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Why are all of you arguing?
We're going to see how these balance changes play out at the pro level: in Code S, at MLG, in Proleague.
That's where these changes matter most.
Frankly, I'm excited and hope that we'll see some more diverse games. Especially in the late stages of tournaments, the proliferation of Zergs and the single-minded desire to get to the late game super army made for some stale games.
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On December 05 2012 17:20 Zarahtra wrote:Show nested quote +On December 05 2012 17:16 Big J wrote:On December 05 2012 17:07 Scrubwave wrote:On December 05 2012 16:27 rd wrote:On December 05 2012 15:54 Scrubwave wrote: Baby steps forward are still steps forward. Even if the baby is retarded. And is missing half its limbs. No satisfaction until the Infestor is nerfed into the dust I guess. Please, tell me where do you think this infestor nerf will play any significant role, I want a good laugh. Everywhere, because you are just eating more shots than before in every engagement. I'd hardly go that route. It will have impact vs colossi and vikings, ghosts will still be hard pressed to do anything with broodlords around shelling broodlings+tank fire on them. It's really hard to say the effect though, it will probably be pretty massive against vikings, the problem I still have is, the game is still going to be "lets macro to 3 base, each and every game" and FG is still going to be insanely boring to watch
but that is a completly different problem. People played like this for more than a year now. 3base just is damn good in SC2, because you get maximum saturation.
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After each patch the buffed race says it changes nothing, while the nerfed race says it changes something. This is a sign of a good patch, and it usually changes something.
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On December 05 2012 14:15 avilo wrote:Show nested quote +On December 05 2012 14:11 bhfberserk wrote: The seeker missile change is awesome. Now terran players can choose between a defensive spell "PDD" or offensive missile to gain grounds. A choice you can make between 125 energy and 100 Um, once again you have a misconception or a wrong notion. Nothing changed with seeker missile. You still will die if you attempt to make ravens at a point in the game where there's momentum and both players are attacking/defending. The change makes it so Terran doesn't research a 1 time 150/150 cost. Nothing else changed. The unit was in fact not buffed, which is a shame. The problem is the accessibility and building the raven often does not pay itself off...there's too many situations where you build it and will have no energy for anything useful (1 autoturret? come on). So yeah...stop saying it's a buff to seeker missile guys. It's not. + Show Spoiler +When blizzard wants to wake up and actually make the raven be able to pay itself off, make -> Corvid reactor increases raven starting energy to 100. Call me in 2014 when they give in and realize this change is the one that makes the raven more usable without overpowering it or changing any other values in the game If you want a complete analysis of why the changes they have done to the raven don't actually affect lategame or do much, read this thread I previously made here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=383437 Not saying you're wrong about how small the change is, but strictly speaking, it is a buff. Maybe a small one, but still a buff.
If the raven change has any impact, it most certainly won't be in late-game. It matters very little in late-game if you're massing ravens (it only saves you 150/150, a paltry amount in late-game); it could matter a little if someone decided to go ravens earlier in the game, when money is scarce and 110 seconds of research time on a tech lab is better spent on corvid reactor than seeker missile; but the place it is most likely to have an effect is a situation in which you got a raven for another purpose, and then just happen to have it sitting around. There aren't a lot of early-game reasons to make a raven, the biggest being mobile detection. So in TvT or maybe TvP, you might have made a raven to deal with banshees or DTs, and then later on you'll happen to have it. If a good opportunity for seeker missile pops up, you have the ability, but pre-patch, you almost certainly wouldn't have researched it.
TvZ this also means that Terrans could get a single raven in TvZ against mutas. The odds of successfully landing your seeker missile on a pack of mutas is pretty low, and spending 250/350 wouldn't have been worth it; but at a cost of 100/200, it's maybe a decent possibility. If it doesn't wind up happening you still have a raven sitting around, which is a decent investment in most circumstances.
So I guess we don't disagree substantively; the change is most likely insignificant. But a buff is a buff, no matter how small.
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On December 05 2012 17:37 Sandermatt wrote: After each patch the buffed race says it changes nothing, while the nerfed race says it changes something. This is a sign of a good patch, and it usually changes something. You may be right. I'm not too sure about the HSM thing, but this patch looks basically good. Anyway I guess it will take a few weeks before we can evaluate its results. I hope it will bring more diversity to the vZ matchups.
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Descent changes...hope it turns out right...
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Sigh Blizzard needs to understand it shouldn't be about just nerfing zerg. It should be about giving Zerg another viable option in late game. Nerf infestore MORE, but buff ultralisks/hydras to allow for different compositions in the late game. These changes will help balance zerg sure but won't make the game any better to watch
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On December 05 2012 17:32 Big J wrote:Show nested quote +On December 05 2012 17:20 Zarahtra wrote:On December 05 2012 17:16 Big J wrote:On December 05 2012 17:07 Scrubwave wrote:On December 05 2012 16:27 rd wrote:On December 05 2012 15:54 Scrubwave wrote: Baby steps forward are still steps forward. Even if the baby is retarded. And is missing half its limbs. No satisfaction until the Infestor is nerfed into the dust I guess. Please, tell me where do you think this infestor nerf will play any significant role, I want a good laugh. Everywhere, because you are just eating more shots than before in every engagement. I'd hardly go that route. It will have impact vs colossi and vikings, ghosts will still be hard pressed to do anything with broodlords around shelling broodlings+tank fire on them. It's really hard to say the effect though, it will probably be pretty massive against vikings, the problem I still have is, the game is still going to be "lets macro to 3 base, each and every game" and FG is still going to be insanely boring to watch but that is a completly different problem. People played like this for more than a year now. 3base just is damn good in SC2, because you get maximum saturation. No, the problem imo is the fact that there is very little terran can do to a 3 base zerg. Before the queen patch, zergs couldn't just take a free 3rd, they had to actually determine if they could and/or possibly spend resources in roaches to do so. Now, aslong as you can see the CC on the natural, you are stupid if you're not taking your 3rd. Getting that free 3rd is just insanely boring, was a lot more interesting back and forth before the queen patch.
Edit: If we take TvP as an example, neither side is safe in taking a 3rd. Both sides are still taking risks and getting an early 3rd, which opens up timings for the opponent. There are imo many things that suck about the TvP MU, but that particular... dimension is brilliant, something that you could also see for TvZ before instead of this NR 15min snoozefest.
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On December 05 2012 05:29 BigBossX wrote:Show nested quote +On December 05 2012 05:26 NEEDZMOAR wrote: This is stupid... other casters/aoe damage are still just as strong and gamecontrolling... Obvious patchzerg is obvious Nothing in the game dominates the way infestors do, and the only unit that came close was ghost with snipe that got instantly nerfed to uselessness
err.... how about sentries, colossus? sure, infestor is a single unit that basically does what a coloss/sentry timing does for protoss, but it doesnt matter, its not my point.... if u dont know what my point is, 1 dont be so f*cking condescending and 2, dont respond....
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On December 05 2012 17:52 zJayy962 wrote: Sigh Blizzard needs to understand it shouldn't be about just nerfing zerg. It should be about giving Zerg another viable option in late game. Nerf infestore MORE, but buff ultralisks/hydras to allow for different compositions in the late game. These changes will help balance zerg sure but won't make the game any better to watch I'm protoss but I have to agree with this, as long as the buff would be small and done with all the good precautions. But too many changes can't be done in a single patch.
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God damn why didn't they buff neural parasite (or at least increase it's range and screw it to uselessness in some other way)?
It's really annoying that zerg have only 2 good spells; heck even the fact that they essentially just have 3 spells in total is also BS.
On December 05 2012 17:52 zJayy962 wrote: Sigh Blizzard needs to understand it shouldn't be about just nerfing zerg. It should be about giving Zerg another viable option in late game. Nerf infestore MORE, but buff ultralisks/hydras to allow for different compositions in the late game. These changes will help balance zerg sure but won't make the game any better to watch Very much agreed. Both Ultralisk and hydralisk are far too weak and hence get used far too rarely; What's worse is just like virtually every zerg unit, they don't use mucj/any micro. I'm sick of the way Blizzard made zerg in SC2 as a race that can't really take advantage of micro whatsoever. Even mutalisks can't do a whole lot now micro-wise; it pretty much boils down to just having good multitasking for mutas, not micro.
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Newbie question: Will this Raven change affect the infamous 1-1-1 against Protoss or is the timing gone when the energy is build up?
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On December 05 2012 17:06 Sissors wrote:Show nested quote +On December 05 2012 16:53 Heavenfallz wrote: Interesting. Now terran can start incorporating raven into late game mech comp.
Why do people have to keep making the same claims without for a second looking at what has been posted many times? How do you think this change will make sure significantly more ravens would be used in lategame? The only change this represents is 150/150 less expenses. Now I definately wont complain about that as terran, but it wont mean seeker missiles are available sooner, and late game it really wont do anything. Early game there is pretty much no reason to use seeker missiles, so also all the 1-1-1 doomscenarios with ravens dont make any sense (not to mention it still takes ages for ravens to have enough energy). They could be uses for faster ravens. If that were so, people who already have the tech for it could continue using it in the late game as well, as ravens are pretty good.
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On December 05 2012 17:21 samurai80 wrote:Show nested quote +On December 05 2012 17:10 ViktorSC wrote:On December 05 2012 17:00 samurai80 wrote:On December 05 2012 16:42 ViktorSC wrote: nooooooooooooooooo waaayyyy.... no seeker missile? are you for real right now? guess ill have to see for myself
oh yeah and, down with infestors. I hope you understand it is "no seeker missile research needed" and not "no seeker missile". Just in case as the text is slightly ambiguous. hahahahahahahahaha. score! terran reign supreme. ?? laughs, beers, free seeker missiles.
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On December 05 2012 18:02 lord_nibbler wrote: Newbie question: Will this Raven change affect the infamous 1-1-1 against Protoss or is the timing gone when the energy is build up?
None at all, the time required for your raven to get enough energy for a HSM is too long.
Also PDD is much better in those situations
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Lowering the mana cost on hsm would have been better than removing need to upgrade imo
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Yay.. i cant wait for more threads in near future after tourneys on how the geniuses on TL foresaw all the impacts of each and every changes + other new discoveries and how everything was so obvious from a game design standpoint.
Hurrah for hindsight 20/ 20.
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I think Zerg has plenty of options, it's just that Infest/Broodlord is so much more dominant, and it stood out. It's still going to be super effective, the range decrease is only going to make miscontroling Infestors more costly. The IT change is going to force players into making smart decisions with where they spam them out. It's so much more unforgiving when a stack of ITs are going to die to storm, also we can look forward to Zergs having to spread their eggs. It's going to be a slight adjustment. I like these changes, they are very slight.
The Raven change was necessary, the amount of gas to get the Raven was prohibitive in the early late game where you are scrambling to build Starports, Vikings, etc. This change is pretty huge in my opinion, the Raven already had to wait for 125 energy just to use one SM. This just reduces the time from deciding to build Ravens to using SM. The obvious use is in TvZ, but I think TvT may become affected in the end as well. I'd like to see Ravens against Protoss due to PDD's effectiveness against Stalkers. It could have unexplored uses.
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On December 05 2012 17:58 Zarahtra wrote:Show nested quote +On December 05 2012 17:32 Big J wrote:On December 05 2012 17:20 Zarahtra wrote:On December 05 2012 17:16 Big J wrote:On December 05 2012 17:07 Scrubwave wrote:On December 05 2012 16:27 rd wrote:On December 05 2012 15:54 Scrubwave wrote: Baby steps forward are still steps forward. Even if the baby is retarded. And is missing half its limbs. No satisfaction until the Infestor is nerfed into the dust I guess. Please, tell me where do you think this infestor nerf will play any significant role, I want a good laugh. Everywhere, because you are just eating more shots than before in every engagement. I'd hardly go that route. It will have impact vs colossi and vikings, ghosts will still be hard pressed to do anything with broodlords around shelling broodlings+tank fire on them. It's really hard to say the effect though, it will probably be pretty massive against vikings, the problem I still have is, the game is still going to be "lets macro to 3 base, each and every game" and FG is still going to be insanely boring to watch but that is a completly different problem. People played like this for more than a year now. 3base just is damn good in SC2, because you get maximum saturation. No, the problem imo is the fact that there is very little terran can do to a 3 base zerg. Before the queen patch, zergs couldn't just take a free 3rd, they had to actually determine if they could and/or possibly spend resources in roaches to do so. Now, aslong as you can see the CC on the natural, you are stupid if you're not taking your 3rd. Getting that free 3rd is just insanely boring, was a lot more interesting back and forth before the queen patch. Edit: If we take TvP as an example, neither side is safe in taking a 3rd. Both sides are still taking risks and getting an early 3rd, which opens up timings for the opponent. There are imo many things that suck about the TvP MU, but that particular... dimension is brilliant, something that you could also see for TvZ before instead of this NR 15min snoozefest.
Before the queen patch, every Terran went reactored hellion into triple CC (or did some huge two base cheese) and every zerg went two base double upgrade or roach/ling into something like 7-9min third (or did some huge bust). Two base builds died long before the queen patch...
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