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Balance patch this week - Hellbats nerfed, Banshees buffed…

Forum Index > SC2 General
1080 CommentsPost a Reply
Prev 1 14 15 16 17 18 55 Next
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
July 08 2013 20:29 GMT
#301
I like the changes it gives terran back one of there original options of harassing.
Moderatorlickypiddy
tili
Profile Joined July 2012
United States1332 Posts
July 08 2013 20:30 GMT
#302
On July 09 2013 05:28 Tenks wrote:
Show nested quote +
On July 09 2013 05:25 FreeTossCZComentary wrote:
On July 09 2013 05:12 Rhaegal wrote:
On July 09 2013 05:10 BlackPanther wrote:
On July 09 2013 05:05 Rhaegal wrote:
This would be like Blizzard nerfing the Muta directly to address muta wars in ZvZ. It makes no sense. Why not try other alternatives to make TvT less hellbat reliant?


Not really. Hellbats only got an early game nerf while their mid-game and late game potential is the same. A nerf to mutas would have been permanent across all stages of the game.



They could at least combine the transformation upgrade with blueflame.


That would be actually buffing hellbats.



How?


Kind of.

It would be making them weaker up front (requiring an upgrade), but even more cost-effective in the late game (one upgrade gets them transformation and blue flame, meaning all existent hellions can be hellbats)
valium
Profile Joined June 2012
United States251 Posts
July 08 2013 20:30 GMT
#303
So they are continuing with the present senseless medivacs healing hellbats?
It is not easy being this awesome and modest
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
July 08 2013 20:30 GMT
#304
On July 09 2013 05:15 Levernz wrote:
My lings will still burn to death anyway

It's a good change, but i tought they were removing the healing part for the hellbats ??

Shee's & hellion's push will be even more faster. Gonna have to drop a warren asap. Sucks.

GLHF zerg's !

Im already droppin' dem spores n warrens in advance, yo.
doffe
Profile Joined June 2010
Sweden636 Posts
July 08 2013 20:31 GMT
#305
as a mainly random player I think this is a decent solution. Not my nr 1 choice but it does the job set out I feel. I do though want something done to the medivac upgrade.. I never ever see anyone get it besides fakeing cloak and now even that is useless :D
Lagcraft
Profile Blog Joined August 2010
United States146 Posts
July 08 2013 20:32 GMT
#306
Sounds like tvt is going back to the good old '10 days of banshee rush vs. banshee rush
Rassy
Profile Joined August 2010
Netherlands2308 Posts
Last Edited: 2013-07-08 20:37:27
July 08 2013 20:33 GMT
#307
Lol the hellbat change wont change annything, it all just comes a bit later now because players will want to get blue flame.
With blue flame, wich definatly will be available during the midgame, they are still the same. So how will this change effect the midgame hellbat play, wich was identified as a/the problem?

Banshee change does nothing either imo, at least not in tvt.
With zerg having spore from the start i doubt it will change tvz also, it could be verry good against protoss though.
If you make a banshee and your opponent makes a viking you still "loose" and with the viking in combination with mech beeing verry popular i dont see how this will make players use the banshee more in tvt.
Tenks
Profile Joined April 2010
United States3104 Posts
July 08 2013 20:34 GMT
#308
On July 09 2013 05:30 tili wrote:
Show nested quote +
On July 09 2013 05:28 Tenks wrote:
On July 09 2013 05:25 FreeTossCZComentary wrote:
On July 09 2013 05:12 Rhaegal wrote:
On July 09 2013 05:10 BlackPanther wrote:
On July 09 2013 05:05 Rhaegal wrote:
This would be like Blizzard nerfing the Muta directly to address muta wars in ZvZ. It makes no sense. Why not try other alternatives to make TvT less hellbat reliant?


Not really. Hellbats only got an early game nerf while their mid-game and late game potential is the same. A nerf to mutas would have been permanent across all stages of the game.



They could at least combine the transformation upgrade with blueflame.


That would be actually buffing hellbats.



How?


Kind of.

It would be making them weaker up front (requiring an upgrade), but even more cost-effective in the late game (one upgrade gets them transformation and blue flame, meaning all existent hellions can be hellbats)


It may also mean we see more use of Servos. Right now hardly anyone ever gets the upgrade. I don't think too many people are complaining about Hellbats straight up in fights it is the fact that they eat mineral lines too quickly for their cost & time they come out. It would basically make this upgrade the de-facto "You must get this before Hellbats are useful" upgrade.
Wat
Rhaegal
Profile Blog Joined July 2013
United States678 Posts
July 08 2013 20:35 GMT
#309
On July 09 2013 05:30 tili wrote:
Show nested quote +
On July 09 2013 05:28 Tenks wrote:
On July 09 2013 05:25 FreeTossCZComentary wrote:
On July 09 2013 05:12 Rhaegal wrote:
On July 09 2013 05:10 BlackPanther wrote:
On July 09 2013 05:05 Rhaegal wrote:
This would be like Blizzard nerfing the Muta directly to address muta wars in ZvZ. It makes no sense. Why not try other alternatives to make TvT less hellbat reliant?


Not really. Hellbats only got an early game nerf while their mid-game and late game potential is the same. A nerf to mutas would have been permanent across all stages of the game.



They could at least combine the transformation upgrade with blueflame.


That would be actually buffing hellbats.



How?


Kind of.

It would be making them weaker up front (requiring an upgrade), but even more cost-effective in the late game (one upgrade gets them transformation and blue flame, meaning all existent hellions can be hellbats)


kind of the point...
http://www.twitch.tv/agonysc
Rhaegal
Profile Blog Joined July 2013
United States678 Posts
July 08 2013 20:37 GMT
#310
On July 09 2013 05:32 Lagcraft wrote:
Sounds like tvt is going back to the good old '10 days of banshee rush vs. banshee rush


3 months from now.

"We are seeing too much reliance on banshee openers in TvT. We will be reverting the cost of cloaking field back to 200/200.
http://www.twitch.tv/agonysc
Alryk
Profile Blog Joined November 2011
United States2718 Posts
July 08 2013 20:38 GMT
#311
ONE ONE OOOOOOOOOOONE!

Seriously, I hate that build. This was a needed change though I think. I think we will be seeing a lot more cloak banshees now.
Team Liquid, IM, ViOlet!
Lt.Roosevelt
Profile Joined May 2011
Sweden84 Posts
July 08 2013 20:38 GMT
#312
Good for TvT boring for PvT and neutral for TVZ
biaxiong
Profile Joined March 2011
United States180 Posts
July 08 2013 20:41 GMT
#313
A step towards the right direction, nerf and buff another area.
WhiteRa: More GG, more skill.
tili
Profile Joined July 2012
United States1332 Posts
July 08 2013 20:43 GMT
#314
On July 09 2013 05:34 Tenks wrote:
Show nested quote +
On July 09 2013 05:30 tili wrote:
Kind of.

It would be making them weaker up front (requiring an upgrade), but even more cost-effective in the late game (one upgrade gets them transformation and blue flame, meaning all existent hellions can be hellbats)


It may also mean we see more use of Servos. Right now hardly anyone ever gets the upgrade. I don't think too many people are complaining about Hellbats straight up in fights it is the fact that they eat mineral lines too quickly for their cost & time they come out. It would basically make this upgrade the de-facto "You must get this before Hellbats are useful" upgrade.


I don't necessarily disagree, but it'd need to be tested.

Having the ability to transform between blue-flame hellions and blue-flame hellbats is a pretty big deal, because blue-flame hellions are really good at harassing spread-out expansion than hellbats and require no medivac micro. While, with the servo upgrade, you can easily transform them before a big battle.

Also, now the upgrade is ridiculously cheap - since you're getting both for 1... I think the banshee buff would be too much with this.

Rhaegal, calm down.
Deleted User 137586
Profile Joined January 2011
7859 Posts
July 08 2013 20:43 GMT
#315
On July 09 2013 05:29 zhurai wrote:
how many hits does it take for hellbats to kill a zealot now?


It went up from 5 to 9.
Cry 'havoc' and let slip the dogs of war
wUndertUnge
Profile Blog Joined September 2010
United States1125 Posts
July 08 2013 20:44 GMT
#316
On July 09 2013 03:13 turdburgler wrote:
i like that they realise hellbat drops are retarded, but i dont think pre igniter is the simple solution they hope it will be. the fact is even later in the game when defences are secured and whatnot, a hellbat drop still pays for itself 99% of the time. if the defender has to pull workers and run away for 20 seconds? even killing 0 units you are probably ahead from that drop. kill a few workers and that 5 second worker pull is already too much.


Yeah, but the timing now allows the opponent to either get defenses up or launch an attack. That entire helllbat pre-igniter timing will come at a different stage in the matchup.
Clan: QQGC - wundertunge#1850
TL+ Member
blastyblast21
Profile Joined January 2013
United States61 Posts
July 08 2013 20:45 GMT
#317
i like the the hellbat nerf which fixes tvz and tvp
but the banshee buff is so dumb because they wanted to stop one unit from ruining tvt but they give banshees a huge buff which i beat every single tvt will be banshees now which is still gonna ruin the match up.
Nightshade_
Profile Blog Joined August 2011
United States549 Posts
July 08 2013 20:45 GMT
#318
On July 09 2013 03:45 Rhaegal wrote:
Terran had lowest winrate in June, and despite what they say, this is a nerf to every matchup, and banshees were shit vs P and Z for reasons other than the cloak cost.


This will just make TvT an early game cluster fuck, and have minimal effect vs P or Z.

Now Hellbats will be a hassle just to make vs early chargelot compositions, if you don't get the upgrade they are worthless. So what's our option? A banshee that can be nullified by nexus cannon? Awesome! good job blizzard, yet again. You guys buffed Queens when the matchup was 50/50, now you nerf Terran when they are performing the worst of all races. Keep up the good work guys!

I heard a protoss almost won MLG, and a zerg won it
Lil' Joey, Master of the A-Move Stalker Strike Force
Deleted User 137586
Profile Joined January 2011
7859 Posts
July 08 2013 20:46 GMT
#319
On July 09 2013 04:55 blade55555 wrote:
Show nested quote +
On July 09 2013 04:52 Naphal wrote:
if they continue down this path, terran on ladder will just disappear again.


LOL 1 unit gets a slight nerf and terran will disappear again? haha this is the first nerf terran has even gotten unless I am mistaken in hots.


Depends if you count buffs to other races, such as the WP speed upgrade designed to make it outrun vikings.
Cry 'havoc' and let slip the dogs of war
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 08 2013 20:47 GMT
#320
Why not 150/150?
I hope the metagame shifts back to tank marine, tvt was so great to watch with it...
I really dont like their approach "lets see how the players find out how to fix the meta"
the high hellbat damage was clearly a problem since the beginning.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
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