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Call to Action: August 19 Balance Testing - Page 23

Forum Index > SC2 General
740 CommentsPost a Reply
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Sajaki
Profile Joined June 2011
Canada1135 Posts
Last Edited: 2013-08-21 04:07:57
August 20 2013 21:15 GMT
#441
I think Zerg melee and ranged upgrades should be merged into one upgrade. Gives Zerg midgame more flexibility, which admittedly it needs more than a buff to its lategame punch.

What? I really don't think this is more ridiculous than merging mech air and ground ugrades...
Inno pls...
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 20 2013 21:22 GMT
#442
On August 21 2013 06:10 BlueBoxSC wrote:
Show nested quote +
On August 21 2013 06:09 Incognoto wrote:
On August 21 2013 04:09 THEPPLsELBOW wrote:
Its funny, I used to be a whiner too.

For people who seem to be hopeless, why don't you just think about the situation for a little bit.

What's hard for Bio players? In high level PvT games, constant late game zealot warpins are extremely difficult to deal with because you have to stutter step on 2 Fronts. Which requires an ungodly level of APM.


Overlord speed buff: You will probably get it now, why not use it with overseers. You carry overseers with the mutas anyways. Mutas to distract the turrets, maybe snipe one or two. Overseers contaminate Ebays. Do this twice and delay 3/3 by 150 seconds.

Now, you have more than 2 minutes of breathing room to sneak a hive and ultra den up earlier. Survive for just a little bit longer, and get ventral sacs.

Then since you have OL speed already, drop overlords with ultras 1 or 2 at a time to camp terran production. Now terran has to multitask at 2 fronts if you attack. Mutalisk harass. 3 Fronts. Ling/Bling runby. 4 fronts. See how hard it gets now?

Survive until Ultras. Utilize buffed units (overseer, Ultras) and suddenly, the game slowly but surely goes your way.


Are you really actually telling us to use ultralisk drop harass?

amazing


I think we have found Catz' TL account.

I don't care what anyone says, I want to believe that ultralisk drop harass is real and viable. It to funny not to be.


....They don't even fit in the overlords. They are like 3 times the size on screen.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
TeeTS
Profile Joined June 2011
Germany2762 Posts
Last Edited: 2013-08-20 21:32:44
August 20 2013 21:32 GMT
#443
What I find very funny, is that there is absolutely no intention to look at TvP and PvZ. It seems that Blizzard actually like the current state of the Protoss matchups.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
Last Edited: 2013-08-20 21:51:01
August 20 2013 21:48 GMT
#444
On August 21 2013 06:15 Sajaki wrote:
I think Zerg melee and ranged upgrades should be merged into one upgrade. Gives Zerg midgame more flexibility, which admittedly it needs more than a buff to its lategame punch.


ewww I don't like that buff at all, even if it would help balance-wise. It just feels like it dumbs down the game and removes more of the complexity of asymmetric balance.

Zerg should have exclusive melee and ranged upgrades since it's the best at tech switching. It's more understandable for Protoss to have the attack upgrade merged, since they're more geared towards high-powered-expensive units.

Surely there must be better ways.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Ureth_RA
Profile Joined July 2011
United States78 Posts
August 20 2013 21:49 GMT
#445
I don't know if this has been brought up but ultras are hard enough to deal with already as protoss and the buff will only make pvz harder
Pein Is Love
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
August 20 2013 21:50 GMT
#446
disgusted. the ultralisk change is basically attempting to reach a 50% ratio for the ZvT matchup without addressing whats wrong.

Forever ZeNEX.
Sabu113
Profile Blog Joined August 2009
United States11048 Posts
August 20 2013 21:50 GMT
#447
On August 21 2013 06:15 Sajaki wrote:
I think Zerg melee and ranged upgrades should be merged into one upgrade. Gives Zerg midgame more flexibility, which admittedly it needs more than a buff to its lategame punch.


Cannot tell if sarcasm or next David Kim idea.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
DrBeansy
Profile Joined April 2011
England85 Posts
August 20 2013 21:54 GMT
#448
On August 21 2013 05:42 dabom88 wrote:
We're all pretty much in agreement that the transition to Hive tech is where the balance problems are centered around.

So let's discuss Lair tech aka TvZ Midgame.

Now, during TvZ midgame, Terran Drops are aplenty. As HotS has shown time and time again, if you don't have a way to effectively deal with Medivac drops on an at least semi-consistent basis, you WILL lose. Whether it be in TvZ, TvP, or TvT.

The increased speed of the medivac, combined with the Fungal Growth nerf in the transition to HotS, makes it so that Mutas are almost absolutely necessary to combat it.

And Mutas go great with another mobile army, in this case, Ling/Bling

Now, Mutas/Ling/Bling matches up pretty well against MMMM, until you hit a certain point. And that certain point is when the Bio reaches 3/3. Zergs need 3/3 Melee in order to match up against MMMM, which becomes ridiculously cost-effective at 3/3. Otherwise they'll just be continuously fighting from a deficit.

So the fixes should be focused around Zerg 3/3 Melee/Ground armor.

So if the issue is 3/3, and Blizzard seems to want to approach HotS balance with a Buff approach (as opposed to nerfing) why not make 3/3 Melee/Ground armor at a slightly lower tier?

Let's experiment with 3/3 at Infestation Pit. At least for Melee and Ground Armor. It's certainly not going to effect early game too much, as Zergs are still going to need to go through 2/2 and getting an Infestation Pit. Heck, why not just try putting 3/3 for all Zerg units on Infestation Pit, and if it's too much, then scaling back to just Melee/Ground Armor.

It seems a lot fairer to just require an Infestation Pit, since it fits more with the other races. Terrans are going to get a Factory anyway, 2/2 and 3/3 just require one step above that, which is an Armory. Protoss are absolutely going to get a Cybernetics Core anyway, 2/2 and 3/3 are just one step above that, which is a Twilight Council.

If Zergs are going to be going Lair in the midgame anyway, just let them be okay with 1 step above that, Infestation Pit. In this case, 3/3 will serve as a nice transition to Hive tech instead of Hive being a risky transition to 3/3.

i.e. it'll make it so that the Zerg 3/3 upgrades require the same amount of tier steps as Terran and Protoss.

Terran:
1. Command Center
2. Barracks
3. Factory
4. Armory.

Protoss:
1. Nexus
2. Gateway
3. Cyber Core
4. Twilight Council

Zerg
1. Hatchery
2. Spawning Pool
3. Lair
4. Infestation Pit.


as i've said countless times - just allow hive from spire
gobbledydook
Profile Joined October 2012
Australia2603 Posts
August 20 2013 22:00 GMT
#449
On August 21 2013 06:54 DrBeansy wrote:
Show nested quote +
On August 21 2013 05:42 dabom88 wrote:
We're all pretty much in agreement that the transition to Hive tech is where the balance problems are centered around.

So let's discuss Lair tech aka TvZ Midgame.

Now, during TvZ midgame, Terran Drops are aplenty. As HotS has shown time and time again, if you don't have a way to effectively deal with Medivac drops on an at least semi-consistent basis, you WILL lose. Whether it be in TvZ, TvP, or TvT.

The increased speed of the medivac, combined with the Fungal Growth nerf in the transition to HotS, makes it so that Mutas are almost absolutely necessary to combat it.

And Mutas go great with another mobile army, in this case, Ling/Bling

Now, Mutas/Ling/Bling matches up pretty well against MMMM, until you hit a certain point. And that certain point is when the Bio reaches 3/3. Zergs need 3/3 Melee in order to match up against MMMM, which becomes ridiculously cost-effective at 3/3. Otherwise they'll just be continuously fighting from a deficit.

So the fixes should be focused around Zerg 3/3 Melee/Ground armor.

So if the issue is 3/3, and Blizzard seems to want to approach HotS balance with a Buff approach (as opposed to nerfing) why not make 3/3 Melee/Ground armor at a slightly lower tier?

Let's experiment with 3/3 at Infestation Pit. At least for Melee and Ground Armor. It's certainly not going to effect early game too much, as Zergs are still going to need to go through 2/2 and getting an Infestation Pit. Heck, why not just try putting 3/3 for all Zerg units on Infestation Pit, and if it's too much, then scaling back to just Melee/Ground Armor.

It seems a lot fairer to just require an Infestation Pit, since it fits more with the other races. Terrans are going to get a Factory anyway, 2/2 and 3/3 just require one step above that, which is an Armory. Protoss are absolutely going to get a Cybernetics Core anyway, 2/2 and 3/3 are just one step above that, which is a Twilight Council.

If Zergs are going to be going Lair in the midgame anyway, just let them be okay with 1 step above that, Infestation Pit. In this case, 3/3 will serve as a nice transition to Hive tech instead of Hive being a risky transition to 3/3.

i.e. it'll make it so that the Zerg 3/3 upgrades require the same amount of tier steps as Terran and Protoss.

Terran:
1. Command Center
2. Barracks
3. Factory
4. Armory.

Protoss:
1. Nexus
2. Gateway
3. Cyber Core
4. Twilight Council

Zerg
1. Hatchery
2. Spawning Pool
3. Lair
4. Infestation Pit.


as i've said countless times - just allow hive from spire


It doesn't make sense for tech to be unlocked from one of two possible buildings, there has been nothing like that in all of Starcraft (or Warcraft for that matter). It seems like a fix for the only purpose of fixing one matchup which is bad especially because the fix itself is awkward and unprecedented.
I am a dirty Protoss bullshit abuser
Swisslink
Profile Joined March 2011
2953 Posts
August 20 2013 22:04 GMT
#450
I still think the idea of getting 3/3 with an Infestation Pit would really help a lot - and not really breaking anything.
DrBeansy
Profile Joined April 2011
England85 Posts
August 20 2013 22:04 GMT
#451
On August 21 2013 07:00 gobbledydook wrote:
Show nested quote +
On August 21 2013 06:54 DrBeansy wrote:
On August 21 2013 05:42 dabom88 wrote:
We're all pretty much in agreement that the transition to Hive tech is where the balance problems are centered around.

So let's discuss Lair tech aka TvZ Midgame.

Now, during TvZ midgame, Terran Drops are aplenty. As HotS has shown time and time again, if you don't have a way to effectively deal with Medivac drops on an at least semi-consistent basis, you WILL lose. Whether it be in TvZ, TvP, or TvT.

The increased speed of the medivac, combined with the Fungal Growth nerf in the transition to HotS, makes it so that Mutas are almost absolutely necessary to combat it.

And Mutas go great with another mobile army, in this case, Ling/Bling

Now, Mutas/Ling/Bling matches up pretty well against MMMM, until you hit a certain point. And that certain point is when the Bio reaches 3/3. Zergs need 3/3 Melee in order to match up against MMMM, which becomes ridiculously cost-effective at 3/3. Otherwise they'll just be continuously fighting from a deficit.

So the fixes should be focused around Zerg 3/3 Melee/Ground armor.

So if the issue is 3/3, and Blizzard seems to want to approach HotS balance with a Buff approach (as opposed to nerfing) why not make 3/3 Melee/Ground armor at a slightly lower tier?

Let's experiment with 3/3 at Infestation Pit. At least for Melee and Ground Armor. It's certainly not going to effect early game too much, as Zergs are still going to need to go through 2/2 and getting an Infestation Pit. Heck, why not just try putting 3/3 for all Zerg units on Infestation Pit, and if it's too much, then scaling back to just Melee/Ground Armor.

It seems a lot fairer to just require an Infestation Pit, since it fits more with the other races. Terrans are going to get a Factory anyway, 2/2 and 3/3 just require one step above that, which is an Armory. Protoss are absolutely going to get a Cybernetics Core anyway, 2/2 and 3/3 are just one step above that, which is a Twilight Council.

If Zergs are going to be going Lair in the midgame anyway, just let them be okay with 1 step above that, Infestation Pit. In this case, 3/3 will serve as a nice transition to Hive tech instead of Hive being a risky transition to 3/3.

i.e. it'll make it so that the Zerg 3/3 upgrades require the same amount of tier steps as Terran and Protoss.

Terran:
1. Command Center
2. Barracks
3. Factory
4. Armory.

Protoss:
1. Nexus
2. Gateway
3. Cyber Core
4. Twilight Council

Zerg
1. Hatchery
2. Spawning Pool
3. Lair
4. Infestation Pit.


as i've said countless times - just allow hive from spire


It doesn't make sense for tech to be unlocked from one of two possible buildings, there has been nothing like that in all of Starcraft (or Warcraft for that matter). It seems like a fix for the only purpose of fixing one matchup which is bad especially because the fix itself is awkward and unprecedented.


why does it not make sense? the completion of the infestation pit discovers new knowledge about the zerg race, allowing hive.... oooh mysterious. ok so completion of the spire does the same?.... i dont see the issue
azzih
Profile Joined October 2012
Germany98 Posts
August 20 2013 22:06 GMT
#452
As a zerg in my opinion the biggest problem in ZvT are the new medivacs: They always escape, even if they arent managed that well. It was much harder in WOL to stay cost efficient with drops, now its basically free damage until there are mutas.

The problem here is that mutas are the only way to go in midgame, there are no alternatives. If medivac-count will go too high, as zerg you are most likely dead. Maybe a slight buff to infestors would be the way to go, as they are right now they are pretty useless...
Germany
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4511 Posts
August 20 2013 22:20 GMT
#453
mothership core.............?
Team Liquid
Lobotomist
Profile Joined May 2010
United States1541 Posts
August 20 2013 22:21 GMT
#454
I'm usually a proponent of buffs over nerfs, but really the problem with ZvT is that mines are insanely strong. Compare a widow mine to a baneling: similar cost, both can be burrowed, similar tech level. However, widow mines do significantly more damage, will auto-attack from burrowed, are reuseable, can hit air. widow mines are really, really strong, and imo in need of a nerf. not too much (because tvz is pretty ok) but a little one.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
NKexquisite
Profile Joined January 2009
United States911 Posts
August 20 2013 22:24 GMT
#455
On August 20 2013 13:41 Nightsz wrote:
what the FUCK? Ultralisk life buff? Jesus christ what hell are they thinking. Its fucking strong as fuck already


This is what I was thinking...
Whattttt Upppppppp Im Nesteaaaaaa!!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2013-08-20 22:27:22
August 20 2013 22:27 GMT
#456
On August 21 2013 07:20 Liquid`Ret wrote:
mothership core.............?


It's fine lol. Just play more greedy :p
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Incognoto
Profile Blog Joined May 2010
France10239 Posts
August 20 2013 22:29 GMT
#457
As Idra explained on stream, Mariens and mines are pretty expendable units, whereas medivacs are the true backbone of a terran army, if you kill those then it can really hurt the terran.
maru lover forever
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
August 20 2013 22:30 GMT
#458
Medivac boost is the stupidest thing. Why is it in the game? It's pretty much the reason that Photon Overcharge is in the game at all...

They made Muta faster.
They introduced Medivac boost for God knows what reason... so they could escape from Muta?
Then they gave Protoss Photon Overcharge to deal with faster Medivacs and faster Muta?
Now Terran complains they can't drop because of Photon Overcharge and Zerg complains they have to go Muta because of Medivacs.

My BRAIN HURTS


"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
shockaslim
Profile Joined December 2010
United States1104 Posts
August 20 2013 22:48 GMT
#459
On August 21 2013 07:30 DinoMight wrote:
Medivac boost is the stupidest thing. Why is it in the game? It's pretty much the reason that Photon Overcharge is in the game at all...

They made Muta faster.
They introduced Medivac boost for God knows what reason... so they could escape from Muta?
Then they gave Protoss Photon Overcharge to deal with faster Medivacs and faster Muta?
Now Terran complains they can't drop because of Photon Overcharge and Zerg complains they have to go Muta because of Medivacs.

My BRAIN HURTS





I seriously do not understand why people complain about medivac boost so much. The medivacs are not coming out any faster. The medivacs are not getting to your base that much faster. If you have units in place like you would for medivac drops in WoL you can shut them down the same way. Mutalisks will STILL catch a medivac in the open when the boost is gone. If anything it helps terran so they can retreat and at least keep the medivacs instead of losing everything in a fight.
Dirty Deeds...DONE DIRT CHEAP!!!
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
August 20 2013 22:50 GMT
#460
The two first changes are ok imo (not that they are gonna change that much tho).

regarding the ultra buff i dunno,its like 2 more marauders shots and sometimes when i kill the ultra i'm at the extreme limit,i couldn't have kite 2 more times,so that would mean i'd die...well we'll see i guess.

Still no mothership core nerf,lol.
RIP MKP
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