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Blizzard's Potential Balance Test Map Changes - Page 4

Forum Index > SC2 General
1113 CommentsPost a Reply
Prev 1 2 3 4 5 6 54 55 56 Next
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
April 23 2013 01:39 GMT
#61
Glad nothing drastic was introduced. Wondering if there is going to be some type of widow mine nerf though because I have been avoiding the bio/mine style for a while now with the expectation of seeing some kind of nerf with all the bitching thats going on. Other than that though, not sure what else needs to be nerfed from terran. People complain about the hellbat because they spam light units and expect them to roll over anti-light units like they used to do with the hellion. Sadly, it doesn't work like that. Maybe make something other than lings, banelings, marines, and zealots to beat them?
ok
DashedHopes
Profile Blog Joined November 2010
Canada414 Posts
April 23 2013 01:40 GMT
#62
YAY vive le protoss bufffzzzz !
omnic
Profile Joined July 2010
United States188 Posts
Last Edited: 2013-04-23 01:45:37
April 23 2013 01:41 GMT
#63
I don't understand why blizzard thinks that the spore crawler is the key to changing the zvz meta and I REALLY don't understand why they think the change that spore crawlers would need is to have more damage. Why not just remove the light armor that hydralisks have to reduce the effectiveness of banelings against them? The oracle change seems pretty crazy as well. I mean are oracles going to be faster than mutalisks now?
SeaSmoke
Profile Joined July 2010
United States326 Posts
April 23 2013 01:42 GMT
#64
On April 23 2013 10:39 LgNKami wrote:
Glad nothing drastic was introduced. Wondering if there is going to be some type of widow mine nerf though because I have been avoiding the bio/mine style for a while now with the expectation of seeing some kind of nerf with all the bitching thats going on. Other than that though, not sure what else needs to be nerfed from terran. People complain about the hellbat because they spam light units and expect them to roll over anti-light units like they used to do with the hellion. Sadly, it doesn't work like that. Maybe make something other than lings, banelings, marines, and zealots to beat them?


The problem is all workers are light...it's a little OP to drop two units into a mineral line and force a full pull of all workers or instantly lose 5-6...even with a spine/cannon in mineral line they tank enough to still kill groups of workers before dying.
Prog455
Profile Joined April 2012
Denmark970 Posts
April 23 2013 01:45 GMT
#65
On April 23 2013 09:48 acrimoneyius wrote:
Those are okay changes, but I wish they'd look more closely at the subtleties of the game.

For instance, widow mines reaction time being a few milliseconds faster would benefit the person against widow mines based on sending units forward to activate them.

Also, little disappointed with TvP remaining relatively unchanged. Mech may need more experimentation, but almost every protoss unit still dominates the siege tank.


I think the big problem is that atleast some Mech units (Hellbats, Widow Mines, Thors) are already pretty strong in TvZ. Any buff that would make them viable in TvP would simply make them OP in TvZ.

I have to admit though that i would like to see a buff in Tank damage and a buff in Hydralisk damage or health. This way Zerg would be able to deal with buffed Tanks and it might also solve some of the issues in ZvZ. Furthermore i would also deal with some of the problems with Voidrays in PvZ.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 23 2013 01:46 GMT
#66
Hellbats is just a pain in all matchups, even in TvT where a fail drop can still kill 10 workers... Or a drop in 15 marines.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 23 2013 01:46 GMT
#67
Focus on ZvZ is good, spore + bio is an ugly but useful way to only effect ZvZ. Strange how they suddenly like that now though while they hardly used such specific matchup changes before.
I don't think the spore change is that nice though, I prefer to see infestor's reinstated as having a proper anti-air role a little again. For example increase rooting time to 6 seconds (less dps but more useful for rooting in place) or increase fungal damage against air as that would nicely nerf the mass air strat in PvZ a little too (which i don't feel is neccesarily unbalanced, just incredibly boring).

Burrow change is fine, won't do much for aggressive openings I think as burrow just doesn't work well as an aggressive play but cool to see anyway.

Oracle change is ok I guess though not really a change I prefer, it's already ok though used little but buffing it like this will just make it a better gimmick early on. PvT will still be a matchup where P has 9 mins to do funky stuff and then has to defend drops till he has upgraded + double aoe to finally move out. The proper change is nerfing medivacs or actually giving the stargate something useful in PvT except gimmick harass. None of the stargate units is really useful beyond the midgame except carriers in case of mech which T doesn't go anyway. The phoenix does abysmal damage against medivacs and die instantly to rines later.

These changes are VERY mild moves in the right direction, there are still a ton of things warranting attention:
- MECH, it's a shame this is practically useless in 2 out of 3 matches. Not only would it be great for terran to change up their style, it's also great for the other races to play something else and a different style for a change. Protoss being aggressor instead of defender against terran would be so cool. Do something with the tank to make it a useful mass unit everybody loves and not this niche rush defence / TvT unit it is now.
- MMMM against zerg is just a slight bit broken now, medivac or mine needs small nerf (results already indicate this a little bit and expect more to follow soon)
- Protoss is still too much deathball like with a sprinkle of stargate/dt harass as exceptions. MsC slightly fails at bringing lots of cuthroat small aggression. I'd really like to see this changed in it's essence, for example weaken it's attack but buff it's speed and make recall capped at 8 units. Give protoss the tools for back and forth play not the camp-till-deathball play it's perhaps even more now than in WoL.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 23 2013 01:47 GMT
#68
On April 23 2013 10:42 SeaSmoke wrote:
Show nested quote +
On April 23 2013 10:39 LgNKami wrote:
Glad nothing drastic was introduced. Wondering if there is going to be some type of widow mine nerf though because I have been avoiding the bio/mine style for a while now with the expectation of seeing some kind of nerf with all the bitching thats going on. Other than that though, not sure what else needs to be nerfed from terran. People complain about the hellbat because they spam light units and expect them to roll over anti-light units like they used to do with the hellion. Sadly, it doesn't work like that. Maybe make something other than lings, banelings, marines, and zealots to beat them?


The problem is all workers are light...it's a little OP to drop two units into a mineral line and force a full pull of all workers or instantly lose 5-6...even with a spine/cannon in mineral line they tank enough to still kill groups of workers before dying.

Meh. I hope they keep the Terran Reavers in the game. It puts a smile on my face.
ㅇㅅㅌㅅ
baubo
Profile Joined September 2008
China3370 Posts
April 23 2013 01:47 GMT
#69
My own personal opinion as a long time BW fan is that maps can change the meta game just as much as patches, and do so in a way that's a lot less intrusive and can allow for more variety. i.e. you can have one map that's good for muta wars and another that's better for infestor play. Hence resulting in more overall variety.
Meh
suicideyear
Profile Joined December 2012
Ivory Coast3016 Posts
April 23 2013 01:48 GMT
#70
thanks, now i can have proxy stargate in my mineral line before i even have engineering bay/mines out even faster
)))____◎◎◎◎█████
MarF
Profile Blog Joined April 2008
Canada156 Posts
April 23 2013 01:48 GMT
#71
I wish they'd do something with the corrupter. It's such a shitty boring unit and changes to it could have the potential to combat many of the current issues: all muta zvz, mass air late game pvz, terran drops tvz. We only ever really seem them as a timing in zvp when there's only a few colossus out. They need to be re-worked IMO
RogerChillingworth
Profile Joined March 2010
2840 Posts
April 23 2013 01:48 GMT
#72
On April 23 2013 10:45 Prog455 wrote:
Show nested quote +
On April 23 2013 09:48 acrimoneyius wrote:
Those are okay changes, but I wish they'd look more closely at the subtleties of the game.

For instance, widow mines reaction time being a few milliseconds faster would benefit the person against widow mines based on sending units forward to activate them.

Also, little disappointed with TvP remaining relatively unchanged. Mech may need more experimentation, but almost every protoss unit still dominates the siege tank.


I think the big problem is that atleast some Mech units (Hellbats, Widow Mines, Thors) are already pretty strong in TvZ. Any buff that would make them viable in TvP would simply make them OP in TvZ.

I have to admit though that i would like to see a buff in Tank damage and a buff in Hydralisk damage or health. This way Zerg would be able to deal with buffed Tanks and it might also solve some of the issues in ZvZ. Furthermore i would also deal with some of the problems with Voidrays in PvZ.


uhhh, buffed hydralisks wouldn't help with better tanks....that's a straw man if i've ever seen one.

now if you were to say revert roaches back to 1 supply...
aka wilted_kale
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2013-04-23 02:26:10
April 23 2013 01:49 GMT
#73
Blizzard needs to make more skill-based changes, not unit damage buffs/nerfs. Increase the skill cap on certain units (via mechanical or movement tweaks, for example), so players can get more out of them if and only if they control them better than they did. Otherwise, players can just play exactly the same way yet get better results due to something they have no control over (i.e. increased damage).

Frisbees not baseballs, please...


Having said that, I am all for making ZvZ more dynamic and not all about mutalisks. I just feel like there should be better ways to make it so rather than something bland like damage changes.

Oracle movement increase is good. The change and your reasoning is exactly how you should be making all of your other SC2 tweaks. I do, however, think that a more skill-based change is in how it moves, rather than directly its movement speed. If it gets too strong, please do not nerf it. Just give the other races avenues of dealing with them... only through their own skill, though. Not by increasing damage. T_T

Burrow change sounds interesting. It can give Zergs more options which is a good thing. Same thing applies here, too.
T P Z sagi
SeaSmoke
Profile Joined July 2010
United States326 Posts
April 23 2013 01:50 GMT
#74
What's with all the people here thinking bonus damage vs. bio is a new thing for spores??? It's already in there, and didn't help zvz.
Noocta
Profile Joined June 2010
France12578 Posts
April 23 2013 01:51 GMT
#75
I thought the Spore + bio buff was already in place. I remember them talking about it at the end of the beta.
I don't know what they expect about Oracle speed buff. That thing is already the fastest thing in the game beside Pheonix.

I'm happy they aren't nerfing terran tho. It's really not that bad, people are overeacting.
" I'm not gonna fight you. I'm gonna kick your ass ! "
omnic
Profile Joined July 2010
United States188 Posts
April 23 2013 01:51 GMT
#76
On April 23 2013 10:48 RogerChillingworth wrote:
Show nested quote +
On April 23 2013 10:45 Prog455 wrote:
On April 23 2013 09:48 acrimoneyius wrote:
Those are okay changes, but I wish they'd look more closely at the subtleties of the game.

For instance, widow mines reaction time being a few milliseconds faster would benefit the person against widow mines based on sending units forward to activate them.

Also, little disappointed with TvP remaining relatively unchanged. Mech may need more experimentation, but almost every protoss unit still dominates the siege tank.


I think the big problem is that atleast some Mech units (Hellbats, Widow Mines, Thors) are already pretty strong in TvZ. Any buff that would make them viable in TvP would simply make them OP in TvZ.

I have to admit though that i would like to see a buff in Tank damage and a buff in Hydralisk damage or health. This way Zerg would be able to deal with buffed Tanks and it might also solve some of the issues in ZvZ. Furthermore i would also deal with some of the problems with Voidrays in PvZ.


uhhh, buffed hydralisks wouldn't help with better tanks....that's a straw man if i've ever seen one.

now if you were to say revert roaches back to 1 supply...


You've never seen a straw man then, but I assume you have to be trolling because you're trying to suggest that roaches should be 1 supply.
Vindicare605
Profile Blog Joined August 2011
United States16056 Posts
April 23 2013 01:52 GMT
#77
They're right about one thing.

The current ZvZ is the worst match up in HoTS. Everything else by comparison is a work of absolute art.
aka: KTVindicare the Geeky Bartender
yeastiality
Profile Joined April 2011
Canada374 Posts
April 23 2013 01:52 GMT
#78
They didn't say "void ray" once in that...
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 23 2013 01:53 GMT
#79
On April 23 2013 10:48 MarF wrote:
I wish they'd do something with the corrupter. It's such a shitty boring unit and changes to it could have the potential to combat many of the current issues: all muta zvz, mass air late game pvz, terran drops tvz. We only ever really seem them as a timing in zvp when there's only a few colossus out. They need to be re-worked IMO


This is so true, they are incredibly dull yet still fairly tasking to use completely effectively because of the most boring +dmg skill in the game. Corrupt should be passive or the ability should be altered completely to do AoE air damage for example which would automatically put a halt to muta wars and mass air PvZ as it would counter high air counts.
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2013-04-23 01:55:58
April 23 2013 01:53 GMT
#80
I think this is smart, I really am against any big sweeping changes at this point, things seem pretty even.

I'd definitely love a decrease to burrow research time rather than cutting the cost, it's time that you can't use to make more queens or a lair. I thumbs up'd the +bio to spores but I really like the muta wars because I always thought infestors were boring. Although I see the point, once it's muta vs muta you can't really engage until you max out which is a problem, especially on big maps like daybreak. I dunno, maybe players will figure out that if they split their mutas, one big flock and one tiny flock to do hit and runs they can break up the 200 vs 200 muta balls, maybe the +bio to spores will be a good thing and encourage players to do that, I dunno.

I like the idea others have mentioned about buffing corrupters, I think giving corrupters more speed would be much more beneficial. In WoL, if one person went heavy muta and the other went mostly muta with like 2-3 corrupters mixed in, they would win, but now corrupters are completely irrelevant in ZvZ and are pretty lack luster in the other match ups too.
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