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Call to Action: Balance Testing (2012/11/20) - Page 62

Forum Index > SC2 General
1876 CommentsPost a Reply
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Adonminus
Profile Joined January 2012
Israel543 Posts
November 22 2012 15:14 GMT
#1221
I think fungal not working on warp prism is very good for late game PvZ allowing protoss to more effectively harass and weaken the immobile infestor broodlord composition. Dark templars and high templars become really good to killing and sniping them. Also helps TvZ a bit with ghosts immue to fungal.
On the other hand, the sentry buff from this is completly not necessary. I believe sentry should no longer be psionic.
Noocta
Profile Joined June 2010
France12578 Posts
November 22 2012 15:18 GMT
#1222
On November 23 2012 00:11 Linwelin wrote:
Zergs had to have overlords at all their bases in broodwar in order to detect DTs and stuff
I don't understand why zergs can't do the same with overseers in sc2?


Because they're lazy and rely on Infestors being able to do everything. ~~

Infestors not being as good as an anti harass / anti cloaked unit is good for the game.
Get your freaking detection and stop being greedy, that's all to it.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Myrddraal
Profile Joined December 2010
Australia937 Posts
November 22 2012 15:22 GMT
#1223
On November 22 2012 23:57 Purple Haze wrote:
Show nested quote +
On November 22 2012 23:30 Myrddraal wrote:
On November 22 2012 23:28 Sc2Null wrote:
On November 22 2012 23:23 Myrddraal wrote:
On November 22 2012 22:28 Big J wrote:
On November 22 2012 21:24 Sissors wrote:
On November 22 2012 18:02 Big J wrote:
On November 22 2012 17:45 Telenil wrote:
On November 22 2012 17:16 Big J wrote:

Oh, I think the prism is fine on its own. But I'm not so sure about prism+DT. 1-2spores fall so quickly to DTs, that you basically need overseer coverage everywhere on top of different (more) army coverage. Really, not revealing DTs is stupid imo. It's like they suddenly decide that Terrans can't reveal DTs with scans anymore...

Not quite, this is as if Dark Templar couldn't be affected by EMPs any more.


And the problem I see with DTs, is not just the "whoops, you have no overseer+army parked at one of those 3vital locations, now you lose the game"-effect, its also that you cannot prevent them from getting away anymore. Top pros simply won't lose DTs anymore, when harassing with them in PvZ.

What is this obsession of the race with the fastest units ingame that they need to be able to completely root all units to kill them? How wouldnt you lose DTs anymore if you cant root them?

Terran also has no rooting abilities, yet we have also no issues with killing DTs. Yes we have scan, but overseer > raven and spore crawler > missile turret for detection, so I really dont see any reason why you wouldnt be able to kill a DT without root.

(Same for speed prisms, terran also cant root them, yet we can counter them fine).


Sorry, starting now I'm just gonna kill the prism with my roaches and zerglings. You opened my eyes, Protoss cannot pick up DTs, because my mineral only unit is the best GtA unit in the game, thanks for reminding me.
Also the fact that my spores only have ~60% of your turrets dps really helps me killing those pesky warp prisms more easily.

please come up with more strawmans, I have never said I want to root something.


I wouldn't call those strawmans, they actually hold up quite fine. Your counter arguments on the other hand are much less sturdy. Saying something dumb like wishing for roaches and zerglings to shoot up doesn't prove anything. How hard is it to split off a couple of corrupters to fend off a warp prism (or Mutas if your opponent was foolish enough to send one out when you have Mutas on the map)? And a couple of spores may fall to DT's, but if you are on top of things they should buy time for an overseer and some Zerglings to make their way over and clean it up with no problems.


since we are on the note of corruptors; you do know that the warp prism with the speed upgrade cannot be caught by any zerg units as it becomes the second fastest unit in the game x.x? My concern is how will zerg catch a warp prism with the speed upgrade if it cannot be rooted?


Do Vikings have the speed to chase down Warp Prisms? No, the idea is to zone them out, yes Vikings have longer range so they are better at it, but you also have a fast ground army to keep pace to make sure they don't drop anything out inside your base. If you really want to chase it down, use mutas or kill it once it goes into phaze mode (Queens help with this).

Edit: I don't know where you got second fastest unit in the game. According to my calculations and Liquipedia, Speed Zerglings (4.6991), Mutalisks (3.75), Hellions(4.25) and Phoenixes (4.25) are all faster than Speed Prisms (3.375).

Edit2: And Hydras on creep are the same at 3.375 as well as stimmed Marines.


Mutas are about as good at killing speed prisms as slow lings are at killing scouting workers. The difference is that a handful of stim marines can kill it in a second, while a queen will have died to the warpin long before the speed prism dies. And as for our fast ground army, the whole point of these changes was supposed to be for a phase in the game where that army has been replaced.


If you don't have a ground army then you should have Corruptors, not to mention spines and spores, if the Warp Prism manages to sneak in, perhaps you should take damage, did you think of that? Or is all harassment supposed to be fended off all the time so that Zerg never takes any damage? Defenses against harassment shouldn't always be perfect (like for example the Infestor) otherwise no one would ever bother to harass and we would have good old deathball vs deathball, and as a player or a spectator, that's just not the way I want the game to be.
[stranded]: http://www.indiedb.com/games/stranded
goiflin
Profile Blog Joined November 2010
Canada1218 Posts
November 22 2012 15:23 GMT
#1224
I don't really understand why people would complain about not being able to fungal DT's. Make a couple overseers guys, it's not that hard. Like, one keystroke. Bam.
convention
Profile Joined October 2011
United States622 Posts
Last Edited: 2012-11-22 15:47:07
November 22 2012 15:46 GMT
#1225
On November 23 2012 00:22 Myrddraal wrote:
Show nested quote +
On November 22 2012 23:57 Purple Haze wrote:
On November 22 2012 23:30 Myrddraal wrote:
On November 22 2012 23:28 Sc2Null wrote:
On November 22 2012 23:23 Myrddraal wrote:
On November 22 2012 22:28 Big J wrote:
On November 22 2012 21:24 Sissors wrote:
On November 22 2012 18:02 Big J wrote:
On November 22 2012 17:45 Telenil wrote:
On November 22 2012 17:16 Big J wrote:

Oh, I think the prism is fine on its own. But I'm not so sure about prism+DT. 1-2spores fall so quickly to DTs, that you basically need overseer coverage everywhere on top of different (more) army coverage. Really, not revealing DTs is stupid imo. It's like they suddenly decide that Terrans can't reveal DTs with scans anymore...

Not quite, this is as if Dark Templar couldn't be affected by EMPs any more.


And the problem I see with DTs, is not just the "whoops, you have no overseer+army parked at one of those 3vital locations, now you lose the game"-effect, its also that you cannot prevent them from getting away anymore. Top pros simply won't lose DTs anymore, when harassing with them in PvZ.

What is this obsession of the race with the fastest units ingame that they need to be able to completely root all units to kill them? How wouldnt you lose DTs anymore if you cant root them?

Terran also has no rooting abilities, yet we have also no issues with killing DTs. Yes we have scan, but overseer > raven and spore crawler > missile turret for detection, so I really dont see any reason why you wouldnt be able to kill a DT without root.

(Same for speed prisms, terran also cant root them, yet we can counter them fine).


Sorry, starting now I'm just gonna kill the prism with my roaches and zerglings. You opened my eyes, Protoss cannot pick up DTs, because my mineral only unit is the best GtA unit in the game, thanks for reminding me.
Also the fact that my spores only have ~60% of your turrets dps really helps me killing those pesky warp prisms more easily.

please come up with more strawmans, I have never said I want to root something.


I wouldn't call those strawmans, they actually hold up quite fine. Your counter arguments on the other hand are much less sturdy. Saying something dumb like wishing for roaches and zerglings to shoot up doesn't prove anything. How hard is it to split off a couple of corrupters to fend off a warp prism (or Mutas if your opponent was foolish enough to send one out when you have Mutas on the map)? And a couple of spores may fall to DT's, but if you are on top of things they should buy time for an overseer and some Zerglings to make their way over and clean it up with no problems.


since we are on the note of corruptors; you do know that the warp prism with the speed upgrade cannot be caught by any zerg units as it becomes the second fastest unit in the game x.x? My concern is how will zerg catch a warp prism with the speed upgrade if it cannot be rooted?


Do Vikings have the speed to chase down Warp Prisms? No, the idea is to zone them out, yes Vikings have longer range so they are better at it, but you also have a fast ground army to keep pace to make sure they don't drop anything out inside your base. If you really want to chase it down, use mutas or kill it once it goes into phaze mode (Queens help with this).

Edit: I don't know where you got second fastest unit in the game. According to my calculations and Liquipedia, Speed Zerglings (4.6991), Mutalisks (3.75), Hellions(4.25) and Phoenixes (4.25) are all faster than Speed Prisms (3.375).

Edit2: And Hydras on creep are the same at 3.375 as well as stimmed Marines.


Mutas are about as good at killing speed prisms as slow lings are at killing scouting workers. The difference is that a handful of stim marines can kill it in a second, while a queen will have died to the warpin long before the speed prism dies. And as for our fast ground army, the whole point of these changes was supposed to be for a phase in the game where that army has been replaced.


If you don't have a ground army then you should have Corruptors, not to mention spines and spores, if the Warp Prism manages to sneak in, perhaps you should take damage, did you think of that? Or is all harassment supposed to be fended off all the time so that Zerg never takes any damage? Defenses against harassment shouldn't always be perfect (like for example the Infestor) otherwise no one would ever bother to harass and we would have good old deathball vs deathball, and as a player or a spectator, that's just not the way I want the game to be.

To add to this, maybe it also would be a good thing to not phase out your entire ground army then. Infestor/BL is already unbelievably strong. Maybe instead of having BL's 15-25 and infestors 15-30, you add in a few lings and mutas. That way you have a mobile force to deal with drops, and an incredibly strong army to destroy their entire army. Sure, the zerg deathball will be slightly weaker, it might even be possible if someone had outplayed you in the late game with enough damage on drops and good positioning and snipes on infestors that they can win now. Maybe that is how it should be though.
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
November 22 2012 15:53 GMT
#1226
These changes will force zergs into heavier turtling and that is the last thing we need.
....................

Sentry immune to fungal is a total joke.
Play your best
how2TL
Profile Joined August 2010
1197 Posts
November 22 2012 15:53 GMT
#1227
I like how Blizzard insists on using their own ideas to fix design issues instead of taking community ones.

Showing yallz who's boss.
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
November 22 2012 15:59 GMT
#1228
On November 22 2012 17:01 MrBitter wrote:
For people complaining about warp prism harass becoming too good:

Some Koreans have already been experimenting with using neural parasite to combat warp prism play. If you have a spore crawler in each base (and you always should by the later parts of the game) simply neuralling the prism and flying it over the spore is already much more energy efficient than fungal + infested terrans.

It effectively allows you to stop drop play with 1 infestor and zero units, assuming your fast enough to catch it before warp ins / drops.


No.

You cannot Neural a Warp Prism with units.
Play your best
m0ck
Profile Blog Joined November 2010
4194 Posts
Last Edited: 2012-11-22 16:13:52
November 22 2012 16:09 GMT
#1229
The warp-prism will be stupidly strong against zerg if the current implementation holds, can't everyone agree on that? Unstoppable scout/harass unit/pylon unless there are mutas, which are at best decent against it. Should zerg have to build muta in every single game against protoss? Should protoss have to build phoenix in every single game to hold off the carry-20 supply mineral only speed-medivac with blink? Should nydus be made a top speed, uncatchable flying unit? Oh, mineral only, of course.
Godwrath
Profile Joined August 2012
Spain10166 Posts
Last Edited: 2012-11-22 16:16:57
November 22 2012 16:16 GMT
#1230
Existor
Profile Joined July 2010
Russian Federation4295 Posts
November 22 2012 16:20 GMT
#1231
Should zerg have to build muta in every single game against protoss?

Make only 2-4 mutas to follow enemy prizms? Why under "zergs need mutas" you mean 10+ only?
m0ck
Profile Blog Joined November 2010
4194 Posts
Last Edited: 2012-11-22 16:22:56
November 22 2012 16:22 GMT
#1232
On November 23 2012 01:20 Existor wrote:
Show nested quote +
Should zerg have to build muta in every single game against protoss?

Make only 2-4 mutas to follow enemy prizms? Why under "zergs need mutas" you mean 10+ only?

And when there are 2/3 of them? How long can you follow the 200 mineral unit until you meet stalkers?
Zaurus
Profile Joined October 2010
Singapore676 Posts
November 22 2012 16:25 GMT
#1233
On November 23 2012 01:09 m0ck wrote:
The warp-prism will be stupidly strong against zerg if the current implementation holds, can't everyone agree on that? Unstoppable scout/harass unit/pylon unless there are mutas, which are at best decent against it. Should zerg have to build muta in every single game against protoss? Should protoss have to build phoenix in every single game to hold off the carry-20 supply mineral only speed-medivac with blink? Should nydus be made a top speed, uncatchable flying unit? Oh, mineral only, of course.


Infestors should not be able to stop drops, cloak and whatever you can serve in the game. This is the problem with zerg anti-air. you will build corruptors for BL anw, I really dont see the problem. I think it will take more skills to defend now if you choose to go ZERG DEATHBALL. most zerg simply basetrade nowadays anyway.
D4V3Z02
Profile Joined April 2011
Germany693 Posts
November 22 2012 16:35 GMT
#1234
On November 23 2012 01:25 Zaurus wrote:
Show nested quote +
On November 23 2012 01:09 m0ck wrote:
The warp-prism will be stupidly strong against zerg if the current implementation holds, can't everyone agree on that? Unstoppable scout/harass unit/pylon unless there are mutas, which are at best decent against it. Should zerg have to build muta in every single game against protoss? Should protoss have to build phoenix in every single game to hold off the carry-20 supply mineral only speed-medivac with blink? Should nydus be made a top speed, uncatchable flying unit? Oh, mineral only, of course.


Infestors should not be able to stop drops, cloak and whatever you can serve in the game. This is the problem with zerg anti-air. you will build corruptors for BL anw, I really dont see the problem. I think it will take more skills to defend now if you choose to go ZERG DEATHBALL. most zerg simply basetrade nowadays anyway.


Yes, but u dont only use the Warp Prism lategame.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
TheDwf
Profile Joined November 2011
France19747 Posts
November 22 2012 16:44 GMT
#1235
On November 22 2012 18:02 Big J wrote:
And the problem I see with DTs, is not just the "whoops, you have no overseer+army parked at one of those 3vital locations, now you lose the game"-effect, its also that you cannot prevent them from getting away anymore. Top pros simply won't lose DTs anymore, when harassing with them in PvZ.

Sorry but as far as I know Zerglings still have 6.11 movespeed on creep while DTs only have 2.81 and are not immune to their attacks.
Assirra
Profile Joined August 2010
Belgium4169 Posts
November 22 2012 16:46 GMT
#1236
On November 23 2012 00:53 FakeDeath wrote:
These changes will force zergs into heavier turtling and that is the last thing we need.
....................

I think this is what a lot of people don't seem to understand.
Take away dropp harass defense and what do you think the zerg will do?
Turtle even more then now to get that deathball of infestor/broodlord.
ShamW0W
Profile Joined March 2010
160 Posts
November 22 2012 17:00 GMT
#1237
Full Disclosure:
+ Show Spoiler +
I'm a 2300 MMR Zerg on NA for those that need to know. Not good but not awful.


Looking at the proposed changes I can appreciate that Blizzard is listening to the community and attempting to address some of the larger issues, mainly the Infestor and late-game Zerg. However, looking at the proposed changes I think the negative consequences of the changes as a whole will outweigh the positives (for instance, it will strongly encourage Zergs to play more of a turtle style with static defense which is not an exciting style to watch or play). I'm sure Blizzard knows this and intends to iterate on the changes, so with that I'd like to propose changes that I think fix the core of the issues at hand while removing a lot of the risks presented in the current patch. Balance is an iterative process but I believe this is a better starting point than the current proposal:

Top Issues

Infestor is too good as a general purpose unit, it should be more of a support caster similar to the High Templar and Ghost.
• Infestors are good in ANY composition. They should have a role in the Zerg arsenal rather than the tech that Zergs rush to and mass every game

Zerg late game composition is better than Protoss and Terran (Infestor/Broodlord/Corruptor)
• The Terran answer toCorruptor/Broodlord should be mass Vikings but Infestors are simply too good against them
Protoss cannot engage the army directly without landing a Vortex which creates uninteresting, very one-sided battles



Zerg

Infestor:

Fungal Growth no longer does damage
• A 4-second area of effect stun is powerful enough in its own right, no need for this spell to do the damage that it does. Chain fungals are also not interesting from a player or user perspective.
• If this becomes too large of a nerf then Fungal Growth could have an effect similar to Corruption that amplifies damage. This at least maintains the role of the Infestor being a support unit and requires the Zerg to have other units to make the Infestor viable.

Infested Terrans take any damage that was received while an egg
• Infested Terrans have become useful as tanks (damage soakers, not siege tanks) in high-level games which makes no sense and is fairly imbalanced.
• If ITs are somehow considered too good still consider increasing the energy cost to 40 from 25. (lowers the number of ITs a full-energy Infestor can spawn to 5 from 8)

Fungal Growth no longer affects air units
• Dangerous change for sure and changes ZvX matchups significantly.
• Stargate, Spire, and Starport play are all buffed in ZvX.
• All types of drop play are buffed in ZvX
• Helps weaken the late game Zerg composition at the cost of making Zerg extremely vulnerable to mass air. To make a change like this the Zerg must receive a buff against massed air in some other area.


Hydralisk:

New togglable Split-Shot mode added (similar to Medusa from DOTA)
•When toggled the Hydralisk goes into Split-Shot mode immediately
•Toggling of Split-Shot mode has a 5-second cooldown
on Split-Shot mode the Hydralisk launches 3 Projectiles that each do 50% of their base damage
• Improves Zerg Hydra compositions vs. mass air and improves the Hydralisk vs. the powerful Sentry/Immortal all-in
• Hydras may be viable vs. massed Bio

As with any subjective proposal I'm sure there are holes in my logic but I'm always happy to have constructive discussion that hopefully leads to a more compelling and well-balanced game.
Half-Man Half-Amazing
TheDwf
Profile Joined November 2011
France19747 Posts
November 22 2012 17:01 GMT
#1238
On November 23 2012 01:09 m0ck wrote:
The warp-prism will be stupidly strong against zerg if the current implementation holds, can't everyone agree on that? Unstoppable scout/harass unit/pylon unless there are mutas, which are at best decent against it. Should zerg have to build muta in every single game against protoss? Should protoss have to build phoenix in every single game to hold off the carry-20 supply mineral only speed-medivac with blink? Should nydus be made a top speed, uncatchable flying unit? Oh, mineral only, of course.

This problem exists in TvP for months in a much worse way because we don't have any flexible anti-ground static defence and our basic units don't have a 6.11 movespeed on creep to clean warp-ins in the next 15-20 seconds. You still have better tools to deal with it, so I'm afraid I won't shed any tear for Zergs regarding this matter.
Cybren
Profile Joined February 2010
United States206 Posts
November 22 2012 17:01 GMT
#1239
On November 22 2012 10:50 zhurai wrote:
Show nested quote +
On November 22 2012 10:43 Sbrubbles wrote:
So, what's the lore explanation for fungal growth not being able to affect psionic units? The brain waves of psionic being destabilize the fungus or something? Blizz needs to find some way to make this clear. Maybe rename fungal growth "mind plague" or something.

why the fuck does lore matter over balance anyways.

plus they're really creative so they'll think of something.

that's not our job.

(hint: creative team at blizzard, who isn't entirely creative but that's their job, and you don't have to do their job for them)

There's a certain point where the games mechanics and lore become so disconnected we may as well remove all the graphics and names and just have polygons of different shapes and colors. When things stop making internal,resonant sense
1) newer players are annoyed and confused
2) casual players get less "into it"
3) the game becomes more and more abstract and arbitrary
The open steppe, fleet horse, falcons at your wrist, and the wind in your hair.
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 22 2012 17:07 GMT
#1240
so you cant fungal a prism, but drop ships are still at the mercy of zergs. right.
starleague forever
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