David Kim comments on Hellbat drops - Page 3
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Nachtwind
Germany1130 Posts
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LTY
United States223 Posts
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Fig
United States1324 Posts
On June 11 2013 11:49 bittman wrote: I think David Kim seems to be leaning towards the fact that the problem isn't so much just hellbat drops in general, but rather perhaps the early timing of the hellbat drops. Solutions may include - Increased build time - Upgrade requirements (on medivac speed boost or hellbat transform again) to delay the timing on drops. - Maybe an increased cost for hellbats? Not as sure on this one. I'd also prefer that they didn't mess with the damage, but rather how easy it is to access the hellbat drop. I'd prefer them to play with the numbers around the drop itself, as you suggested. oops nvm me | ||
playa
United States1284 Posts
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Rabiator
Germany3948 Posts
David Kim We're looking into it. Obviously we'd like to see how they turn out in the coming weeks, but initially we're thinking: 1. Too easy to execute 2. Especially in TvT, not a lot of risk to doing them (when you don't lose the Medivac) 3. Might be too early before defenses can be ready Rather than jumping to conclusions right now, we'll keep a close eye on it and if in fact Hellbat drops do turn out too strong, we'll do something like rolling in some of their damage with the Infernal Pre igniter upgrade.. He forgot a really important part ... totally boring to watch and impossible to follow for an observer if you have several of them going on at the same time in TvT. | ||
GhostOwl
766 Posts
Make speedvac cost 100 energy to use its boost Require hellbat to be produced from hellion transformation only. The process costs 50 gas or 25 mineral/25 gas. This should fix the "too early" problem. The transformation process should take as long as the current building time for hellbat. Remove bio tag from hellbat Leave hellion alone That should be very reasonable | ||
Thrillz
4313 Posts
On June 11 2013 12:22 GhostOwl wrote: Problem is hellbat AND hellbatdrops. Make speedvac cost 100 energy to use its boost Require hellbat to be produced from hellion transformation only. The process costs 50 gas or 25 mineral/25 gas. This should fix the "too early" problem. The transformation process should take as long as the current building time for hellbat. Remove bio tag from hellbat Leave hellion alone That should be very reasonable Except it's not reasonable lol. They would never go and nerf several things at once. | ||
magnaflow
Canada1521 Posts
On June 11 2013 12:22 Rabiator wrote: He forgot a really important part ... totally boring to watch and impossible to follow for an observer if you have several of them going on at the same time in TvT. Please, If a player can control several drops at once, an observer should have 0 problems keeping track of them. | ||
ETisME
12276 Posts
On June 11 2013 12:25 magnaflow wrote: Please, If a player can control several drops at once, an observer should have 0 problems keeping track of them. absolutely wrong. you don't look at your drops all the time, obs cannot keep shifting screen all the time. there is a huge difference between FP and obs | ||
Rainling
United States456 Posts
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Rabiator
Germany3948 Posts
On June 11 2013 12:22 GhostOwl wrote: Problem is hellbat AND hellbatdrops. Make speedvac cost 100 energy to use its boost Require hellbat to be produced from hellion transformation only. The process costs 50 gas or 25 mineral/25 gas. This should fix the "too early" problem. The transformation process should take as long as the current building time for hellbat. Remove bio tag from hellbat Leave hellion alone That should be very reasonable No ... they wont ever nerf their speed boost that way ... their baby (which should be removed altogether). The only sensible way is to slow down early Hellbat production by requiring a tech lab to make them. You can only build one of them that way and it will add another minute or so to the time when a first double Hellbat drop will show up. That would totally undo the whole thing which Blizzard tried to implement with HotS ... more aggression and more drops ... so I could also imagine some really stupid solutions - as they did for the 'ZvZ Mutalisk problem' - coming from them instead. | ||
xAdra
Singapore1858 Posts
Anyways, I am glad they are looking at it. I am not afraid of hellbats or their drops in PvT, but I do find them really obnoxiously cost efficient in TvZ and TvT, particularly TvT. Mvp vs Innovation would have been the best match ever if not for this unit existing. | ||
Thrillz
4313 Posts
On June 11 2013 12:29 Rabiator wrote: No ... they wont ever nerf their speed boost that way ... their baby (which should be removed altogether). The only sensible way is to slow down early Hellbat production by requiring a tech lab to make them. You can only build one of them that way and it will add another minute or so to the time when a first double Hellbat drop will show up. That would totally undo the whole thing which Blizzard tried to implement with HotS ... more aggression and more drops ... so I could also imagine some really stupid solutions - as they did for the 'ZvZ Mutalisk problem' - coming from them instead. That's not the sensible way at all, the most sensible has already been stated by DK, nerf damage and give BF back. Your solution not only nerfs them, but almost kills HB drops all-together while making Mech even worst then it already is, | ||
JacobShock
Denmark2485 Posts
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ZenithM
France15952 Posts
They're thinking in the right direction at least. None of that "the winrates were balanced so we gave +2 range to the queen huehuehue". | ||
iyasq8
113 Posts
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Tobblish
Sweden6404 Posts
It's not exactly the first time it's being done in a major tournament setting *cough* Lucifron. Predicting they are going to change the Hellbat so it can't be dropped at all. But as long as the Hellbat doesn't turn into the new Infestor, I'll be happy waiting. | ||
Ichabod
United States1659 Posts
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bhfberserk
Canada390 Posts
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TXRaunchy
United States131 Posts
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