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Balance patch this week - Hellbats nerfed, Banshees buffed…

Forum Index > SC2 General
1080 CommentsPost a Reply
Prev 1 19 20 21 22 23 55 Next
Daralii
Profile Joined March 2010
United States16991 Posts
July 08 2013 22:05 GMT
#401
On July 09 2013 07:03 DarkPlasmaBall wrote:
Show nested quote +
On July 09 2013 07:01 Daralii wrote:
On July 09 2013 06:58 Prog455 wrote:
Does anyone know if they will reduce cargo size aswell? Now that they are not as strong it would be appropriate to change the completely arbitrary cargo size.

I get the feeling that four hellbats per 'vac would still be overpowered unless they disable the heal.


I'm actually surprised that Blizzard didn't just remove the medivac healing, and keep everything else the same.

Probably because it sets the precedent of seemingly arbitrary exceptions to rules, which I don't think SC has ever really had. They can't just remove the biological tag either, as that would possibly break TvP.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
jeri
Profile Joined July 2012
Germany335 Posts
July 08 2013 22:05 GMT
#402
helion+reaper+banshee push inc in tvz
"The voices are back. Excellent." Dexter Morgan
DarkPlasmaBall
Profile Blog Joined March 2010
United States46424 Posts
July 08 2013 22:09 GMT
#403
On July 09 2013 07:05 Daralii wrote:
Show nested quote +
On July 09 2013 07:03 DarkPlasmaBall wrote:
On July 09 2013 07:01 Daralii wrote:
On July 09 2013 06:58 Prog455 wrote:
Does anyone know if they will reduce cargo size aswell? Now that they are not as strong it would be appropriate to change the completely arbitrary cargo size.

I get the feeling that four hellbats per 'vac would still be overpowered unless they disable the heal.


I'm actually surprised that Blizzard didn't just remove the medivac healing, and keep everything else the same.

Probably because it sets the precedent of seemingly arbitrary exceptions to rules, which I don't think SC has ever really had. They can't just remove the biological tag either, as that would possibly break TvP.


Why can't they remove the bio tag, exactly?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Highwinds
Profile Joined August 2010
Canada955 Posts
July 08 2013 22:12 GMT
#404
On July 09 2013 07:09 DarkPlasmaBall wrote:
Show nested quote +
On July 09 2013 07:05 Daralii wrote:
On July 09 2013 07:03 DarkPlasmaBall wrote:
On July 09 2013 07:01 Daralii wrote:
On July 09 2013 06:58 Prog455 wrote:
Does anyone know if they will reduce cargo size aswell? Now that they are not as strong it would be appropriate to change the completely arbitrary cargo size.

I get the feeling that four hellbats per 'vac would still be overpowered unless they disable the heal.


I'm actually surprised that Blizzard didn't just remove the medivac healing, and keep everything else the same.

Probably because it sets the precedent of seemingly arbitrary exceptions to rules, which I don't think SC has ever really had. They can't just remove the biological tag either, as that would possibly break TvP.


Why can't they remove the bio tag, exactly?


They would then become a unit that terran uses a buffer vs archons. Suddenly Archons become useless vs hellbats
Yes It's a Good Day. 저는 아이유 사랑해요!
DarkPlasmaBall
Profile Blog Joined March 2010
United States46424 Posts
July 08 2013 22:14 GMT
#405
On July 09 2013 07:12 Highwinds wrote:
Show nested quote +
On July 09 2013 07:09 DarkPlasmaBall wrote:
On July 09 2013 07:05 Daralii wrote:
On July 09 2013 07:03 DarkPlasmaBall wrote:
On July 09 2013 07:01 Daralii wrote:
On July 09 2013 06:58 Prog455 wrote:
Does anyone know if they will reduce cargo size aswell? Now that they are not as strong it would be appropriate to change the completely arbitrary cargo size.

I get the feeling that four hellbats per 'vac would still be overpowered unless they disable the heal.


I'm actually surprised that Blizzard didn't just remove the medivac healing, and keep everything else the same.

Probably because it sets the precedent of seemingly arbitrary exceptions to rules, which I don't think SC has ever really had. They can't just remove the biological tag either, as that would possibly break TvP.


Why can't they remove the bio tag, exactly?


They would then become a unit that terran uses a buffer vs archons. Suddenly Archons become useless vs hellbats


Ah okay, thanks!
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
F1rstAssau1t
Profile Joined November 2010
1341 Posts
July 08 2013 22:19 GMT
#406
If the Blue Flame upgrade dont make the Hellbats shot blue fire im gona sue Blizzard for all their money.

U better watch out Bobby Kotick!!
#1 Kloggmosexual | Gambit 4 lyfe! | DiamondGOD | #iBelieve
n0ah
Profile Joined June 2011
United States250 Posts
July 08 2013 22:21 GMT
#407
Is this live today?
If this is to end in fire, then we will all burn together
Wintex
Profile Blog Joined July 2011
Norway16849 Posts
July 08 2013 22:24 GMT
#408
release this in the weekend please. OSL TvTs TT.TT will suffer.
The Bomber boy
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2013-07-08 22:26:29
July 08 2013 22:25 GMT
#409
Meh they should make transformation servoes free again. (just keep armory requirement for transform) Nobody will ever research it now that you have to spend additional 150/150 and research time just to get the old hellbats.
Neosteel Enthusiast
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 08 2013 22:27 GMT
#410
I don't understand why people are saying Banshees are useless now. They're just as useful as they were in WoL. The only change is META.

People are getting earlier observers now to scout for drops and to see mines. 1 gate expand into robo immediately after shut down Banshee harass exactly the same in WoL.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
July 08 2013 22:29 GMT
#411
On July 09 2013 07:12 Highwinds wrote:
Show nested quote +
On July 09 2013 07:09 DarkPlasmaBall wrote:
On July 09 2013 07:05 Daralii wrote:
On July 09 2013 07:03 DarkPlasmaBall wrote:
On July 09 2013 07:01 Daralii wrote:
On July 09 2013 06:58 Prog455 wrote:
Does anyone know if they will reduce cargo size aswell? Now that they are not as strong it would be appropriate to change the completely arbitrary cargo size.

I get the feeling that four hellbats per 'vac would still be overpowered unless they disable the heal.


I'm actually surprised that Blizzard didn't just remove the medivac healing, and keep everything else the same.

Probably because it sets the precedent of seemingly arbitrary exceptions to rules, which I don't think SC has ever really had. They can't just remove the biological tag either, as that would possibly break TvP.


Why can't they remove the bio tag, exactly?


They would then become a unit that terran uses a buffer vs archons. Suddenly Archons become useless vs hellbats


lol that has nothing to do with it.
Hellbats are biological so it promotes drop play in mech.. At the point they were still investing in mech to become a real option which was the idea behind HotS terran.

Overall this patch is ok. Hellbat nerf is good for the game and a banshee buff is fine, however the banshee buff may be a little much. 1 gas banshee becomes possible now which seems really strong for TvT and possible even TvZ. With hellbats drops out of the equation i can see banshee opener becoming too good in TvT, it's quite safe, likely to equalize against FE and seems to have little weaknesses.

Worst of all about this patch though is that mech is getting nerfed AGAIN for a thing that doesn't concern mech...
Tanks got nerfed long time ago because of small maps
1-1-1 got nerfed several times (immortal buff etc)
blueflame hellions got nerfed for being too strong against zerg
now hellbats nerfed because of drops.

Mech needs MECH buffs in response not other generic buffs (arguably banshee openers enable mech a bit more but not enough to compensate for needing blueflame). They could have easily removed transformation servos for example, that tech was only ever introduced to prevent hellbat timings (you could make hellions, get an armory and instantly have strong hellbat timings). With blueflame being neccesary for hellbats to shine it would have been reasonable to remove transformation servos for example.
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2013-07-08 22:30:15
July 08 2013 22:29 GMT
#412
On July 09 2013 07:27 DinoMight wrote:
I don't understand why people are saying Banshees are useless now. They're just as useful as they were in WoL. The only change is META.

People are getting earlier observers now to scout for drops and to see mines. 1 gate expand into robo immediately after shut down Banshee harass exactly the same in WoL.


Spores are spawning pool tech now. It used to require an evo chamber.
Neosteel Enthusiast
HystericaLaughter
Profile Joined September 2011
Australia720 Posts
July 08 2013 22:32 GMT
#413
Why do people keep bringing up Innovation's name in this thread? I thought he only recently jumped on the Hellbat bandwagon. He made a name for himself by winning some disgustingly one-sided TvZ series against the best Zergs in the world, where he played a hyper aggressive bio/mine multitasking style. And he played marine/tank with heavy drop play in TvT which was the standard for a while.

Innovation is basically just the perfect Kespa robot. He plays what ever style the Korean metagame dictates is the strongest and does it better than anyone else.
My wife for hire! - Zealot
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
July 08 2013 22:32 GMT
#414
On July 09 2013 07:12 Highwinds wrote:
Show nested quote +
On July 09 2013 07:09 DarkPlasmaBall wrote:
On July 09 2013 07:05 Daralii wrote:
On July 09 2013 07:03 DarkPlasmaBall wrote:
On July 09 2013 07:01 Daralii wrote:
On July 09 2013 06:58 Prog455 wrote:
Does anyone know if they will reduce cargo size aswell? Now that they are not as strong it would be appropriate to change the completely arbitrary cargo size.

I get the feeling that four hellbats per 'vac would still be overpowered unless they disable the heal.


I'm actually surprised that Blizzard didn't just remove the medivac healing, and keep everything else the same.

Probably because it sets the precedent of seemingly arbitrary exceptions to rules, which I don't think SC has ever really had. They can't just remove the biological tag either, as that would possibly break TvP.


Why can't they remove the bio tag, exactly?


They would then become a unit that terran uses a buffer vs archons. Suddenly Archons become useless vs hellbats


As a protoss player, I wouldn't mind this at all. Less damage from archons, in trade medivacs can't heal hellbats? I'd take that all day. The problem isn't archons are the only answer to hellbats; the problem is that everything protoss on the ground (except colossi) are actually terrible at killing hellbats quickly (because of the healing in large part).
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
July 08 2013 22:33 GMT
#415
On July 09 2013 07:29 FueledUpAndReadyToGo wrote:
Show nested quote +
On July 09 2013 07:27 DinoMight wrote:
I don't understand why people are saying Banshees are useless now. They're just as useful as they were in WoL. The only change is META.

People are getting earlier observers now to scout for drops and to see mines. 1 gate expand into robo immediately after shut down Banshee harass exactly the same in WoL.


Spores are spawning pool tech now. It used to require an evo chamber.



when all terran can harass you with is cloaking now (mine/banshee) don't you think it would be easier to stop?

I think banshees are not going to be enough to fill the gap hellbat nerf will leave
mostevil
Profile Joined February 2011
United Kingdom611 Posts
July 08 2013 22:38 GMT
#416
I likes it. More of a combat than a rush buff to the banshee would have been nice though, for the other matchups... something like a smidge more speed. Micro is good. Rushes less good.
我的媽和她的瘋狂的外甥都
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 08 2013 22:41 GMT
#417
On July 09 2013 07:29 Markwerf wrote:
Show nested quote +
On July 09 2013 07:12 Highwinds wrote:
On July 09 2013 07:09 DarkPlasmaBall wrote:
On July 09 2013 07:05 Daralii wrote:
On July 09 2013 07:03 DarkPlasmaBall wrote:
On July 09 2013 07:01 Daralii wrote:
On July 09 2013 06:58 Prog455 wrote:
Does anyone know if they will reduce cargo size aswell? Now that they are not as strong it would be appropriate to change the completely arbitrary cargo size.

I get the feeling that four hellbats per 'vac would still be overpowered unless they disable the heal.


I'm actually surprised that Blizzard didn't just remove the medivac healing, and keep everything else the same.

Probably because it sets the precedent of seemingly arbitrary exceptions to rules, which I don't think SC has ever really had. They can't just remove the biological tag either, as that would possibly break TvP.


Why can't they remove the bio tag, exactly?


They would then become a unit that terran uses a buffer vs archons. Suddenly Archons become useless vs hellbats


lol that has nothing to do with it.
Hellbats are biological so it promotes drop play in mech.. At the point they were still investing in mech to become a real option which was the idea behind HotS terran.


I think they made them biological at a time when it became clear mech would not really work, so they tried to give the unit a new role, integrate them with normal bio play.
Head Coach Park: "They should buff tanks!"
Nazeron
Profile Joined September 2010
Canada1046 Posts
July 08 2013 22:47 GMT
#418
great change, wonder if theognis will be right about hellion banshee
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
July 08 2013 22:50 GMT
#419
On July 09 2013 07:33 c0sm0naut wrote:
Show nested quote +
On July 09 2013 07:29 FueledUpAndReadyToGo wrote:
On July 09 2013 07:27 DinoMight wrote:
I don't understand why people are saying Banshees are useless now. They're just as useful as they were in WoL. The only change is META.

People are getting earlier observers now to scout for drops and to see mines. 1 gate expand into robo immediately after shut down Banshee harass exactly the same in WoL.


Spores are spawning pool tech now. It used to require an evo chamber.



when all terran can harass you with is cloaking now (mine/banshee) don't you think it would be easier to stop?

I think banshees are not going to be enough to fill the gap hellbat nerf will leave

Don't know, think it will be fine with TvZ. With cheap cloak, you can force early lair tech for detection. Also banshees will make T a lot safer than hellbat openings vs any kind of busts(and possibly therefor allow terran to be even more greedy behind the banshees if that's possible :D). I don't think TvZ will be that bad after the nerf to hellbats. TvP however will be terrible. Banshees can't do anything in TvP, so they basically killed hellbat drop opener without giving anything in return. For mech this is a terrible nerf, just removing the threat of hellbat drops is a huge loss.

For TvT I just don't like this nerf. It's one of the typical "we think something is broken, so just fuck it". I don't particularly think everyone going banshee vs banshee is any better than hellbat vs hellbat.
Assirra
Profile Joined August 2010
Belgium4169 Posts
July 08 2013 22:52 GMT
#420
On July 09 2013 06:58 Prog455 wrote:
Does anyone know if they will reduce cargo size aswell? Now that they are not as strong it would be appropriate to change the completely arbitrary cargo size.

Hellbats need to be nerfed, not buffed.
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