Call to Action #2: November 30 Balance Testing - Page 9
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RockIronrod
Australia1369 Posts
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mierin
United States4943 Posts
On November 30 2012 15:12 Resistentialism wrote: So do the eggs die to one storm? Finally someone asks something intelligent about this whole thing... | ||
MrCon
France29748 Posts
On November 30 2012 17:06 RockIronrod wrote: Jesus guys it's a test patch, reading this thread made me triple check for the "Balanced Terran players' mothers to be filthy whores OH WAIT THAT'S ALREADY HAPPENING" note because that's how you're taking it. Seriously, it's not a personal insult that they're testing different aspects of the Infestors strength rather than committing to one path. I'd rather them be thorough in testing the affects of their nerfs, especially on the crux of Zerg late game, where over nerfing would pretty much invalidate Zerg as a whole. I'm sure you posted the exact same thing in the previous thread ! | ||
Netsky
Australia1155 Posts
On November 30 2012 17:06 RockIronrod wrote: I'd rather them be thorough in testing the affects of their nerfs, especially on the crux of Zerg late game, where over nerfing would pretty much invalidate Zerg as a whole. It would of been nice if they tested their Zerg buffs, before invalidating both Terran and Protoss as a whole. This shit has been going on for 7 months, why are they so damned afraid? | ||
Chr15t
Denmark1103 Posts
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InVerno
258 Posts
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MilesTeg
France1271 Posts
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Zannadar
Turkey294 Posts
On November 30 2012 17:08 mierin wrote: Finally someone asks something intelligent about this whole thing... Hmmm... Not quite. You have to land a perfect storm on the eggs and you can be too late. If your storm is 1.1 seconds after the eggs are thrown, the eggs will not die and infested terrans will spawn. Basically, you have 1 second after the eggs are thrown to land the storm. That is of course, considering all eggs are thrown at the same time which is never the case. | ||
DurandaL917
United States92 Posts
Infested terrans take 5 seconds to hatch So reducing the health to 80 makes a significant difference in PvZ Also, I haven't had a chance to play the test map yet but are they still trying fungal as a projectile? | ||
DurandaL917
United States92 Posts
On November 30 2012 17:16 Zannadar wrote: Hmmm... Not quite. You have to land a perfect storm on the eggs and you can be too late. If your storm is 1.1 seconds after the eggs are thrown, the eggs will not die and infested terrans will spawn. Basically, you have 1 second after the eggs are thrown to land the storm. That is of course, considering all eggs are thrown at the same time which is never the case. Your assuming nothing else is dealing any damage to them ... | ||
Zannadar
Turkey294 Posts
On November 30 2012 17:20 DurandaL917 wrote: Your assuming nothing else is dealing any damage to them ... Yeah, not much will attack them when they have zero attack priority. Especially, when zerglings/roaches/brood lords are raping every other toss unit. Additionally, do eggs also not regen? They will regen a 1 hp in that 4 seconds which makes storm not enough to kill them. | ||
covetousrat
2109 Posts
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nt-rAven
Canada405 Posts
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GolemMadness
Canada11044 Posts
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Veldril
Thailand1817 Posts
On November 30 2012 17:26 Zannadar wrote: Yeah, not much will attack them when they have zero attack priority. Especially, when zerglings/roaches/brood lords are raping every other toss unit. Additionally, do eggs also not regen? They will regen a 1 hp in that 4 seconds which makes storm not enough to kill them. Well, that kind of tweak can also be done later after the initial testing. We don't really know what is the next plan Blizz has in order to adjust it. They might lower armor, increase hatch time, change priority, etc. on the eggs. I don't really have a problem with what Blizz is doing with balancing infestors right now. I think they are on the right track by setting up a change in one area at a time and compare data to the unchanged one (the normal ladder). It's kinda a scientific method this way so we can isolate data while changing one variable at a time. I feel it would make a better tweak in the long run. | ||
Yoshi Kirishima
United States10292 Posts
but then you see all the other posts' suggestions, and they heavily differ and also this is a test map, not an official patch, so to be fair you can't say blizzard can't balance if you don't like this change | ||
Veldril
Thailand1817 Posts
On November 30 2012 17:38 Yoshi Kirishima wrote: I love how there is so much QQ, and much of this QQ is based on the reasoning of something like "Blizzard is missing very obvious solutions to the balance!" but then you see all the other posts' suggestions, and they heavily differ and also this is a test map, not an official patch, so to be fair you can't say blizzard can't balance if you don't like this change Not everyone is trained to be impartial or think logically under stress ![]() But yeah, I would say testing one thing at a time is better. If the combination of nerfs is needed, then they can put them in afterward to see whether it would be too much or not. | ||
nt-rAven
Canada405 Posts
On November 30 2012 17:38 Yoshi Kirishima wrote: I love how there is so much QQ, and much of this QQ is based on the reasoning of something like "Blizzard is missing very obvious solutions to the balance!" but then you see all the other posts' suggestions, and they heavily differ and also this is a test map, not an official patch, so to be fair you can't say blizzard can't balance if you don't like this change Its not really QQ when its obvious changes, if u subtract something it will eventually have diminishing returns overtime (protoss removing amulet and voidray speed, rendering both from op to unusuable) yet with infestors instead of doing similar (removing energy upgrade which would fix it like it did templars) they let it happen because both dustin browder and david kim are zerg players at heart lol~ | ||
AfricanPsycho
South Africa158 Posts
Fragile51 : "I like the graviton beam ability as well, even though at it's core it's an anti-micro ability, and we all know how much we hate those. It's one with a tradeoff though, it disables the caster as well as the target. It's a very big risk to take and i feel in most cases it's too big of a risk to take. Making it cooldown based might be an option but i would prefer the range to be tweaked a little or for phoenix to gain increased shield regeneration as long as they pick up a unit. That might also give interesting micro possibilities mid combat. I dunno, just throwing ideas out there" Why not make fungal channeled like the phoenix graviton beam? This will make it possible to snipe channeling units and will add possible micro to the current, "ok I got fungaled, now cross my fingers and hope for the best" scenarios. Add this to a worthy nerf to eggs, say 60hp and we have a unit that can't just rofl spam eggs vs a 200army and still have most hatch, but will still harras very effectively. Another Idea I had was make fungal (not root) / (have no effect) on mechanical air units, this will make it so that voids / phoenix are not useless vs zerg after infestor, while not breaking ZvZ muta vs infestor metagame. | ||
Veldril
Thailand1817 Posts
On November 30 2012 17:41 nt-rAven wrote: Its not really QQ when its obvious changes, if u subtract something it will eventually have diminishing returns overtime (protoss removing amulet and voidray speed, rendering both from op to unusuable) yet with infestors instead of doing similar (removing energy upgrade which would fix it like it did templars) they let it happen because both dustin browder and david kim are zerg players at heart lol~ Lol, when the game came out they are accused being Terran players, and now they are Zerg? Man, I love how people assume things. They might simply change the way they tweak things because how their old method might be too drastic or change the match up too much? Who know, testing one small change at a time might be a better idea. | ||
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