Situation Report: HoTS Balance - Page 15
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petered
United States1817 Posts
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6BiT
513 Posts
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Fig
United States1324 Posts
On March 17 2013 13:14 Plansix wrote: Well the medivacs are likely kinda IMBA, but they are also so awesome I don't want them to go. If anything, they just need to make them turn and accelerate different that non-boosted medivacs. That would make it so they needed to be control more carefully and misusing the ability could be punished. But they still need to be fast as hell and awesome. Yes that would be a nice change. At the same time, this speed boost could end up like the invention of muta micro in BW. Just like how that led to great marine control, this will eventually lead to protoss and zerg becoming much better at defending. Now to decide whether that's a good thing for the game. | ||
Nosferatos
Norway783 Posts
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CamoPillbox
Czech Republic229 Posts
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Nerski
United States1095 Posts
On March 17 2013 13:29 Fig wrote: Yes that would be a nice change. At the same time, this speed boost could end up like the invention of muta micro in BW. Just like how that led to great marine control, this will eventually lead to protoss and zerg becoming much better at defending. Now to decide whether that's a good thing for the game. There really isn't a micro ability to make up for...uh I can't catch the medivacs because they are to fast. There absolutely needs to be a draw back to using it excessively. Static D alone isn't the answer, it's far to easy to use the boost to speed to a hole in static D to drop off at. Investing in massive amounts of spores/spines/cannons would be ridiculously to costly and massive damage in itself. | ||
TheRabidDeer
United States3806 Posts
25 energy would result in medivacs with no energy ever, slightly longer cooldown is a better option if anything needs to happen. | ||
Disengaged
United States6994 Posts
On March 17 2013 14:04 TheRabidDeer wrote: " Turbo Subscriber clutch08: I will talk to David Kim tomorrow. The first thing I will bring up is medivac afterburners costing 25 energy, therefore making Caduecues reactor more desirable" 25 energy would result in medivacs with no energy ever, slightly longer cooldown is a better option if anything needs to happen. It'd be more in favor of "Risk vs reward" then it already is. I'm a Terran player and I think it'd be reasonable. | ||
TheRabidDeer
United States3806 Posts
On March 17 2013 14:20 Disengaged wrote: It'd be more in favor of "Risk vs reward" then it already is. I'm a Terran player and I think it'd be reasonable. I am a zerg player and would rather see a longer cooldown, which is also risk vs reward. Higher cooldown means you cant just burn in, drop and by the time reinforcements come to defend its off cooldown and you can pick up and leave without worry. It would be a choice of "do I burn in and actually risk losing the medivac, or do I go in slow and hope his army cant stop me" The main problem that I see with it, is that it lets terrans get in AND out right now, when it should be more of a choice of getting in OR out. Making it cost energy would reduce the number of drops that a T could do in most cases, which is against what blizzard wanted when they introduced afterburners. | ||
PatchJerk
16 Posts
On March 17 2013 14:04 TheRabidDeer wrote: " Turbo Subscriber clutch08: I will talk to David Kim tomorrow. The first thing I will bring up is medivac afterburners costing 25 energy, therefore making Caduecues reactor more desirable" 25 energy would result in medivacs with no energy ever, slightly longer cooldown is a better option if anything needs to happen. That's ridiculous, we don't need esports "personalities" trying to help Blizzard balance this game. | ||
Geos13
437 Posts
What do people think? I have no idea how to change Zerg | ||
TheRabidDeer
United States3806 Posts
On March 17 2013 14:33 Geos13 wrote: They shouldn't nerf the speed but instead figure out buffs for the other races to help them defend. I want to see an option for multiple MSCs and some reworking of recall so that Toss armies can respond faster. I'm thinking allowing as many MSCs as there are Nexi and changing it so when the protoss units are stunned upon warping in(not out) they are also invulnerable. The invulnerability stun would allow the toss not just to lose his defending units to the high dps bio but also allow the Terran time to retreat if necessary. Multiple MSCs would allow toss to have more map presence with small groups of units without sacrificing currently vital defense. What do people think? I have no idea how to change Zerg No.... 1 MSC is powerful enough. I cant even imagine 3+. 3 MSC worth of time warps or even just 2 MSC with time warp + recall + forcefields would be ridiculous. Also, pretty sure you can see when recall is being used on the nexus (though not positive) so no reason to stun/invuln on the way back. | ||
Geos13
437 Posts
On March 17 2013 14:38 TheRabidDeer wrote: No.... 1 MSC is powerful enough. I cant even imagine 3+. 3 MSC worth of time warps or even just 2 MSC with time warp + recall + forcefields would be ridiculous. Also, pretty sure you can see when recall is being used on the nexus (though not positive) so no reason to stun/invuln on the way back. Ahh well I forgot about multiple time warps. Yeah that would suck. Well that is a terrible(boring) spell so I wouldn't mind them removing it from the MSC. Other than that I don't see why multiple MSCs would be too powerful. Multiple recalls would be very powerful but I'm hoping in the same way that the medivac boost is imba. Have different exciting imba things cancel each other out. However this is likely to many changes post beta so meh... guess we just nerf the boost. Edit: Oh and the photon overcharge is lame too. It is not an exciting method to defend as it requires no skill. I would be happy having that removed too ![]() | ||
Rabiator
Germany3948 Posts
On March 05 2013 09:04 Vindicare605 wrote: "We do somewhat agree that Protoss air, in combination with splash damage units, might be difficult for Zerg to deal with during no-rush 15 minute games in which both sides take an equal number of bases. However, we are not seeing signs of this in pro games. We do see Protoss players attempting this strategy often, but the success rate doesn’t seem high enough for us to deem it overpowered. The main reason why we feel this way is that it’s difficult for Protoss to keep up in economy while executing this strategy. In pro level tournament games, we’ve seen this army composition countered in many different ways, and we’re pretty sure that even pros haven’t quite developed an optimal counter-strategy for dealing with Protoss air compositions." All this blabbering about pros shows that they either have no clue how to design a game which will be equally difficult for all levels of skill OR that they simply do not care about casuals or low level leagues. Honestly ... SC2 is designed as an eSports game first and foremost and that is a terrible concept, because that allows them to make stupid decisions which basically say "suck it casuals". How can a group of friends have fun playing the game if one race is significantly easier to play with "winning strategy X"? Stupid ... juust stupid. | ||
phodacbiet
United States1739 Posts
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Geos13
437 Posts
On March 17 2013 14:53 Rabiator wrote: All this blabbering about pros shows that they either have no clue how to design a game which will be equally difficult for all levels of skill OR that they simply do not care about casuals or low level leagues. Honestly ... SC2 is designed as an eSports game first and foremost and that is a terrible concept, because that allows them to make stupid decisions which basically say "suck it casuals". How can a group of friends have fun playing the game if one race is significantly easier to play with "winning strategy X"? Stupid ... juust stupid. What? Many areas of the game have been altered to appeal to the casual fan base. Just compare SC2 too Broodwar. Over the course of two years I have gone from bronze to masters and what I have learnt is that there is no point in balancing for casuals. I can kill four of my friends(team game only bronze) at the same time by just massing stalkers. They claim stalkers are ridiculously overpowered. As long as you can get ahead by macroing better than any unit composition can appear over powered. | ||
Matoo-
Canada1397 Posts
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unteqair
United States308 Posts
Our general thinking on new units and abilities is that using them will always be learned faster than defending against them for obvious reasons. Because we’re already seeing some players defend against the new Medivacs extremely well, we definitely want to wait on this feedback to really make sure that it is in fact overpowered before making a change. Trust in Blizzard. That sounds very reasonable. I doubt they'll nerf Terran in an immediate time frame if one doesn't win this tournament. They'll probably combine that with the fact that Terrans are not performing particularly well on the Korean Ladder. They probably won't soon nerf them even if one does win the tournament; the quote makes it seem like letting time pass is key to them. Letting players adjust is important. After other P's see what MC did with his phoenix play to shut down medivacs and what he did with his oracles to keep pressure on Terran, I'm sure the play will change a bit. It's certainly more exciting than gateway compositions. I'm just concerned that they'll nerf the VR. I might be alone in this, but I like the new PvP. By the way, I don't think Blizzard gives a damn what a bunch of people complain about. They seem to have picked what they pay attention to: numbers. | ||
Rainling
United States456 Posts
On March 17 2013 13:19 Nerski wrote: I don't think anyone thinks the boost ability is bad and needs removed, or at least not intelligent people. What even Terran pros think is there should be a draw back to using the boost. Many have suggested a small energy cost, so that using it excessively would drain the medivac of energy. Thusly now you give players a great ability but you can't use it stupidly and be successful. The best players will manage it well and use it in very strong ways. Bad players will over use it (much like over using stim) and hurt themselves. I agree, regardless of balance, an ability is more interesting when using it is a tactical choice, not just used whenever possible. To be fair, use of the medivac boost is often a tactical choice. Boosting in to drop means it's not possible to retreat quickly for 20 seconds. When retreating, it's always a good choice to boost, which makes it a bit less interesting. If the medivac boost cost mana, there would always be a drawback to using it, however small. Another possible change is increasing the cooldown. Medivac boost is a great addition to sc2 because it encourages multi-pronged aggression and harass. An energy requirement or cooldown increase wouldn't necessarily reduce its effectiveness. If the cooldown was removed or reduced or the speed increase was greater, medivac boost could be a stronger ability while draining mana over time. | ||
Geos13
437 Posts
On March 17 2013 15:07 unteqair wrote: Trust in Blizzard. That sounds very reasonable. I doubt they'll nerf Terran in an immediate time frame if one doesn't win this tournament. They'll probably combine that with the fact that Terrans are not performing particularly well on the Korean Ladder. They probably won't soon nerf them even if one does win the tournament; the quote makes it seem like letting time pass is key to them. Letting players adjust is important. After other P's see what MC did with his phoenix play to shut down medivacs and what he did with his oracles to keep pressure on Terran, I'm sure the play will change a bit. It's certainly more exciting than gateway compositions. I'm just concerned that they'll nerf the VR. I might be alone in this, but I like the new PvP. By the way, I don't think Blizzard gives a damn what a bunch of people complain about. They seem to have picked what they pay attention to: numbers. What do you like about how void rays function in PvP? I'm just curious as I'm having trouble understanding the new match up. Oh and yeah I agree that (thankfully) Blizzard doesn't pay much attention to us forum dwellers. | ||
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