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Changes for balance test map live - Page 9

Forum Index > SC2 General
1190 CommentsPost a Reply
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pmp10
Profile Joined April 2012
3389 Posts
August 12 2013 20:29 GMT
#161
On August 13 2013 05:27 Darkthorn wrote:
Show nested quote +
On August 13 2013 04:33 TheDwf wrote:
"Mech is weak" → Vipers start with full energy. Alright, it makes sense.

They said it's weak vs protoss.

They said bio late-game is weak vs. protoss.
Mech vs. protoss is weak almost all-around.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
August 12 2013 20:30 GMT
#162
ALL suggestions sound good. I like especially the overseer speed buff.
You don't choose to play zerg. The zerg choose you.
TXRaunchy
Profile Joined June 2013
United States131 Posts
August 12 2013 20:30 GMT
#163
Viper buff is unnecessary. They already have the ability to gain energy through that one spell. When HT were spawned with enough energy to do storms, it was deemed as IMBA, thus a nerf to the HT. Why would you buff another spellcaster when you basically nerfed another one for the same thing?
archwaykitten
Profile Joined May 2010
90 Posts
Last Edited: 2013-08-12 20:31:10
August 12 2013 20:30 GMT
#164
The viper buff feels inelegant to me. In general Blizzard should avoid balancing the game by introducing odd exceptions like this "all spellcaster units start with 50 energy, except for vipers which start with 200". It's an even odder choice on the viper since it's the one unit in the game that can already speed up its mana regeneration through its consume ability.

I think it would be better if they just buffed consume. If consume restored energy twice, or even three times as fast as it currently does, you could reach full energy vipers almost as fast as with this patch, while also retaining an ability that otherwise will only rarely be used. If this buffed consume ends up being too strong (since you will be able to reuse vipers again and again), you can always balance it by increasing the amount of damage the ability does to your own structures.
Mistakes
Profile Joined February 2011
United States1102 Posts
August 12 2013 20:31 GMT
#165
Instead of giving the viper full energy when it hatches, they should increase the rate at which they syphon energy from a building. So they don't pop out at full, but given a few seconds can get enough energy. I've been hit multiple times in ZvP where if my Vipers were like 15 seconds earlier I would have had a chance. Lol.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
zelevin
Profile Joined January 2012
United States314 Posts
August 12 2013 20:32 GMT
#166
On August 13 2013 04:27 renaissanceMAN wrote:
Vipers will full energy? So they didn't learn anything from the HT Amulet upgrade?

The f...

Vipers don't have the ability to wipe out mineral lines, nor do they have the ability to do any direct damage.
"You're the idiot, idiot. That's why your fuckin' name is Idiot." - Artosis to CSG
NOFX
Profile Joined April 2013
France32 Posts
August 12 2013 20:32 GMT
#167
On August 13 2013 04:28 SarcasmMonster wrote:
Show nested quote +
On August 13 2013 04:26 Plansix wrote:
Blizzard's plans: Buff everything.

I endorse this plan.


Don't buff Protoss.

I also endorse this plan.


Yeah.

Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable,
instant 20 3-3-3 chargelots warp in will be less of a problem now.

Is it me or the viper buff is a placebo thing ? (a bit like raven buff in the end of WoL), I mean zergs get viper at least at the end of midgame, never before. Making 2 evos and getting full energy out of them costs like nothing (maybe a bit in time) but it seems to me that's it a very minor buff, it's good though if more people use it anyway. (Maybe i'm missing something about this buff though).
TT1
Profile Blog Joined December 2008
Canada10021 Posts
Last Edited: 2013-08-12 20:33:03
August 12 2013 20:32 GMT
#168
On August 13 2013 05:29 URLateral wrote:
LOL I hope everyone realizes now that as soon as a viper does pop it can die instantly to a feedback


it doesnt matter whether or not they die.. the key is not getting any of ur units pulled. the biggest strength of vipers is to hit protoss when theyre starting to get their econ up and dont have enough units/tech to defend a brute force roach/hyd/viper attack

the time it takes them to gather enough abduct energy is essential for protoss
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
ejozl
Profile Joined October 2010
Denmark3482 Posts
August 12 2013 20:32 GMT
#169
Overseer: Little scared this will eliminate some of the awesome dt harass at later stages, but other than that I guess it's fine, since not many Zergs get overlord speed, when they really should.

Mech Combined: I think is pretty bad, since I would argue the game needs more upgrades, instead of less.
Also I currently think Mech/Air armour upgrade should be 150/150.

Viper change: This is so bad.. All units starts with 50 energy and have 200 max, you cannot just change that, because of balance, find other methods..
I'm guessing they've discussed adding an energy upgrade, but since it doesn't have any god damn building, where should they place it?
I'm more for adding a Viper building at Lair tech, adding energy upgrade and blinding cloud upgrade and then lower the prize for Vipers to 100/150.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
mburke0005
Profile Joined November 2012
United States20 Posts
Last Edited: 2013-08-12 20:33:32
August 12 2013 20:33 GMT
#170
dear blizzard,

stop making things so fucking fast (namely zerg units, protoss warp-ins, mules, medivac speed boosts, chronoboost, injects, and other accelerative processes.)

it makes the game way worse and lowers the skill ceiling. in addition it makes games less entertaining and diverse.

the overseer buff is another one of those things.

signed,
everybody
Nebuchad
Profile Blog Joined December 2012
Switzerland12411 Posts
August 12 2013 20:33 GMT
#171
On August 13 2013 05:30 archwaykitten wrote:
The viper buff feels inelegant to me. In general Blizzard should avoid balancing the game by introducing odd exceptions like this "all spellcaster units start with 50 energy, except for vipers which start with 200". It's an even odder choice on the viper since it's the one unit in the game that can already speed up its mana regeneration through its consume ability.

I think it would be better if they just buffed consume. If consume restored energy twice, or even three times as fast as it currently does, you could reach full energy vipers almost as fast as with this patch, while also retaining an ability that otherwise will only rarely be used. If this buffed consume ends up being too strong (since you will be able to reuse vipers again and again), you can always balance it by increasing the amount of damage the ability does to your own structures.


Actually I kind of agree with this. It seems like the best proposition yet.
No will to live, no wish to die
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 12 2013 20:33 GMT
#172
On August 13 2013 05:30 archwaykitten wrote:
The viper buff feels inelegant to me. In general Blizzard should avoid balancing the game by introducing odd exceptions like this "all spellcaster units start with 50 energy, except for vipers which start with 200". It's an even odder choice on the viper since it's the one unit in the game that can already speed up its mana regeneration through its consume ability.

I think it would be better if they just buffed consume. If consume restored energy twice, or even three times as fast as it currently does, you could reach full energy vipers almost as fast as with this patch, while also retaining an ability that otherwise will only rarely be used. If this buffed consume ends up being too strong (since you will be able to reuse vipers again and again), you can always balance it by increasing the amount of damage the ability does to your own structures.

Why would anyone care if the change is “inelegant”? As long as it makes the game more interesting, what does it matter how it gets done? You should look at some Dota 2 patches and see how “inelegant” their changes are, and by that I mean, they make no fucking sense. Yet for some reason, they are awesome.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
August 12 2013 20:33 GMT
#173
On August 13 2013 05:27 SarcasmMonster wrote:
Show nested quote +
On August 13 2013 05:26 DinoMight wrote:
I don't understand...

Why not buff blinding cloud, and make it only work against bio?


Then it becomes useless in ZvP


It kind of IS useless in ZvP...

I don't think I've ever been blinding clouded in any game at all...
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
renaissanceMAN
Profile Joined March 2011
United States1840 Posts
August 12 2013 20:34 GMT
#174
On August 13 2013 05:32 TT1 wrote:
Show nested quote +
On August 13 2013 05:29 URLateral wrote:
LOL I hope everyone realizes now that as soon as a viper does pop it can die instantly to a feedback


it doesnt matter whether or not they die.. the key is not getting any of ur units pulled. the biggest strength of vipers is to hit protoss when theyre starting to get their econ up and dont have enough units/tech to defend a brute force roach/hyd/viper attack

the time it takes them to gather enough abduct energy is essential for protoss


Abduct timings stealing probes out of the mineral line
On August 15 2013 03:43 Waxangel wrote: no amount of money can replace the enjoyment of being mean to people on the internet
TheDwf
Profile Joined November 2011
France19747 Posts
August 12 2013 20:34 GMT
#175
On August 13 2013 05:32 NOFX wrote:
Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable,
instant 20 3-3-3 chargelots warp in will be less of a problem now.

Hellbats are not even used in lategame TvP at high level.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
August 12 2013 20:34 GMT
#176
On August 13 2013 05:32 ejozl wrote:
Overseer: Little scared this will eliminate some of the awesome dt harass at later stages, but other than that I guess it's fine, since not many Zergs get overlord speed, when they really should.

Mech Combined: I think is pretty bad, since I would argue the game needs more upgrades, instead of less.
Also I currently think Mech/Air armour upgrade should be 150/150.

Viper change: This is so bad.. All units starts with 50 energy and have 200 max, you cannot just change that, because of balance, find other methods..
I'm guessing they've discussed adding an energy upgrade, but since it doesn't have any god damn building, where should they place it?
I'm more for adding a Viper building at Lair tech, adding energy upgrade and blinding cloud upgrade and then lower the prize for Vipers to 100/150.


I imagine you can put an upgrade at either the hive or infestation pit.
pmp10
Profile Joined April 2012
3389 Posts
August 12 2013 20:35 GMT
#177
On August 13 2013 05:34 TheDwf wrote:
Show nested quote +
On August 13 2013 05:32 NOFX wrote:
Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable,
instant 20 3-3-3 chargelots warp in will be less of a problem now.

Hellbats are not even used in lategame TvP at high level.

I think his point is that with shared upgrades they would be.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 12 2013 20:35 GMT
#178
On August 13 2013 05:34 TheDwf wrote:
Show nested quote +
On August 13 2013 05:32 NOFX wrote:
Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable,
instant 20 3-3-3 chargelots warp in will be less of a problem now.

Hellbats are not even used in lategame TvP at high level.

But you could be upgrading them for free now! 3/3 hellbats including with your purchase of 3/3 vikings.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
syriuszonito
Profile Joined June 2011
Poland332 Posts
Last Edited: 2013-08-12 20:36:05
August 12 2013 20:35 GMT
#179
How can you say that viper buff is unnecessary wtf? This unit atm is close to being useless, it needs a buff to make zvp playable. Yeah the roach hydra viper timing will now hit faster so maybe it will be useful and toss with have to actually prepare to defend it not just turn planetary nexus and hf.
The one || My stream http://www.teamliquid.net/video/streams/syriuszonito
uh-oh
Profile Blog Joined August 2010
Hong Kong135 Posts
August 12 2013 20:36 GMT
#180
the viper change is just plain weird, and ugly to some extent
the overseer change is fine, although I dont see it severely affecting the over all balance. killing overseers will be harder but no one focus them down anyways
unsure about combining mech/air upgrades. I suppose it makes banshee based mech play more powerful, which in turn makes vipers weaker vs mech because a banshee based mecher will have the infrastructure to get well upgraded vikings and zone out vipers.
When I get to grandmasters, you have my permission to die!
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