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Call to Action: Balance Testing (2012/11/20) - Page 17

Forum Index > SC2 General
1876 CommentsPost a Reply
Prev 1 15 16 17 18 19 94 Next
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 21 2012 08:35 GMT
#321
Archons are so badass now in PvZ lol. (unless Zerg finds the Neural button)
And I like the Seeker Missile change, since I always build one Raven in the early game.
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
November 21 2012 08:39 GMT
#322
On November 21 2012 17:13 tomatriedes wrote:
Show nested quote +
On November 21 2012 15:59 FakeDeath wrote:
On November 21 2012 15:58 Astro-Penguin wrote:
On November 21 2012 15:54 Tsubbi wrote:
On November 21 2012 15:53 Hall0wed wrote:
On November 21 2012 15:50 Tsubbi wrote:
So after protoss secured 3 of the top 4 spots in blizzard tournament we get a post that basically says:

"hey guys, winrates are eben but almost every protoss unit wont be effected by fungal, have a nice day"

how can they even remotely think that this is a small change? also why wouldnt they compensate for it if they see equal winrates? like removing hydra upgrade or making it scale better with attack upgrades..

the raven change is a good idea though


You're going to need a MUCH Better argument than using the results of ONE tournament, a tournament where the 3 best players BY FAR happened to be Protoss so of course they got top 3. I fail to see how the most skilled players at an event placing the highest shows anything about balance.


well those players dominated the qualifiers as well, top8 in korea had 7 protoss


Go look at the games and find me a match where Protoss wins past 15 minutes, Protoss was simply abusing Immortal Sentry for the most part. (Stopping this push has been largely figured out at this point)

Terran and Protoss are occasionally doing well in tournaments, the recurring theme here is that Zerg almost winning everything and getting consistent finishes no matter what player pool.


Since when has this push been figured out?

It is like the new 1/1/1.



Rubbish. Plenty of top Korean players (Creator, MC, Hero etc.) have lost trying to do it. An all-in that only one player has been able to pull of consistently is a far cry from 1-1-1. Also Parting didn't use it once against Hyun in six fight club games. If it were auto-win why the hell would he not even try it? I bet you a player of Hyun's caliber has it figured out already, which is why Parting didn't try it. It looked bad when Sen lost to it three times in WSC for sure, but you have to remember even though Sen is good, he's not code S level. Protoss have been using it more out of desperation than anything, because late game PvZ is so hard to win now.


Creator doesn't do the Immortal/Sentry regularly.

Creator strongest aspect in PvZ is his 3-base timings and he is probably the best at it along with By.Rain.

HerO doesn't all-in as much as he prefers to play for the late-game( that's why he has been losing since zerg is stronger in the late-game composition and zergs gotten better in defending WP harass).

MC is having a minor slump and we have not been seeing much of him lately other than his Code A match against Brave where he played pretty mediocre.

During the 1/1/1 era, remember who was the strongest at it?

It was Puma. No one pulls it off better than Puma during that period.
He even teach Ryung and MMA how to 1/1/1 during the EG-SlayerS partnership.

Parting is the best at Immortal pushes because he practiced them like crazy( stated that he grinded out 70 games just playing Immortal pushes).
Of course he is going to have the best execution of all the Tosses.

His build is also the fastest to hit.Hits around the 8.50-9.00 marks.
The fastest Immortal push ever.

Creator failed his Immortal push against Hyun because he botched his sentry control and his immortal push was so slow.
Hits around 10.00 mark.

As for Parting vs Hyun, he never showed his WonWonWon so i got no comment on that.
What you are saying that Hyun can stop Parting WonWonWon is pure speculation unless they played it out.
Play your best
bgx
Profile Joined August 2010
Poland6595 Posts
Last Edited: 2012-11-21 08:44:05
November 21 2012 08:41 GMT
#323
Fungal vs infestor was also kinda ridiculous, sometimes it was skill sometimes it was blind luck straight winning you the game.

But fungal not working vs sentry is really big of a deal.
Stork[gm]
TAMinator
Profile Joined February 2011
Australia2706 Posts
November 21 2012 08:42 GMT
#324
Do Ravens spawn with enough energy for hunter seeker missile straight away? If so, that'd be way too strong.
I think the fungal change is nice, makes it very hard to make them viable against ghost/HT. I foresee Zerg players having to utilize more infested terran forcefields, so to speak.
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
Last Edited: 2012-11-21 08:48:06
November 21 2012 08:46 GMT
#325
the infestor change is god damn stupid.... not being able to fungal other casters are just gna make sentry immortal all ins and other pre BL timings soooooo much stronger and cant we all agree on the fact that thats not what we want the game to become? We want the game to be based on core units such a Marines rather than casters... instead give Toss and Terran something equal expensive and hard to get lategame, but something that is equally good. WHY do blizzard balance this game around support casting units???
Talack
Profile Joined September 2010
Canada2742 Posts
November 21 2012 08:46 GMT
#326
On November 21 2012 17:42 TAMinator wrote:
Do Ravens spawn with enough energy for hunter seeker missile straight away? If so, that'd be way too strong.
I think the fungal change is nice, makes it very hard to make them viable against ghost/HT. I foresee Zerg players having to utilize more infested terran forcefields, so to speak.


I think it's something like 4-5 minutes before you can use seeker missle once you make a raven. Ravens don't spawn with 125 energy.
Discarder
Profile Joined July 2012
Philippines411 Posts
November 21 2012 08:49 GMT
#327
On November 21 2012 17:28 Grend wrote:
Imo: Psionic units should still take damage/be revealed, it should only negate the movement impairment. Also in my humble opinion Warp Prisms should not be psionic.


This psionic resistance against fungal is actually a very brilliant idea! Protoss will find the incentive to invest gas in various psionic units like DTs to pick off infestors. This actually gives more diversity for the game rather than toss spending all the gas for colossus and stalkers and their respective upgrades. I think blizzard should really go with this. But i changed my stance on the projectile fungal growth. I think that may be too much.

I'm sorry if this sounds rude, but may I ask zerg players in this thread if you really use your infestors to defend the against warp prisms or you just want to whine about something in balance? Because I think there are plenty more ways to deal with the warp prism harass besides fungal growth. Personally, I prefer my infestors in the front army rather than having them in my bases because its much easier to have a small army group of lings and corruptors to counter the warp harass and have them back in time for the frontal assault. I also like to have more static defenses in my crucial bases so I think it hardly matters..

However, the resistance of sentry against fungal may be questionable because of any 3 base timing attack with immortal sentry can be impossible to beat without good fungals. We shall see.

Anyone masters players out there who already tested this?




You can take the lion out of the jungle, but you can't take the jungle out of the lion
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
November 21 2012 08:49 GMT
#328
The fungal change is terrible. Not only does it make sentries even more OP, it doesn't help with the actual problems of fungal. Fungal can STILL not be microed against, so it's still boring in the situations where it's still allowed (vs marines etc).
bgx
Profile Joined August 2010
Poland6595 Posts
Last Edited: 2012-11-21 08:55:06
November 21 2012 08:53 GMT
#329
Eh i actually prefer fungal as projectile idea, and 10 other nerfs but not for sentry being immune to fungal, we dont need stronger spellcasters on any sides. Forcefield is the second most hated spell and unit which casts that being immune to fungal will just make it even stronger in many metagame cases.

The problem with fungal on mechanical-starcraft level was always this: it was spell that you could cast without preparation kinda like panic-forcefield and still be incredibly efficient it required no proper preparation just relatively good aim and reflex. A zerg cought of position could still more or less cast it okayish etc. Also the inevitability of the spell (just like forcefield),it's instant effect was a problem. Fungal projectile with nice trimming could really benefit more agressive actions vs infestor deathball.
Stork[gm]
Discarder
Profile Joined July 2012
Philippines411 Posts
November 21 2012 08:55 GMT
#330
On November 21 2012 17:49 Tobberoth wrote:
The fungal change is terrible. Not only does it make sentries even more OP, it doesn't help with the actual problems of fungal. Fungal can STILL not be microed against, so it's still boring in the situations where it's still allowed (vs marines etc).


sentries more OP, you may be correct possibly...

but if fungal is to be a projectile, a player CAN definitely micro against it. I
You can take the lion out of the jungle, but you can't take the jungle out of the lion
Talack
Profile Joined September 2010
Canada2742 Posts
November 21 2012 08:56 GMT
#331
On November 21 2012 17:53 bgx wrote:
Eh i actually prefer fungal as projectile idea, and 10 other nerfs but not for sentry being immune to fungal, we dont need stronger spellcasters on any sides. Forcefield is the second most hated spell and unit which casts that being immune to fungal will just make it even stronger in many metagame cases.

The problem with fungal on mechanical-starcraft level was always this: it was spell that you could cast without preparation kinda like panic-forcefield and still be incredibly efficient it required no proper preparation just relatively good aim and reflex. A zerg cought of position could still more or less cast it okayish etc. Also the inevitibility of the spell (just like forcefield),it's instant effect was a problem. Fungal projectile with nice trimming could really benefit more agressive actions vs infestor deathball.


Sentries become weaker as the game progresses.

Infestors are insanely strong from the moment you make them, the more you have the stronger they are by far and they just keep on getting stronger with the better units you add in the game.

And projectile on fungal isn't going to do much other than make it that when you land that fungal, you keep them in place forever just like now. The game needs a diminishing return on fungal so that you have to use them strategically instead of "herp derp spamming now"
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
November 21 2012 08:59 GMT
#332
Yay DB wasn't lying!
New seeker missile change looks sick, it's always such a risky effort to go all the way to seeker missile.
11/5/14 CATACLYSM | The South West's worst Falco main
BoggieMan
Profile Blog Joined August 2011
520 Posts
November 21 2012 09:01 GMT
#333
Are ravens psionic?
kamicom
Profile Blog Joined March 2010
United States180 Posts
November 21 2012 09:04 GMT
#334
Can someone post an overview image of Antiga Shipyard (1.5.3 Balance)? I'm really curious how it looks like. Also, why the hell isn't the bunker build time increased already? It's pretty obvious that 2rax is the most successful cheese out of all the match ups and the bunker is a big reason for that (i.e. if you get bunker up, it's 80% chance of winning match).
I ragequit if my split fails.
HolydaKing
Profile Joined February 2010
21254 Posts
November 21 2012 09:07 GMT
#335
On November 21 2012 11:21 Wafflelisk wrote:
Infestors themselves are psionic aren't they? Hmmm..

Yes, meaning ZvZ will probably be infestor only. :D Or at least more.
bgx
Profile Joined August 2010
Poland6595 Posts
Last Edited: 2012-11-21 09:10:42
November 21 2012 09:08 GMT
#336
On November 21 2012 17:56 Talack wrote:
Show nested quote +
On November 21 2012 17:53 bgx wrote:
Eh i actually prefer fungal as projectile idea, and 10 other nerfs but not for sentry being immune to fungal, we dont need stronger spellcasters on any sides. Forcefield is the second most hated spell and unit which casts that being immune to fungal will just make it even stronger in many metagame cases.

The problem with fungal on mechanical-starcraft level was always this: it was spell that you could cast without preparation kinda like panic-forcefield and still be incredibly efficient it required no proper preparation just relatively good aim and reflex. A zerg cought of position could still more or less cast it okayish etc. Also the inevitibility of the spell (just like forcefield),it's instant effect was a problem. Fungal projectile with nice trimming could really benefit more agressive actions vs infestor deathball.


Sentries become weaker as the game progresses.

Infestors are insanely strong from the moment you make them, the more you have the stronger they are by far and they just keep on getting stronger with the better units you add in the game.

And projectile on fungal isn't going to do much other than make it that when you land that fungal, you keep them in place forever just like now. The game needs a diminishing return on fungal so that you have to use them strategically instead of "herp derp spamming now"

You make your point simplier but by doing that you forego the most important transition into metagame = mid-game. In midgame you cannot afford to miss more than 1 or 2 fungals vs competent player who goes toe-to-toe resource wise. If leak would be discovered in zerg timings, expect any race vs zerg to abuse it. If standard infestor timings becomes doubtful by a mere 10% because of fungal being dodge-able, it will make every race vs zerg at that point in time 10% stronger vs fungal oriented play or at least 10% more ballsy to make an agressive move.

It probably does not shaken anyone's ground on mere diamond/master level but its big in proplay. There is no simple answer, sc2 has smart-casting which makes banking energy a very simple yet effective strategy (mass ghost pre-nerf, mass infestor, mass templar, mass raven ETC ETC), thats why everything-spellcaster-massable is bound to be ridiculous, the point when? The answer to when? Is by trimming numbers, however by trimming numbers you simply enable or disable the tool being used depending on resource effectivity. However with trimming *mechanic* behind this and maybe contemplating it with *balance* you can possibly change how the game will be played.

The problem with smart casting is bad scale-ability, at certain point it stops being a skill but simple machinegun-spellcasting.

Note: Diminishing returns sounds ok.
Stork[gm]
Millet
Profile Joined April 2012
Sweden143 Posts
November 21 2012 09:14 GMT
#337
If they go on with these changes, I think it would be necessary to:
Add psionic to: Ravens
Remove Psionic from: Warp Prisms and sentries

The problem with ravens in TvZ is that they are easily fungaled, so their spells (mainly SM) can't even launch. This makes the unit gimmicky in TvZ. Being immune, they could actually reach the target.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
Last Edited: 2012-11-21 09:17:56
November 21 2012 09:17 GMT
#338
On November 21 2012 18:14 Millet wrote:
If they go on with these changes, I think it would be necessary to:
Add psionic to: Ravens
Remove Psionic from: Warp Prisms and sentries

The problem with ravens in TvZ is that they are easily fungaled, so their spells (mainly SM) can't even launch. This makes the unit gimmicky in TvZ. Being immune, they could actually reach the target.

*either add psionic OR increase the range of hsm

only if you increase the range, people will start complaining because omgterranbuffedmorewhy stupidity
(although the energy cost is extremely high too)
Twitter: @zhurai | Site: http://zhurai.com
S_SienZ
Profile Joined September 2011
1878 Posts
November 21 2012 09:20 GMT
#339
Don't think ghosts are still definitely the solution. BL + Overseer = good luck getting in range
Gorg
Profile Joined April 2011
Germany261 Posts
November 21 2012 09:20 GMT
#340
infestor change is horrible, most importantly against sentries and warprisms. dts are fine since they should be deadly or deadlier in the lategame than they are now. and it still doesnt change a thing vs marines for example that get instantly rooted and killed with little skill involved. making it a projectile again should be a better approach.

an easy and not too crazy fix to infested terrans would be a 3-5 seconds longer hatch time.
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