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Blizzard's Potential Balance Test Map Changes - Page 22

Forum Index > SC2 General
1113 CommentsPost a Reply
Prev 1 20 21 22 23 24 56 Next
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 23 2013 13:25 GMT
#421
On April 23 2013 22:13 Uni1987 wrote:
Show nested quote +
On April 23 2013 21:37 scypio wrote:
On April 23 2013 21:21 Scorch wrote:
+ Show Spoiler +

So no changes to widow mines, eh? From a biased zerg perspective, widow mines are the most cost efficient and annoying units to play against that were ever in the game. They kill overseers, they make muta harrassment too risky, they don't become unburrowed or visible after firing, they're immune to their own splash damage, and they're much easier to use than what zerg has to do to mitigate damage, let alone kill them. It's really rare for a widow mine to not kill its own cost in enemy units, plus it incites frustration and paranoia. Compare how much utility a widow mine yields compared to a roach of the same cost. It's just too much. If they didn't attack air or revealed themselves when shooting, I wouldn't have a problem with them, but they just have no weaknesses at all against zerg.

/end rant


You keep ranting about the mines and vacs but fail to see that some things should change after HotS release. One of them is the top of the EU/NA scene, consisting of like 10 tosses and 20 zergs.

This means 10 of the zergs need to go and 10 T's should appear instead.

The zergs have two options:
a) whine (most popular)
b) prove themselves (and this is what guys like Snute, Nerchio, Hyun, TLO do, competing and winning in the EU/NA cups).

Now take a guess: which zergs will actually go down?


Are you fucking kidding me?

http://nios.kr/

Checked the top recently? ^

Have you seen who qualified for WCS in europe? Only terrans and protoss..

Get a grip.


All the good zergs in Europe were already invited dude.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Sissors
Profile Joined March 2012
1395 Posts
April 23 2013 13:28 GMT
#422
On April 23 2013 22:13 Uni1987 wrote:
Show nested quote +
On April 23 2013 21:37 scypio wrote:
On April 23 2013 21:21 Scorch wrote:
+ Show Spoiler +

So no changes to widow mines, eh? From a biased zerg perspective, widow mines are the most cost efficient and annoying units to play against that were ever in the game. They kill overseers, they make muta harrassment too risky, they don't become unburrowed or visible after firing, they're immune to their own splash damage, and they're much easier to use than what zerg has to do to mitigate damage, let alone kill them. It's really rare for a widow mine to not kill its own cost in enemy units, plus it incites frustration and paranoia. Compare how much utility a widow mine yields compared to a roach of the same cost. It's just too much. If they didn't attack air or revealed themselves when shooting, I wouldn't have a problem with them, but they just have no weaknesses at all against zerg.

/end rant


You keep ranting about the mines and vacs but fail to see that some things should change after HotS release. One of them is the top of the EU/NA scene, consisting of like 10 tosses and 20 zergs.

This means 10 of the zergs need to go and 10 T's should appear instead.

The zergs have two options:
a) whine (most popular)
b) prove themselves (and this is what guys like Snute, Nerchio, Hyun, TLO do, competing and winning in the EU/NA cups).

Now take a guess: which zergs will actually go down?


Are you fucking kidding me?

http://nios.kr/

Checked the top recently? ^

Have you seen who qualified for WCS in europe? Only terrans and protoss..

Get a grip.

Yeah because all the zerg were already invited. Zerg is still the most played race and also at the pro level doing fine.


Learn to play and learn to scout. You cant bitch in a mirror match-up its a skill thing

Just because it is a mirror doesn't mean there can't be balance problems.

That said imo in TvT hellbats aren't a problem at all. Both in drops and just as part of the army there are good counters.
Baum
Profile Blog Joined April 2010
Germany1010 Posts
April 23 2013 13:31 GMT
#423
On April 23 2013 22:06 Lukeeze[zR] wrote:
Buffing spores isn't a bright idea. If they want to affect nothing but the ZvZ meta, why not give the +bio damage to hydras, fungal (vs bio-air only) or infested terrans ? Sc2 is full of special rules anyway, at this point they can keep expanding.

Oracles, meh. Better decrease the damage and the cost, instead of having that glass cannon.

Burrow change leaves me kinda indifferent.

Hellbats need a damage nerf. Usually, in RTS games, speed movement and range are negatively corrrelated. In the hellbats case, both are low and they compensate it with a huge dps. I'd rather have a faster and less powerful hellbat at this point, one that allows you to maneuver around your siege tanks line, rather than having this sluggish but insanely powerful unit.


I don't think speed movement and range correlate all that much honestly most units just have mediocre speed and mediocre range. On the other hand low ranged units have high damage outputs. Since the hellbat is supposed to be a tanky unit I think it's good that it lacks mobility since the hellion is supposed to be the mobile version of the hellbat.
I want to be with those who share secret things or else alone.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 23 2013 13:32 GMT
#424
Haha, all the whiners... if you are dying to oracles then the problem is YOU. And YOU should feel bad about YOUR skill and go make YOUR play better. I like all these changes. Oracles are a huge investment and movement speed is not that big of a buff anyway, after all, they buffed the speed and health regen of mutas, which are a massable unit.
SC2 Mapmaker
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2013-04-23 13:38:39
April 23 2013 13:33 GMT
#425
A 50/50 burrow at hatch tech could bring a ton of variety to zerg early game plays. At that price, there's no reason NOT to get it early on.
Butterednuts
Profile Blog Joined September 2010
United States859 Posts
April 23 2013 13:38 GMT
#426
The problem with using Burrow as a defensive ability is the gas cost. As Zerg, I don't like to take my gasses too early in favor of gathering more minerals to make more queens for defense. I would much rather have more queens as opposed to having Burrow. Queens can spread creep, defend against air, and transfuse if needed. If I get my gasses earlier to make Burrow useful to defend against early hellions, for example, it will cut into my queen production, delaying them significantly.

There's my gold league two cents.
Chameleons Cast No Shadows
Baum
Profile Blog Joined April 2010
Germany1010 Posts
April 23 2013 13:39 GMT
#427
On April 23 2013 22:32 lorestarcraft wrote:
Haha, all the whiners... if you are dying to oracles then the problem is YOU. And YOU should feel bad about YOUR skill and go make YOUR play better. I like all these changes. Oracles are a huge investment and movement speed is not that big of a buff anyway, after all, they buffed the speed and health regen of mutas, which are a massable unit.


It's a huge buff in the early game. It means proxy oracle arrive even earlier and it means you can now kill marines and get out to regen shields and go again with the second oracle which will result in more free wins. It will probably do absolutely nothing to make the oracle a viable mid game harassing unit. So it's a stupid change because it would do what protoss players complain about all the time making a gimmicky unit better at being gimmicky but not giving it more usability in longer games.
I want to be with those who share secret things or else alone.
Sissors
Profile Joined March 2012
1395 Posts
April 23 2013 13:42 GMT
#428
On April 23 2013 22:06 Lukeeze[zR] wrote:
Hellbats need a damage nerf. Usually, in RTS games, speed movement and range are negatively corrrelated. In the hellbats case, both are low and they compensate it with a huge dps. I'd rather have a faster and less powerful hellbat at this point, one that allows you to maneuver around your siege tanks line, rather than having this sluggish but insanely powerful unit.

We could maybe call that unit a hellion? (Which are imo atm underrated)
MateShade
Profile Joined July 2011
Australia736 Posts
April 23 2013 13:49 GMT
#429
i honesly dont think zvz should be changed, i love it currently, so much more interesting than herpderp infestor wars
Decrith
Profile Joined March 2013
Philippines46 Posts
April 23 2013 13:52 GMT
#430
On April 23 2013 22:39 Baum wrote:
Show nested quote +
On April 23 2013 22:32 lorestarcraft wrote:
Haha, all the whiners... if you are dying to oracles then the problem is YOU. And YOU should feel bad about YOUR skill and go make YOUR play better. I like all these changes. Oracles are a huge investment and movement speed is not that big of a buff anyway, after all, they buffed the speed and health regen of mutas, which are a massable unit.


It's a huge buff in the early game. It means proxy oracle arrive even earlier and it means you can now kill marines and get out to regen shields and go again with the second oracle which will result in more free wins. It will probably do absolutely nothing to make the oracle a viable mid game harassing unit. So it's a stupid change because it would do what protoss players complain about all the time making a gimmicky unit better at being gimmicky but not giving it more usability in longer games.


Having an oracle 5 seconds earlier than usual isn't gonna make that big of a difference.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
Last Edited: 2013-04-23 13:54:05
April 23 2013 13:53 GMT
#431
I hope this fix will help protoss in Code S.
Flying, sOs, free, Light, Soulkey & ZerO
JazVM
Profile Joined October 2012
Germany1196 Posts
April 23 2013 13:55 GMT
#432
WCS, Korean invasion, waiting to balance for x amount of time and now this patch. Blizzard is nuts these days.

I really like the fact that they try to give Z a chance for early agression aswell as another way of playing ZvZ. However I don't understand the oracle change and most importantly I don't get why they dont even mention a) medivac speed, b)hellbat (overall) and c) widow mine (probably fine though).
mind mind mind mind mind mind
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
April 23 2013 13:58 GMT
#433
On April 23 2013 22:53 Gladiator333 wrote:
I hope this fix will help protoss in Code S.



No it wont. Oracle speed is a one trick pony. They get the odd build order win here and there, but fundamentally the unit is too gas heavy and has poor utility ( its other spells dont other nothing new).
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
April 23 2013 13:58 GMT
#434
On April 23 2013 22:42 Sissors wrote:
Show nested quote +
On April 23 2013 22:06 Lukeeze[zR] wrote:
Hellbats need a damage nerf. Usually, in RTS games, speed movement and range are negatively corrrelated. In the hellbats case, both are low and they compensate it with a huge dps. I'd rather have a faster and less powerful hellbat at this point, one that allows you to maneuver around your siege tanks line, rather than having this sluggish but insanely powerful unit.

We could maybe call that unit a hellion? (Which are imo atm underrated)


Yeah the hellion is a great meatshield, as we've seen in wol
Terran & Potato Salad.
j4vz
Profile Joined March 2010
Canada976 Posts
April 23 2013 14:00 GMT
#435
On April 23 2013 22:55 JazVM wrote:
WCS, Korean invasion, waiting to balance for x amount of time and now this patch. Blizzard is nuts these days.

I really like the fact that they try to give Z a chance for early agression aswell as another way of playing ZvZ. However I don't understand the oracle change and most importantly I don't get why they dont even mention a) medivac speed, b)hellbat (overall) and c) widow mine (probably fine though).


because Life is crushing terran so easily... I think blizzard is doing the right thing... just wait and zerg will dominate again
someone_elses_lies@live.fr
ffadicted
Profile Joined January 2011
United States3545 Posts
April 23 2013 14:01 GMT
#436
On April 23 2013 22:42 Sissors wrote:
Show nested quote +
On April 23 2013 22:06 Lukeeze[zR] wrote:
Hellbats need a damage nerf. Usually, in RTS games, speed movement and range are negatively corrrelated. In the hellbats case, both are low and they compensate it with a huge dps. I'd rather have a faster and less powerful hellbat at this point, one that allows you to maneuver around your siege tanks line, rather than having this sluggish but insanely powerful unit.

We could maybe call that unit a hellion?


hahaha! I was thinking the same thing while reading that I'm like... uhhh pretty sure that unit already exists XP
SooYoung-Noona!
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2013-04-23 14:12:00
April 23 2013 14:09 GMT
#437
On April 23 2013 22:58 Lukeeze[zR] wrote:
Show nested quote +
On April 23 2013 22:42 Sissors wrote:
On April 23 2013 22:06 Lukeeze[zR] wrote:
Hellbats need a damage nerf. Usually, in RTS games, speed movement and range are negatively corrrelated. In the hellbats case, both are low and they compensate it with a huge dps. I'd rather have a faster and less powerful hellbat at this point, one that allows you to maneuver around your siege tanks line, rather than having this sluggish but insanely powerful unit.

We could maybe call that unit a hellion? (Which are imo atm underrated)


Yeah the hellion is a great meatshield, as we've seen in wol


You cannot have both mobility and tankyness at the same time.

On April 23 2013 22:52 Decrith wrote:
Show nested quote +
On April 23 2013 22:39 Baum wrote:
On April 23 2013 22:32 lorestarcraft wrote:
Haha, all the whiners... if you are dying to oracles then the problem is YOU. And YOU should feel bad about YOUR skill and go make YOUR play better. I like all these changes. Oracles are a huge investment and movement speed is not that big of a buff anyway, after all, they buffed the speed and health regen of mutas, which are a massable unit.


It's a huge buff in the early game. It means proxy oracle arrive even earlier and it means you can now kill marines and get out to regen shields and go again with the second oracle which will result in more free wins. It will probably do absolutely nothing to make the oracle a viable mid game harassing unit. So it's a stupid change because it would do what protoss players complain about all the time making a gimmicky unit better at being gimmicky but not giving it more usability in longer games.


Having an oracle 5 seconds earlier than usual isn't gonna make that big of a difference.


It does. It's the difference between having 6 marines to protect your turrets going up and things spiraling out of control because of not being able to. I'm pretty confident that this change will not make it through testing.
I want to be with those who share secret things or else alone.
Assirra
Profile Joined August 2010
Belgium4169 Posts
April 23 2013 14:17 GMT
#438
On April 23 2013 22:55 JazVM wrote:
WCS, Korean invasion, waiting to balance for x amount of time and now this patch. Blizzard is nuts these days.

I really like the fact that they try to give Z a chance for early agression aswell as another way of playing ZvZ. However I don't understand the oracle change and most importantly I don't get why they dont even mention a) medivac speed, b)hellbat (overall) and c) widow mine (probably fine though).

They are most likely waiting at least till the GSL code S is done before actually judging something is broken.
It seems they learned from their WoL mistakes.
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
April 23 2013 14:17 GMT
#439
On April 23 2013 23:09 Baum wrote:
Show nested quote +
On April 23 2013 22:58 Lukeeze[zR] wrote:
On April 23 2013 22:42 Sissors wrote:
On April 23 2013 22:06 Lukeeze[zR] wrote:
Hellbats need a damage nerf. Usually, in RTS games, speed movement and range are negatively corrrelated. In the hellbats case, both are low and they compensate it with a huge dps. I'd rather have a faster and less powerful hellbat at this point, one that allows you to maneuver around your siege tanks line, rather than having this sluggish but insanely powerful unit.

We could maybe call that unit a hellion? (Which are imo atm underrated)


Yeah the hellion is a great meatshield, as we've seen in wol


You cannot have both mobility and tankyness at the same time.

Show nested quote +
On April 23 2013 22:52 Decrith wrote:
On April 23 2013 22:39 Baum wrote:
On April 23 2013 22:32 lorestarcraft wrote:
Haha, all the whiners... if you are dying to oracles then the problem is YOU. And YOU should feel bad about YOUR skill and go make YOUR play better. I like all these changes. Oracles are a huge investment and movement speed is not that big of a buff anyway, after all, they buffed the speed and health regen of mutas, which are a massable unit.


It's a huge buff in the early game. It means proxy oracle arrive even earlier and it means you can now kill marines and get out to regen shields and go again with the second oracle which will result in more free wins. It will probably do absolutely nothing to make the oracle a viable mid game harassing unit. So it's a stupid change because it would do what protoss players complain about all the time making a gimmicky unit better at being gimmicky but not giving it more usability in longer games.


Having an oracle 5 seconds earlier than usual isn't gonna make that big of a difference.


It does. It's the difference between having 6 marines to protect your turrets going up and things spiraling out of control because of not being able to. I'm pretty confident that this change will not make it through testing.


Learn to scout for proxy stargates, its no different than Zerg scouting for proxy Barracks. Terran shouldn't be immune from cheese just because they want to fast 3 CC every game
Psychobabas
Profile Blog Joined March 2006
2531 Posts
April 23 2013 14:18 GMT
#440
The oracle is just flawed to start with.

It should have never made it into the released game in my opinion.

Either protoss deals ridiculous damage and gets a massive advantage early on or it gets countered and the protoss can only sit there while the opponent pretty much macros up no problem or amoves across the map 3-5 minutes later.

Complete 1-trick pony.
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