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Heart of the Swarm Balance Update – May 13, 2013 - Page 3

Forum Index > SC2 General
375 CommentsPost a Reply
Prev 1 2 3 4 5 17 18 19 Next All
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 14 2013 01:26 GMT
#41
On May 14 2013 10:09 tshi wrote:
Show nested quote +
On May 14 2013 10:01 Zenbrez wrote:
I've gotta say - this hasn't changed my behaviour in the matchup so far. It's not like I used to fight near spores anyway, so now I still don't.

lol. That's very true. I dont like to fly over spores either. So can people spore crawler rush an overlord? lol


This will probably open up some low level cheese ideas. I'm gonna make sure my overlords aren't over creep lol.
Redrot
Profile Blog Joined September 2012
United States446 Posts
May 14 2013 01:26 GMT
#42
As a zergie, I think this is okay, but I feel there are better options, such as deprojectilizing fungal.
I root for CJ because their fb posts are hilarious
JacobNX01a
Profile Joined November 2012
United States65 Posts
May 14 2013 01:29 GMT
#43
i understand the need for a nerf to spores but i think that there could be a better solution. After all, the problem is the map control + the DPS. Getting two bases when you are going ground is near impossible, spore change won't help that much im afraid.
Get outta here S.T.A.L.K.E.R.!!!!!
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
May 14 2013 01:32 GMT
#44
On May 14 2013 10:26 Redrot wrote:
As a zergie, I think this is okay, but I feel there are better options, such as deprojectilizing fungal.

Good lord no.
Что?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 14 2013 01:33 GMT
#45
On May 14 2013 09:44 urashimakt wrote:
I foresee a lot of Brood Lord + Sporecrawler play in ZvZ's future.

Abduct Broods off from spores and closer to corruptors?
avilo
Profile Blog Joined November 2007
United States4100 Posts
May 14 2013 01:38 GMT
#46
On May 14 2013 10:01 Zenbrez wrote:
I've gotta say - this hasn't changed my behaviour in the matchup so far. It's not like I used to fight near spores anyway, so now I still don't.


The idea isn't that it drastically changes the match-up in one direction or another. The idea is that by having a really strong spore vs mutalisk it opens up the possibility of infestor play since you will have better defense vs mutas.

This tiny change in theory means that if both players are playing muta vs muta, it will become possible for infestors, which in turn allows for hydra/roach/ling ground play, which makes the match-up inch towards not being only muta vs muta.

They wanted to avoid massive changes to any other core units that would adversely affect the other match-ups, such as messing with hydras or infestors.

It's a good small step towards diversifyng ZvZ more.
Sup
Rance
Profile Joined April 2012
Canada18 Posts
May 14 2013 01:44 GMT
#47
might as well bring back scourges from bw
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
May 14 2013 01:52 GMT
#48
--- Nuked ---
iyasq8
Profile Joined December 2012
113 Posts
May 14 2013 01:53 GMT
#49
The worst change ever to zvz..... thats an overkill dk, nobody will go mutas while or infestors since they dont have bonus against armored... itll be roach hydra vs roach hydra=amove vs amove. fixing the physics for mutas was the only way, but well, that requires some work which blizzard is obviously not a fan of.
Piece
kamicom
Profile Blog Joined March 2010
United States180 Posts
Last Edited: 2013-05-14 01:57:04
May 14 2013 01:54 GMT
#50
What on earth is this... did I miss april fools day or something? How is this even remotely an urgent balance issue?

Didn't David Kim say it was unanimously and blatantly agreed upon by the entire balance team that WM is too strong? Also, Afterburners are probably the most agreed thing in hots that needs to be nerfed. TvT looks so stupid when all they do is camp their mineral lines and send out hellbat/rine/wm drops on each others' mineral lines in hopes of wiping out half the scvs.

Yo blizzard, I'd rather have overlords have a land-mode like vikings where overlords turn into giant busses that tank damage like a moving bunker... THAT's preferable over this spore thing...
I ragequit if my split fails.
PhOeniX[MinD]
Profile Joined August 2008
361 Posts
May 14 2013 01:55 GMT
#51
On May 14 2013 10:24 mishimaBeef wrote:
If a newb looked at reaver drops in sc1 they'd probably think it was OP also.


if they saw Jian Fei using reavers maybe lol!
KT_FlaSh #1
Blargh
Profile Joined September 2010
United States2103 Posts
May 14 2013 01:56 GMT
#52
Seems like it's a bit too much damage to me, but I agree that a change to ZvZ was necessary. Why didn't they just make gradual changes in the right direction though..?
BigRedDog
Profile Joined May 2012
461 Posts
May 14 2013 02:02 GMT
#53
I won't attack a base until I mass up mutas and can take out spore in one shot.

ZvZ feels like it is a tower defense game. I have to build spores (sometimes two around hte spire) in order to protect my base . The increase in damage to spores will encourage me to do so even more.

Though, I think this is a good move as it might give us options to open up with infestors, hydras instead of pure mutas.
Big Red Dog!
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2013-05-14 02:21:20
May 14 2013 02:12 GMT
#54
On May 14 2013 10:10 Garoodah wrote:
I dont see this change being a large impact honestly.


52 DPS is no joke. Why do you think that? If you mean from the perspective of the game in general then this is primarily aimed at just ZvZ as the game is balanced according to statistics at all levels of play despite the cries of some dedicated whiners who aren't used to having to micro. As far as ZvZ changing I think smartly placed spores can make Mutalisks very cost inefficient now.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
May 14 2013 02:16 GMT
#55
--- Nuked ---
SOWxDISCORD
Profile Joined December 2012
Brazil15 Posts
May 14 2013 02:22 GMT
#56
I enjoy a lot playing ling muta on ZvZ. Such a micro intensive army, opposite from the boring roach infestor of WoL. Hope that doesn't make muta inviable.

Still think that hellbat drop, widow mines and oracles need a fix. 1 unit alone shouldn't have the power to be a game changer as those ones do.
No prejudices, i hate everyone equally.
vRadiatioNv
Profile Joined August 2010
United States139 Posts
May 14 2013 02:27 GMT
#57
On May 14 2013 10:52 Emzeeshady wrote:
Show nested quote +
On May 14 2013 10:38 avilo wrote:
On May 14 2013 10:01 Zenbrez wrote:
I've gotta say - this hasn't changed my behaviour in the matchup so far. It's not like I used to fight near spores anyway, so now I still don't.


The idea isn't that it drastically changes the match-up in one direction or another. The idea is that by having a really strong spore vs mutalisk it opens up the possibility of infestor play since you will have better defense vs mutas.

This tiny change in theory means that if both players are playing muta vs muta, it will become possible for infestors, which in turn allows for hydra/roach/ling ground play, which makes the match-up inch towards not being only muta vs muta.

They wanted to avoid massive changes to any other core units that would adversely affect the other match-ups, such as messing with hydras or infestors.

It's a good small step towards diversifyng ZvZ more.

Do you really think a small buff to Hydras would make the other matchups imbalanced. Hydra/Roach is useless vs Terran and still pretty bad vs Protoss.

You said yourself Zerg struggles vs Protoss air lategame. A small Hydra buff would certainly help solve the Muta problem and the Protoss air problem as well as make more compositions viable in ZvT.

IDK, sounds like a win/win/win to me.

Hydras are actually decent in ZvP, even a small buff to their DPS could push them over the edge of OP. Some people have suggested buffs to their AA attack only but then that might hurt Collossi too much. There is no easy answer for fixing Hydras, sadly. Perhaps a slight speed buff but idk.

As for the Spore changes, I agree with Blade that this will most likely encourage mass SH in ZvZ which could be awful. I also feel this change may not help that much vs Mutas. Probably the biggest advantage Mutas give a player is map control and considering the fact that Spores can only burrow on creep I'm not sure how effective this change will be at preventing Mutas from getting that map control and, most importantly, denying bases. If you don't want to build Mutas you will have to find a good way to get creep to your next expo (Ovies won't work since Mutas will just camp the expo and kill them) and get the Spores down. An extra Queen or two could work but I don't see what would stop the Muta player from just expanding x2 for every expo the non-Muta player takes. I am interested to see what strategies people come up with tho.
Nachtwind
Profile Joined June 2011
Germany1130 Posts
May 14 2013 02:29 GMT
#58
While a fix in zvz muta battle would be appreciate this spore crawler change is so awkward. It feels so unprofessional.
invisible tetris level master
Partha
Profile Joined May 2013
New Zealand163 Posts
May 14 2013 02:37 GMT
#59
Ugh should had just given the +Bio dmg modifier to Hydras.

And where the fuck are the Hellbat Nerfs? A cheap mineral sink unit that does AoE, Can be healed and is tankey. They need to fire the person who designed the Corrupter, Roach and the Hellbat
Flash - Fantasy- JangBi - Jaedong - Stork - Bisu - Life
Jampackedeon
Profile Joined November 2010
United States2053 Posts
May 14 2013 02:37 GMT
#60
On May 14 2013 09:34 heyoka wrote:
I'm down for anything that increases the number of viable strategies so if it makes gameplay more diverse, then good job.


Anything at all that makes ling/bbling into muta not 100% likely to happen, it is the most annoying part of playing on the ladder right now.
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