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Blizzard's Potential Balance Test Map Changes - Page 54

Forum Index > SC2 General
1113 CommentsPost a Reply
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Sissors
Profile Joined March 2012
1395 Posts
April 30 2013 18:33 GMT
#1061
Which would make no sense whatsoever.

But question then Empedocles, which boost do you propose to keep Terran competive with those nerfs?
TheDwf
Profile Joined November 2011
France19747 Posts
April 30 2013 18:46 GMT
#1062
On May 01 2013 03:30 digmouse wrote:
Show nested quote +
On May 01 2013 03:21 Empedocles wrote:
On May 01 2013 03:11 KT(Rolster)HaunteR wrote:
No Terran nerf? Extremely surprising.



I think/hope they are giong to nerf the aoe damage from the mine. Also, they are going to nerf the cargo space of the hellbat in the medivac and/or reduce the damage of the hellbats +light. No mention of the turbo medivac so your safe there...

Hellbat cargo space already took a nerf, they are not going anywhere unless you wanna make them so big that the medivac can only carry one...

That's not enough. Let us introduce novelty! Make it so it takes two Medivacs to carry one Hellbat.
Empedocles
Profile Joined April 2013
United States47 Posts
Last Edited: 2013-04-30 18:54:31
April 30 2013 18:48 GMT
#1063
On May 01 2013 03:33 Sissors wrote:
Which would make no sense whatsoever.

But question then Empedocles, which boost do you propose to keep Terran competive with those nerfs?


I forgot the cargo space was already changed to hold 2 hellbats, i think that is very fair. I do think the hellbat could use a slightly lower +light damage, i think the hellbat is currently like 15 damage (+30 light) which i think is a little overkill, zerglings certainly shouldnt be cost effective vs hellbats but i also dont think that they should be aoe'd down by a 2 shot that hits like 8 of them at once. Lastly, the widow mine i think could also use a slightly lower splash damage, i think the main target damage is fine, but the splash is really large and does i think too much damage, should be lowered a bit. Again losing a clump of 15 - 20 zerglings or bangling to one shot from a widow mine is a bit much. The medivac speed boast when it first came out, like a lot of ppl i thought it was OP but the more time has gone by i am convinced it is fine where it is, all the races got some nice new tools and this is something that helps make Terran bio more effective and i think it is fine where it is.

So in the end all i am suggesting for Terran is the following:

- a small nerf to the hellbats +light damage (say from 30 down to 25)

- a small nerf to the mines aoe damage

With that being said i also wouldnt mind seeing a very slight tank buff to keep the tank relevant, although i must say mech currently to me seems pretty strong.

Terran is also a very robust and resilient race especially with the mule mechanic. I dont think the 3 changes i suggested would hurt Terran to the point where they would have trouble competing, but this is only my opinion coming from a Zerg player :D (former Terran player FYI)

edit: ssisors do you think any of Terrans units are currently UP besides maybe the tank?
edit#2: just to clarify i dont nessasarily think the tank is UP in itself, its just that the mine is so damn cheap and cost effective it almost negates the tank, which, with the change to make siege mode no longer needing to be researched, i think the tank is still a solid unit.
"The tide hastens for no man."
archwaykitten
Profile Joined May 2010
90 Posts
April 30 2013 18:59 GMT
#1064
The Terran Medivac should be unable to alter course while it is boosting. This would increase the skill required to use them, and give opponents the ability to skillfully thwart them by anticipating movement and setting up ambushes. It grants higher levels of decision making and control all around, while also serving as a slight nerf to something that feels a little bit too strong right now.
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2013-04-30 19:01:36
April 30 2013 19:00 GMT
#1065
I think the tank in general can use a significant boost. But my problem is when you go around nerfing units after for example the dreamhack results, that you are nerfing a race which isn't too strong. Sure it can have some units that would be too strong (lets say widow mines), but if you nerf them, you need to boost something to compensate for it. No idea really what (well besides tanks), but then the alternative is not to nerf it in the first place.

And a small nerf to mine AOE damage has a huge effect for mines vs workers (well probes and drones). And if your small nerf is large enough it also has a huge effect vs lings.

Regarding hellbats, I am in principle not against hellbat damage vs light lowered and at the same time make them be affected against by flue flame upgrade. But again then you need to do something to compensate. Transformation servo's should be made alot cheaper, but I don't see that having a significant influence.


@Archway, same question for you, which boosts do you propose to keep Terran competitive or shouldn't that be the case?
TheDwf
Profile Joined November 2011
France19747 Posts
April 30 2013 19:10 GMT
#1066
On May 01 2013 03:59 archwaykitten wrote:
The Terran Medivac should be unable to alter course while it is boosting. This would increase the skill required to use them, and give opponents the ability to skillfully thwart them by anticipating movement and setting up ambushes. It grants higher levels of decision making and control all around, while also serving as a slight nerf to something that feels a little bit too strong right now.

Yep, prevent someone from controlling his units = increase the skill required to use them. Makes sense.
Empedocles
Profile Joined April 2013
United States47 Posts
April 30 2013 19:15 GMT
#1067
Its a tough question to answer for Terran because unlike Zerg, Terran doesnt have any units that i feel are blately broken and useless. (Think battlecruiser in WoL) Whereas Zerg has a situation where they just have no good anitair answer right now and corruptors their so called heavy duty anti air unit is completely useless and broken. Its easy to point out when i unit is either way to strong (think VR vs Corruptor) or way to weak/doesnt fill any role (corruptor, maybe oracle?). I see a few units that i feel are too strong for terran, but its tough to identify anything from terran that is too weak/broken right now... its a tough call to make.

Maybe if they lowered the +light on the hellbat and made its damage more generic with a slight +all damage buff.

The widow mine i honestly dont see how u could nerf its aoe damage while buffing something else, i dont see anything about that unit or any other unit u could buff to compinsate, i think in that case it might just be a situation where a unit needs a small nerf and nothing else gets buffed.
"The tide hastens for no man."
archwaykitten
Profile Joined May 2010
90 Posts
April 30 2013 19:51 GMT
#1068
On May 01 2013 04:10 TheDwf wrote:
Show nested quote +
On May 01 2013 03:59 archwaykitten wrote:
The Terran Medivac should be unable to alter course while it is boosting. This would increase the skill required to use them, and give opponents the ability to skillfully thwart them by anticipating movement and setting up ambushes. It grants higher levels of decision making and control all around, while also serving as a slight nerf to something that feels a little bit too strong right now.

Yep, prevent someone from controlling his units = increase the skill required to use them. Makes sense.


It does make sense.

First of all, you're not preventing someone from controlling his units. You're giving him the option to cede control of his own units in return for a significant boost in speed. Second to second micro potential may go down, but the overall decision making becomes more demanding.

Second of all, a great deal of skill can be required in order to overcome the downsides of a unit. It would take far more skill to navigate a bus through a set of driving challenges than it would to navigate a small sports car. It would be far harder to line up a perfect medivac route through an enemy's defenses if you couldn't make dozens of slight adjustments along the way.
aksfjh
Profile Joined November 2010
United States4853 Posts
April 30 2013 20:02 GMT
#1069
On May 01 2013 04:51 archwaykitten wrote:
Show nested quote +
On May 01 2013 04:10 TheDwf wrote:
On May 01 2013 03:59 archwaykitten wrote:
The Terran Medivac should be unable to alter course while it is boosting. This would increase the skill required to use them, and give opponents the ability to skillfully thwart them by anticipating movement and setting up ambushes. It grants higher levels of decision making and control all around, while also serving as a slight nerf to something that feels a little bit too strong right now.

Yep, prevent someone from controlling his units = increase the skill required to use them. Makes sense.


It does make sense.

First of all, you're not preventing someone from controlling his units. You're giving him the option to cede control of his own units in return for a significant boost in speed. Second to second micro potential may go down, but the overall decision making becomes more demanding.

Second of all, a great deal of skill can be required in order to overcome the downsides of a unit. It would take far more skill to navigate a bus through a set of driving challenges than it would to navigate a small sports car. It would be far harder to line up a perfect medivac route through an enemy's defenses if you couldn't make dozens of slight adjustments along the way.

And it would be a lot easier and require less skill for the opponent to stop the drop. You're not making the game require more skill, you're shifting the skill requirement from the other player to the Terran.
archwaykitten
Profile Joined May 2010
90 Posts
April 30 2013 20:21 GMT
#1070
On May 01 2013 04:00 Sissors wrote:
@Archway, same question for you, which boosts do you propose to keep Terran competitive or shouldn't that be the case?


I'm not worried about keeping Terran competitive overall. The notion that every nerf must be accompanied by a corresponding buff assumes that the game is perfectly balanced as is, which is not an assumption you can make. It will take years for the balance to shake out before we know which race is the most powerful overall.

In the meantime I think there's plenty of room to make minor balance changes in the pursuit of strategic diversity. Medivacs feel too strong not because they make the entire Terran race overpowered, but because they overshadow everything else a Terran can do. Medivac harass can be added to almost every unit composition and strategy, with very little tradeoff. Similarly siege tanks feel like they could use a slight buff not because Terran needs another powerful new weapon, but because tanks are such an interesting positional unit, and the option for strong positional play is something that SC2 lacks compared to its predecesor. It's a shame tanks aren't seen more because of how interesting they are both to use and to fight against.
forsooth
Profile Joined February 2011
United States3648 Posts
April 30 2013 20:37 GMT
#1071
Are we still talking about nerfing Terran? Are you people even watching tournaments? The game is looking surprisingly well balanced right now, only chronic crybabies like Idra are still mad.
archwaykitten
Profile Joined May 2010
90 Posts
April 30 2013 20:45 GMT
#1072
On May 01 2013 05:02 aksfjh wrote:
Show nested quote +
On May 01 2013 04:51 archwaykitten wrote:
On May 01 2013 04:10 TheDwf wrote:
On May 01 2013 03:59 archwaykitten wrote:
The Terran Medivac should be unable to alter course while it is boosting. This would increase the skill required to use them, and give opponents the ability to skillfully thwart them by anticipating movement and setting up ambushes. It grants higher levels of decision making and control all around, while also serving as a slight nerf to something that feels a little bit too strong right now.

Yep, prevent someone from controlling his units = increase the skill required to use them. Makes sense.


It does make sense.

First of all, you're not preventing someone from controlling his units. You're giving him the option to cede control of his own units in return for a significant boost in speed. Second to second micro potential may go down, but the overall decision making becomes more demanding.

Second of all, a great deal of skill can be required in order to overcome the downsides of a unit. It would take far more skill to navigate a bus through a set of driving challenges than it would to navigate a small sports car. It would be far harder to line up a perfect medivac route through an enemy's defenses if you couldn't make dozens of slight adjustments along the way.

And it would be a lot easier and require less skill for the opponent to stop the drop. You're not making the game require more skill, you're shifting the skill requirement from the other player to the Terran.


Yeah, you're right there. I'm not sure that's a bad thing, though, given all the complaints recently about drops being far easier to execute than to defend against. Still, I was wrong to imply that say that it would flat out increase skill requirements all around. It probably would be more of a shift.

Though I do think that the changes would introduce new opportunities for skill as well, even for the defender. The opportunity for anticipating or forcing medivac movement and setting up ambushes along their established path is one example. Also, while the new drops would be slightly less effective overall, they can potentially be defended against with less as well. A skilled defender can opt to stretch his defenses so thin that things won't actually be easier for him at all.
dunkincrsip
Profile Joined April 2013
10 Posts
April 30 2013 20:54 GMT
#1073
terran hellbat drops is the only thing that needs fixing. simply making medivacs being unable to heal them would make it possible to actually clean them up without having to go roach which would fix the problem
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2013-04-30 21:14:27
April 30 2013 21:12 GMT
#1074
On May 01 2013 05:21 archwaykitten wrote:
Show nested quote +
On May 01 2013 04:00 Sissors wrote:
@Archway, same question for you, which boosts do you propose to keep Terran competitive or shouldn't that be the case?


I'm not worried about keeping Terran competitive overall. The notion that every nerf must be accompanied by a corresponding buff assumes that the game is perfectly balanced as is, which is not an assumption you can make.

Oh no it doesn't make that assumption, it only makes the assumption that Terran is not too strong (so either balanced or too weak). So if now Terran is not too strong, and you want to significantly nerf what you yourself say is one of the strongest point of Terran, how does that not end up making terran weaker than they should be if you do not accompany it by a boost?

Btw that medivac harrasment can be added to any unit composition is not bad, it is a requirement! Terran needs to prevent toss and especially zerg opponents from freely macro'ing, or it is pretty much a loss for terran. And the only harrasment tool terran has is the medivac. So it needs to be viable always, or you need to alter the macro mechanics. And nop, the hellion is in the mid game not a viable harrasment tool. It is too easy to shut down completely with a bit of sim-city from toss, and pretty much the same for zerg + their creep.


So really I am fine if you want medivac boost nerfed, personally I agree that there atm might be to little downside to using boosters (although they do make for very interesting gameplay imo), but if you significantly nerf medivac drops that is simply an overall nerf to terran, and since I dont think terran should be weaker, you need to think of a boost to accompany your nerf.
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2013-04-30 21:27:18
April 30 2013 21:25 GMT
#1075
So in the end all i am suggesting for Terran is the following:

- a small nerf to the hellbats +light damage (say from 30 down to 25)

- a small nerf to the mines aoe damage


First point, you're only nerfing zealots.. Either it's nerfed below 23 or 20 damage so that workers/marines die in 2 hits, or there's no change to workers or to lings, basically nothing on light ground that really matters changes aside from hellbat vs zealot. I guess you could make the argument against undamaged combat shielded marines, but really, hellbats are usually acompanied by marines or tanks so small amounts of damage will already be splashed onto or smart fired onto their targets before/after, lower damage always hurts, but small nerfs in that area wouldn't really hurt the unit so much

small nerf to mines AOE damage? It does 40 damage, allowing it to oneshot non-terran workers before upgrades and oneshot lings

Either you take away its one-shot-ability on certain units, or you dont. One is a massive, potentially unit destroying nerf, the other one is almost irrelevant.

If there's tweaking on the widow mine, it will most likely be towards Build time, Cost, Movement speed, cooldown, burrow time, etc.

"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
dunkincrsip
Profile Joined April 2013
10 Posts
April 30 2013 21:48 GMT
#1076
On May 01 2013 06:25 Cyro wrote:
Show nested quote +
So in the end all i am suggesting for Terran is the following:

- a small nerf to the hellbats +light damage (say from 30 down to 25)

- a small nerf to the mines aoe damage


First point, you're only nerfing zealots.. Either it's nerfed below 23 or 20 damage so that workers/marines die in 2 hits, or there's no change to workers or to lings, basically nothing on light ground that really matters changes aside from hellbat vs zealot. I guess you could make the argument against undamaged combat shielded marines, but really, hellbats are usually acompanied by marines or tanks so small amounts of damage will already be splashed onto or smart fired onto their targets before/after, lower damage always hurts, but small nerfs in that area wouldn't really hurt the unit so much

small nerf to mines AOE damage? It does 40 damage, allowing it to oneshot non-terran workers before upgrades and oneshot lings

Either you take away its one-shot-ability on certain units, or you dont. One is a massive, potentially unit destroying nerf, the other one is almost irrelevant.

If there's tweaking on the widow mine, it will most likely be towards Build time, Cost, Movement speed, cooldown, burrow time, etc.


mines ignore armour
zJayy962
Profile Blog Joined April 2010
1363 Posts
May 01 2013 00:05 GMT
#1077
On May 01 2013 06:25 Cyro wrote:
Show nested quote +
So in the end all i am suggesting for Terran is the following:

- a small nerf to the hellbats +light damage (say from 30 down to 25)

- a small nerf to the mines aoe damage


First point, you're only nerfing zealots.. Either it's nerfed below 23 or 20 damage so that workers/marines die in 2 hits, or there's no change to workers or to lings, basically nothing on light ground that really matters changes aside from hellbat vs zealot. I guess you could make the argument against undamaged combat shielded marines, but really, hellbats are usually acompanied by marines or tanks so small amounts of damage will already be splashed onto or smart fired onto their targets before/after, lower damage always hurts, but small nerfs in that area wouldn't really hurt the unit so much

small nerf to mines AOE damage? It does 40 damage, allowing it to oneshot non-terran workers before upgrades and oneshot lings

Either you take away its one-shot-ability on certain units, or you dont. One is a massive, potentially unit destroying nerf, the other one is almost irrelevant.

If there's tweaking on the widow mine, it will most likely be towards Build time, Cost, Movement speed, cooldown, burrow time, etc.



Splash radius could be an interesting tweak for the mines as it would only majorly affect mines vs zerglings/banelings.
Darth_Ihsahn
Profile Joined June 2007
Mexico138 Posts
May 01 2013 00:32 GMT
#1078
On May 01 2013 03:59 archwaykitten wrote:
The Terran Medivac should be unable to alter course while it is boosting. This would increase the skill required to use them, and give opponents the ability to skillfully thwart them by anticipating movement and setting up ambushes. It grants higher levels of decision making and control all around, while also serving as a slight nerf to something that feels a little bit too strong right now.


How about making boosting medivacs "drift" instead? Think of a real ship. The faster you go, the more difficult it becomes to alter your course. I think the physics engine should be able to handle it.
What does not kill you makes you stronger.
megapants
Profile Blog Joined December 2009
United States1314 Posts
Last Edited: 2013-05-01 06:06:47
May 01 2013 06:03 GMT
#1079
please buff corrupter, just watched trap mass voids in Code A and even really good fungals and like 20 corrupters were not enough to really even make a dent in the void ray count.

just turn the corrupter into a unit, please. if not to help vs mass void ray then at least to improve its really shitty design. its like the air version of a marauder with no stim and costs a shitload of resources.

edit: in response to increasing the difficulty to control medivac while boosted - i think that's a GREAT idea! not only helps balance but will also make for some really memorable and, let's be honest, fair plays.
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2013-05-01 06:09:22
May 01 2013 06:08 GMT
#1080
On May 01 2013 09:05 zJayy962 wrote:
Show nested quote +
On May 01 2013 06:25 Cyro wrote:
So in the end all i am suggesting for Terran is the following:

- a small nerf to the hellbats +light damage (say from 30 down to 25)

- a small nerf to the mines aoe damage


First point, you're only nerfing zealots.. Either it's nerfed below 23 or 20 damage so that workers/marines die in 2 hits, or there's no change to workers or to lings, basically nothing on light ground that really matters changes aside from hellbat vs zealot. I guess you could make the argument against undamaged combat shielded marines, but really, hellbats are usually acompanied by marines or tanks so small amounts of damage will already be splashed onto or smart fired onto their targets before/after, lower damage always hurts, but small nerfs in that area wouldn't really hurt the unit so much

small nerf to mines AOE damage? It does 40 damage, allowing it to oneshot non-terran workers before upgrades and oneshot lings

Either you take away its one-shot-ability on certain units, or you dont. One is a massive, potentially unit destroying nerf, the other one is almost irrelevant.

If there's tweaking on the widow mine, it will most likely be towards Build time, Cost, Movement speed, cooldown, burrow time, etc.



Splash radius could be an interesting tweak for the mines as it would only majorly affect mines vs zerglings/banelings.

And workers, marines, etc.


@megapants, I don't think it is a bad idea for medivacs, but help balance? Right now there is nothing that indicates terran is OP, so how does a significant nerf to terran help balance?
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