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Call to Action: Balance Testing (2012/11/20) - Page 38

Forum Index > SC2 General
1876 CommentsPost a Reply
Prev 1 36 37 38 39 40 94 Next
Lumi
Profile Blog Joined August 2009
United States1616 Posts
November 21 2012 16:58 GMT
#741
so pretty much every zerg says this looks like shit while everyone stares at the polls and thinks "yay most people like it"
twitter.com/lumigaming - DongRaeGu is the One True Dong - /r/onetruedong
figq
Profile Blog Joined May 2010
12519 Posts
November 21 2012 16:58 GMT
#742
On November 22 2012 01:51 SarcasmMonster wrote:
Show nested quote +
On November 22 2012 01:43 figq wrote:
[*]Globally, at both the pro and non-pro levels, we’re not seeing significant balance issues.

This made me look into some GSL stats, which I haven't looked into.
http://wiki.teamliquid.net/starcraft2/GOMTV_Global_StarCraft_II_League/Rankings
http://wiki.teamliquid.net/starcraft2/GOMTV_Global_StarCraft_II_League/Statistics

I calculated the total and average GSL Ranking points per race.
Race	Total	Average
--------------------------
T 42720 732
P 35666 728
Z 32850 674

This suggests two things - terrans are more represented in the GSL than the other two races, and zergs average worse scores in the GSL than the other two races.

[image loading]


Can I ask what program you used to create those graphs? They look very nice and readable.
The graph is from wikipedia, I haven't made it. I just saw it for the first time and was impressed, so I also posted it here.

The only thing I did was calculate those totals and averages from the table of the GSL Ranking points. And I had two mistakes, but now it's corrected.
If you stand next to my head, you can hear the ocean. - Day[9]
TheDwf
Profile Joined November 2011
France19747 Posts
November 21 2012 16:59 GMT
#743
On November 22 2012 01:50 MrFraische wrote:
These changes are retarded!

- Killing speed warp prisms in the later stages of the game will be completely impossible...

Terrans don't have an option to catch up with a speed Warp Prism either, you know.

On November 22 2012 01:50 MrFraische wrote:
- Seeker missile is WAY too strong to be without the required upgrade (especially against corruptors and bl's)

As if it changed anything to (a) the resources required to build a Raven fleet or (b) the time needed to accumulate enough energy to launch numerous Missiles.

On November 22 2012 01:50 MrFraische wrote:
- If ghosts and DT's are immune to fungal, how the F**** shit are we going to see them at all, considering the fact that overseers suck monkeyballs (slow, weak, easy to snipe and feedback)

Overseers with the speed upgrade have a 2.75 movement speed, and they have 200 hit points. It takes 9 Snipes to kill an Overseer. Feedback can be thwarted if you use Changelings to deplete their mana pool, which you should anyway to scout your opponent's army. If Protoss manage to have detection against Cloaked Ghosts with a 60 hit points fragile thing, I guess keeping alive an Overseer cloud among an army of BLs/Corruptors/Infestors should not be that hard, despite the mind-boggling amount of Zerg bias you reveal here.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 21 2012 17:02 GMT
#744
On November 22 2012 01:55 m0ck wrote:
Show nested quote +
On November 22 2012 01:37 ggrrg wrote:
On November 22 2012 01:28 m0ck wrote:
On November 22 2012 01:19 Vindicare605 wrote:
On November 22 2012 01:05 Zrana wrote:
It's weird how everyone seems to have this mindset that zerg has to be on the bottom of the food chain compared to other races. No-one minds when a terran or protoss wins a major tournament, but when a zerg wins it must be OP...? Zerg isn't just in the game to make loads of units for you to kill.

Look at this:

We've heard plenty of feedback recently from pro players and the community about powerful Zerg strategies.
Globally, at both the pro and non-pro levels, we’re not seeing significant balance issues.
We don't think there’s a large problem here, but we do agree that it’s worth trying to make things better by allowing some different options for players facing Zerg opponents.
As always, we want to make minor changes that open up tactical play, if possible.


They basically say that people are whining but there's no balance issue.
If it goes through they might as well write "fixed a bug where zerg can sometimes win"


I like the way the changes will affect the game. more harrasment and stuff from toss should make it more interesting and fun. But if the balance is 50/50 now, then surely there will be a problem after this patch? Nerfing the infestor is probably good for the game in the long run but give zerg something in return, give us a lategame army that's mobile but can also fight with the toss deathball at least reasonably cost-effectively. Buff the Ultralisk or something.


No one has the mindset that Zerg has to be on the bottom of the food chain, you're creating that delusion in order to justify whatever victimization you're feeling right now.

People are pissed at Zerg winning because of the WAY they are winning right now. No one was whining when DRG was winning tournaments using beautiful control, aggression, multi-pronged attacking while maintaining absolutely perfect mechanics back home.

Everyone loved watching Nestea win with just beautiful lair based timing attacks and aggression.

No one enjoys watching Infestor/Broodlord game after game after game after game after game.

No one.

That's why people want the Infestor nerfed. It's not just causing Zergs to win, it's causing them to win in a very boring and frustrating way.

Does that open the door to buff other Zerg tech options? Perhaps it does, that remains to be seen. What we do all agree on is that that unit comp is broken and the Infestor is the reason why.

Please don't pretend like zergs have plenty of options of winning in another fashion. In other to attack into a turtling opponent, zerg needs hive-tech. The zerg siege-unit is the BL and attacking without it into a line of tanks is suicide (that leaves roach-bling all-ins and perhaps a 2-2 timing, yay!).

How well is DRGs 'beautiful' play doing these days?


So, you argue that if the infestor gets nerfed in such a way, BLs won't be able to attack into tank lines because of ht and archons?

BL are ridiculously powerful and even the suggested infestor nerf won't make them any less strong.

I'm arguing that zerg has no way of attacking into a protoss or terran, who focuses on defending, without BLs (outside of all-ins/all-in'ish timings).

I'm saying that in all the talk about BL+infestor being too strong, people forget that there is no alternative for breaking turtling opponents. Terran and Protoss get their siege-units much earlier.


Well fungle still damages and roots stalkers, colossi, zealots and immortals, phoenixes, voidrays and carriers. Unless your opponent is going mass archons, which you should be able to scout, I think the infestor will still be useful. If they go mass sentries late game....well they should stop playing SC2.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Purple Haze
Profile Joined December 2011
United Kingdom200 Posts
November 21 2012 17:03 GMT
#745
They should make fungal not effect ghosts and high templar and leave it at that. If you want to include dark templar then they should make it reveal cloak units but not root or damage them. If they want to do something with the mother ship it would be far more effective to make it immune to neural parasite, not fungal.
ZeromuS
Profile Blog Joined October 2010
Canada13414 Posts
November 21 2012 17:03 GMT
#746
I need to hop on and try this. My worries are that protoss swings into too much favour in PvZ in the mid game thanks to the lack of fungal on psionic units.

My other worry is that the seeker missile really damages PvT with a new 1-1-1 variant coming out.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 21 2012 17:05 GMT
#747
On November 22 2012 01:59 TheDwf wrote:
Show nested quote +
On November 22 2012 01:50 MrFraische wrote:
These changes are retarded!

- Killing speed warp prisms in the later stages of the game will be completely impossible...

Terrans don't have an option to catch up with a speed Warp Prism either, you know.


Protoss doesn't either.

I wonder if they ever considered going back to the (1/3?) chance to miss against units on high ground of Brood War.
Everyone seems to agree the game lacks more positional play during the whole game, and that would help.
Revolutionist fan
marcjpb
Profile Joined September 2010
Canada64 Posts
November 21 2012 17:06 GMT
#748
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?


Very nice and constructive post. If everyone would had post like yours, SC2 would be balance withint a few weeks tops.

Maybe with all the changes, zerg will get harass more and they wont even reach the lategame everyone point out to be the biggest problem.
And you know what else grinds my gears? You America! Fuck you! - Peter Griffin
ScandiNAVIan
Profile Joined November 2012
Korea (South)60 Posts
November 21 2012 17:07 GMT
#749
I do not understand fungal change. What needed to happen was making Interceptors immune to fungal. What happened is a buff to pre Infestor Broodlord allins.
Purple Haze
Profile Joined December 2011
United Kingdom200 Posts
November 21 2012 17:09 GMT
#750
On November 22 2012 02:05 Salteador Neo wrote:
Show nested quote +
On November 22 2012 01:59 TheDwf wrote:
On November 22 2012 01:50 MrFraische wrote:
These changes are retarded!

- Killing speed warp prisms in the later stages of the game will be completely impossible...

Terrans don't have an option to catch up with a speed Warp Prism either, you know.


Protoss doesn't either.

I wonder if they ever considered going back to the (1/3?) chance to miss against units on high ground of Brood War.
Everyone seems to agree the game lacks more positional play during the whole game, and that would help.


They do have units in their standard army composition that can shoot up and kill it if it goes into phasing mode though. That's a pretty big difference.
TheDwf
Profile Joined November 2011
France19747 Posts
November 21 2012 17:10 GMT
#751
On November 22 2012 02:03 ZeromuS wrote:
I need to hop on and try this. My worries are that protoss swings into too much favour in PvZ in the mid game thanks to the lack of fungal on psionic units.

My other worry is that the seeker missile really damages PvT with a new 1-1-1 variant coming out.

2 PDDs > a single Missile + a lonely Turret in 1-1-1.
tianGO
Profile Joined August 2010
Argentina591 Posts
Last Edited: 2012-11-21 17:11:34
November 21 2012 17:10 GMT
#752
Any masters zerg willing to play 2 or 3 games against terran in this map right now?
I'm mid masters, NA server.
"He who controls the present, controls the past. He who controls the past, controls the future."
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
November 21 2012 17:13 GMT
#753
Wait, can fungal still detect DTs? Or are they now unable to be detected by a fungal?
HOLY CHECK!
m0ck
Profile Blog Joined November 2010
4194 Posts
November 21 2012 17:13 GMT
#754
One way of looking at it:


Zerg needs tier 3 to beat Protoss & Terran tier 1/tier 2.

P & T needs tier 3 to beat Zerg tier 3.


P&T could both use buffs to their T3 in order for them to actually be competitive.

Z could use something in order for them not having to rely on the infestor for fighting the tier 1&2 of the other races and for getting to tier 3.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2012-11-21 17:19:04
November 21 2012 17:13 GMT
#755
I wasn't too sure about that but I feel those buffs could work well. Like you can make one raven for creep detection and also have it fire one seeker missile on a bane or muta clump, perhaps it will work. Just some added utility. I don't think it'll change the 111, as PDD is much more important than some not guaranteed damage.
I also like the fungal nerf, it could work too. Everything that make infestors less all rounder is good imo.
Seldentar
Profile Joined May 2011
United States888 Posts
November 21 2012 17:13 GMT
#756
On November 21 2012 11:19 Sub40APM wrote:
Thats all fine and good but how is this going to help in late game for protoss? Isnt their complaint based on that, that if they dont kill the Zerg by minute 18-20 there will be a wall of broodlings between their archons and the infestor? I guess they want to see more base trade scenarios where the protoss just goes mass archons and moves around the brood lords


One big, cool change will be that high templars can be loaded into speed prisms and dropped near infestors. Before, this wouldn't be realistic because fungal would just stop any prism dead in its tracks.
xCherubiMx
Profile Joined July 2012
United States25 Posts
November 21 2012 17:16 GMT
#757
yeah cuz terrans need seeker missle that bad........they have the most powerful attacks and the most splash dmg but they need the seeker missle earlier........cuz ya know, terran has it so hard.
AKomrade
Profile Blog Joined March 2010
United States582 Posts
November 21 2012 17:16 GMT
#758
Things are just going to get worse in PvZ. TvZ won't change much sincee (for like the eighty trillionth time, blizzard) the problem with Ravens is the tech is has, but the massive amount of TIME it takes to get enough HSMs to help. Simply removing the upgrade isn't going to help enough.

Also have no idea what they were smoking when they changed Fungal that way. I want some though.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
Crawdad
Profile Joined September 2012
614 Posts
November 21 2012 17:17 GMT
#759
Only unit I'm worried about is Sentries, they may need to look at that.

Otherwise, the change is fine in my book.
TheDwf
Profile Joined November 2011
France19747 Posts
November 21 2012 17:18 GMT
#760
On November 22 2012 02:13 m0ck wrote:
One way of looking at it:


Zerg needs tier 3 to beat Protoss & Terran tier 1/tier 2.

P & T needs tier 3 to beat Zerg tier 3.

Oversimplification without much interest. You have to factor creep, economy, position...
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