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Call To Action: Balance Testing TvZ. - Page 3

Forum Index > SC2 General
1619 CommentsPost a Reply
Prev 1 2 3 4 5 79 80 81 Next
renaissanceMAN
Profile Joined March 2011
United States1840 Posts
August 08 2012 20:33 GMT
#41
excited for the raven changes, make it cheaper pls?
On August 15 2013 03:43 Waxangel wrote: no amount of money can replace the enjoyment of being mean to people on the internet
Whitewing
Profile Joined October 2010
United States7483 Posts
August 08 2012 20:34 GMT
#42
On August 09 2012 05:28 ragz_gt wrote:
Show nested quote +
On August 09 2012 05:26 Zeon0 wrote:
sure, lets make Terran even better in ultralategame energy wars


Huh? Terran been pretty bad at energy war since ghost nerf. Unless you count mule, but then you have to count inject / chrono also.


You didn't see Gumiho vs. Soulkey did you?
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Denzil
Profile Joined August 2010
United Kingdom4193 Posts
August 08 2012 20:34 GMT
#43
On August 09 2012 05:33 IRL_SinisterR wrote:
Show nested quote +
On August 09 2012 05:13 Vindicare605 wrote:
Source: http://us.battle.net/sc2/en/blog/6873704/Call_to_Action_Balance_Testing-8_8_2012

We’ve recently published a custom version of Antiga Shipyard, called "Antiga Shipyard 1.5.0 Balance v1.0," in which we’re testing a few small balance changes to StarCraft II. Our plan is to bring the changes to the game in a week or so. Here’s the situation:

Globally, matchups outside the professional level are balanced, and we see no significant issues.
As always, we are watching matchup balance in order to react as best as possible when issues do arise.
At the very highest levels of eSports competition, we feel that terran players are at a slight disadvantage against zerg. Many terran players, specifically those just below the very highest skill level, are underperforming in this matchup.
We’re dealing with this issue very carefully, because at the highest end of the pro level, terran players look about equal against protoss.
We’re making the smallest changes that we believe will address this.

Here’s what we’re testing:

Creep tumor build radius, vision radius, and creep spread radius decreased from 10 to 8.

This is a relatively minor change, but one that we feel will positively impact game balance at the highest levels of competition. After carefully watching as the pro game has shifted since zerg players started spreading creep more often, we noticed the increase in creep spread was only having a significant impact on TvZ. These are our goals with this change:

Keep the early game queen defenses and creep spreading viable, while at the same time making it slightly more difficult for the zerg pro to quickly spread creep across the whole map.
With tactics where a single creep tumor is being used, there is practically no change. Creep doesn’t spread fast enough for this change to make a difference at most levels of play.

Raven movement acceleration increased from 2 to 2.25.

Raven movement speed increased from 2.25 to 2.5.

After seeing pro players using the raven, we made these changes considering these two lines of reasoning:

Even the best micro players in the world were struggling to use the raven due to the slower acceleration and movement speed of the unit. Seeker missile cost or cast range appear to be secondary factors.
Because ravens are difficult to use, we don’t expect this buff will have more than a small impact on high-level play or any significant impact on balance at most skill levels.
Please log on, try out the changes for yourself, and then join our feedback thread. We’re looking forward to testing these changes with you, and will do our best to address the feedback we receive.


I'm happy to see the movement speed of the Raven FINALLY being addressed, the changes to creep spread are a bit of a head scratcher though imo. They go through all the trouble of making it easier for Zerg to cover the map in creep only to nerf the creep tumor? Odd choice to say the least.


It's because Blizzard would never embarass themselves by nerfing the Queen again.


what? Blizzard aren't afraid to embarrass themselves when it comes to balance

I mean just look at the bunker
Anna: So Sen how will you prepare for your revenge v MC? Sen: With a smile.
NeonFox
Profile Joined January 2011
2373 Posts
August 08 2012 20:35 GMT
#44
I'd rather they reduce the queen range to 4, right between the old and new one. And I also have no idea why they nerfed snipe like they did, the idea proposed by qxc to have snipe only reduced against massive and a bit less than they did was a much superior one imo.

Both those changes are nice, but I'm not sure it will fix the dumbing down of earlygame ZvT and the zerg advantage of the lategame. Step in the right direction I guess.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
August 08 2012 20:35 GMT
#45
On August 09 2012 05:25 Bedrock wrote:
Moar HSM, please!

yessssssss

I am a fan of these changes. The creep tumor vision seems huge, while it does take time to spread creep effectively I think they benefited from it a little too much.. Back in BW if you wanted vision like this you had to burrow zerglings. However vZ you never knew if you were scouted on not
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
August 08 2012 20:35 GMT
#46
On August 09 2012 05:34 Denzil wrote:
Show nested quote +
On August 09 2012 05:33 IRL_SinisterR wrote:
On August 09 2012 05:13 Vindicare605 wrote:
Source: http://us.battle.net/sc2/en/blog/6873704/Call_to_Action_Balance_Testing-8_8_2012

We’ve recently published a custom version of Antiga Shipyard, called "Antiga Shipyard 1.5.0 Balance v1.0," in which we’re testing a few small balance changes to StarCraft II. Our plan is to bring the changes to the game in a week or so. Here’s the situation:

Globally, matchups outside the professional level are balanced, and we see no significant issues.
As always, we are watching matchup balance in order to react as best as possible when issues do arise.
At the very highest levels of eSports competition, we feel that terran players are at a slight disadvantage against zerg. Many terran players, specifically those just below the very highest skill level, are underperforming in this matchup.
We’re dealing with this issue very carefully, because at the highest end of the pro level, terran players look about equal against protoss.
We’re making the smallest changes that we believe will address this.

Here’s what we’re testing:

Creep tumor build radius, vision radius, and creep spread radius decreased from 10 to 8.

This is a relatively minor change, but one that we feel will positively impact game balance at the highest levels of competition. After carefully watching as the pro game has shifted since zerg players started spreading creep more often, we noticed the increase in creep spread was only having a significant impact on TvZ. These are our goals with this change:

Keep the early game queen defenses and creep spreading viable, while at the same time making it slightly more difficult for the zerg pro to quickly spread creep across the whole map.
With tactics where a single creep tumor is being used, there is practically no change. Creep doesn’t spread fast enough for this change to make a difference at most levels of play.

Raven movement acceleration increased from 2 to 2.25.

Raven movement speed increased from 2.25 to 2.5.

After seeing pro players using the raven, we made these changes considering these two lines of reasoning:

Even the best micro players in the world were struggling to use the raven due to the slower acceleration and movement speed of the unit. Seeker missile cost or cast range appear to be secondary factors.
Because ravens are difficult to use, we don’t expect this buff will have more than a small impact on high-level play or any significant impact on balance at most skill levels.
Please log on, try out the changes for yourself, and then join our feedback thread. We’re looking forward to testing these changes with you, and will do our best to address the feedback we receive.


I'm happy to see the movement speed of the Raven FINALLY being addressed, the changes to creep spread are a bit of a head scratcher though imo. They go through all the trouble of making it easier for Zerg to cover the map in creep only to nerf the creep tumor? Odd choice to say the least.


It's because Blizzard would never embarass themselves by nerfing the Queen again.


what? Blizzard aren't afraid to embarrass themselves when it comes to balance

I mean just look at the bunker
hehe, besides blizzard said themselves they wouldn't hesitate to nerf queens if they feel it to be necessary.
Skytt
Profile Joined June 2011
Scotland333 Posts
August 08 2012 20:36 GMT
#47
On August 09 2012 05:34 Whitewing wrote:
Show nested quote +
On August 09 2012 05:28 ragz_gt wrote:
On August 09 2012 05:26 Zeon0 wrote:
sure, lets make Terran even better in ultralategame energy wars


Huh? Terran been pretty bad at energy war since ghost nerf. Unless you count mule, but then you have to count inject / chrono also.


You didn't see Gumiho vs. Soulkey did you?


Soulkey was practically giving Gumiho free EMP hits
phodacbiet
Profile Joined August 2010
United States1740 Posts
August 08 2012 20:36 GMT
#48
I really like this change. It would make creep spreading a bit harder (wont affect most zergs since their creep spread are terrible anyways), and making ravens faster so terrans can have a better time dealing with the brolord balls).
SolidMoose
Profile Joined June 2011
United States1240 Posts
August 08 2012 20:36 GMT
#49
Hm. The raven change is more than fair, but I don't think it will really fix anything. I don't think the core problem with the unit was the speed but a mix of cost + range of seeker missile being shorter than fungal.

I feel like they could have just put queen range back to 3, but smaller creep radius might work. It will at least have more of an impact than raven speed.
kblueriver
Profile Joined July 2012
Argentina430 Posts
August 08 2012 20:37 GMT
#50
I like the creep change, but I'd like more if you could speed up the creep recesion, since it takes over a minute to clear an area from creep. Sure, you kill the tumors, but the creep is still there for a Long time.
Not sure if it would be a wise idea to do both blizz's nerf on tumors and my idea, perhaps it's a bit too much, but I'd rather do my idea, let zerg spread easily but let us unspread the creep just as easily.

Raven buff seems quite nice, we see too few ravens.
Your ever humble pwnage provider
imEnex
Profile Joined June 2011
Canada500 Posts
August 08 2012 20:37 GMT
#51
Even though I'm a toss user, the three changes look pretty good :D
Program yourself to Success
Nazeron
Profile Joined September 2010
Canada1046 Posts
August 08 2012 20:37 GMT
#52
raven seems like a decent change, still a bit confused on the creep, it will slow down creep spread but a bunch of queens kind of negate the smaller radius because of the amount of tumors that can be laid
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
SpaceYeti
Profile Joined June 2010
United States723 Posts
August 08 2012 20:37 GMT
#53
Would love to see these changes, especially the raven changes. I really would love to see more ravens in games, but I don't see it happening without addressing the balance of HSM.
Behavior is a function of its consequences.
ragz_gt
Profile Blog Joined April 2012
9172 Posts
Last Edited: 2012-08-08 20:38:38
August 08 2012 20:38 GMT
#54
On August 09 2012 05:34 Whitewing wrote:
Show nested quote +
On August 09 2012 05:28 ragz_gt wrote:
On August 09 2012 05:26 Zeon0 wrote:
sure, lets make Terran even better in ultralategame energy wars


Huh? Terran been pretty bad at energy war since ghost nerf. Unless you count mule, but then you have to count inject / chrono also.


You didn't see Gumiho vs. Soulkey did you?


That would never work against GSL Zerg, as we found out already half year ago. Gumiho chose that strategy because he rightfully expected KeSPA players not be able to handle it properly, since they never played through 20 ghost end game phase and have no experience dealing with it since no one uses it on ladder (with good reason).
I'm not an otaku, I'm a specialist.
Sc2ttyl
Profile Joined October 2010
United States245 Posts
August 08 2012 20:38 GMT
#55
At least its a step in the right direction and blizzard isnt claiming the game is perfectly balanced like they seemed to be doing.
yo
Whitewing
Profile Joined October 2010
United States7483 Posts
August 08 2012 20:38 GMT
#56
On August 09 2012 05:36 Skytt wrote:
Show nested quote +
On August 09 2012 05:34 Whitewing wrote:
On August 09 2012 05:28 ragz_gt wrote:
On August 09 2012 05:26 Zeon0 wrote:
sure, lets make Terran even better in ultralategame energy wars


Huh? Terran been pretty bad at energy war since ghost nerf. Unless you count mule, but then you have to count inject / chrono also.


You didn't see Gumiho vs. Soulkey did you?


Soulkey was practically giving Gumiho free EMP hits


It's still not as hard as people think, and Gumiho was going up to 15-20 ghosts. Even if you can't get free EMPs, you can still snipe every infestor or just snipe the overseers and then cloak and go to town. The terran army can straight up kill broodlord based armies or ultralisk based armies pretty easily if there aren't any infestors to deal with, so focus on negating the infestors.

People think that for some reason because snipe was nerfed vs. Broods and Ultras that ghosts are useless in the matchup (snipe was actually buffed vs. infestors), they aren't, they're just an anti-caster unit (and a really good one) rather than an army annihilator.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
RenSC2
Profile Blog Joined August 2011
United States1080 Posts
August 08 2012 20:39 GMT
#57
On August 09 2012 05:13 Vindicare605 wrote:
I'm happy to see the movement speed of the Raven FINALLY being addressed, the changes to creep spread are a bit of a head scratcher though imo. They go through all the trouble of making it easier for Zerg to cover the map in creep only to nerf the creep tumor? Odd choice to say the least.

They didn't intentionally make it easier for creep to spread across the map. They used the queen buff to plug a gap in zerg's defense, which had the unintended consequence of having a lot of queens with energy to burn and that increased the creep spread greatly. So now they're doing something to tune it down just a bit.

Personally, I think slightly reducing the amount of time for creep to recede would be the better choice, but this seems like an okay solution.

I like the change to the raven. Subtle changes can really bring attention to an underused unit and can sometimes have some very far reaching consequences. A slight speed bump may be exactly what the raven needed. We'll have to see.

Overall, I think a nice balance update for Blizzard if they go through with it.
Playing better than standard requires deviation. This divergence usually results in sub-standard play.
DoeniDon
Profile Joined May 2011
Switzerland100 Posts
Last Edited: 2012-08-08 20:40:10
August 08 2012 20:39 GMT
#58
On August 09 2012 05:13 Vindicare605 wrote:
I'm happy to see the movement speed of the Raven FINALLY being addressed, the changes to creep spread are a bit of a head scratcher though imo. They go through all the trouble of making it easier for Zerg to cover the map in creep only to nerf the creep tumor? Odd choice to say the least.

I don't think the queen buff was done to make it easy for zerg to cover the entire map with creep, it was mainly to "deal" with hellion openings and most early pressure, as well as allowing zergs to get an early third base.

Anyway I think the changes are good, most complaints seem to be about creep anyway, so nerfing it slightly should make everyone happy.
Skytt
Profile Joined June 2011
Scotland333 Posts
Last Edited: 2012-08-08 20:43:00
August 08 2012 20:39 GMT
#59
On August 09 2012 05:38 ragz_gt wrote:
Show nested quote +
On August 09 2012 05:34 Whitewing wrote:
On August 09 2012 05:28 ragz_gt wrote:
On August 09 2012 05:26 Zeon0 wrote:
sure, lets make Terran even better in ultralategame energy wars


Huh? Terran been pretty bad at energy war since ghost nerf. Unless you count mule, but then you have to count inject / chrono also.


You didn't see Gumiho vs. Soulkey did you?


That would never work against GSL Zerg, as we found out already half year ago. Gumiho chose that strategy because he rightfully expected KeSPA players not be able to handle it properly, since they never played through 20 ghost end game phase and have no experience dealing with it since no one uses it on ladder (with good reason).


20 ghost end game was so you could faceroll over brood lords and ultras with one unit, not so you could EMP infestors, which should still be done today.

edit:

On August 09 2012 05:38 Whitewing wrote:
Show nested quote +
On August 09 2012 05:36 Skytt wrote:
On August 09 2012 05:34 Whitewing wrote:
On August 09 2012 05:28 ragz_gt wrote:
On August 09 2012 05:26 Zeon0 wrote:
sure, lets make Terran even better in ultralategame energy wars


Huh? Terran been pretty bad at energy war since ghost nerf. Unless you count mule, but then you have to count inject / chrono also.


You didn't see Gumiho vs. Soulkey did you?


Soulkey was practically giving Gumiho free EMP hits


It's still not as hard as people think, and Gumiho was going up to 15-20 ghosts. Even if you can't get free EMPs, you can still snipe every infestor or just snipe the overseers and then cloak and go to town. The terran army can straight up kill broodlord based armies or ultralisk based armies pretty easily if there aren't any infestors to deal with, so focus on negating the infestors.

People think that for some reason because snipe was nerfed vs. Broods and Ultras that ghosts are useless in the matchup (snipe was actually buffed vs. infestors), they aren't, they're just an anti-caster unit (and a really good one) rather than an army annihilator.


I didn't realise he had that many ghosts. I agree with you that terrans should stop believing ghosts are useless. EMP is still the hardest hitting AoE in the game vP, they tear up templars, archons and infestors as well as being beefy enough to kill zealots and lings on their own.
Vindicare605
Profile Blog Joined August 2011
United States16118 Posts
August 08 2012 20:40 GMT
#60
On August 09 2012 05:36 SolidMoose wrote:
Hm. The raven change is more than fair, but I don't think it will really fix anything. I don't think the core problem with the unit was the speed but a mix of cost + range of seeker missile being shorter than fungal.

I feel like they could have just put queen range back to 3, but smaller creep radius might work. It will at least have more of an impact than raven speed.


The speed is definitely a huge problem with the unit.

It made it difficult to use just as a basic detection unit because of how easily it could be picked off while trying to retreat. Blizzard is right that the range and cast cost of HSM is a secondary problem. Even if that was buffed the speed would still be an issue.

This way, if the Raven's speed is improved but still totally underused they'll finally have a real reason to address its actual spells. (and personally I'd address auto-turrets before HSM just because I think it's dumb that auto-turrets damage doesn't scale with upgrades while Infested Terrans and Broodlings both do.)

aka: KTVindicare the Geeky Bartender
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