On February 11 2012 14:23 SkimGuy wrote:On February 11 2012 13:21 Arkless wrote:On February 11 2012 12:40 Xorphene wrote:On February 11 2012 03:11 xTrim wrote:
overmake vikings = lose to f**king ultra switch... god i hate this, why do i keep playing? Stop feeling so nerfed, zerg's have suffered this forever. Overmake corruptors in ZvP and lose to gateway remax. Stop feeling so special, Terrans moaning about infestors vs vikings need to realise they simply need to split their marines. This is a fantastic patch. The most bias response, and most rediculous. Split your marines? Are you trolling? You negate the fact entirely as well that corruptors, the pre cursor to BL's, counter your bl counter of vikings. They just roll ur main army with ling bling, snipe off ur vikings, remax with bls. That doesn't seem weird???? NOW we also are hella nerfed if both are on golds, it hurts the terran to drop a mule period because of 0 bonus, you lose out in the end. Maybe Terran has to start thinking like Zerg now and take advantage of the fact that you can't win a head-on engagement, but your army is much more mobile and and can be stronger around the map instead of 1 big ball of units... i.e Stop deathballing and get better I find your statement extremely hypocritical. On one hand you say the terran should stop trying to build a deathball of ghosts to deal with lategame zergs and just "get better" YET zergs want to get 80 drones and bld BL/deathball (the "I win" unit)??? Terran already have to micro their asses off to trade effceintly. I am getting so sick of the irony of Z bitching about T and P a-moving to victory when zerg is the most a-move race outside of mutas and a few other units..... I predict terran will start to do what us toss players do in PvZ, namely kill the zerg with a timing/2 base before they get up their superior deathball up..... I'm worried about this as well. I get why Toss does the 2 base All-Ins, i don't like it as a fan, but I get it. I don't want to see TvZ turn into that. And I'm really dissapointed as a fan of SC2 that the ghost may be relegated to an anti-caster unit in TvZ. The Ghost is a very high risk/high reward unit. It's very expensive, doesn't have a lot of HP, requires a lot of upgrades, and a lot of individual micro. If you get them out of position for 1 second, they can all be fungled and the game is over. As compared to the BL which requires virtually no micro, is very hard to kill, and requires both a ton of preperation AND unit control to defend. It's kind of funny in a way, Blizzard is saying "We don't like the fact that this very expensive, fragile, high skill unit; is so effective vs this no skill, hard to kill, flying death machine." I find it funny anyway. It's comical when you look at it like that. I disagree with the bolded. the rest is debatable. lets say the ghosts do get fungaled, that does not mean they die, zerg has no way of denying energy, thus ghosts can always kill (and or emp) the infestors that are in range and avoid being chainfungaled, sure, they will be vulnerable for 4 seconds, but thats all. 4 seconds is a lot, but not so much that zerg easily can take advantage of it. for example: speedlings, the fastest unit in the game, moves 3 units per second, thus they will need 3 seconds to close the gap of 9 range between the army and only 1 second is left of the ghosts snare, and this is if you instantly send your fastest units the instant you get the oppurtunity to fungal, and by the way, its impossible to know beforehand when you get the oppurtunity to fungal, thus this is practicly impossible. tl.dr: getting fungaled rarely kills groups of ghosts. Go watch FORGG's last game at GSL. Ghosts got out of position, ghosts died, game ended.
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On February 13 2012 23:30 DaemonX wrote: Terrible, ham-fisted changes to my mind.
ZvT is very balanced at the moment, and if the stats are skewed lategame, they need to make mid game changes to correct this rather than break the matchup.
Also, making ghosts worthless vs bio *and* zeals seems like a really brutal truncation of potential future innovation, as well as affecting team games.
The phoenix change is completely ridiculous. Phoenix were already fantastic units, and Zergs have only JUST learned how to use mutas vs toss, and toss have had no time to learn to adapt. Preemptively buffing the phoenix is literally the worst idea I have ever heard for 'fixng' muta PvZ, which I'm not convinced was an issue without another GSL to see it play out. Phx look so good now it's probably legit to change INTO stargate mid game if you see the muta count getting high.
Also, stargate openers were always strong, now stargate just means zerg is blugeoned out of ever going mutas to begin with, another dampener on innovation. RIP Ling muta which is now is as dead as the reaper, and long live FFE into Stargate - the only opener you will see for a year now. God, what an awful, awful change.
The high yield change is irrelevant, but as flavour it's just more cutting of the interesting cute things that kept terran fresh (like the salvage nerf. Irrelevant, but irritating). But I will say this: the burst of minerals on high-yields never once turned the result of a tournament on its head.
Words can't describe...especially since each of these issues had many more sensible options to address them if blizzard thought about it for 3 seconds. Or read TL.
Bear in mind that the phoenix range increase has to be researched at the fleet beacon, which costs 300 m 200 g plus the cost of the upgrade itself. I dont think you will see it used unless the zerg player gets a very large group of mutas.
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more hard-counter and less general purpose units, what a shitty direction in balancing
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