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Was the second spore crawler buff worth it? - Page 5

Forum Index > SC2 General
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willstertben
Profile Joined May 2013
427 Posts
June 08 2013 18:44 GMT
#81
well if you're far ahead you can kill them with baneling allins if they play something hydra based or just take more bases and get infestors to try and fungal their mutas if they spam mutas so at least there is something you can do if you don't want to sit there for another 10 minutes.
Foreplay
Profile Joined May 2008
United States1154 Posts
June 08 2013 18:48 GMT
#82
On June 09 2013 03:44 willstertben wrote:
well if you're far ahead you can kill them with baneling allins if they play something hydra based or just take more bases and get infestors to try and fungal their mutas if they spam mutas so at least there is something you can do if you don't want to sit there for another 10 minutes.

That's true. I exaggerated a bit. I'm just saying this doesn't really solve the muta problem. If they don't go muta's I just use them to deny the third, keep map control, and transition to ground. The same as I would before the Spore buff. So I just don't really see what this buff solves.
Better than Pokebunny
synd
Profile Joined July 2011
Bulgaria586 Posts
June 08 2013 19:32 GMT
#83
On June 08 2013 23:18 Gben592 wrote:
Show nested quote +
On June 08 2013 23:07 synd wrote:
Idk how buffing static defense while not fixing the problematic unit itself is a fix. In ZvZ, ZvP - mutas are ridiculously good and with the muta regen/speed they can gain insane map control + harass potential. Demolishing mineral lines in seconds.
But it's Blizz. What do we expect. Fix the matchup by not fixing the problem.
As someone said already, it's just a bandaid fix.


Well, in ZvP think Blizzard is hoping that the players just get on with it and learn how to deal with mutas, rather than have the players ask Blizzard to make the game easier to deal with their own inadequacies.

The spore patch was mainly about making the matchup more diverse, thus more entertaining to watch.

+ I think map control and harass potential is the whole idea...

The problem is that the mutas were already good harass units and overall good units. However as they are now - they can be mass 1 unit army. I think that is not how they should be.
And there isn't really a way to deal with them.
Zergs at high lvls do a lot of tech switches and no matter how much you try to use hallucinations, they can always hide a spire below an overlord spreading creep somewhere on the map.
It's just up to the zerg, how clever he can be to hide the spire.
As it is now, unless you have 3 stargates up and running, you're dead to mutas.
BillGates
Profile Blog Joined April 2013
471 Posts
June 08 2013 19:51 GMT
#84
Roach/hydra is very easy to play, but in terms of skills and performance and interesting to watch, muta/ling vs muta/ling is the best.

People don't like muta/ling because its way too hard to do, the control is hard and the better player always wins, with roach fests the lesser player can take some games off the much higher skilled player with some luck.

So to me it seems like roach/hydra is preferred because people don't want to play muta/ling because its harder to control and requires skill, and Blizzard are clueless about balancing and making a game, so they will make it more noob friendly and more boring to watch.
Jevity
Profile Joined August 2012
United States67 Posts
June 08 2013 20:06 GMT
#85
On June 09 2013 01:48 saddaromma wrote:
buffing spores was one of few things that I liked from blizzard. They should be buffing more static defenses, afterall sc2 is a strategy game, not a micro-battle crazy shit. Any RTS game should encourage positional and thoughtful play. Not the game of who a-masses more mutas or roaches.

Giving spinecrawlers same bonus but removing root/unroot ability would be great change.

Root/unroot gimmick should be removed from the game, its just a cool feature, has no strategic element whatsoever.


Trolling? Crazy micro is what an element that makes starcraft amazing.
Root/unroot is not a gimmick, it's just something that makes zerg what it is and it doesn't take away from strategy, if anything it adds to zerg, making it more dynamic.
Static defenses are good, they should always be part of the game, Blizzard just needs to make sure that they don't buff something so much that it completely negates another player's advances by placing just one spore crawler.

Like someone in the thread said earlier, it is somewhat interesting how you can still micro phoenix's around and score some kills even if there are spores down. You would want muta to be somewhat viable even if there were spores down.
Shame is a silly emotion. Don't succumb to it. - Artosis
dreamsmasher
Profile Joined November 2010
816 Posts
Last Edited: 2013-06-08 20:26:00
June 08 2013 20:21 GMT
#86
On June 08 2013 20:46 ThatGuyDoMo wrote:
Show nested quote +
On June 08 2013 20:37 Msr wrote:
well its 3 shots muta, and muta v muta the better player almost always wins, now it is slightly less so. I would not focus on blizzard's balancing as their patches at the end of wc3 showed how clueless and ignorant they are.


I would argue muta vs muta has a lower skill ceiling and gave lower level skill players a higher chance of beating somebody better than them due to the predictability / simplicity of the style when compared to roach hydra infestor micro / teching / remaxing.


what roach hydra micro. lings are harder to control, this much is obvious. they're smaller units (harder to box groups of them), faster, and groups of them die instnatly to banes. and the entire matchup is much more delicate.

roach hydra micro is just a move, and hug your opponent while stutter stepping when you have the advantage.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
June 08 2013 20:26 GMT
#87
On June 08 2013 23:01 ZenithM wrote:
Show nested quote +
On June 08 2013 21:05 Liquid`Ret wrote:
I really dislike the patch, Muta vs Muta at least kept the matchup logical and straight forward, now its back to random builds and timings

I think this is proof that it worked.


Agreed. It will take a while for new builds to be developed, and we may yet see a return to Muta play. The change may have been an overly powerful one, but on the whole it looks to have been the right one. The whining by (sections of) the community is typical. More evidence that Blizzard should follow their current philosophy of patching lightly but, ultimately, as they see fit.
KT best KT ~ 2014
Oboeman
Profile Joined January 2011
Canada3980 Posts
Last Edited: 2013-06-08 20:31:04
June 08 2013 20:29 GMT
#88
On June 08 2013 20:46 ThatGuyDoMo wrote:
Show nested quote +
On June 08 2013 20:37 Msr wrote:
well its 3 shots muta, and muta v muta the better player almost always wins, now it is slightly less so. I would not focus on blizzard's balancing as their patches at the end of wc3 showed how clueless and ignorant they are.


I would argue muta vs muta has a lower skill ceiling and gave lower level skill players a higher chance of beating somebody better than them due to the predictability / simplicity of the style when compared to roach hydra infestor micro / teching / remaxing.

Muta vs muta was really zergling vs zergling, and lings are really one of zerg's skill units.

the game would end when one player got a mutalisk lead, but he gained the advantages with his zerglings.

what if they pulled back to 4-shot mutalisks instead of 3. 15+22 or something (15+15 ended up being 5 shots because of regen)
I really dislike the patch, Muta vs Muta at least kept the matchup logical and straight forward, now its back to random builds and timings

zvz wasn't only random builds and timings at the end of wol. It seemed to play out pretty consistently with both sides using lings and banelings to defend while getting 3rd base and going into roach. just because its based on roaches doesn't mean it has to be random, does it?
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
June 08 2013 20:31 GMT
#89
On June 09 2013 03:48 Foreplay wrote:
Show nested quote +
On June 09 2013 03:44 willstertben wrote:
well if you're far ahead you can kill them with baneling allins if they play something hydra based or just take more bases and get infestors to try and fungal their mutas if they spam mutas so at least there is something you can do if you don't want to sit there for another 10 minutes.

That's true. I exaggerated a bit. I'm just saying this doesn't really solve the muta problem. If they don't go muta's I just use them to deny the third, keep map control, and transition to ground. The same as I would before the Spore buff. So I just don't really see what this buff solves.


You can't see what it solves? I don't know what league you're in, but if you watch the pro-level ZvZ it was all about Muta vs Muta balls, never anything else as everything else was to immobile to deal with the mutas, now with the spore buff mutas can be defended a lot easier with an immobile army, allowing for a larger pool of diverse play.
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
lue
Profile Joined October 2012
Sweden27 Posts
June 08 2013 20:46 GMT
#90
On June 08 2013 23:37 Bagi wrote:
Show nested quote +
On June 08 2013 23:18 lue wrote:
On June 08 2013 23:07 emythrel wrote:
On June 08 2013 21:08 Tsubbi wrote:
On June 08 2013 20:56 Fody03 wrote:
On June 08 2013 20:49 Tsubbi wrote:
it was a very strange bandaid fix and seriously it just feels wrong and lazy game design wise to buff static defense damage to a single unit of ones own race by 300%

gameplay wise muta ling rewarded better players way more than the wol like roach play so no, i think the change was bad



band aid or not,in ZvZ there more available tech patch now than just Muta vs Muta, i.e. SH vs Roach,fast ultras,etc
Muta is still viable,its just more like WoL which was a way to get map control and then transition in other tech,like infestors.


but thats just not how a game should be designed, like right now hellbat drops seem very strong especially in tvt, should they half the hellbat damage to scvs ? they should really come up with more elegant solutions


No.... you should just make a couple more turrets. This ZvZ change was, imo, one of the best they've ever made.... it specifcally targets one matchup without effecting the others, which is how things should be done. There was no other way to do it, if you buff any other unit to deal with mutas then you would throw the balance off in another matchup, if you nerf mutas you do the same in favours of the other races.

It wasn't a band aid at all, it was a targetted way to only effect that one specific matchup and strat. Mutas are still viable, they just aren't a killing blow any more... i've seen plenty of mutas since the patch in pro ZvZ, just no muta wars going on all game.




They could've just given the bio damage buff to hydras(but obviously not that huge), thus allowing zergs to go either hydras OR mutas, it would also make hydras somewhat useful against bio terrans, thus creating additional options aside from ling/bling/muta into ultras in that matchup aswell.

Hydras are already very strong in a straight up fight against bio. No bio terran would be able to hold a 2/2 timing with buffed hydras, not to even mention the fact that it would also buff roach/hydra against hellbats and thus mech.

Also a buff against zealots, further complicating things... Luckily you aren't on the balance team.



it'd also increase damage against HTs and DTs, but considering how cheap hellbats are, I dont mind them taking some additional damage from hydras.
Couldn't do much about the zealot ofcourse but thats just a sideeffect I'd have to live with.
iyasq8
Profile Joined December 2012
113 Posts
June 08 2013 20:50 GMT
#91
It was sooo not worth it. now its roach vs roach( infestors r useless) and soon enough it will be SH vs SH basically, WoL.
Piece
Foreplay
Profile Joined May 2008
United States1154 Posts
June 08 2013 21:10 GMT
#92
On June 09 2013 05:31 MonkSEA wrote:
Show nested quote +
On June 09 2013 03:48 Foreplay wrote:
On June 09 2013 03:44 willstertben wrote:
well if you're far ahead you can kill them with baneling allins if they play something hydra based or just take more bases and get infestors to try and fungal their mutas if they spam mutas so at least there is something you can do if you don't want to sit there for another 10 minutes.

That's true. I exaggerated a bit. I'm just saying this doesn't really solve the muta problem. If they don't go muta's I just use them to deny the third, keep map control, and transition to ground. The same as I would before the Spore buff. So I just don't really see what this buff solves.


You can't see what it solves? I don't know what league you're in, but if you watch the pro-level ZvZ it was all about Muta vs Muta balls, never anything else as everything else was to immobile to deal with the mutas, now with the spore buff mutas can be defended a lot easier with an immobile army, allowing for a larger pool of diverse play.

Mutas don't have to do damage directly to be good. If you are doing a speedling into muta build you have map control for the entire early/early-mid game. All you have to do is deny the third which still makes the muta player have a huge advantage. This is my theory anyway. I haven't watched a lot of pro zvz's since patch. As for my rank, I am mid-masters (so i understand that i am no authority on starcraft.) But I think after pros stop experimenting we are going to see the game swing back towards muta play, regardless of how much damage spore crawlers do.
Better than Pokebunny
Waxangel
Profile Blog Joined September 2002
United States33699 Posts
June 08 2013 21:13 GMT
#93
yes it's like 239048390 times more tolerable to watch

that said it's still by far the least tolerable match-up to watch
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
RezChi
Profile Blog Joined January 2010
Canada2368 Posts
June 08 2013 21:23 GMT
#94
On June 09 2013 01:47 Penev wrote:
Kerrigan is doing a piss poor job evolving the swarm imo; The Overmind would turn in his grave..

She's running out of ideas
dirtydurb82
Profile Joined December 2012
United States178 Posts
June 08 2013 21:44 GMT
#95
If Muta Vs Muta was bad, +1 +1 Lings (with occasional banes) is SOOOO much worse. Give spines a nice little boost against bio too! Help out vs nasty Terran drops...
"The only way to grow E-Sports is to tell the truth." -Richard Lewis
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