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Situation Report: HoTS Balance - Page 15

Forum Index > SC2 General
866 CommentsPost a Reply
Prev 1 13 14 15 16 17 44 Next All
petered
Profile Joined February 2010
United States1817 Posts
March 17 2013 04:19 GMT
#281
This game obviously needs tweaking, I'll start with that. But when the OP units are things that require multitasking and great micro, the game is a million times better to watch. I had pretty much stopped watching WoL, but this tourny(MLG) is convincing me to come back to watching professional SC. So much fun!
This, my friends, is the power of the Shikyo Memorial for QQ therapy thread. We make the world a better place, one chainsaw massacre prevention at a time.
6BiT
Profile Joined December 2011
513 Posts
March 17 2013 04:25 GMT
#282
Haven't been able to catch much MLG this weekend, how have the turbo medivacs been?
stuff & things
Fig
Profile Joined March 2010
United States1324 Posts
March 17 2013 04:29 GMT
#283
On March 17 2013 13:14 Plansix wrote:
Show nested quote +
On March 17 2013 11:21 aksfjh wrote:
On March 17 2013 11:13 Disengaged wrote:
I kind of fail to see how Blizzard does not think that the Medivac boost needs some tweaking? The speed boost should either be an upgrade that costs like 150 minerals and 150 gas OR make it energy based as in it takes up 25 energy on activation and proceeds to eat up the energy overtime. Or maybe do both.

Or maybe we should give it a couple of months before knee jerk nerfing Terran again for the 100th time. There needs to be more games played to have examples of players focusing on defending against drops and still losing to them.


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.
Can't elope with my cantaloupe
Nosferatos
Profile Joined April 2010
Norway783 Posts
Last Edited: 2013-03-17 04:46:11
March 17 2013 04:45 GMT
#284
After this MLG something must be done with the medivac boost, it's just too easy.
"Show me the Raven" ~ HMS turns into a mini-nuke, going twice as fast and doing 250 damage over a large area.
CamoPillbox
Profile Joined April 2012
Czech Republic229 Posts
March 17 2013 04:58 GMT
#285
As much as i hate zerg in wol i am sad for them in Hots .
Czech Terran(Hots) player
Nerski
Profile Blog Joined November 2010
United States1095 Posts
March 17 2013 05:02 GMT
#286
On March 17 2013 13:29 Fig wrote:
Show nested quote +
On March 17 2013 13:14 Plansix wrote:
On March 17 2013 11:21 aksfjh wrote:
On March 17 2013 11:13 Disengaged wrote:
I kind of fail to see how Blizzard does not think that the Medivac boost needs some tweaking? The speed boost should either be an upgrade that costs like 150 minerals and 150 gas OR make it energy based as in it takes up 25 energy on activation and proceeds to eat up the energy overtime. Or maybe do both.

Or maybe we should give it a couple of months before knee jerk nerfing Terran again for the 100th time. There needs to be more games played to have examples of players focusing on defending against drops and still losing to them.


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.


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.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
March 17 2013 05:04 GMT
#287
" 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.
Disengaged
Profile Joined July 2010
United States6994 Posts
March 17 2013 05:20 GMT
#288
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
Profile Blog Joined May 2003
United States3806 Posts
March 17 2013 05:23 GMT
#289
On March 17 2013 14:20 Disengaged wrote:
Show nested quote +
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.

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
Profile Joined September 2012
16 Posts
March 17 2013 05:32 GMT
#290
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
Profile Joined May 2011
437 Posts
Last Edited: 2013-03-17 05:35:30
March 17 2013 05:33 GMT
#291
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
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
March 17 2013 05:38 GMT
#292
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
Profile Joined May 2011
437 Posts
Last Edited: 2013-03-17 05:46:36
March 17 2013 05:44 GMT
#293
On March 17 2013 14:38 TheRabidDeer wrote:
Show nested quote +
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.


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 I am a protoss player
Rabiator
Profile Joined March 2010
Germany3948 Posts
March 17 2013 05:53 GMT
#294
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.
If you cant say what you're meaning, you can never mean what you're saying.
phodacbiet
Profile Joined August 2010
United States1740 Posts
March 17 2013 05:55 GMT
#295
I think nerfing cool down would be fine, so its just not a "yay lets spam it" and more of a "okay, do i want to use it now.. or later"
Geos13
Profile Joined May 2011
437 Posts
March 17 2013 06:01 GMT
#296
On March 17 2013 14:53 Rabiator wrote:
Show nested quote +
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.


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-
Profile Blog Joined June 2007
Canada1397 Posts
March 17 2013 06:05 GMT
#297
Is there a good HotS summary/overview somewhere? Listing the changes and new stuff coming from WoL. I don't understand half of what happens on the MLG stream. :p
unteqair
Profile Joined November 2011
United States308 Posts
Last Edited: 2013-03-17 06:09:47
March 17 2013 06:07 GMT
#298
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
Profile Joined June 2011
United States456 Posts
March 17 2013 06:09 GMT
#299
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
Profile Joined May 2011
437 Posts
March 17 2013 06:16 GMT
#300
On March 17 2013 15:07 unteqair wrote:
Show nested quote +
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.


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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