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David Kim comments on Hellbat drops - Page 3

Forum Index > SC2 General
934 CommentsPost a Reply
Prev 1 2 3 4 5 45 46 47 Next All
Nachtwind
Profile Joined June 2011
Germany1130 Posts
Last Edited: 2013-06-11 03:03:05
June 11 2013 03:02 GMT
#41
speedvacs still silly and blizz on weed regarding that boost
invisible tetris level master
LTY
Profile Joined November 2012
United States223 Posts
June 11 2013 03:06 GMT
#42
god people complain too much man
Known as Miso or LTY
Fig
Profile Joined March 2010
United States1324 Posts
Last Edited: 2013-06-11 03:14:17
June 11 2013 03:12 GMT
#43
On June 11 2013 11:49 bittman wrote:
Show nested quote +
On June 11 2013 11:41 plogamer wrote:
They should not nerf the damage. If the problem is drops, then nerf drops.


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
Can't elope with my cantaloupe
playa
Profile Blog Joined December 2010
United States1284 Posts
June 11 2013 03:19 GMT
#44
I really don't care about hellbats. First time you see how many hits it takes to kill hellbats being healed by medivacs, it's jaw dropping. But, no matter how times you see proxy widow mines, it's still jaw dropping at how fast they get to your base. If I can't get a stalker out before needing detection in my base, it's probably way, way too fast. If they alter the time it takes to make hellbats without doing something about widow mines, I'll be so tilted. Please, keep making hellbats. Make the units that I actually have time to make units myself to defend... or I can actually get a cannon up...
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-06-11 03:23:32
June 11 2013 03:22 GMT
#45
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.
If you cant say what you're meaning, you can never mean what you're saying.
GhostOwl
Profile Blog Joined July 2011
766 Posts
Last Edited: 2013-06-11 03:23:23
June 11 2013 03:22 GMT
#46
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
Thrillz
Profile Joined May 2012
4313 Posts
June 11 2013 03:24 GMT
#47
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
Profile Joined August 2011
Canada1521 Posts
June 11 2013 03:25 GMT
#48
On June 11 2013 12:22 Rabiator wrote:
Show nested quote +
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.



Please, If a player can control several drops at once, an observer should have 0 problems keeping track of them.
ETisME
Profile Blog Joined April 2011
12680 Posts
June 11 2013 03:27 GMT
#49
On June 11 2013 12:25 magnaflow wrote:
Show nested quote +
On June 11 2013 12:22 Rabiator wrote:
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.



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
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Rainling
Profile Joined June 2011
United States456 Posts
June 11 2013 03:29 GMT
#50
Great idea, I always wondered why hellbats wouldn't be effected by the blue flame upgrade. This will probably be enough to keep them viable while making them less dominant.
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 11 2013 03:29 GMT
#51
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.
If you cant say what you're meaning, you can never mean what you're saying.
xAdra
Profile Joined July 2012
Singapore1858 Posts
June 11 2013 03:31 GMT
#52
Clicked the battlenet forum link and read it. Having not read that accursed place for a year by now, I am shuddering now. The amount of uninformed comments, super bias and trolling there just blows my mind. The terrans vehemently opposing this change on the grounds of "zerg still winning everything in HotS"...Let's just say I'm glad that I found teamliquid.

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
Profile Joined May 2012
4313 Posts
June 11 2013 03:33 GMT
#53
On June 11 2013 12:29 Rabiator wrote:
Show nested quote +
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.


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
Profile Blog Joined April 2012
Denmark2485 Posts
June 11 2013 03:34 GMT
#54
just make it so you can't load em up in medivacs. They are still a good unit that can be healed by medivacs.
"Right on" - Morrow
ZenithM
Profile Joined February 2011
France15952 Posts
June 11 2013 03:36 GMT
#55
Very good approach to game balance by Blizzard recently.
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
Profile Joined December 2012
113 Posts
June 11 2013 03:39 GMT
#56
well i understand they didnt want to mess up WCS
Piece
Tobblish
Profile Joined August 2011
Sweden6404 Posts
Last Edited: 2013-06-11 03:40:18
June 11 2013 03:39 GMT
#57
Imo they are taking a bit too long for this.
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.
The curse is real
Ichabod
Profile Joined May 2010
United States1659 Posts
June 11 2013 03:41 GMT
#58
I'm glad they are being more transparent with the community about areas of concern.
bhfberserk
Profile Joined August 2011
Canada390 Posts
June 11 2013 03:42 GMT
#59
I am glad that Blizzard agrees Hellbat is too easy to execute. Compare to good old Blue flame hellions that the Slayers used, hellbat drop is easier to do. And Blue flame was nerfed immediately after one tournament.
TXRaunchy
Profile Joined June 2013
United States131 Posts
Last Edited: 2013-06-11 03:44:31
June 11 2013 03:44 GMT
#60
hell bat so already op. make it the size of a tank where its 1 per medivac. or add some gas on that hoe and needing a tech lab to build.
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