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[Dec 4] Wings of Liberty Balance patch - Page 11

Forum Index > SC2 General
913 CommentsPost a Reply
Prev 1 9 10 11 12 13 46 Next All
Zahir
Profile Joined March 2012
United States947 Posts
December 04 2012 19:49 GMT
#201
Well. It's less hideously inelegant than making fungal not effect psionic. It'll be interesting to see how this plays out.

About what expected from blizzard, a patch that addresses the balance but not the underlying problems that make fungal a boring spell, and the infestor a boring unit. At the least, though, this should shift Zerg focus to other, less boring units, which should be a positive.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
Defenestrator
Profile Joined October 2011
400 Posts
December 04 2012 19:49 GMT
#202
I wonder if they didn't make mothership invulnerable to neural because they want toss to not rely on the mothership. It's a stupid unit anyways for serious games, which DB has basically said himself.
Ultras and banelings go together like peas and carrots
Daumen
Profile Joined July 2011
Germany1073 Posts
December 04 2012 19:49 GMT
#203
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?!


Actually Zerg whined a lot to get the Buffs... when did Zerg get ever nerfed? when did Terran ever get buffed? (srsly buffed, not the BattleCruiser speed upgrade)

Also the 1 Range difference is not that huge as you write here, Ghosts Snipe&EMP also have 1 more range than Psi-Storm / Feedback, HT's can Storm/Feedback anyways, its not that this completely shuts them down...
President of the ReaL Fan Club.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
December 04 2012 19:50 GMT
#204
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.


Immortal/sentry all-in hits before infestors are out in almost all cases, don't think they will make such a big difference because you will only get a few out anyways.
Flying, sOs, free, Light, Soulkey & ZerO
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
December 04 2012 19:50 GMT
#205
Get some pros to experiment more with 3base 45drones at 10 minutes rather than 3base 60drones.
willyallthewei
Profile Blog Joined October 2010
United States265 Posts
December 04 2012 19:51 GMT
#206
On December 05 2012 04:31 Sithril wrote:
Approved.

Its in the right direction. I dont know if this is enough, we will see, but atleast Blizzard is doing something and openly adressing issues! Their strong cautioness is dangerous.

Show nested quote +
On December 05 2012 04:30 TeeTS wrote:
....
Seeker missle must not outrange turrets/spores/cannons because ravens are air units and it would be way to powerful to harass with range 9 seeker missiles


Yes, but its just a matter of placing turrets/spores/cannons not directly inside your mineral lines, but a bit to the outside. Anyway, if you send in more than 1 Raven, you can negate all anti-air static def with PDD and freely HS with others. So I dont think that would be a great concern.

Edit: also I'm not shure if you may be afraid of Ravens killing spore/turrets/cannons with HS; HS cant target buildings directly.


Can we make a balance suggestion to blizzard on this?
"never give up, never surrender"
nojok
Profile Joined May 2011
France15845 Posts
December 04 2012 19:51 GMT
#207
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.

Mech? It's never been a real problem in ZvT pro level. Concerning the sentry immortal all in, it will just need some more careful micro as they still outrange the whole P army.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
GARcher
Profile Joined October 2012
Canada294 Posts
December 04 2012 19:52 GMT
#208
Infestor nerf is reasonable. However, I don't think the raven change will do much. The energy cost isn't changed so they are still useless supply until 125 energy. Casting range isn't changed either.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
trinxified
Profile Joined December 2010
Canada7774 Posts
December 04 2012 19:52 GMT
#209
IMO, should be range reduce plus the projectile animation on Fungal.
GoodSirTets
Profile Joined June 2012
Canada200 Posts
December 04 2012 19:52 GMT
#210
I actually like this a lot. Even if it does turn out to not be enough, (who knows). It's a far more mature approach than some of the knee jerk nerfing that we've seen. "cough" thor.
High Diamond/ Low Masters :^)
KimJongChill
Profile Joined January 2011
United States6429 Posts
December 04 2012 19:53 GMT
#211
welp, time to switch to terran.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Albinoswordfish
Profile Blog Joined October 2012
United States108 Posts
December 04 2012 19:54 GMT
#212
In regards to Seeker missile change this won't affect the early-mid game at all, medivacs and vikings are much more useful during this stage of the game in all matchups. However in TvZ this will allow Terrans to transition into Raven with HSM a little faster, now will this balance things? time will tell but it's going in the positive direction.

The fungal range change is the biggest of all. Before Zerg could kill units by simply trading energy, then going into late game have 20+ infestors easily. Now in order to get good fungals off Zerg will probably need to sacrifice infestors (minerals and gas) since feedback/snipe/tanks/colossus all outrange them now. This should reduce the infestor count in the late game which was the biggest problem.

Overall I like the changes, it nerfs the infestor and buffs Terran in a minor way that can hopefully balance things but doesn't force Zerg into a new metagame with such a short time in WOL. I think big changes are coming in HOTS, this felt like a quick fix.
Kyrao
Profile Joined July 2010
United States161 Posts
December 04 2012 19:55 GMT
#213
I think that people worried about this being a huge buff to ravens are forgetting that it still requires 125 energy to use one HSM. HTs for instance would hugely benefit from not having to research storm, since it only requires 75 energy. Ravens will still need to sit around waiting for another 50 energy once they pop... and that's after you get the Corvid reactor upgrade.

The limiting factor for raven usage late-game is two-fold: High energy requirements on all abilities and the need for dedicated infrastructure.

Unless you want to only make a single raven at a time, you would have two otherwise idle tech labs on starports anyway. Just take a miniute to think about this for a second... it's not that people were having trouble because they're sitting around with high-energy ravens just waiting for the upgrade to finish. This change does very little to buff the raven other than encourage people to use them more because of a perceived buff to the unit.

It's not that you just need a starport with tech lab to produce them, you have to get the tech lab to even start the corvid reactor (energy) upgrade in preparation for making them... The whole design of the unit and it's associated tech path is poorly constructed.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37058 Posts
December 04 2012 19:55 GMT
#214
hmmmmm

pretty sick...

Let's see what the pros will think of this in a bit
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Plansix
Profile Blog Joined April 2011
United States60190 Posts
December 04 2012 19:55 GMT
#215
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.


Zergs may have to break out one of the 4 units they have not been using due to the infestor being so effective. Maybe its time for the old BL/Ultra tech switch, mid game mutas to abuse mech being slow as crap or considering building units before taking both gasses on their third. Or baneling drops, those were pretty great.

But terrans better build a single mid-game raven to remove creep tumors now, damn it. It comes fully upgraded and is worth the gas cost in mules alone. Plus to get a single hunter seeker missile to bring the fear.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
Last Edited: 2012-12-04 19:56:26
December 04 2012 19:55 GMT
#216
On December 05 2012 03:22 Striding Strider wrote:
While this is a change in the right direction, it doesn't make Infesters more fun to watch.


But makes them easier to kill before they can cast their fungals which may lead to more interesting endings than what we had.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
n0ise
Profile Joined April 2010
3452 Posts
December 04 2012 19:56 GMT
#217
Seeker missile w/o upgrade ahahhaha this should be fun, at least for 2-3 days til they remove it

Also did they just "miraculously" remade the egg nerf from 80 to 70 so it actually makes sense vs storm?
pmp10
Profile Joined April 2012
3380 Posts
December 04 2012 19:57 GMT
#218
So 1 less range on fungal and eggs that die to storm.
It's scary to think what would have happened without the complain-storm those last few days.
Assirra
Profile Joined August 2010
Belgium4169 Posts
December 04 2012 19:57 GMT
#219
On December 05 2012 04:55 Plansix wrote:
Show nested quote +
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.


Zergs may have to break out one of the 4 units they have not been using due to the infestor being so effective. Maybe its time for the old BL/Ultra tech switch, mid game mutas to abuse mech being slow as crap or considering building units before taking both gasses on their third. Or baneling drops, those were pretty great.

But terrans better build a single mid-game raven to remove creep tumors now, damn it. It comes fully upgraded and is worth the gas cost in mules alone. Plus to get a single hunter seeker missile to bring the fear.

All your suggestions have nothing to do with the problem he said tough. which is sentry immortal allin will be stronger now.
BigBossX
Profile Joined September 2008
United Kingdom357 Posts
December 04 2012 19:57 GMT
#220
The real question is does fungal REALLY need to root? I mean would it be so gamebreakingly bad (for zerg) if fungal worked more like plague (no root, slows instead. no kill, reduce to 1hp only. stays on units for much longer) in some way. Would this really be so bad for zerg? because it sure as hell would be better for the other races AND spectators.
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