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Call To Action: Balance Testing TvZ. - Page 12

Forum Index > SC2 General
1619 CommentsPost a Reply
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Pobearo
Profile Joined August 2009
United States351 Posts
August 08 2012 22:18 GMT
#221
I always love using and seeing ravens, hopefully this will make them more viable in pro games.
larse
Profile Blog Joined March 2012
1611 Posts
August 08 2012 22:20 GMT
#222
On August 09 2012 07:18 Killcani wrote:
Show nested quote +
On August 09 2012 07:16 larse wrote:
After testing,

I found maybe the creep range should be 9.

8 may be an over-nerf.

Not used to be nerfed zergs?


I'm Terran.
Fig
Profile Joined March 2010
United States1324 Posts
August 08 2012 22:20 GMT
#223
On August 09 2012 07:08 zmansman17 wrote:
Show nested quote +
On August 09 2012 07:06 Fig wrote:
On August 09 2012 06:59 Jono7272 wrote:
On August 09 2012 06:57 Thrombozyt wrote:

Seeker missile cost or cast range appear to be secondary factors

Yep, you have really understood the problem with the raven..... NOT!

All the used damaging abilities have a casting range of 9. That means every spell except HSM. Now take a wild guess, why HSM is NOT used as much?

That, and the energy cost..

It's a buff! Take it!

Hopefully this will encourage more use of ravens, giving Blizzard more gameplay to be able to diagnose any other problems.


Fig this doesn't address the most important issues so its value is in question.

1) Ravens still cannot cast whilst being fungaled
2) Fungal outranges HSM

First of all, Ravens can indeed cast while fungaled. Fungal only shuts down things like siege and blink. They can still place down pdds or auto turrets.

Second, fungal outranging HSM is not the end of the story. Terran happens to have the ghost, which has the longest range spells in the game. And 2 of those spells (snipe and EMP) just so happen to perfectly counter the infestor (while outranging fungal).

I don't believe that these buffs will change everything. I don't believe they will do much except remind terrans that ravens exist. But I say take them because at least Blizzard is trying to fix your problems. Don't get me started on the Carrier.
Can't elope with my cantaloupe
Rye.
Profile Blog Joined July 2011
United Kingdom88 Posts
August 08 2012 22:21 GMT
#224
sigh. Raven buffs wont make any difference. Fungal + corruptors mean ravens just die. Far too expensive.
Creep will be better at lower leagues, but if you've got loads of tumors all going simultaneously then it wont make a difference.

My Thoughts...
Make broodlords take 6 supply instead of 4.

Battlecruiser. 6 supply
Thor 6 supply
Collosus 6 supply
Carrier 6 supply
Mothership 8 supply
Ultralisk 6 supply
Broodlord..... 4 supply .....WTF!!!
Pretty when naked
SonKiE
Profile Joined March 2010
United States167 Posts
August 08 2012 22:22 GMT
#225
On August 09 2012 07:21 Rye. wrote:
sigh. Raven buffs wont make any difference. Fungal + corruptors mean ravens just die. Far too expensive.
Creep will be better at lower leagues, but if you've got loads of tumors all going simultaneously then it wont make a difference.

My Thoughts...
Make broodlords take 6 supply instead of 4.

Battlecruiser. 6 supply
Thor 6 supply
Collosus 6 supply
Carrier 6 supply
Mothership 8 supply
Ultralisk 6 supply
Broodlord..... 4 supply .....WTF!!!


Actually, when you point this out it seems like a really great idea.
country
starception
Profile Joined August 2012
205 Posts
Last Edited: 2012-08-08 22:24:37
August 08 2012 22:22 GMT
#226
Typical Blizzard...no Protoss hot fixes. I really don't know what they have against the Protoss race to make it last in everything. For example, Legacy of the Void comes out last.

edit

On August 09 2012 07:22 SonKiE wrote:
Show nested quote +
On August 09 2012 07:21 Rye. wrote:
sigh. Raven buffs wont make any difference. Fungal + corruptors mean ravens just die. Far too expensive.
Creep will be better at lower leagues, but if you've got loads of tumors all going simultaneously then it wont make a difference.

My Thoughts...
Make broodlords take 6 supply instead of 4.

Battlecruiser. 6 supply
Thor 6 supply
Collosus 6 supply
Carrier 6 supply
Mothership 8 supply
Ultralisk 6 supply
Broodlord..... 4 supply .....WTF!!!


Actually, when you point this out it seems like a really great idea.


Corruptors are two supply. Then morphing into Brood Lords adds 4 more. That makes 6 supply total after morphing the Corruptors into Brood Lords.
AndreiDaGiant
Profile Joined October 2010
United States394 Posts
August 08 2012 22:22 GMT
#227
good changes but i feel the real problem with the raven is the range but hopefully this will help
Terran Metal for the Win
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
August 08 2012 22:24 GMT
#228
This is actually a pretty interesting nerf. Though I'm sad, (being a zerg player ) this does seem reasonable, seing as how absurdly well good pro Zs are being able to goop up the map.

As for the Raven buff, I have no clue.
Bora Pain minha porra!
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
August 08 2012 22:24 GMT
#229
Im just going to be the devils advocate and wish Blizzard have the ravens replaced completely with science vessels with EMP/Irradiate/D-Matrix (and get rid of EMP off ghosts, give them a new spell)

:D

The speed buff maybe good but because of the HSM range and very slow cast animations, these ravens tend to die when they get close to the enemy to cast the spell off. Thats the problem with ravens. Spending 200gas for a 50/50 chance of getting 100dmg AOE attack off once. The chances of survival in a big engagement is normally 1%. PDDs can be good sometimes but it isn't helpful outside a few scenarios.

And Ravens can cast when they are fungal-ed btw.
FatBat
Profile Joined May 2011
Germany326 Posts
August 08 2012 22:25 GMT
#230
On August 09 2012 07:22 starception wrote:
Typical Blizzard...no Protoss hot fixes. I really don't know what they have against the Protoss race to make it last in everything. For example, Legacy of the Void comes out last.

The observer buildtime buff came along with the queen change. But anyways i wonder how this will change the creep problem and the late game
"This game went full retard"- Totalbiscuit
zmansman17
Profile Joined March 2011
United States2567 Posts
Last Edited: 2012-08-08 22:25:27
August 08 2012 22:25 GMT
#231
The real problems for the raven are:

the HSM range, the huge gas cost of the unit itself and the high energy cost for HSM
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Killcani
Profile Joined October 2010
Sweden448 Posts
August 08 2012 22:26 GMT
#232
They should keep creep at 10 but remove the vision it gives would be a much more fun game if the zerg couldnt see all ur army movements
SupLilSon
Profile Joined October 2011
Malaysia4123 Posts
August 08 2012 22:27 GMT
#233
Cool, will be interested to see how pros take advantage of the Raven now. Still kinda sucks that the Raven has like 600/600 worth of upgrades till its decent.
TheDwf
Profile Joined November 2011
France19747 Posts
August 08 2012 22:27 GMT
#234
On August 09 2012 07:20 Fig wrote:
Second, fungal outranging HSM is not the end of the story. Terran happens to have the ghost, which has the longest range spells in the game. And 2 of those spells (snipe and EMP) just so happen to perfectly counter the infestor (while outranging fungal).

It so happens too that human beings do not have infinite apm to micro Marines + Ghosts + Ravens + Tanks at the same time. No doubt a bot with infinite apm would do wonders with Ravens + Ghosts, but reality is a bit different.
TitleRug
Profile Blog Joined May 2010
United States651 Posts
August 08 2012 22:28 GMT
#235
If the player places a new creep tumor once it is available, the new range shouldn't matter at all, since the creep wouldn't spread out to 10 range in that time anyway. If anything, this is a nerf to lower level zerg players.
coLCruncher fighting!
speknek
Profile Joined February 2012
758 Posts
August 08 2012 22:28 GMT
#236
Raven still loses to infestor in every single aspect except for that it can fly. Though I guess terrans need to be organizing a party anyway in honor of A buff. Creep nerf is nice, I guess. Wonder if they'll ever realize fungal shouldn't snare, but slow instead.
Gescom
Profile Joined February 2010
Canada3483 Posts
August 08 2012 22:29 GMT
#237
Very nice small changes.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
mlspmatt
Profile Joined October 2011
Canada404 Posts
Last Edited: 2012-08-08 22:31:49
August 08 2012 22:31 GMT
#238
Thoughtful, well explained, smart changes.

Wow, maybe the folks at Blizzard are listening
Fig
Profile Joined March 2010
United States1324 Posts
August 08 2012 22:31 GMT
#239
On August 09 2012 07:27 TheDwf wrote:
Show nested quote +
On August 09 2012 07:20 Fig wrote:
Second, fungal outranging HSM is not the end of the story. Terran happens to have the ghost, which has the longest range spells in the game. And 2 of those spells (snipe and EMP) just so happen to perfectly counter the infestor (while outranging fungal).

It so happens too that human beings do not have infinite apm to micro Marines + Ghosts + Ravens + Tanks at the same time. No doubt a bot with infinite apm would do wonders with Ravens + Ghosts, but reality is a bit different.

Yes everyone has to micro. If you didn't the game would be boring. You are basically saying that you have all the tools to get the job done, you just need practice. You're supposed to be glad that Terran has the highest skill ceiling.
Can't elope with my cantaloupe
Shiori
Profile Blog Joined July 2011
3815 Posts
August 08 2012 22:32 GMT
#240
I'm glad they're doing something with Creep; it was getting a bit ridiculous. I don't really understand how they think there's nothing wrong with PvZ, even if they do think it's balanced. Seeing 2 base all-ins 90% of the timeand a Vortex vs Infestor/BL is a pretty big issue in my mind. Still, I guess TvZ is a bit more pressing given how much the Queen buff changed things.

I like the Raven buffs, but I feel like the problem is still going to be HSM taking a lot of energy and opening you up to Fungals. Still, at least they're looking in the right place.

So yeah...decent effort, but they're being a little too optimistic with there not being "problems" in the matchups. PvZ is shit and everyone agrees with this. Even supposing it's totally balanced (which is somewhat plausible given winrates) it's just a horrible, shallow, predictable matchup. TvZ has other issues too, like it having become way too late-game oriented rather than having an exciting midgame like pre-patch. I guess PvT is getting a lot better with time, though.

I dunno. I understand if they think tweaks are sufficient for TvZ right now since the Queen buff wasn't that long ago. But I really can't, as a Protoss player, understand how they think Archon Toilets and 2 base all-ins are interesting, all balance aside. I mean, how many people were super bored at NASL when it was PvZ after PvZ? I don't think that would have happened in pre-patch TvZ, because every game was different. Please don't take my disappointment in this regard as balance whine. It's a design thing more than anything. It's stupid seeing Zergs lose to Archon Toilets and it's stupid seeing Protoss players rely on them, because both sides know it's basically a crapshoot no matter what happens. I'd really like to see Blizzard address that, or at least try to introduce some variety into the matchup pre-HotS.
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