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Situation Report: HoTS Balance - Page 28

Forum Index > SC2 General
866 CommentsPost a Reply
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nojok
Profile Joined May 2011
France15845 Posts
March 18 2013 15:52 GMT
#541
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
March 18 2013 15:56 GMT
#542
On March 19 2013 00:29 Luolis wrote:
I wonder why people havent whined about oracle so much. That unit is the definition of op. Guaranteed damage and op allins.

Because it just forces you to play more defensively. If you loose to it, in general you were cutting corner somewhere. Still think the unit can be improved so it is better after the opponent has defended against it at the cost of the insane worker kill speed.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-03-18 16:01:38
March 18 2013 15:57 GMT
#543
On March 18 2013 23:35 Plansix wrote:
Show nested quote +
On March 18 2013 23:31 tauliss wrote:
On March 18 2013 23:17 Cloak wrote:
On March 18 2013 22:59 tauliss wrote:
On March 18 2013 22:47 Cloak wrote:
For people who keep pointing out the small sample size, that also applies to your stance that "HotS is balanced enough to never warrant changes until absolutely necessary." There is other analysis aside from statistical, like watching the games and seeing 6 korean Toss none make it to top 4 because 3 of them,got Afterburned so easily because Terran buffs all integrate perfectly into originally balanced bio play. Afterburn threat comes out too early, needs a research because it capitulates Toss too easily to ever have a chance of a 3rd and has no compromise to army strength and adding harass potential.

Can't have a strategy so OP to limit entire macro devisions of Toss strategy. Only Protoss who stood a chance was Air opener MC, but Zerg also had a stupidly easy time with Hydra/Ling just crushing any build Toss can do. Do we want another 1 1/2 years of Terran dominance with the same tired arguments?


So if the terran is rushing to medivacs they probably aren't taking a quick third, and if you're taking a quick third against a quick teching player you should be punished. That's kind of the way the game works. The protoss options aren't limited, but protoss need to pay attention and scout what their opponents are doing. We saw one player out of 4 try something different and it was pretty successful. So stop complaining so much and give it time.


Yea, but what happens afterward when Terran has map control and a stronger army? Uncontested macro -> gg.



Yeah, but isn't this your fault. It's not like protoss can't contest for map control. Even now more so than ever protoss should have an easier time taking map control. You have this ability called RECALL that you can use to get out of trouble. Maybe also I'm missing something here, if it is 2 base vs 2 base in pvt how does the terran have the advantage. Aslong as you don't tech too hard the army value should be about equal. Again it's all about keeping an eye on your opponent.


Once the terran gets to four medivacs, the protoss currently loses map control due to the fact that the terran can doom drop their base. In a base race, the terran always has the advantage due to the fact that they can fly their buildings. Because of the fear of the doom drop, the protoss is force to stay home and defend while the terran can expand to a third.

This is the current metagame, which can change if the protoss figures out how to delay that third without risking a full base race. It may be through harassment of some sort, but the terran currently has control of the map in the mid game with the speed of the medivac.

Terrans can only doom drop the Protoss base because Protoss are stupid and DO NOT BUILD CANNONS to prevent Medivacs from even getting in. That is the only real option to defend against something like this, because it requires no actions on the defenders side AND it costs zero supply!

Just make sure to completely ignore the Day[9] mantra of "thats a [INSERT STATIC DEFENSE] he didnt want to build" and build a large enough number of static defenses to deter even a doom drop. You dont have to start with that number because drops start with a single Medivac, but you need to add to the number of cannons defending the outer rim of your main base and the natural. There is usually only one spot where those shuttles come in for each of these two bases AND the cannons are nice in the early game against Reapers as well (depending on the map though).


On March 19 2013 00:52 nojok wrote:
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.

Mapmakers are limited by Blizzards unit design, because there is no cliff overlooking bases anymore and gold minerals? Nah ... They cant fix those screw-ups of the dev team, they can only lessen the impact of stupid design.
If you cant say what you're meaning, you can never mean what you're saying.
Drake
Profile Joined October 2010
Germany6146 Posts
March 18 2013 16:03 GMT
#544
On March 19 2013 00:29 Luolis wrote:
I wonder why people havent whined about oracle so much. That unit is the definition of op. Guaranteed damage and op allins.


ok then to shock you, blizzard say they wanna buff it but cant do it because its the master vs bronce problem

oracle may be super strong bronce-diamond but after master its a shituseless unit (jaeh i know mc did well with it mlg but enemys ignored you must go gas first as terran)

so blizzard think about buffing them without hurting lower levels to much
guaranteed is there nothing if you play a terran who go 1gas opening it can be your oracles do nothing and then you nearly lost the game
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
ThirdDegree
Profile Joined February 2011
United States329 Posts
March 18 2013 16:04 GMT
#545
On March 18 2013 23:55 aksfjh wrote:
Show nested quote +
On March 18 2013 23:47 Plansix wrote:
On March 18 2013 23:39 aksfjh wrote:
On March 18 2013 23:29 Plansix wrote:
On March 18 2013 23:25 ThirdDegree wrote:
I would actually like to see a change to the medivac speed. Maybe severely lower it's turning acceleration while boosting so you can't just zip all over the place. I don't think it needs a nerf for balance reasons, but I like the idea of risk vs reward. As of now if you are paying attention to drops, you can dance in and out with no risk at all. I always thought it was awesome in a pvt when you'd see stalkers sort of hiding and wait for the medivac to get in to the base before blinking in and sniping it. Without the risk, it sort of loses some excitement for me.


I have been thinking this as well. I don’t think it would be a huge different to how the unit is used, but would make it so the other races could punish sloppy use of the boost. Plus it just makes sense that the medicvac would control differently while boosted. So instead of charging in, seeing a group of stalkers and zipping out with only taking one shot; the medivac might take 5-7 shots before escaping.

"Instead of the drop being useful once again, let's bring it back to WoL standards!" 5-7 shots kills a medivac btw. It's not proven to be broken yet, and everybody clamoring for changes at this point is stupid.


Oh my bad, I forgot that, 2-3 shot then. As I said earlier, I don’t want the ability nerfed, I just want to be able to deal with it with micro. I will take anything they give me. Nerf blink and make it come earlier. Or make the medivacs control a little different so I can out position them. The ability is awesome, I just want to have the chance to be as awesome to deal with it.

Whoops, I can't do math this morning. 5-7 shots don't kill medivacs, but still take out most of their health. 4-5 stalkers will kill a medivac before it can go over the stalkers boosted. Considering 1 drop is worth at least 500 minerals and 100 gas in investment and army size, I would expect something roughly as costly to nullify them. This is in contrast to WoL, where 3 stalkers would dissuade a double drop...


My original point was not a balance issue. I personally think the speedivacs work fine now, I just like the added risk during drops from a spectator standpoint. It makes it a lot more tense to watch. When I see the medivacs speed towards a base, and then just turn around at the last minute, I get it's a strategic move that the dropper doesn't want to risk it, but as a spectator I like that little bit of tension of "is he going to go for it?" No balance whine intended.
I am terrible
Taefox
Profile Joined March 2010
1533 Posts
Last Edited: 2013-03-18 16:12:58
March 18 2013 16:12 GMT
#546

Show nested quote +
On March 19 2013 00:52 nojok wrote:
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.

Mapmakers are limited by Blizzards unit design, because there is no cliff overlooking bases anymore and gold minerals? Nah ... They cant fix those screw-ups of the dev team, they can only lessen the impact of stupid design.


Why so much hate ? stupid desgin and we spend $$$ to play ? Are we stupid ?
@taefoxy
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
March 18 2013 16:13 GMT
#547
Seems reasonable enough. Good to see that they haven't made any knee jerk responses.
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
Bommes
Profile Joined June 2010
Germany1226 Posts
March 18 2013 16:15 GMT
#548
On March 19 2013 00:29 Luolis wrote:
I wonder why people havent whined about oracle so much. That unit is the definition of op. Guaranteed damage and op allins.


Guaranteed damage? What do you mean?

I could also send my first 6 workers to the opponents base, they are also guaranteed to do damage. Doesn't mean that it's an OP strategy.

I like Oracles a lot.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2013-03-18 16:18:08
March 18 2013 16:16 GMT
#549
On March 19 2013 00:57 Rabiator wrote:
Show nested quote +
On March 18 2013 23:35 Plansix wrote:
On March 18 2013 23:31 tauliss wrote:
On March 18 2013 23:17 Cloak wrote:
On March 18 2013 22:59 tauliss wrote:
On March 18 2013 22:47 Cloak wrote:
For people who keep pointing out the small sample size, that also applies to your stance that "HotS is balanced enough to never warrant changes until absolutely necessary." There is other analysis aside from statistical, like watching the games and seeing 6 korean Toss none make it to top 4 because 3 of them,got Afterburned so easily because Terran buffs all integrate perfectly into originally balanced bio play. Afterburn threat comes out too early, needs a research because it capitulates Toss too easily to ever have a chance of a 3rd and has no compromise to army strength and adding harass potential.

Can't have a strategy so OP to limit entire macro devisions of Toss strategy. Only Protoss who stood a chance was Air opener MC, but Zerg also had a stupidly easy time with Hydra/Ling just crushing any build Toss can do. Do we want another 1 1/2 years of Terran dominance with the same tired arguments?


So if the terran is rushing to medivacs they probably aren't taking a quick third, and if you're taking a quick third against a quick teching player you should be punished. That's kind of the way the game works. The protoss options aren't limited, but protoss need to pay attention and scout what their opponents are doing. We saw one player out of 4 try something different and it was pretty successful. So stop complaining so much and give it time.


Yea, but what happens afterward when Terran has map control and a stronger army? Uncontested macro -> gg.



Yeah, but isn't this your fault. It's not like protoss can't contest for map control. Even now more so than ever protoss should have an easier time taking map control. You have this ability called RECALL that you can use to get out of trouble. Maybe also I'm missing something here, if it is 2 base vs 2 base in pvt how does the terran have the advantage. Aslong as you don't tech too hard the army value should be about equal. Again it's all about keeping an eye on your opponent.


Once the terran gets to four medivacs, the protoss currently loses map control due to the fact that the terran can doom drop their base. In a base race, the terran always has the advantage due to the fact that they can fly their buildings. Because of the fear of the doom drop, the protoss is force to stay home and defend while the terran can expand to a third.

This is the current metagame, which can change if the protoss figures out how to delay that third without risking a full base race. It may be through harassment of some sort, but the terran currently has control of the map in the mid game with the speed of the medivac.

Terrans can only doom drop the Protoss base because Protoss are stupid and DO NOT BUILD CANNONS to prevent Medivacs from even getting in. That is the only real option to defend against something like this, because it requires no actions on the defenders side AND it costs zero supply!

Just make sure to completely ignore the Day[9] mantra of "thats a [INSERT STATIC DEFENSE] he didnt want to build" and build a large enough number of static defenses to deter even a doom drop. You dont have to start with that number because drops start with a single Medivac, but you need to add to the number of cannons defending the outer rim of your main base and the natural. There is usually only one spot where those shuttles come in for each of these two bases AND the cannons are nice in the early game against Reapers as well (depending on the map though).


Show nested quote +
On March 19 2013 00:52 nojok wrote:
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.

Mapmakers are limited by Blizzards unit design, because there is no cliff overlooking bases anymore and gold minerals? Nah ... They cant fix those screw-ups of the dev team, they can only lessen the impact of stupid design.

Says the man who stated that he wouldn't buy hots and didn't play SC2. Boosted medivacs have a sight range of 10, a speed that is faster than any unit in the game when boosted and turn on a dime. They are just going to fly around the cannons that cannot move to chase them. There are no amount of photon cannons you can build that is going to stop a doom drop, since they can just fly around them. And not on two bases.

The protoss army is not leaving while there are 2-4 medivacs on the field until their own 3rd base is secure. No amount of cannons is going to let them leave.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-03-18 16:20:00
March 18 2013 16:17 GMT
#550
On March 19 2013 00:57 Rabiator wrote:
Show nested quote +
On March 18 2013 23:35 Plansix wrote:
On March 18 2013 23:31 tauliss wrote:
On March 18 2013 23:17 Cloak wrote:
On March 18 2013 22:59 tauliss wrote:
On March 18 2013 22:47 Cloak wrote:
For people who keep pointing out the small sample size, that also applies to your stance that "HotS is balanced enough to never warrant changes until absolutely necessary." There is other analysis aside from statistical, like watching the games and seeing 6 korean Toss none make it to top 4 because 3 of them,got Afterburned so easily because Terran buffs all integrate perfectly into originally balanced bio play. Afterburn threat comes out too early, needs a research because it capitulates Toss too easily to ever have a chance of a 3rd and has no compromise to army strength and adding harass potential.

Can't have a strategy so OP to limit entire macro devisions of Toss strategy. Only Protoss who stood a chance was Air opener MC, but Zerg also had a stupidly easy time with Hydra/Ling just crushing any build Toss can do. Do we want another 1 1/2 years of Terran dominance with the same tired arguments?


So if the terran is rushing to medivacs they probably aren't taking a quick third, and if you're taking a quick third against a quick teching player you should be punished. That's kind of the way the game works. The protoss options aren't limited, but protoss need to pay attention and scout what their opponents are doing. We saw one player out of 4 try something different and it was pretty successful. So stop complaining so much and give it time.


Yea, but what happens afterward when Terran has map control and a stronger army? Uncontested macro -> gg.



Yeah, but isn't this your fault. It's not like protoss can't contest for map control. Even now more so than ever protoss should have an easier time taking map control. You have this ability called RECALL that you can use to get out of trouble. Maybe also I'm missing something here, if it is 2 base vs 2 base in pvt how does the terran have the advantage. Aslong as you don't tech too hard the army value should be about equal. Again it's all about keeping an eye on your opponent.


Once the terran gets to four medivacs, the protoss currently loses map control due to the fact that the terran can doom drop their base. In a base race, the terran always has the advantage due to the fact that they can fly their buildings. Because of the fear of the doom drop, the protoss is force to stay home and defend while the terran can expand to a third.

This is the current metagame, which can change if the protoss figures out how to delay that third without risking a full base race. It may be through harassment of some sort, but the terran currently has control of the map in the mid game with the speed of the medivac.

Terrans can only doom drop the Protoss base because Protoss are stupid and DO NOT BUILD CANNONS to prevent Medivacs from even getting in. That is the only real option to defend against something like this, because it requires no actions on the defenders side AND it costs zero supply!

Just make sure to completely ignore the Day[9] mantra of "thats a [INSERT STATIC DEFENSE] he didnt want to build" and build a large enough number of static defenses to deter even a doom drop. You dont have to start with that number because drops start with a single Medivac, but you need to add to the number of cannons defending the outer rim of your main base and the natural. There is usually only one spot where those shuttles come in for each of these two bases AND the cannons are nice in the early game against Reapers as well (depending on the map though).


Show nested quote +
On March 19 2013 00:52 nojok wrote:
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.

Mapmakers are limited by Blizzards unit design, because there is no cliff overlooking bases anymore and gold minerals? Nah ... They cant fix those screw-ups of the dev team, they can only lessen the impact of stupid design.


Right, let's just ring the main base with 30 cannons to have 3-4 cannons in range of every possible drop location to stop a doom drop, because anything less and he'll just scan, find the open spot, and boost right in or over the cannons. And we'll do that at the 10-12 minute mark when he's got 4 medivacs and more coming and have no units at all, so we lose when he stims in the front door. Oh, and forget about taking a third base with all that money invested into cannons. Let's not forget that if he can unload in the corner of your base and then stim into your cannon wall, the cannons will be worthless, because they suck at dealing damage to MMM.

You can't cannon up enough to stop a doom drop against speed medivacs before you're maxed out on 3-4 bases or until you've got storm and a bunch of high templar to buy time.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
Last Edited: 2013-03-18 16:19:51
March 18 2013 16:19 GMT
#551
Source: http://us.battle.net/sc2/en/forum/topic/8197652564

David Kim: HoTS Thoughts 3/18/2013
Just wanted to let you know that our design team is watching every major match carefully and will continue doing so.

Some things we're noticing are:

- The super aggressive play is turning out to be really fun to watch.

- Nobody is close to figuring the game out yet.

- A few players are really changing up their play and having completely different results than what's expected by the majority.

- Some of the initial balance concerns do seem to be continuing in games whereas the more creative players aren't struggling as much against them.

Some things we're thinking of going forward:

- We'll try our best to not be too quick to make judgments on things that are allowing players to play a much more aggressive game. For example, yes Medivacs look strong but it's forcing even the opponents to play aggressive and the constant action throughout the game is looking to be really fun to watch.

- We'll continue watching all the pro and community concerns, but keep in mind we'd really like the game to settle before we step in and make a move.
aka: KTVindicare the Geeky Bartender
eXdeath
Profile Joined August 2011
France66 Posts
March 18 2013 16:20 GMT
#552
On March 19 2013 00:12 LSN wrote:

--- make corruptor light instead of armored (then ghosts gonna be a problem tho)




This would make the Phoenixes crush both Mutalisks and Corruptors, bad idea.

I think they should rather modify the Void Ray ability. They could test things so that, for example, when the Prismatic Alignment is active, the Void Rays become much much slower and wouldn't be able to escape or chase units.
Well, it should be risky for the Protoss to activate this ability in some situations.
I think it's true for all units, the game is entertaining when a strat is both powerful and risky, depending on situations.
ZenithM
Profile Joined February 2011
France15952 Posts
March 18 2013 16:22 GMT
#553
On March 19 2013 01:19 Vindicare605 wrote:
Source: http://us.battle.net/sc2/en/forum/topic/8197652564

David Kim: HoTS Thoughts 3/18/2013
Show nested quote +
Just wanted to let you know that our design team is watching every major match carefully and will continue doing so.

Some things we're noticing are:

- The super aggressive play is turning out to be really fun to watch.

- Nobody is close to figuring the game out yet.

- A few players are really changing up their play and having completely different results than what's expected by the majority.

- Some of the initial balance concerns do seem to be continuing in games whereas the more creative players aren't struggling as much against them.

Some things we're thinking of going forward:

- We'll try our best to not be too quick to make judgments on things that are allowing players to play a much more aggressive game. For example, yes Medivacs look strong but it's forcing even the opponents to play aggressive and the constant action throughout the game is looking to be really fun to watch.

- We'll continue watching all the pro and community concerns, but keep in mind we'd really like the game to settle before we step in and make a move.

Fair enough, good post by D.Kim
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2013-03-18 16:26:47
March 18 2013 16:25 GMT
#554
On March 19 2013 01:19 Vindicare605 wrote:
Source: http://us.battle.net/sc2/en/forum/topic/8197652564

David Kim: HoTS Thoughts 3/18/2013
Show nested quote +
Just wanted to let you know that our design team is watching every major match carefully and will continue doing so.

Some things we're noticing are:

- The super aggressive play is turning out to be really fun to watch.

- Nobody is close to figuring the game out yet.

- A few players are really changing up their play and having completely different results than what's expected by the majority.

- Some of the initial balance concerns do seem to be continuing in games whereas the more creative players aren't struggling as much against them.

Some things we're thinking of going forward:

- We'll try our best to not be too quick to make judgments on things that are allowing players to play a much more aggressive game. For example, yes Medivacs look strong but it's forcing even the opponents to play aggressive and the constant action throughout the game is looking to be really fun to watch.

- We'll continue watching all the pro and community concerns, but keep in mind we'd really like the game to settle before we step in and make a move.

Awesome, I love DK for this. I hope they consider boosting the other races agressive abilities if it is necessary, rather than nerfing medivacs. More scouting, more agression and less turtling. Give protoss cheaper warp prisim speed out of the cyber core and zerg cheaper drops. Make the best defense a good offense.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
nojok
Profile Joined May 2011
France15845 Posts
March 18 2013 16:52 GMT
#555
I just had a random idea, maybe it's totally wrong, but why not make the boost forcing the medivacs to go in a straight line & can't drop/pick units? They will still be very powerful but more risky if you do it blindly and it would require more skill to be able to drop exactly where you want.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
( bush
Profile Joined April 2011
321 Posts
March 18 2013 17:11 GMT
#556
hello everyone, take a look at this top30: http://nios.kr/sc2/kr/1v1/hots/


Im actually surprised seeing (average) 10 terrans, 10 toss, 10 zergs.

oo
Dekoth
Profile Joined March 2010
United States527 Posts
March 18 2013 17:42 GMT
#557
After watching the whole thing, I can honestly say I am excited for the direction Sc2 is going for the first time. The action especially on day 3 was just amazing to watch. As I mentioned earlier, I am hesitant to call a balance issue yet given the extreme lack of diversity on tactics used. Some things feel strong, some things feel weak. However the fact remains is HoTS is far far from figured out. My only concern is that certain tactics seem to require a Far far higher skill level to defeat than they do to execute. While this may not affect the pros, it could lead to certain tactics just curbstomping people on the ladder.

That all said, I am personally excited to see up and coming competitions and watch the metagame develop. I expect there will be sweeping changes over the next few months and hope blizzard refrains from any changes until things are better understood. Those were just Fantastic matches to watch.
Anachromy
Profile Blog Joined September 2010
United States194 Posts
Last Edited: 2013-03-18 17:47:23
March 18 2013 17:44 GMT
#558
I recent just had a bit of an epiphany regarding Medivacs. personally, I see nothing wrong with the Medivac speed upgrade, to me, it adds more utility to an already great unit. but watching games, expecially TvP, I see the ability being overly abused. watching medivacs pop afterburner and be able to follow and heal stimmed bio seemed overly strong vs Protoss, in WoL, stimmed bio stutter stepping and retreating would cause the medivacs to lag behind, allowing protoss units to slowly pick off the medivacs. something that rarely happens in HotS.

So, the idea I wanted to bring into question, is if during the afterburner activation, and even perhaps during it's cooldown, should the medivac be able to continue it's healing capabilities? I feel that allowing the medivac to move fast, but not heal, would really improve the risk/reward aspect to this ability. and create some interesting situations and decisions for both players.

Forgive me if this concept has been brought up before.
Thor.Rush
Profile Joined April 2011
Sweden702 Posts
March 18 2013 17:50 GMT
#559
On March 19 2013 01:52 nojok wrote:
I just had a random idea, maybe it's totally wrong, but why not make the boost forcing the medivacs to go in a straight line & can't drop/pick units? They will still be very powerful but more risky if you do it blindly and it would require more skill to be able to drop exactly where you want.


Interesting idea.
| SaSe | Naniwa |Stephano | LucifroN | Mvp | MarineKing | ByuN | Polt | MC | Parting |
Ercster
Profile Joined August 2011
United States603 Posts
Last Edited: 2013-03-18 17:59:30
March 18 2013 17:59 GMT
#560
On March 18 2013 21:30 Infinite Loop wrote:
Show nested quote +
On March 18 2013 20:12 Ercster wrote:
For the medivac boost, I think they should increase the cooldown time for it (from 20 seconds to 40), then you can't boost in, drop, do damage, and boost out. You have to decide beforehand if you want to use it to get in or save it for when you leave. It would make static defense better against the drops.

For the widow mines, I think a few things need to be done (maybe not all of these):
Increase their cost
Make them require a tech lab, so you can't produce 2 at a time
Increase the burrow time to 4 seconds and drilling claws to 2 seconds
Make them easier to detect like they become visible when they're on cooldown

I can't really say much about the oracle yet, but maybe something small like increasing the mana use to 3/s from 2/s.

Corrupters need a buff. I haven't really figured out what yet, though, but it seems like Zergs anti-air is underpowered against the other 2 races air units.


What credentials do you have to suggest these changes to this game?

How many games of HOTS have you seen professionally played to determine these changes, do you think that's enough?


What kind of stupid fucking logic is that? Why do I need to have "credentials" in order to give my opinion? That's right, I don't.
“The good thing about science is that it's true whether or not you believe in it.” -Neil deGrasse Tyson
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