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Heart of the Swarm Balance Update – May 13, 2013 - Page 8

Forum Index > SC2 General
375 CommentsPost a Reply
Prev 1 6 7 8 9 10 19 Next All
Terrasmith
Profile Joined February 2013
47 Posts
May 14 2013 09:28 GMT
#141
I don't get all the Terran hate. Seriously. At the pro level Terran currently isn't overpowered at all, even with all the new units everyone wants nerfed. Hellbats and widow mines are shut down pretty easily with micro, and the pros have already adapted.

I think that a regen nerf would be better than the spore buff, because it puts the pressure on the muta player to control the mutas better, because damage doesn't just disappear. As compared to letting zergs throw down tons of spores and turtle hard, which this patch seems to promote. A regen nerf wouldn't make mutas inviable in other matchups, either. It would just force the zerg to micro them more intensively to have the same effect. On the other hand, props to blizzard for being cautious. I'd much rather see this than see them patching too much.
Purpose88
Profile Joined May 2013
Germany137 Posts
Last Edited: 2013-05-14 09:30:16
May 14 2013 09:29 GMT
#142
Protoss is still too strong, especially in Lategame. Blizz should do something about that! And btw If you're in Masters+ Widowmine drops or Hellbat drops doesn't work at all anymore. People just get 1 Cannon/Spore+Spine per Mineralline und you can't do alot anymore.
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
May 14 2013 09:40 GMT
#143
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.


Couldn't say it any better myself.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Sigmur
Profile Joined August 2010
Poland497 Posts
May 14 2013 09:46 GMT
#144
On May 14 2013 18:29 Purpose88 wrote:
Protoss is still too strong, especially in Lategame. Blizz should do something about that! And btw If you're in Masters+ Widowmine drops or Hellbat drops doesn't work at all anymore. People just get 1 Cannon/Spore+Spine per Mineralline und you can't do alot anymore.

You are joking. If mines + drops don't work at masters level+, how come pros use them ALL the time.
freewareplayer
Profile Joined July 2011
Germany403 Posts
May 14 2013 09:56 GMT
#145
On May 14 2013 18:28 Terrasmith wrote:
I don't get all the Terran hate. Seriously. At the pro level Terran currently isn't overpowered at all, even with all the new units everyone wants nerfed. Hellbats and widow mines are shut down pretty easily with micro, and the pros have already adapted.

Terran hate is tradition. The old sworn enemy from the the other neigboorhood. You NEED to hate them.

It is not about balance. It is about JUSTICE.
Give us something equally op as 5 rax reaper, release tanks, old bunkerrushes, whatnot for the same time they had it D:. Then, after franticly laughing while abusing terrans on ladder with op stuff, maybe, maybe the terran hate will dissapear in some hearts. Probably not tho, stuff is too deep.

OT: This is the most uncreative lame balance attempt ever imo. Might work out fine for balance, if it raises game quality is another thing, who wants to see 52 dps spores turtle action?
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2013-05-14 09:59:35
May 14 2013 09:58 GMT
#146
On May 14 2013 18:56 freewareplayer wrote:
Show nested quote +
On May 14 2013 18:28 Terrasmith wrote:
I don't get all the Terran hate. Seriously. At the pro level Terran currently isn't overpowered at all, even with all the new units everyone wants nerfed. Hellbats and widow mines are shut down pretty easily with micro, and the pros have already adapted.

Terran hate is tradition. The old sworn enemy from the the other neigboorhood. You NEED to hate them.

It is not about balance. It is about JUSTICE.
Give us something equally op as 5 rax reaper, release tanks, old bunkerrushes, whatnot for the same time they had it D:. Then, after franticly laughing while abusing terrans on ladder with op stuff, maybe, maybe the terran hate will dissapear in some hearts. Probably not tho, stuff is too deep.

Winfestor, gglords and siegequeens?


Although tbh traditional hating a race for fun is fine, just like zerg are dirty bugs. But it is nice if some people can come into a balance discussion with another mindset then that terran should be nerfed because they are terran.
NOFX
Profile Joined April 2013
France32 Posts
May 14 2013 10:02 GMT
#147
On May 14 2013 09:34 LaLuSh wrote:
I think hellbat was an obvious nerf that Blizzard omitted. There's no question it will be nerfed at some point. Apart from that it's probably good that they're waiting it out.

But I give it 6 months before the novelty value of HotS dies off and people start to get really really tired of camp fests again (especially ZvP).

There's a level of tolerance now that won't be there towards the second half of HotS life cycle. ZvZ change is positive.


I'm terran and totally agree on this. The hellbat is broken at such a level that even in TvT it's a broken unit, that's pretty telling. But I really hope they won't nerf it to the ground and make the unit worthless like the WoL reaper.
It's a really cool unit that brings so much to the terran arsenal.
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
May 14 2013 10:06 GMT
#148
On May 14 2013 19:02 NOFX wrote:
Show nested quote +
On May 14 2013 09:34 LaLuSh wrote:
I think hellbat was an obvious nerf that Blizzard omitted. There's no question it will be nerfed at some point. Apart from that it's probably good that they're waiting it out.

But I give it 6 months before the novelty value of HotS dies off and people start to get really really tired of camp fests again (especially ZvP).

There's a level of tolerance now that won't be there towards the second half of HotS life cycle. ZvZ change is positive.


I'm terran and totally agree on this. The hellbat is broken at such a level that even in TvT it's a broken unit, that's pretty telling. But I really hope they won't nerf it to the ground and make the unit worthless like the WoL reaper.
It's a really cool unit that brings so much to the terran arsenal.


I really have yet to see a game of TvT where the Hellbat is broken.

If people actually defend the drops don't do anything and marauders outrange hellbats so you can just kite them.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
TeeTS
Profile Joined June 2011
Germany2762 Posts
May 14 2013 10:10 GMT
#149
On May 14 2013 19:02 NOFX wrote:
Show nested quote +
On May 14 2013 09:34 LaLuSh wrote:
I think hellbat was an obvious nerf that Blizzard omitted. There's no question it will be nerfed at some point. Apart from that it's probably good that they're waiting it out.

But I give it 6 months before the novelty value of HotS dies off and people start to get really really tired of camp fests again (especially ZvP).

There's a level of tolerance now that won't be there towards the second half of HotS life cycle. ZvZ change is positive.


I'm terran and totally agree on this. The hellbat is broken at such a level that even in TvT it's a broken unit, that's pretty telling. But I really hope they won't nerf it to the ground and make the unit worthless like the WoL reaper.
It's a really cool unit that brings so much to the terran arsenal.


I don't know about further hellbat nerfs. We have a slow short range unit right now. Once it connects it deals a lot of damage, but with the slow speed it's hard to make it work. Hellbat drops seem only an issue in TvT from my perspective. If Zerg or Protoss are losing to Hellbat drops, they're doing some things extremely wrong. If the dmg gets nerfed, then they have to increase the range. Because otherwise the unit will just be trash.
Sissors
Profile Joined March 2012
1395 Posts
May 14 2013 10:13 GMT
#150
As a terran I don't have much problems with hellbat drop, and barely do them myself. I play normally bio-mech, but the time I tried mech I had my hellions in hellion mode 90% of the time, the extra speed was just so useful. If you get marauders with concussive shell then hellbats really are in TvT easy kills. And for the drops it is just a matter of investing enough in drop defense.

The main problem I have when playing against hellbats is simply the front assault against my siege lines, they soak up so much damage compared to bio. I still need to figure that out better to deal with it. But that doesn't mean I immediatly want it nerfed.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2013-05-14 10:53:47
May 14 2013 10:52 GMT
#151
Hellbats being a problem in TvT is so 1 month ago. No one good has problems with them now.

Then there is TvP and TvZ.
- In TvP they don't seem to be a problem. Maybe the drops? But I don't see a difference with blueflame hellion drops.
- In TvZ they are strong, but as a player who doesn't use mines (I hear too much complains about them so I decided to not use them), hellbats are a nice. Are they too strong?

I also wonder how long it will take before zergs move away from the WOL muta ling bling style. It was not that good in WOL, and now in HOTS it's not better. I wonder what the problem is with hydra swarmhost compositions into viper ultra swarmhost or something. Some arguments I heard:
- without muta's, drops are too strong. Then I wonder why zergs don't use spores and spines like at the end of wol. They seem to forget them these days. Spores together with 2-3 hydras and good overlord placement = bye drops.
- swarmhosts are not good. Really? Then why do I shit my pants when someone makes them and puts his army on top of them?

How I see the future ZvT:
- massive amounts of swarmhosts covered with roachhydra into strong hive with vipers.
- mines being completely useless.
lue
Profile Joined October 2012
Sweden27 Posts
Last Edited: 2013-05-14 11:00:37
May 14 2013 10:53 GMT
#152
This really wont change my ZvZ at all.

Guess I'll be stuck on 20% winratio in ZvT for another few balance patches aswell since apparently the game needs gasfree tier 3 splashdamage units that are nigh invincible.


without muta's, drops are too strong. Then I wonder why zergs don't use spores and spines like at the end of wol. They seem to forget them these days. Spores together with 2-3 hydras and good overlord placement = bye drops.


To answer this, the zerg army is already weaker than terrans/protoss, constantly having to surrender units to locate them in each of the bases as drop-defense(3 hydras per base, 4 bases~ thats 24 supply) is in the long run not viable at all, as for the static defense, well for a single hellbat drop, 2x hbs+ medivac, you'll need 2 spores to kill the medivac in a reasonable amount of time, and around 3 spines for the actual hellbats.

This setup alone will cost you 450 minerals whereas the terran already invested less than that to even make the drop in the first place, namely 300 minerals + 100 gas.

I don't even mind the medivac boost, but the hellbats are just dumb.
Bagi
Profile Joined August 2010
Germany6799 Posts
May 14 2013 11:01 GMT
#153
The thing about hellbats is that they are one of the last lifelines of mech, they pretty much exist to make up for the shitty DPS of tanks and clunkiness of thors. As support for bio they are rarely even built and without the necessary upgrades, rarely make much of a difference in a big fight.

The only way a hellbat nerf would be acceptable is if it comes with some buffs to the tank. I do think promoting tank-based playstyles would be a welcome change too, considering how badly the unit has fallen off the radar in HOTS.
Simsons2
Profile Joined March 2013
Latvia73 Posts
May 14 2013 11:01 GMT
#154
On May 14 2013 19:52 Snowbear wrote:
Hellbats being a problem in TvT is so 1 month ago. No one good has problems with them now.

Then there is TvP and TvZ.
- In TvP they don't seem to be a problem. Maybe the drops? But I don't see a difference with blueflame hellion drops.
- In TvZ they are strong, but as a player who doesn't use mines (I hear too much complains about them so I decided to not use them), hellbats are a nice. Are they too strong?

I also wonder how long it will take before zergs move away from the WOL muta ling bling style. It was not that good in WOL, and now in HOTS it's not better. I wonder what the problem is with hydra swarmhost compositions into viper ultra swarmhost or something. Some arguments I heard:
- without muta's, drops are too strong. Then I wonder why zergs don't use spores and spines like at the end of wol. They seem to forget them these days. Spores together with 2-3 hydras and good overlord placement = bye drops.
- swarmhosts are not good. Really? Then why do I shit my pants when someone makes them and puts his army on top of them?

How I see the future ZvT:
- massive amounts of swarmhosts covered with roachhydra into strong hive with vipers.
- mines being completely useless.


Mutas are the only decent way to deny terrans drops you'll still just boost past spores and drop somewhere else be it marines or hellbats, they are gas intensive units and that leaves us with zerglings based ground army.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
May 14 2013 11:03 GMT
#155
On May 14 2013 19:53 lue wrote:
This really wont change my ZvZ at all.

Guess I'll be stuck on 20% winratio in ZvT for another few balance patches aswell since apparently the game needs gasfree tier 3 splashdamage units that are nigh invincible.


Show nested quote +
without muta's, drops are too strong. Then I wonder why zergs don't use spores and spines like at the end of wol. They seem to forget them these days. Spores together with 2-3 hydras and good overlord placement = bye drops.


To answer this, the zerg army is already weaker than terrans/protoss, constantly having to surrender units to locate them in each of the bases as drop-defense(3 hydras per base, 4 bases~ thats 24 supply) is in the long run not viable at all, as for the static defense, well for a single hellbat drop, 2x hbs+ medivac, you'll need 2 spores to kill the medivac in a reasonable amount of time, and around 3 spines for the actual hellbats.

This setup alone will cost you 450 minerals whereas the terran already invested less than that to even make the drop in the first place, namely 300 minerals + 100 gas.

I don't even mind the medivac boost, but the hellbats are just dumb.


So 1 hellbat per medivac would be the sollution?
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
May 14 2013 11:04 GMT
#156
On May 14 2013 20:01 Simsons2 wrote:
Show nested quote +
On May 14 2013 19:52 Snowbear wrote:
Hellbats being a problem in TvT is so 1 month ago. No one good has problems with them now.

Then there is TvP and TvZ.
- In TvP they don't seem to be a problem. Maybe the drops? But I don't see a difference with blueflame hellion drops.
- In TvZ they are strong, but as a player who doesn't use mines (I hear too much complains about them so I decided to not use them), hellbats are a nice. Are they too strong?

I also wonder how long it will take before zergs move away from the WOL muta ling bling style. It was not that good in WOL, and now in HOTS it's not better. I wonder what the problem is with hydra swarmhost compositions into viper ultra swarmhost or something. Some arguments I heard:
- without muta's, drops are too strong. Then I wonder why zergs don't use spores and spines like at the end of wol. They seem to forget them these days. Spores together with 2-3 hydras and good overlord placement = bye drops.
- swarmhosts are not good. Really? Then why do I shit my pants when someone makes them and puts his army on top of them?

How I see the future ZvT:
- massive amounts of swarmhosts covered with roachhydra into strong hive with vipers.
- mines being completely useless.


Mutas are the only decent way to deny terrans drops you'll still just boost past spores and drop somewhere else be it marines or hellbats, they are gas intensive units and that leaves us with zerglings based ground army.


Boost over 2 spores and 2 hydras? Then end up in the spines?
Simsons2
Profile Joined March 2013
Latvia73 Posts
Last Edited: 2013-05-14 11:10:04
May 14 2013 11:06 GMT
#157
On May 14 2013 20:04 Snowbear wrote:
Show nested quote +
On May 14 2013 20:01 Simsons2 wrote:
On May 14 2013 19:52 Snowbear wrote:
Hellbats being a problem in TvT is so 1 month ago. No one good has problems with them now.

Then there is TvP and TvZ.
- In TvP they don't seem to be a problem. Maybe the drops? But I don't see a difference with blueflame hellion drops.
- In TvZ they are strong, but as a player who doesn't use mines (I hear too much complains about them so I decided to not use them), hellbats are a nice. Are they too strong?

I also wonder how long it will take before zergs move away from the WOL muta ling bling style. It was not that good in WOL, and now in HOTS it's not better. I wonder what the problem is with hydra swarmhost compositions into viper ultra swarmhost or something. Some arguments I heard:
- without muta's, drops are too strong. Then I wonder why zergs don't use spores and spines like at the end of wol. They seem to forget them these days. Spores together with 2-3 hydras and good overlord placement = bye drops.
- swarmhosts are not good. Really? Then why do I shit my pants when someone makes them and puts his army on top of them?

How I see the future ZvT:
- massive amounts of swarmhosts covered with roachhydra into strong hive with vipers.
- mines being completely useless.


Mutas are the only decent way to deny terrans drops you'll still just boost past spores and drop somewhere else be it marines or hellbats, they are gas intensive units and that leaves us with zerglings based ground army.


Boost over 2 spores and 2 hydras? Then end up in the spines?


There's more than one entrance into the base over the air space. I'm not exactly complaining as my ZvT winrate is ~50ish% but the point stays ling/bling/muta is and will stay more effective way to deny drops while fighting bio/biomine which is what most terrans do go nowadays.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-05-14 11:29:07
May 14 2013 11:27 GMT
#158
--- Nuked ---
Chocobo
Profile Joined November 2006
United States1108 Posts
Last Edited: 2013-05-14 11:41:54
May 14 2013 11:41 GMT
#159
On May 14 2013 18:28 Terrasmith wrote:
I don't get all the Terran hate. Seriously. At the pro level Terran currently isn't overpowered at all, even with all the new units everyone wants nerfed. Hellbats and widow mines are shut down pretty easily with micro, and the pros have already adapted.


At the pro level terran is fine, but at the non-pro level they're just too cost efficient with bio mine, on top of having so many early game options at their fingertips. Zerg has no effective counter to mines and plays identical to WoL for the first 10 minutes.

I don't know if there's any good way to make it easier for diamond and masters players to deal with mines without screwing it up for the pros (something that should be avoided at all costs). But it would be interesting to know if Blizzard is at least considering some options or not.
SacredCoconut
Profile Joined October 2010
Finland121 Posts
May 14 2013 11:42 GMT
#160
On May 14 2013 19:10 TeeTS wrote:
Show nested quote +
On May 14 2013 19:02 NOFX wrote:
On May 14 2013 09:34 LaLuSh wrote:
I think hellbat was an obvious nerf that Blizzard omitted. There's no question it will be nerfed at some point. Apart from that it's probably good that they're waiting it out.

But I give it 6 months before the novelty value of HotS dies off and people start to get really really tired of camp fests again (especially ZvP).

There's a level of tolerance now that won't be there towards the second half of HotS life cycle. ZvZ change is positive.


I'm terran and totally agree on this. The hellbat is broken at such a level that even in TvT it's a broken unit, that's pretty telling. But I really hope they won't nerf it to the ground and make the unit worthless like the WoL reaper.
It's a really cool unit that brings so much to the terran arsenal.


I don't know about further hellbat nerfs. We have a slow short range unit right now. Once it connects it deals a lot of damage, but with the slow speed it's hard to make it work. Hellbat drops seem only an issue in TvT from my perspective. If Zerg or Protoss are losing to Hellbat drops, they're doing some things extremely wrong. If the dmg gets nerfed, then they have to increase the range. Because otherwise the unit will just be trash.


If you are not doing damage with hellbats against zerg or protoss meaby you are doing it extremely wrong? By the way you don't move on ground with hellbats you move with medivacs.
I apologize for possible grammar errors.
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