[Dec 4] Wings of Liberty Balance patch - Page 12
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CrazyF1r3f0x
United States2120 Posts
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smileface
76 Posts
guess that was the straw that broke the camel's back | ||
Assirra
Belgium4169 Posts
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. You cannot change infestors in the way to make them more fun to watch unless you change everything about them. (and need some serious compensations somewhere else, like lets say hydras) | ||
Resistentialism
Canada688 Posts
On December 05 2012 04:57 Assirra wrote: All your suggestions have nothing to do with the problem he said tough. which is sentry immortal allin will be stronger now. Like the other guy said, though, it only helps bad immortal/sentry 2 base all ins. If Parting is doing it then he gets to your base before your infestors are popping, at least versus most 3hatch zergs. | ||
PolskaGora
United States547 Posts
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BounceDJC
United Kingdom72 Posts
On December 05 2012 04:49 Daumen wrote: 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... Off the top of my head - and I'm sure I could think of more - neural parasite nerf | ||
Envy4343
United States13 Posts
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Bagi
Germany6799 Posts
On December 05 2012 04:55 Kyrao wrote: 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. Its true that a raven switch isn't much easier to execute, but as a terran player I am pretty excited to see what just 1-2 ravens can accomplish in the early and midgame. Its just a little more incentive for terran players to keep a tech lab on their starport and keep producing banshees and ravens past the early game harass. | ||
crashpoint
Austria44 Posts
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LavaLava
United States235 Posts
On December 05 2012 04:52 GARcher wrote: 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. The Infestor nerf helps Ravens. Can't be chain fungaled over open land. They can drop the upgraded Auto Turret and hit the Infestor as long as he's in Fungal range... you need 5 fungals to kill a Raven, which takes 20 seconds. It takes approx 10 seconds of sustained fire from one auto turret to kill an Infestor. You can probably place 2 in range, right next to each other. Better to Fungal and just leave. | ||
Ogww
Finland224 Posts
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SKDN
Sweden243 Posts
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Cattlecruiser
United States340 Posts
I'm not sure about the direction blizzard wants for Terrans. Marine tank will get a huge buff from these nerfs. Players will go for more mid-game oriented play. . Zergs will have a hard time adjusting to the fungle range. This makes mid-game play stronger, which doesn't make much sense to me. Blizzard clearly wants to even out the late-game balance, but the infestor nerf will only make mid-game play more prevalent. The raven buff isn't big enough to out weigh the infestor nerfs. Blizzard should take a different approach to balance changes. Decrease health on Broodlords Increase thor damage on huge units Increase Seeker missile range | ||
Shield
Bulgaria4824 Posts
Fungal Growth range down from 9 to 8 --- Fuck yeah! I approve as a protoss player. | ||
Kreb
4834 Posts
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SuperYo1000
United States880 Posts
On December 05 2012 04:59 PolskaGora wrote: Something that I don't think has been mentioned yet is that the 1/1/1 vs. Protoss could be a lot more deadly now. Say the terran decides to get 3 ravens with HSM instead of banshees, it might be very hard to deal with. But I guess we won't know until the change hits live and people start experimenting. engage early and force a hsm....run away.....same strat vs raven 1 1 1 before when your trying to force out a pdd | ||
Orek
1665 Posts
Recent past patches did Queen +2 range -> too much buff that changed ZvT forever Ghost snipe nerf -> go-to unit suddenly demoted to don't-go-to unit Phoenix upgrade -> achieved basically nothing Compared to these past ones, this patch is more promising. Blizzard is very careful not to nerf a unit to death, yet they make sure the patch does something. I'd say infestor is still too mighty, but we'll see how it works out. I hope "my race nerfed = bad, my race buffed = good" mentality that hurts SC2 slowly goes away as well. | ||
neoghaleon55
United States7435 Posts
lol | ||
GARcher
Canada294 Posts
On December 05 2012 05:06 neoghaleon55 wrote: Templar Feedback and Ghost Snipes now actually counter infestors lol Naw. The only thing that counters infestors is more infestors. | ||
Zahir
United States947 Posts
Poll: Blizz should try to make more fundamental changes to WoL... Yes, make fungal slow instead of root and reduce hsm energy/increase range! (58) No, WoL's core game play needs to be preserved (21) 79 total votes Your vote: Blizz should try to make more fundamental changes to WoL... (Vote): Yes, make fungal slow instead of root and reduce hsm energy/increase range! | ||
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