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Call to Action: Balance Testing (2012/11/20) - Page 35

Forum Index > SC2 General
1876 CommentsPost a Reply
Prev 1 33 34 35 36 37 94 Next
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
November 21 2012 15:40 GMT
#681
anyway, that's how the last two test maps went:

- queens spawning with 100 energy -> blizzard decided to increase its range
- creep spread nerf and raven speed buff -> blizzard decided to do nothing

History would say these new changes won't make it
Terran & Potato Salad.
Godwrath
Profile Joined August 2012
Spain10135 Posts
November 21 2012 15:40 GMT
#682
On November 22 2012 00:38 SiroKO wrote:
It seems people forget a crucial point of what makes Starcraft great.
Everything needs to make sense to some degree.
At the very least, not be illogical or confusing to non-expert viewers.
Psi-storm killing stuff makes sense. Nuclear strike annihilating stuff makes sense. Vortex, stim.. all makes sense.
Spells like EMP or PDD are already border-line spells, since new players wouldn't necessarily understand them (notice how smart casters usually show the mana of EMPed units).

A fungal growth affecting a medivac but not a warp-prism not only doesn't make any sense, but is also 100% guaranteed to confuse pretty much every non-expert viewers/players (low diamond or below).


Really ? Is that some kind of argument ? So they make snipe 50 damage to everything, because that psionblabla tag is weird and strange and confusing.
AimlessAmoeba
Profile Blog Joined December 2010
Canada704 Posts
November 21 2012 15:43 GMT
#683
I just don't understand why, from a logic point of view, that fungal wouldn't have an effect on psionic units. Sure, I get that it's just a game but it doesn't make any sense.
krawnicks
Profile Joined July 2011
Germany46 Posts
November 21 2012 15:43 GMT
#684
Thank god it is only a balancing map... and not an entire patch.
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2012-11-21 15:45:15
November 21 2012 15:44 GMT
#685
On November 22 2012 00:38 Godwrath wrote:
Show nested quote +
On November 22 2012 00:36 Assirra wrote:
So now i am curious, what is zergs anti caster unit supposed to be then with infestor clearly not being it?
Broodlords? zerglings? hydra's? (LOL)
I thought the whole point of the ghost/templar/infestor is they counter each yet now the infestor simply does not belong in that spot anymore.


I heard broodlords are quite good at it. Which is the main reason you won't see ghosts when they spawn.

Sigh, you are not even trying eh?
So what is zerg supposed to do to deal with before broodlords? Don't forget they take quite a while to get considering the requirement?
sudosu
Profile Joined October 2011
France120 Posts
November 21 2012 15:44 GMT
#686
When I saw this there was several comments like "mehh, won't change much the infestor", but in ZvP this is a pretty huge buff for protoss to me. Templars, archons and sentries immune to fungal reduce a lot the amount of damage taken by the P army in the fights, and the warp prism harass will be fucking effective, I mean it will force the zerg to do something more than "warp prism ? I don't care, fungal 2 IT and bye". And this is a good thing, every patch that make players having to focus more on their game and be more cautious is good.

About the HSM change : it will be fucking awesome in TvT, I think HSM timings could deliver some awesome games.
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
November 21 2012 15:44 GMT
#687
On November 22 2012 00:36 Assirra wrote:
So now i am curious, what is zergs anti caster unit supposed to be then with infestor clearly not being it?
Broodlords? zerglings? hydra's? (LOL)
I thought the whole point of the ghost/templar/infestor is they counter each yet now the infestor simply does not belong in that spot anymore.

So every race should have an "anti caster" unit? last time I checked you don't need an anticaster in ZvT because there is no useful caster on Terran side.

So your question would then be: "What do I do against HT?" ...
Countdown to victory: 1 200!
Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
November 21 2012 15:45 GMT
#688
I wish they'd use Daybreak or some other decent map
Guileful
Profile Joined November 2012
Kazakhstan137 Posts
November 21 2012 15:46 GMT
#689
On November 22 2012 00:36 Assirra wrote:
So now i am curious, what is zergs anti caster unit supposed to be then with infestor clearly not being it?
Broodlords? zerglings? hydra's? (LOL)
I thought the whole point of the ghost/templar/infestor is they counter each yet now the infestor simply does not belong in that spot anymore.



Neural parasite a ghost and emp others:D
Godwrath
Profile Joined August 2012
Spain10135 Posts
November 21 2012 15:49 GMT
#690
On November 22 2012 00:44 Assirra wrote:
Show nested quote +
On November 22 2012 00:38 Godwrath wrote:
On November 22 2012 00:36 Assirra wrote:
So now i am curious, what is zergs anti caster unit supposed to be then with infestor clearly not being it?
Broodlords? zerglings? hydra's? (LOL)
I thought the whole point of the ghost/templar/infestor is they counter each yet now the infestor simply does not belong in that spot anymore.


I heard broodlords are quite good at it. Which is the main reason you won't see ghosts when they spawn.

Sigh, you are not even trying eh?
So what is zerg supposed to do to deal with before broodlords? Don't forget they take quite a while to get considering the requirement?


And what does a terran when they can't use their infestor "counter" against infestor right now ? Have you tested this ? No ? Then go test and shut the fuck up already.
Assirra
Profile Joined August 2010
Belgium4169 Posts
November 21 2012 15:50 GMT
#691
On November 22 2012 00:46 Guileful wrote:
Show nested quote +
On November 22 2012 00:36 Assirra wrote:
So now i am curious, what is zergs anti caster unit supposed to be then with infestor clearly not being it?
Broodlords? zerglings? hydra's? (LOL)
I thought the whole point of the ghost/templar/infestor is they counter each yet now the infestor simply does not belong in that spot anymore.



Neural parasite a ghost and emp others:D

can't neural what you can't see.
with this change you can snipe overseers np without having to worry about getting funglad and unless the zerg has a spore nearby they will have no way to stop you.
inb4 "you has broodlords!"
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
November 21 2012 15:51 GMT
#692
I don't think Blizzard will make Raven more viable with only this change. They should also lower cost perhaps?
Fig
Profile Joined March 2010
United States1324 Posts
November 21 2012 15:52 GMT
#693
On November 22 2012 00:40 Lukeeze[zR] wrote:
anyway, that's how the last two test maps went:

- queens spawning with 100 energy -> blizzard decided to increase its range
- creep spread nerf and raven speed buff -> blizzard decided to do nothing

History would say these new changes won't make it

Or history would say, It's about time!
Can't elope with my cantaloupe
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
November 21 2012 15:54 GMT
#694
On November 22 2012 00:40 Lukeeze[zR] wrote:
anyway, that's how the last two test maps went:

- queens spawning with 100 energy -> blizzard decided to increase its range
- creep spread nerf and raven speed buff -> blizzard decided to do nothing

History would say these new changes won't make it


Actually, 50 energy. I just want to clarify.
iiGreetings
Profile Joined March 2011
Canada563 Posts
November 21 2012 15:54 GMT
#695
Horrible change, not psionic? well what infestors don't even attack now they can't even really damage other gas units past t3 and other casters that serve similar purpose.

people QQ zrg imba gsl code s ro16... yet wcs and toss.. patience my padawans let the balance become more evident
Adapt and React I MKP, PartinG, EffOrt ♥
SiroKO
Profile Joined February 2012
France721 Posts
November 21 2012 15:55 GMT
#696
On November 22 2012 00:40 Godwrath wrote:
Show nested quote +
On November 22 2012 00:38 SiroKO wrote:
It seems people forget a crucial point of what makes Starcraft great.
Everything needs to make sense to some degree.
At the very least, not be illogical or confusing to non-expert viewers.
Psi-storm killing stuff makes sense. Nuclear strike annihilating stuff makes sense. Vortex, stim.. all makes sense.
Spells like EMP or PDD are already border-line spells, since new players wouldn't necessarily understand them (notice how smart casters usually show the mana of EMPed units).

A fungal growth affecting a medivac but not a warp-prism not only doesn't make any sense, but is also 100% guaranteed to confuse pretty much every non-expert viewers/players (low diamond or below).


Really ? Is that some kind of argument ? So they make snipe 50 damage to everything, because that psionblabla tag is weird and strange and confusing.


Notice the "to some degree" in my sentence.
Stuff like snipe dealing +25 dmg to psionic is already "kind of" bad game design, but it's not dramatic since it's never used against anything else anymore, plus newbies don't even notice it.
Fungal growth not affecting warp-prism but medivac, hitting stalkers/zealots but not the sentries... can't be missed and is very confusing. I don't understand how you could think otherwise.

I watched BW before playing it, and everything, with the exception of dark archon spells, made perfect sense to my newbie eyes.
Our envy always last longer than the happiness of those we envy
Vague
Profile Joined April 2011
170 Posts
November 21 2012 15:55 GMT
#697
On November 21 2012 11:21 Zoku wrote:
What exactly is the point of making psionic units immune to fungal. HT's and ghosts still can't get close enough to to feedback/emp infestors because of broodlords. All they've done it make midgame protoss stronger, while leave lategame zerg as still an issue. Seriously, do these guys even play or watch the game?

Cloak
Purple Haze
Profile Joined December 2011
United Kingdom200 Posts
November 21 2012 15:57 GMT
#698
On November 22 2012 00:27 Shiori wrote:
Show nested quote +
On November 22 2012 00:26 Purple Haze wrote:
On November 21 2012 23:32 Shiori wrote:
People who are arguing that it will be "impossible" to deal with WPs now are hilarious. You can deal with them the same way everyone else deals with doom drops: by pulling back. If the Protoss player has 2 Prisms, each with 10 warpins, then he's devoting a hell of a lot of supply to those drops. You better have to actually pull back to defend them. 2 or 3 Infestors should not nullify any and all harassment of undefended bases. You should need to actually, you know, make combat units and static defense to do that like everyone else generally does.


The point is the protoss player doesn't actually have to devote anything at all to those drops, as the zerg player has to pull back just to deal with the threat of warpins, whether the warpins actually take place or not. So the protoss player gets to force a mass retreat for the cost of 400 minerals.



If you can't tell what a Protoss army missing 30 supply looks like then there's no hope.


What about a protoss army with 30 supply put, oh I don't know, somewhere out of vision? Or a protoss army missing 10 supply, that's about to warp 5 DTs in your main? Please try and stop writing every post with such ridiculous Protoss bias, it's pretty tiresome.
SamsLiST
Profile Joined May 2011
Germany184 Posts
Last Edited: 2012-11-21 15:58:10
November 21 2012 15:57 GMT
#699
I guess they chose Terranbackyard as a test map to create the illusion of changes actually helping Terran?

ginormous Protoss buff in PvZ:

-much easier use of feedback
-easier access of Archons to nearest toilett
-speedprism basically unvulnurable microed

-unnecessary(!) immunity to sentries

more Protoss will prsim/dt harass and buy necessary time for carrier transition or forcing Zerg allins (already see wandering spines and spores) :/
Nyast
Profile Joined November 2010
Belgium554 Posts
November 21 2012 16:01 GMT
#700
On November 21 2012 11:21 Zoku wrote:
What exactly is the point of making psionic units immune to fungal. HT's and ghosts still can't get close enough to to feedback/emp infestors because of broodlords. All they've done it make midgame protoss stronger, while leave lategame zerg as still an issue. Seriously, do these guys even play or watch the game?


Big +1. It's going to make the pre-brood lord 3 base timing stronger, while unaffecting the BL+infestor combo problem. There's no way HTs can approach that compo. It's gonna help with warp prism harass though, which I like. It'll also slightly buff DTs harass, since a nearby overseer will be a requirement to save an expo in construction.
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