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Blizzard's Potential Balance Test Map Changes - Page 29

Forum Index > SC2 General
1113 CommentsPost a Reply
Prev 1 27 28 29 30 31 56 Next
EvanC
Profile Joined January 2012
Canada130 Posts
Last Edited: 2013-04-23 22:07:08
April 23 2013 22:06 GMT
#561
The hydra buff everybody wants to see is speed no longer needing an upgrade!

I don't really want to have to spore up like crazy, I'd rather play smartly with more maneuverable units...
WarrickHunt
Profile Joined December 2010
United Kingdom393 Posts
April 23 2013 22:09 GMT
#562
As a zerg, the match up that requires the least work from my point of view is ZvZ, how about sorting the Hell-bats or Widow Mines first
Patate
Profile Joined January 2011
Canada441 Posts
April 23 2013 22:10 GMT
#563
Truth of the matter is, as long as the game is not hard enough to control, there will always be imbalances.

BW was " balanced" for nearly 12 years because it was the player's skill vs the opponent's skill a lot more than the actual units used.
Dead game.
RyLai
Profile Joined May 2011
United States477 Posts
April 23 2013 22:12 GMT
#564
Well... This is nothing short of disappointing... (Coming from a Terran) I feel Hellbats should be nerfed and Oracles should be nerfed. TvP used to be one of my better matchups, but now it's hell to deal with Oracles into some form of all in (or with a frontal poke) if I go for an economic build. Yes, the game is still very young, and we, as players, have a lot to discover with respect to timings and execution in order to optimally defend, but I'd like to be able to defend it without having to blind go 1-1-1 Mine Drop into expansion. I definitely don't feel like they need to be buffed before they are thoroughly tested out. Protoss players SHOULD know that Stargate openings are REALLY strong right now. MC DESTROYED Mvp with Oracles like a month ago and Protoss players are still too dumb to try out the new unit. MC has stated himself that he feels like Oracles are a very good unit. I feel like the better players will experiment with Oracles more and Blizzard will get data from that. I really don't want another incentive buff like what happened to Infestors and the Warp Prism that set them over the top because the masses were too stubborn or narrow-visioned to try them.

And as we see Firebats used more and more, it becomes pretty obvious they need a nerf. Mines have the possibility of some backlash with mine drags, but Firebats don't have such an issue and tank Banelings like no other. And their base damage is too high. They destroy Ling/Bane and with a good ratio of Marines and Marauders, Roaches and Mutas aren't a threat either. And Hydras straight up suck. And Hellbat drops do so much damage. >.> It's absurd. ST_Sound got an all kill with these OP bats from hell. Not taking away from his skill, but to use a single build to all kill a team (with multiple matchups) is a bit much... Hellbats are kited pretty easily, but in TvP and TvZ, the Terran is looking to kite you, while the Hellbat just tanks and does damage while you charge at him. In TvT and TvZ, if they go mech, then you can't really kite a unit that's under the protection of Siege Tank fire. And if you run up to snipe tanks, Hellbats do work on your army. Prior to the addition of Hellbats to TvT, mech was completely viable even if it took more skill to play than bio. Now, well-played mech can destroy bio play. While I was totally fine with this when blue flame Hellions were the thing in TvT, Blizzard has stated they wanted bio to be viable. I've since gotten pretty good (at my low level of play) at using the heavier Marine/Medivac into tanks style that was how TvT was generally played at the end of WoL (since sufficient Marine spam early on, especially with Medivac support, could break tank lines). So if mech TvT is final, I'm fine with it (though I'd rather have it be in the more mobile Hellions that take more skill to kill workers with than Hellbats). But Hellbats need to be nerfed, whether Blizzard decided to let mech be the final stage of TvT or not.

Also, Widow Mines, while they help the TvZ matchup significantly, are a bit too strong in prolonged fights. Flash's semi-parade bio march with Widow Mine support style is extremely powerful and relatively safe with Widow Mines. Although I LOVE to see this constant aggression style (it's far more enjoyable than slow-pushing and watching the Zerg just overrun everything anyway or fail and the Terran slow pushes at a faster pace into the Zerg base and wins).

And I LOVE Muta/ling ZvZ. It's very exciting to watch (past the crazy Ling/Baneling stage) when played well. Mobility, multiple attacks, and multitasking should be the way the game is played. We shouldn't increase defenses. We should just give everyone the ability to do reasonable damage given good control while the opponent can mitigate a lot of the damage with equally good control. From there, whoever multitasks better will win. I feel like this is how the game should be played.
Savage88
Profile Joined April 2013
Germany132 Posts
April 23 2013 22:12 GMT
#565
Just nerf Mutas and Voids /END
Dworlines
Profile Joined February 2012
France5 Posts
April 23 2013 22:14 GMT
#566
I hope David Kim will take care of these poll in the patch incoming
trada
Profile Joined August 2012
Germany347 Posts
April 23 2013 22:15 GMT
#567
glad they are considering the mass mutas in zvz the biggest issue. it is so boring to watch these days...
~
Prplppleatr
Profile Joined May 2011
United States1518 Posts
April 23 2013 22:23 GMT
#568
I thought they already increased the dmg spores did?
🥇 Prediction Contest - Mess with the best, die like the rest.
DurandaL917
Profile Joined December 2010
United States92 Posts
April 23 2013 22:23 GMT
#569
I like the proposed ZvZ change the most but after watching ForGG and Bunny kill / lose a combined 300 SCVs in a single game it's hard not to think Hellbats should see some kind of nerf
we make post and then we defense it
Osiccor
Profile Joined March 2011
Canada128 Posts
April 23 2013 22:24 GMT
#570
On April 24 2013 07:15 trada wrote:
glad they are considering the mass mutas in zvz the biggest issue. it is so boring to watch these days...


What is Blizzard's goal? Make the game more fun to play or make the game more fun to play?

Muta vs muta is boring to watch but from a player perspective, it is not boring to play.
omnic
Profile Joined July 2010
United States188 Posts
April 23 2013 22:25 GMT
#571
On April 24 2013 07:24 Osiccor wrote:
Show nested quote +
On April 24 2013 07:15 trada wrote:
glad they are considering the mass mutas in zvz the biggest issue. it is so boring to watch these days...


What is Blizzard's goal? Make the game more fun to play or make the game more fun to play?

Muta vs muta is boring to watch but from a player perspective, it is not boring to play.


Says the terran player?
sciserr
Profile Joined June 2012
Norway16 Posts
April 23 2013 22:26 GMT
#572
On April 23 2013 12:01 Calm wrote:
It makes me so happy that the biggest issue in this game is a mirror matchup. Good job Blizz! And I think the problem is just a metagame thing, if you scout spire there are timings where the zerg just dies. It's like letting a protoss get 20 tempests (funday monday anyone?). Don't let it happen


WOW. You havent played single ZvZ as of late have you...
I have no time for gains!
Soda-88
Profile Joined April 2012
Croatia476 Posts
Last Edited: 2013-04-23 22:29:48
April 23 2013 22:28 GMT
#573
I actually can't believe hellbats are still untouched... 15 aoe dps vs light, 9 vs everything else... zealot's dps is 13,3 to a single target. They should just give hellbats 1 (maybe 2 even?) armor and have same damage as hellions (retain faster attack speed though, 0,5 attack/s vs 0,33 of hellion's) and benefit from blue flame so they aren't as retarded straight out of the box (vs ling/zealot/workers).
Bottom line is, between hellbats and widow mines, bio terran has way too much dps.

Edit: and then maybe remove armory requirement
yep
Profile Joined February 2012
Canada9 Posts
April 23 2013 22:34 GMT
#574
going hydra vs muta was already viable imo. Spores were of course needed, but 2-3 spores at each bases + queen was doing fine since with hydra you could trade decently and not let him get a big ball of mutas. I had actually a very good win % at master level doing that
Un pour tous et tous pour un
omnic
Profile Joined July 2010
United States188 Posts
Last Edited: 2013-04-23 22:38:08
April 23 2013 22:37 GMT
#575
On April 24 2013 07:01 Cyro wrote:
Show nested quote +
On April 24 2013 06:40 omnic wrote:
On April 24 2013 06:37 Whitewing wrote:
On April 24 2013 06:10 StarscreamG1 wrote:
If Hydras had +1 armor, would't it help a lot specially against voids, mutalisks, and stimmed marines?


That's such a huge buff to hydralisks, you'd see a lot of mass hydra armies. Remember the difference between 2 armor roaches and 1 armor roaches?


To be frank I think what balanced roaches more was the supply cost being increased to 2 supply instead of 1 and the 2 armor down to 1 was much less important. At any rate though it wouldn't help in zvz because the problem with hydralisks are banelings and mass lings.

On April 24 2013 06:40 llIH wrote:
Kind of wierd balance. But I like the AA Hydra buff


I think you misread the post. There is no AA hydra buff coming.


You said it yourself..

It takes three banelings (150/75) to kill a hydralisk (100/50) therefore banes have to hit an average of 1.5 hydralisks to be efficient.

They're good in large blobs where splitting is much harder, but their main use is to pull hydra numbers down a lot to make it so lings and mutas can deal with them easier, lings and other units are the main threat. I mean somebody going pure bane, he wont ever beat hydralisk in low numbers, and with great micro, in high ones either.

If you throw in +1 base armor to hydras (20% damage nerf to lings, 20% to muta if an attack hits 3 hydras) or for example - if you were to get a fast evo chamber and have +1 armor done and +1 armor base - completely arbitrary, maybe won't happen in a game, but:

40% less damage on lings, 35% less damage on mutas (9-3-1 reduced to 7, 1, 0.5) (0.5 is minimum damage)

I mean, if Hydras have +1 base armor and you get fast armor upgrades - maybe if hydra speed is buffed (it was nerfed from +50% speed to +25% between battle reports and beta though it was moved to lair) then you can make ONE HELL OF A DENT against a ling muta army. It's just economy and banelings wrecking you too hard that you have to worry about. Of course that's all random theorycrafting speculation etc, but i could totally see hydra heavy armies becoming a LOT LOT STRONGER even if they dont work - with only +1 base armor, people getting armor upgrades earlier - perhaps a slight speed boost. Hell - if they lost the "light" tag and got +1 armor they would instantly become GODLIKE vs ling muta because you can't bane to break up bigger packs of them.


The reason why hydra play generally doesn't work vs mutalisk is that banelings will rape your hydralisks. They don't simply put a dent in it they completely demolish the majority of the hydralisks. With 400 gas worth of banelings (not exactly undoable since the mutalisk player will always be at least 1 base ahead of the hydralisk player) you're going to destroy nearly all if not all of the hydralisks. 1 extra armor isn't going to allow the 0-10 hydralisks that survive the banelings to do much against 25+ mutalisks with zerglings. It's a bad change because it affects other matchups more than the one it's trying to address.

On April 24 2013 07:23 Prplppleatr wrote:
I thought they already increased the dmg spores did?

They did, they want to increase it even more though.
DoNuTs84
Profile Joined February 2012
Denmark24 Posts
April 23 2013 22:40 GMT
#576
Im pretty sure buffing spores more would not make Zergs stop making Mutas in ZvZ. Buff Infestors so Zerg can have different tech to play around with. At least that would make games more interesting to watch also. Zerg dont really have many midgame options at the moment
ooDi
Profile Blog Joined August 2010
Canada170 Posts
April 23 2013 22:40 GMT
#577
buff on burrow is going to kill terran..
"Believe you can and you're halfway there." @UR_ooDi www.twitch.tv/ooDi_sc
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
April 23 2013 22:52 GMT
#578
It's a good thing Blizzard never does that one thing that just makes Protoss completely unbeatable, leaving them mired in mediocrity.
I'm not stupid, a marauder just shot my brain.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
April 23 2013 22:53 GMT
#579
@buff on burrow: don't like this. all this does is make all-ins stronger but doesn't do anything really to make zerg "more aggressive" if they play standard

@buff on oracle speed: what the heck? :<
Twitter: @zhurai | Site: http://zhurai.com
ishmoks
Profile Joined November 2010
Philippines50 Posts
April 23 2013 22:56 GMT
#580
On April 24 2013 03:25 Rabiator wrote:
Show nested quote +
On April 24 2013 03:20 Shikyo wrote:
SC2 harder for casuals than BW? I mean... that's just completely off. The players who were attacking with 5 Zealots and 3 Dragoons at 10min in BW with their 40 APM are now platinum in SC2. SC2 is far more casual-centric.

Thats just stupid, because you have to do FAR MORE multitasking .... just argue with the things I mentioned which make any kind of casual strategy harder. Did you ever get killed in a few minutes because your opponent made one or two Reapers and jumped into your walled off base and you werent ready for it? That is a stupid and not really satisfying way for a game to be played.

BW simply did not have these gimmicks and was much simpler and thus easier to play for a casual ... If you dont want to accept that it is just Blizzard propaganda about the awesome unlimited unit selection ... which is stupid and the cause for many balance issues.


Your suggestions for changes in the game make the game really BORING.

That's like asking the NBA to take out slam dunks and fade aways from basketball just because the "casuals" can't do it like the pros do.

BORING.
I play Type 1
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