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Upcoming Balance Patch - Page 9

Forum Index > SC2 General
570 CommentsPost a Reply
Prev 1 7 8 9 10 11 29 Next All
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
May 09 2013 21:55 GMT
#161
--- Nuked ---
Chocobo
Profile Joined November 2006
United States1108 Posts
May 09 2013 21:58 GMT
#162
On May 10 2013 06:18 Emzeeshady wrote:
Show nested quote +
On May 10 2013 06:12 Chocobo wrote:
On May 10 2013 05:56 Emzeeshady wrote:
Mines make ZvT hell, ZvZ sucks now for everyone and ZvP seems hopeless. Even though I suck with Terran I got to masters in a week and am having way more fun then I did with Zerg spamming widow mines and hellbats. I was hoping the burrow change might make me interested in playing Zerg again but it seems as though I am stuck playing Terran for awhile :/


Actually ZvP is not hopeless at all, the protoss air deathball is nasty but some zergs have found a counter to it, and Catz has been spreading awareness of it on his stream. The solution is corruptors with some vipers to pull in voids/tempests one by one, and swarmhosts on the ground to make it difficult for high templars to be used effectively (tempests love to fire at locusts too). Without psi storm on all of your air units it's possible take on the protoss army. A few infestors are good to have too in case of a big engagement, fungal on all of the void rays helps the corruptors wipe them out quickly.

I've been watching terran streams and TvZ just looks so easy... other than allins, your base will never be attacked within the first 12 minutes of the game, leaving you free to macro like mad and just throw army at the zerg constantly. Send a drop here, a drop there, charge up the middle with the rest, leave mines laying around for Z to deal with... it's almost impossible to be cost inefficient too.

Of course TvZ isn't free wins all day, but it seems if you're playing terran then it takes a much more skilled player behind the zerg controls to stop you. Sort of the opposite of the final months of WoL where terran had to play near-flawless to keep up with standard zerg play anyone could execute.

I didn't say it is hopeless. I said it seems hopeless. I feel like there isn't anything I can do against turtle sky toss. I hate playing long drawn out games because I have wrist problems but I can never kill Toss now because of nexus canon/photon canons/force field and super ranged units. Like seriously, how defensive can you get?

Yeah, I know what you mean. I used to mix some roach/ling allins into my ZvP, but now even if I manage to get past the forcefields and cannons with some units alive, the nexuscannon and mothership clean it up before the probes are in trouble. But if turtle protoss becomes standard, zergs can start expanding everywhere and getting 8 gas much sooner than usual... I don't see any imbalance. I think pro ZvP average game lengths might be 50 minutes in a few months though...

Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 09 2013 21:59 GMT
#163
Bleh hots still sucks ass in many parts and they dont change anything. PvT is a crap matchup still, completely stale and any new unit is a gimmick at most there, practically useless except for cheeses. Where is the mech fix for example? ZvT is a bit stale too but more in flux stale so i guess its fine to let that sort out a bit still.
PvZ, PvP and TvT only good matchups now, ZvZ is at least getting some sort of fix and ZvT is okish too but they really need to focus on PvT.. The matchup is the same as WoL but even worse, MsC removes most early aggression but isnt used for recall and aggression at all. Oracle just provides a new gimmick allin or dt like strat which does amazing damage or fails and is completely useless afterwards, stargate has almost no use except keeping mech out of the game in PvT.

I had hoped they wouldnt resort to just balance fixing now. Dynamic play should be much more important than balance and matchups involving terran are just a little too onesided in harassment capability. T is dropping and attcking, the other race just waits to get to their superior endgame occassionally doing an allin to keep T honest. Its not fun and fixing mech is the obvious answer. Giving T a slow way to play, perhaps nerfing drops a little as well opens up possibilites for the other race to finally dictate play a bit instead of just having to react and defend mostly.
I dont believe at all ZvT is balanced by the way, pro game statistics mean little as they have qualifiers usually and thus correct themselves to 50/50. I would be very surprised if T will not show to be favored a fair bit overall in a month or two but i guess its a fair move delaying real balance changes till that hows. Unfortunatelt i find watching dropfests only to be quite repetetive already
Psychobabas
Profile Blog Joined March 2006
2531 Posts
May 09 2013 21:59 GMT
#164
thumbs up to David Kim
vansvemirac
Profile Joined June 2012
Croatia2 Posts
May 09 2013 22:01 GMT
#165
terran not imba?!
whats wrong with you?

User was temp banned for this post.
Rostam
Profile Blog Joined December 2008
United States2552 Posts
May 09 2013 22:01 GMT
#166
On May 10 2013 06:23 Chocobo wrote:
Show nested quote +
On May 10 2013 06:00 Kergy wrote:
On May 10 2013 05:43 Chocobo wrote:
On May 10 2013 05:05 Rostam wrote:
On May 10 2013 05:04 RogerChillingworth wrote:
TvZ is still terran favored, i don't care what anyone says. Other match-ups are better--can go either way--and really map dependent, but non-retarded Terrans will still make zerg look silly. stats fail to illustrate the full picture, i'm afraid.


Good thing Code S is filled with retarded Terrans, then, otherwise zerg would be having issues.


The game is very well balanced at the pro level but at the mere-humans level, mines are pretty silly. Incredibly cost efficient, takes 10 times more effort to counter than to use, and one mistake vs mines can be game ending. I know that balancing the game for the pro level is far more important than other skill levels... but I can't help but wish they didn't introduce a unit like this into the game.

For me in low masters mines just make me want to quit the game. I can't leave my base, I can't ling harrass or go for surrounds, just in case there's a mine there that'll blow up everything for free. I can get mine dropped before I have detection. And even if I know exactly where every mine is, it's still a mess to deal with them... and the only unit that really counters them is broodlords. It's just so frustrating and half the time I just allin against terran now because I'm sick of facing bio/mines and not being able to do anything about it because it takes pro level control to deal with it.

WoL ZvT was zerg-favored for a long time but the infestor nerfs and raven buffs made it close to balanced at the very end... then HotS hits and the matchup changed so much in terran's favor. Reapers, speedvacs, hellbats, and mines are all so good and can be gotten quickly, they can affect every game. Meanwhile SH is bad vs terran, so zerg's new toys are the ultra and viper... which are great, but the early game is so much harder.

I'm disappointed that changes to mines or reapers apparently weren't even discussed... and something potentially useful for zerg (early burrow) was tossed out before giving it a chance. I feel like I should switch races just so I can use units that can deal with mines better.


There's no such thing as imbalance in lower levels, it just means you're not doing things correctly.

It's different with mines, because it's so challenging to find them and deal with them effectively. Instead of the bottom 40% of players struggling to counter a simple offensive style, it's the bottom 97%. You have to be very skilled to counter bio + mines in a cost efficient way - far more skill than it takes to scout a dark shrine, wall off vs 10p, or split your marines up.


Do you have any proof that 97% of zerg players are struggling, other than your own experiences? I'm having a hard time seeing evidence of it based on the ladder statistics.
BW forever || Thall
Tayar
Profile Joined November 2011
United States1439 Posts
May 09 2013 22:03 GMT
#167
well thought out by blizzard, surprised but pleased.
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2013-05-09 22:06:36
May 09 2013 22:05 GMT
#168
On May 10 2013 05:43 Chocobo wrote:
Show nested quote +
On May 10 2013 05:05 Rostam wrote:
On May 10 2013 05:04 RogerChillingworth wrote:
TvZ is still terran favored, i don't care what anyone says. Other match-ups are better--can go either way--and really map dependent, but non-retarded Terrans will still make zerg look silly. stats fail to illustrate the full picture, i'm afraid.


Good thing Code S is filled with retarded Terrans, then, otherwise zerg would be having issues.


The game is very well balanced at the pro level but at the mere-humans level, mines are pretty silly. Incredibly cost efficient, takes 10 times more effort to counter than to use, and one mistake vs mines can be game ending.


Welcome to Banelings for all of WoL. As a Zerg player you're simply not accustomed to having to face which you've been dishing out.

Infestor/BL really did a number on what players like you perceive as a "balanced" matchup causing you to complain when ZvT is the best it has ever been not only from a gameplay depth and viability standpoint but from a spectator standpoint too.
BaaL`
Profile Joined May 2010
297 Posts
May 09 2013 22:08 GMT
#169
Niice
Lunareste
Profile Joined July 2011
United States3596 Posts
May 09 2013 22:09 GMT
#170
On May 10 2013 06:52 Chocobo wrote:
Show nested quote +
On May 10 2013 06:09 Sissors wrote:
On May 10 2013 06:00 Chocobo wrote:
On May 10 2013 05:49 Sissors wrote:
@Choco
I first thought you were talking about banelings, which pro's are far better at dealing with due to superior micro (and lets face it, you need 10 times more efforct to split against banelings than to use banelings), but then I saw you meant mines, okay. Really mines are just the banelings of terran. Of course there are significant differences between them, but yeah if you fuck up as opponent they deal terrible damage. So always a good idea not to do that.

And why wouldn't you be able to go for ling haras? Send one ling ahead and you notice soon enough if there are widow mines.


It's silly to compare banelings to mines. Dealing with mines cost efficiently is a little more difficult than "don't have your entire army clumped into a tight ball". And mines don't die when they kill things...


Also saying that dealing with banelings is easy, just don't clump your units up, is ridiculous. I could say the same about mines.


Come on now. Either you're being silly here or you have a poor understanding of the challenges involved in different aspects of the game. Dealing with mines as zerg is far more difficult than "look, banelings are coming my way, time to execute that split I've been practicing". Plus you can actually see the banelings coming, and can attack them from outside of their own range.

The risk/reward is far different with banelings as well... at best you'll gain a slight advantage over the opponent in the resources lost meter, usually it's pretty close to breakeven, and there's the chance of losing a ton of banelings while doing no damage. Show me one game where a terran lost because his mines were too cost inefficient.


It wasn't really about the resources lost in the midgame, it was about the Terran losing their opportunity to be aggressive because the Zerg could produce units much faster.

That said, I think Widow Mines are finally fulfilling the purpose that Siege Tanks were never able to due to fragility and low damage, which was to create map control for the Terran. Zergs that A-move into a place where the Terran is positionally fortified should expect to be punished, just like Terrans can be when they aren't extremely careful about their army control.

Engaging correctly should be micro-intensive, and I'll be damned if you think that players like Flash, Innovation, Taeja, Life, Soulkey and Roro aren't microing their armies like a hawk for the entire duration of their battles.

KT FlaSh FOREVER
Csong
Profile Joined March 2012
Canada396 Posts
May 09 2013 22:10 GMT
#171
disappointed at no burrow change
Zanzabarr
Profile Joined October 2010
Canada217 Posts
May 09 2013 22:10 GMT
#172
Mutas are the unit to go to in ZvZ and are very strong in ZvP due to the ridiculous regen. Nerf the regen and you won't need to make weird buffs to spores constantly, and maybe toss can not be forced into mass phoenix at the sniff of a muta switch. The regen buff was unnecessary to begin with.

Hellbats still do way way way way too much dps for a unit that costs 100 minerals and also deals that damage in splash. Needs a dps nerf. 15 dps to light at 0 weapon upgrades is absolutely broken.

Voidray charge duration needs to be reduced to like 15 seconds at most, (15 with 45 cd maybe), and could use a slight charge dps nerf.

Swarmhost locusts need some number tweaking. Again, a free siege unit was given too much dps (15), and render a lot of ground forces completely obselete. Needs a dps nerf and hp buff or some other change, as a swarmhost spawning two mini hydras per round is pretty ridiculous.




AKomrade
Profile Blog Joined March 2010
United States582 Posts
May 09 2013 22:13 GMT
#173
Thank god. They seem to have used WoL as a learning tool.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
DenTenker
Profile Blog Joined March 2013
United States606 Posts
May 09 2013 22:16 GMT
#174
Glad that Blizzard is not doing anything drastic. They recognize that people will change the meta as time goes on, and don't force anything unnecessary upon the game.
If your all in didn't work, you didn't pull the workers.
RiceAgainst
Profile Blog Joined November 2011
United States1849 Posts
May 09 2013 22:21 GMT
#175
Awesome, seems like a lot won't change too much. Nothing feels too broken right now, so I'm glad we're getting more time to really look into the game before major changes.
myk3
Profile Joined June 2010
Austria80 Posts
May 09 2013 22:21 GMT
#176
Very happy with the non-changes. Even more happy that so many people seem to agree.
Rainling
Profile Joined June 2011
United States456 Posts
May 09 2013 22:26 GMT
#177
I like the idea of not changing much this early, but I'm glad the spore buff went through. ZvZ isn't very fun to play right now. I think oracles won't really be used except for revelation past the early game until they have more movement speed and acceleration, but changes to the oracle can wait until the metagame is more developed.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
May 09 2013 22:32 GMT
#178
Yes, no burrow and oracle change, those were horrible >_<
Twitter: @zhurai | Site: http://zhurai.com
bongling
Profile Joined March 2013
41 Posts
May 09 2013 22:46 GMT
#179
the oracle is good but still feel it needs a little buff, maybe they buffed too much but better acceleration would be nice, it's a difficult one to balance though, in the right circumstance is decimates things, take it out of that and it just seems to die not doing much. don't know if the spore change will fix the muta wars but even if it's a failed experiment, won't affect other match ups and was worth a shot. still think the corruptors need to change, could solve so much if they just made them better. glad they're not rushing too much though, game feels good.
NOFX
Profile Joined April 2013
France32 Posts
May 09 2013 22:52 GMT
#180
On May 10 2013 07:01 vansvemirac wrote:
terran not imba?!
whats wrong with you?

User was temp banned for this post.


You'll not be missed.

Glad to hear about this "no change yet" from Blizzard, that's definitely the way to go atm.
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