The creep tumor change is a good one, but whether it'll make a practical difference or not remains to be seen.
Call To Action: Balance Testing TvZ. - Page 26
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Dalavita
Sweden1113 Posts
The creep tumor change is a good one, but whether it'll make a practical difference or not remains to be seen. | ||
rauk
United States2228 Posts
On August 09 2012 13:02 ncsix wrote: Not sure about reducing the creep spread from 10 - 8, thats a 20% reduction on paper, but most players (even top level) don't spread tumors exactly at the max distance, so we're really talking about a significant reduction of creep spread. On top of that, increasing the Raven speed might increase raven usage which further reduces ZvT creep effectiveness. For average player level, this is a really big nerf for Z. and Taeja's been showing pro Ts don't need a balance check ![]() It shows that taeja doesnt need a balance checkk, considering no other t is having his success. I guess zergbong and cool showwed zerg didnt need buffs during gsl 1 and 2 | ||
Zato-1
Chile4253 Posts
On August 09 2012 12:56 Iron_ wrote: This seems fine to try, however without addressing the infestor itself, or at *least* making the raven equal to the infestor, I do not believe this will have the desired results. A little speed does not make the raven as good as the infestor. Edit: And the speed creep recedes really should have been looked at also. One overlord splugeing shit all over an expansion should not make it useless for as long as it does, and clearing creep should not stay there forever as to allow queens to walk down and just put tumors back in place. Increasing the speed at which creep recedes would probably have an impact on a broad range of levels of play though, and apparently Blizzard wanted to leave the matchup untouched except for these surgical changes aimed at GM and pro level TvZ. If we're gonna nitpick about stuff they could have addressed, here's one: adding neutral depots at the bottom of every main base ramp for ladder maps :p | ||
boomudead1
United States186 Posts
On August 09 2012 13:26 rauk wrote: It shows that taeja doesnt need a balance checkk, considering no other t is having his success. I guess zergbong and cool showwed zerg didnt need buffs during gsl 1 and 2 DRG is prettie dope too. so is MC. theyre off the chart. ravins one = ehh. fixing creep is cool imo. too much creeps nowaday | ||
ETisME
12265 Posts
On August 09 2012 13:24 Dalavita wrote: I don't really see how this can help with the two biggest issues ravens have. They're a joke to tech to, and infestors shut them down hard. Acceleration and speed increase helps of course, but the zerg player still has to be asleep for you to get a HSM when he can fungal at such a superior range. The creep tumor change is a good one, but whether it'll make a practical difference or not remains to be seen. well if bfhellions became dominating just from a icon colour change tooltip, I don't see how a proper buff won't fix it lol | ||
ncsix
1370 Posts
Taeja's skill shows more closely true theoretical limits of Terran gameplay, just as both MC and Hero show how crushing PvZ are. When Blizz patches the game, its good that they set the standard at the highest level. Any player, pro or not should aspire to be at the level of the best. Might be good that creep nerfed, but 20% is a lot, especially with Raven buff on top. You'll need exact tumors at the edge of ramps. I'ld call now and say the end patch is creep reduced radius from 10 - 9. | ||
Debian
Canada95 Posts
It's about the same speed as a medivac until the medivac gets going, even then it's only 10% slower. While that's nice I still don't think this is going to make Ravens any more practical unless for certain situations. | ||
Daniel C
Hong Kong1606 Posts
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leo23
United States3075 Posts
On August 09 2012 13:26 rauk wrote: It shows that taeja doesnt need a balance checkk, considering no other t is having his success. I guess zergbong and cool showwed zerg didnt need buffs during gsl 1 and 2 Actually cool and zergbong got a lot of buffs during their runs in gsl 1 and 2 FYI | ||
yeint
Estonia2329 Posts
On August 09 2012 06:23 zmansman17 wrote: Spreading creep shouldn't be as easy as it is and it should come at a cost wherein some opportunity cost is attached to spreading creep. Make self-replicating creep tumors cost 25 minerals. Queen-spawned tumors would still be free. | ||
zeratul_jf
United States808 Posts
On August 09 2012 13:47 Daniel C wrote: Finally some help for the non-Taeja terrans out there! Lol thats what i was thinking, Taeja makes terran look OP | ||
algorithm0r
Canada486 Posts
Prediction: Terrans will be like "OMG I have Ravens and they detect" and start using them smartly and in 3 months it will be Raven IMBA and expect a Raven nerf later. | ||
Shield
Bulgaria4824 Posts
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Torte de Lini
Germany38463 Posts
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Mitts
United States5 Posts
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pmp10
3239 Posts
The unit was only used on atlantis and metropolis and even there it seems to have fallen out of fashion. I guess slightly better micro abilities will allow better auto-turret placing but I don't think it will be enough to convince people to actually build the unit in TvZ let alone TvP. All that raven change will be buffing is 1-1-1. | ||
PineapplePizza
United States749 Posts
On August 09 2012 06:07 Snute wrote: Progressing creep will not change as long as it's being chained. The vision radius on the edges will obviously be a bit smaller. However, the total amount of creep spread should still be unaffected (minus the edges when the spread stops for any given reason). When a zerg is chaining his tumors as soon as the cooldown is ready, the creep will spread at the same pace as before in the given direction. Zergs will now be punished harder if they are sloppy with their cooldowns, though, as there is less progression after the change. Recessing creep or single tumors (after a scan) will be less effective as the vision and creep range is shorter. Anywhere the creep has its edges, this patch stands as a nerf compared to before. A relatively major change is related to spreading creep up/down terrains, cliffs and smokescreens and over gaps/platforms. It will be more difficult than previously and demand higher levels of precision from the player. Shorter range means that it's even more important to plant the tumor close to the bottom or top of a ramp before advancing it further. Same goes for smokescreens. Moving the creep across platforms and valleys like from Main to 3rd using edge tumors and overlord creep on Antiga Shipyard MIGHT NOT be possible anymore (has to be tested). This potential change increases the skill cap of the game. I don't know if it's necessarily good for the matchup, but if it goes through it'll be a good change that encourages and rewards precision and multitasking. It will increase the difference in creep spread between lazy zergs like Snute, and good zergs like DRG! Could you please quote Snute's post in the OP? I think it answers the question of "How badly will this affect my creep?" very well. | ||
TheDwf
France19747 Posts
On August 09 2012 14:01 algorithm0r wrote: I think the Raven buff should be enough. The creep tumor nerf and the Raven buff at the same time is overzealous and it will be hard to determine what effect each part has as they will affect the same thing. Prediction: Terrans will be like "OMG I have Ravens and they detect" and start using them smartly and in 3 months it will be Raven IMBA and expect a Raven nerf later. You're absolutely mistaken if you think a) that clearing creep is mostly done with a Raven providing detection and b) that a 0.25 movespeed buff will convince Terran players than moving out with a 200 gas unit that will not be replaced if it dies is a good idea to clear creep against either 3,75 movespeed Mutalisks or 2,925 movespeed (on creep) Infestors which can fungal it to death. | ||
Ace1123
Philippines1187 Posts
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Chunhyang
Bangladesh1389 Posts
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