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[Dec 4] Wings of Liberty Balance patch - Page 10

Forum Index > SC2 General
913 CommentsPost a Reply
Prev 1 8 9 10 11 12 46 Next All
dabom88
Profile Blog Joined July 2010
United States3483 Posts
Last Edited: 2012-12-04 19:38:40
December 04 2012 19:37 GMT
#181
Range reduction makes perfect sense. It's one of the ideas I had. Now Vikings and Feedback finally outrange Fungal, and Infestors no longer have the same range as Brood Lords as a result. Should do a lot to fix the late game.
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
geokilla
Profile Joined May 2011
Canada8244 Posts
December 04 2012 19:37 GMT
#182
It's a start. But man, fungaled units are still rooted... They need to make it a slow, not root.

Also revert the queen +5 range. Make it +4. No need to make it +3 since Blizzard doesn't like being wrong.
LavaLava
Profile Joined January 2012
United States235 Posts
Last Edited: 2012-12-04 19:42:53
December 04 2012 19:38 GMT
#183
On December 05 2012 04:24 roym899 wrote:
I have a small question regarding the seeker missile as I've pretty much never faced one. Do you need to run the unit it's tareting away until it dies / the missile disappears basically? Or is there any other way to deal with it?

You just run away for 15 seconds, or 20 if they upgrade, and the missile runs out of gas and dies without exploding on anything.
...

Hey... what if Seeker Missiles simply automatically exploded at the end of the timer? Wouldn't that be more interesting, like, always?

I mean, Seeker Missiles running out of gas is the most anticlimactic thing ever. Seriously, how could you make something more boring? Let's just have it disappear and do nothing...at all. wow.

You would have to be really careful of the missiles, you can't just run straight away without thinking, there would be a lot more awesome mine dragging... the thing could flash red when it's about to go off. Damn! That sounds fun.

It would be basically just as easy or hard to outrun as before, but when it's low on time, and close to other units, there would be a VERY interesting dynamic going on.

Plus, you could Seeker missile your own Hellions or stimmed Marines, and have them loop around armies as you try to time it so they're over the enemy army right at the 15 or 20 second mark! If your unit gets picked off, then you essentially lose your indirect control over the missiles. Isn't that cool?

We already have self mine dragging now, but they can only explode where the unit is or where he dies. This generally won't be right on top of anyone.

MacNaughty
Profile Joined December 2010
Canada41 Posts
December 04 2012 19:38 GMT
#184
I like it. Looking forward to NASL's mass raven buildings incoming.

What's up now infested terrans. Erm actually they may still be alive and thriving. But good patch.
xTrim
Profile Joined April 2011
472 Posts
December 04 2012 19:39 GMT
#185
On December 05 2012 04:36 BounceDJC wrote:
Oh, so now the game is balanced because Terran will win every game. The Ghost being able to EMP at a range advantage of 1.5 is totally disgusting. It seems like Terran have a way of being able to whine collectively for months until they have an 80% win ratio.

As a Protoss I'm sitting here with a smug grin on my face because Colossus will burn every single infestor that ever comes near. Thermal Lance range 9 vs. Fungal range 8. Feedback Range 9 vs Fungal Growth 8.

I'm facepalming at this patch, it is disgustingly bad.

When did this even get tested?!


the first zerg whining, worse even because it comes from a protoss.. and ive read ALL THE POSTS UP TILL NOW.... please... make an effort of thinking before saying this.... please do.
BounceDJC
Profile Joined November 2011
United Kingdom72 Posts
Last Edited: 2012-12-04 19:51:14
December 04 2012 19:40 GMT
#186
I've got an idea, how about they buff Terran and make ghosts into: Chrono Legionnaire

At first Terrans would whine that there was a cooldown period before you could take action, and then David Kim could take that away and then GSL can go back to normal.
A loser isn't someone who falls down, a loser is someone who doesn't get back up
sylverfyre
Profile Joined May 2010
United States8298 Posts
December 04 2012 19:40 GMT
#187
I liked the projectile fungal more This still doesn't allow micro, which is a fundamental problem rather than a simple balance problem.
NightOfTheDead
Profile Joined August 2009
Lithuania1711 Posts
Last Edited: 2012-12-04 19:42:29
December 04 2012 19:41 GMT
#188
So HT now hardcounter Zerg tier 2? Storm the infested terrans/mutas + feedback infestors. Hm, wonder how that goes.
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
December 04 2012 19:42 GMT
#189
Just in time before PL.

They could have removed rooting though :/
The heart's eternal vow
DavoS
Profile Blog Joined October 2012
United States4605 Posts
December 04 2012 19:42 GMT
#190
Should've chopped neural too. But i'm glad they didn't go crazy with nerfs, I feel these are reasonable adjustments that open a window for pro's to exploit and beat Zerg armies
"KDA is actually the most useless stat in the game" Aui_2000
hootsushi
Profile Joined August 2010
Germany3468 Posts
December 04 2012 19:42 GMT
#191
On December 05 2012 04:40 sylverfyre wrote:
I liked the projectile fungal more This still doesn't allow micro, which is a fundamental problem rather than a simple balance problem.


Yeah, I also dislike abilities which just completely shutdown your ability to micro. Same with forcefields. But fixing this matter would need a whole overhaul for Zerg and Protoss, because I believe Toss would just fall apart without forcefields.
SolidMoose
Profile Joined June 2011
United States1240 Posts
December 04 2012 19:43 GMT
#192
On December 05 2012 04:36 BounceDJC wrote:
Oh, so now the game is balanced because Terran will win every game. The Ghost being able to EMP at a range advantage of 1.5 is totally disgusting. It seems like Terran have a way of being able to whine collectively for months until they have an 80% win ratio.

As a Protoss I'm sitting here with a smug grin on my face because Colossus will burn every single infestor that ever comes near. Thermal Lance range 9 vs. Fungal range 8. Feedback Range 9 vs Fungal Growth 8.

I'm facepalming at this patch, it is disgustingly bad.

When did this even get tested?!


Terrans have never gained anything from whining. You're thinking of the wrong race
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
December 04 2012 19:44 GMT
#193
Hello Greenpine ? Yeah we received a call from blizzard,you can become a gsl champion now.
RIP MKP
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
December 04 2012 19:44 GMT
#194
On December 05 2012 04:36 BounceDJC wrote:
Oh, so now the game is balanced because Terran will win every game. The Ghost being able to EMP at a range advantage of 1.5 is totally disgusting. It seems like Terran have a way of being able to whine collectively for months until they have an 80% win ratio.

As a Protoss I'm sitting here with a smug grin on my face because Colossus will burn every single infestor that ever comes near. Thermal Lance range 9 vs. Fungal range 8. Feedback Range 9 vs Fungal Growth 8.

I'm facepalming at this patch, it is disgustingly bad.

When did this even get tested?!


The fungal also has a radius of 2 giving it an effective range of 10 if you're just trying to pin a single unit. There's also the fact that spell casters can cast their spell and then get out of the way. It makes it a lot harder to initiate with infestors and also make positioning them harder, but they win the range fight against everything they used to other than a ghost, like you figured out in the first half of your post.
Godwrath
Profile Joined August 2012
Spain10135 Posts
December 04 2012 19:44 GMT
#195
I think the change makes sense for WoL and i hope it brings some hope. Anyways, i really hope they get rid of fungal's current mechanich for HoTS because they will able to overhaul zerg lair tech if needed.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
December 04 2012 19:44 GMT
#196
On December 05 2012 04:41 NightOfTheDead wrote:
So HT now hardcounter Zerg tier 2? Storm the infested terrans/mutas + feedback infestors. Hm, wonder how that goes.

You have a very interesting definition of hard counter. Infestors counter every single unit 'more' than HT counter Infestors.
azzih
Profile Joined October 2012
Germany98 Posts
December 04 2012 19:45 GMT
#197
Infestor for sure is too strong in certain szenarios and maybe in the lategame. But against some tactics every nerf to infestors will be huge.
Like Protoss Sentry-Immortal-allin or a mech-terran especially in midgame. Both really hard to deal with, already right now. It will be even harder to handle after that nerfs.
Germany
Fyodor
Profile Blog Joined September 2010
Canada971 Posts
December 04 2012 19:46 GMT
#198
On December 05 2012 04:41 NightOfTheDead wrote:
So HT now hardcounter Zerg tier 2? Storm the infested terrans/mutas + feedback infestors. Hm, wonder how that goes.

Storm already owned infested terrans. Thing is that a storm on your ITs is one less storm on your persistent units.
llllllllllllllllllllllllllllllllllllllllllll
NightOfTheDead
Profile Joined August 2009
Lithuania1711 Posts
December 04 2012 19:46 GMT
#199
On December 05 2012 04:44 ZAiNs wrote:
Show nested quote +
On December 05 2012 04:41 NightOfTheDead wrote:
So HT now hardcounter Zerg tier 2? Storm the infested terrans/mutas + feedback infestors. Hm, wonder how that goes.

You have a very interesting definition of hard counter. Infestors counter every single unit 'more' than HT counter Infestors.


PvZ wont get better anytime soon. This might be the swing in the other direction. Happy for TvZ though, might be something at least.
Defenestrator
Profile Joined October 2011
400 Posts
December 04 2012 19:48 GMT
#200
On December 05 2012 04:45 azzih wrote:
Infestor for sure is too strong in certain szenarios and maybe in the lategame. But against some tactics every nerf to infestors will be huge.
Like Protoss Sentry-Immortal-allin or a mech-terran especially in midgame. Both really hard to deal with, already right now. It will be even harder to handle after that nerfs.


Use hydras for sentry/immo =P
Ultras and banelings go together like peas and carrots
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