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On August 13 2013 09:12 Kevin_Sorbo wrote:Show nested quote +On August 13 2013 09:10 YyapSsap wrote: I dont like the swarmhost/tank dynamic at all. You literally need to build more tanks as the zerg is building more swarmhosts. Expansions are easily taken if the zerg has a group of mutalisks (something that they can open with) and slowly moving tanks forward won't do squat. By the time you got enough tanks to go through the swarmhosts OR around, the zerg has broodlords or sacks the sawrmhosts for mass ultralisks etc as they got the bank to do so. The game gets drawn out WAY to easily and its boring quite frankly, where as tank lines in TvT can be much more dynamic. (Go around, drop, re-position etc). yeah swarm hosts are really broken(imo). I wonder what the fuck was wrong with lurkers. They were invented by Browder's predecessors was the problem.
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On August 13 2013 08:52 Green_25 wrote:Show nested quote +On August 13 2013 08:50 A.Alm wrote: Make WM's more expensive or lower their damage and make them 1 supply (so they dont one hit banes f.e)
Buff tanks damage. Don't nerf their damage, that would kinda defeat the concept of a 'mine' unit. Just make them more gas intensive. The problem with widow mines is that they are too cheap/easy to reproduce. Thats basically it. If you make them more gas intensive, you make mech even worse. 100/25 maybe.
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damn blizzard is out of touch with the state of balance right now lol
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On August 13 2013 04:35 Aquila- wrote: Viper with full energy is ridiculous, they want to make mech better but 3 vipers can already shut down 20 spread out tanks...
to counter this, medivac's ability to pick up grounded tanks would be sick :D:D
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David "Kim: Possible" changes for balance test map
Next op please reference Lion King. Thanks.
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On August 13 2013 09:38 StreetWise wrote: Maybe its because I am so old, but I actually wish they would slow the game down a little. Everything is already so fast as it is... While making a unit faster is a buff, it seems they tend to use this buff too much. The oracle sucks, speed buff. The warp prism sucks, speed buff. Overseer sucks speed buff!
well, I agree that sc2 is a fast-phased game (which makes many frustrated that losing one major battle=lose) but overseer buff is necessary to take out %#@! WM field. (I can't help my self raging at that stupid unit ) Otherwise, there is really no solution to mass mine +MMM
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This Viper buff would make no one want to go late-game against Zerg, further enforcing all-ins and 1/2 base timings, making the game even more boring to watch.
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On August 13 2013 09:12 Kevin_Sorbo wrote:Show nested quote +On August 13 2013 09:10 YyapSsap wrote: I dont like the swarmhost/tank dynamic at all. You literally need to build more tanks as the zerg is building more swarmhosts. Expansions are easily taken if the zerg has a group of mutalisks (something that they can open with) and slowly moving tanks forward won't do squat. By the time you got enough tanks to go through the swarmhosts OR around, the zerg has broodlords or sacks the sawrmhosts for mass ultralisks etc as they got the bank to do so. The game gets drawn out WAY to easily and its boring quite frankly, where as tank lines in TvT can be much more dynamic. (Go around, drop, re-position etc). yeah swarm hosts are really broken(imo). I wonder what the fuck was wrong with lurkers. Yeah! how about impaler with some splash? a Zerg burrowed tank!
(seriously, I think we need this kind of 'positional' units in zerg. it will have a lot lower range than seize thank. like 6 but upgraded to 9~10)
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Speeding up Overseers won't help close IMBA issues in Z vs T. And 100% Viper energy from the start is just plain bad. Don't get me wrong, I Would Love It - but it's a horrible idea. I'm surprised they'd even post a "potential change" even supporting the idea.
In regards to WM, I'm a big fan of bringing the range down to 4 and make it cost $$/gas to get a range of 5. 2nd, in regards to WMs, make the damage they deal Race Specific. Vs Zerg, something like 80 damage vs armored units and 40 damage vs biological units (50% damage vs small units). That way a single WM hit would more or less bring every Zerg unit hit to around 50% Health - which IMO is still pretty damn good from a single mine.
As far as Vipers go, make it like Infestors but maybe with a slightly shorter upgrade time. I like the idea of a 60 seconds upgrade that adds 25 Energy new Vipers. Abduct from the go and a little micro and consume needed for BCloud.
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On August 13 2013 09:38 Serpico wrote:Show nested quote +On August 13 2013 09:12 Kevin_Sorbo wrote:On August 13 2013 09:10 YyapSsap wrote: I dont like the swarmhost/tank dynamic at all. You literally need to build more tanks as the zerg is building more swarmhosts. Expansions are easily taken if the zerg has a group of mutalisks (something that they can open with) and slowly moving tanks forward won't do squat. By the time you got enough tanks to go through the swarmhosts OR around, the zerg has broodlords or sacks the sawrmhosts for mass ultralisks etc as they got the bank to do so. The game gets drawn out WAY to easily and its boring quite frankly, where as tank lines in TvT can be much more dynamic. (Go around, drop, re-position etc). yeah swarm hosts are really broken(imo). I wonder what the fuck was wrong with lurkers. They were invented by Browder's predecessors was the problem.
hahaha perfectly legit reason to hate.
but #fuck the swarm host
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Well at least they're learning by not patching too quickly, and going with the more buffs less nerfs approach which I think is generally better for the game.
Overseer: Yay. Small change that can help ZvT mainly in the later stages. It really is quite annoying when the overseers always lag behind. Doesn't really get to the heart of the matter though
Mech: ???. Not sure on this one. I remember those 3/3 vikings in conjunction with the ground force being a pain in the ass during the beta for ZvT. Helps TvP lategame though (I'm so sick of the scv pulls, this is like the worst matchup now).
Vipers: Nay. This might be to help counter the planned mech upgrade buff, but outside of that I don't really like it. Bio/mine still makes it hard to get to hive comfortably and this could hurt the later stages of PvZ.
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Wow the viper buff is insanely stupidity. they wanted to make the viper to not be countered that easily (e.g. by feedback), with that change theyre not adressing that issue at all. its even more gimmicky, you have a bigger window of opportunity when you rush them out, but if you get feedbacked your viper isnt just out of energy but also dies instantly. sounds retarded. furthermore, this buff would probably make zvt mech even worse than it is
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I am curious which casters and professional players they discuss balance changes with and which of them agree or bring up some of these ideas...
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United Kingdom12023 Posts
On August 13 2013 09:43 Aserrin wrote: This Viper buff would make no one want to go late-game against Zerg, further enforcing all-ins and 1/2 base timings, making the game even more boring to watch.
1/2 base timings don't make the game boring to watch. The fact people never have a reason to leave their corner of the map due to every map having an easy fourth base is the damn issue.
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On August 13 2013 09:48 11B wrote: Speeding up Overseers won't help close IMBA issues in Z vs T. And 100% Viper energy from the start is just plain bad. Don't get me wrong, I Would Love It - but it's a horrible idea. I'm surprised they'd even post a "potential change" even supporting the idea.
In regards to WM, I'm a big fan of bringing the range down to 4 and make it cost $$/gas to get a range of 5. 2nd, in regards to WMs, make the damage they deal Race Specific. Vs Zerg, something like 80 damage vs armored units and 40 damage vs biological units (50% damage vs small units). That way a single WM hit would more or less bring every Zerg unit hit to around 50% Health - which IMO is still pretty damn good from a single mine.
As far as Vipers go, make it like Infestors but maybe with a slightly shorter upgrade time. I like the idea of a 60 seconds upgrade that adds 25 Energy new Vipers. Abduct from the go and a little micro and consume needed for BCloud. So you mean you want WM to deal: 40vs bio +40 vs armored +35 shield? That's quite weird... having so many varience...
How about making them non-spell? so the splash dmg will be similar to siege tank (does less dmg in the outer radius) and viper can blind cloud them! :D
Edit: only making them non-spell, I will accept it
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On August 13 2013 09:33 SsDrKosS wrote:Show nested quote +On August 13 2013 09:23 RowdierBob wrote: Anyone think a better Viper buff would have been to give blinding cloud a larger diameter (similar to dark swarm in BW)?
From my perspective, the full energy buff really only makes for stronger roach/hydra/viper timing attacks (granted these will be pretty brutal for protosses to hold). Did you know that Viper used to have Blinding cloud with bigger radius? It was nerfed because it was OP. PURE OP.
How long ago was this though? Was it early on in HoTS/HoTS Beta? I think the game has advanced quite a bit since then. Abduct is a good spell but blinding cloud feels pretty limited right now (relative to the viper investment). If they buffed blinding cloud's radius/diameter I think it could make ZvT and ZvP much more interesting. Could even warrant more viper play in late game ZvZ.
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Vipers spawn with full energy? I'll take back my Khydarian Amulet thank you very much.
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last idea is goddamn awful...
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I find this Viper buff to be hilarious, Toss is already moving away slowly from compositions of colossus to counteract vipers I dont see the big point. Also it will make my PvZ even worse Lol.
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On August 13 2013 10:02 ZionsWrath wrote: Vipers spawn with full energy? I'll take back my Khydarian Amulet thank you very much. Those are TOTALLY the same thing. Good catch!
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