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Call to Action: August 19 Balance Testing - Page 6

Forum Index > SC2 General
740 CommentsPost a Reply
Prev 1 4 5 6 7 8 38 Next All
Fjodorov
Profile Joined December 2011
5007 Posts
August 20 2013 08:38 GMT
#101
Buffing the ultras health is what they come up with? I dont even know what to say....

I like the idea that someone brought up about unlocking 3-3 for zerg with infestation pit. That way the zerg could stay alive longer with muta/ling and when he finaly transitions he can go straight for the choice of T3 tech/units he wants. As it is now we see zergs being forced to stay way to long on 2-2 lair tech and when he eventually gets the hive he somehow has to afford everything at once, having to build 3-3, greater spire or ultra cavern, adrenaline claws all at once. And thats when they are usually already behind or in a very fragile situation.
ejozl
Profile Joined October 2010
Denmark3486 Posts
August 20 2013 08:40 GMT
#102
2 base ultras incoming!

I really don't feel Ultralisks are underwhelming at this point.
I guess Zerg feels a little weak lategame, if not going for Swarmhosts, but this is also a buff to that style, since going against Swarmhosts, you still need to be ready for the tech switches.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
papaz
Profile Joined December 2009
Sweden4149 Posts
August 20 2013 08:41 GMT
#103
On August 20 2013 17:37 lolfail9001 wrote:
Show nested quote +
On August 20 2013 17:33 Mehukannu wrote:
Blizzard still thinks combining mech/air upgrades are going to somehow magically help mech? It can't be that hard to nerf immortals so they aren't overperforming against mech and buffing siege tanks damage a little so that they could actually scare something.

That change is not for mech play. It is for easier incorporation of hellbats in late game (since you usually have attack upgrades for vikings).


Pretty much this.

Mech play is a no-go in HoTS. They will need to make quite a few changes to make mech work and that won't happen until LoTV.

I can't see them ignoring make on the last expanion/last chance. That would just be sad.
Decendos
Profile Joined August 2011
Germany1341 Posts
August 20 2013 08:44 GMT
#104
On August 20 2013 17:36 lolfail9001 wrote:
Show nested quote +
On August 20 2013 17:35 Big J wrote:
why don't they stick to what they say and change SOMETHING THAT IS UNDERUSED instead of just buffing the ultralisk everyone is playing?

roach tunneling claws, long time no see
swarm hosts, long time no see in ZvT
hydralisks, long time no see in ZvT
drops, long time no see
viper, long time no see in ZvT (just don't give it a random 200energy thing...)
nydus, long time no see
neural parasite, long time no see
corruptor, long time no see in ZvT

Suggest buff to any of this, that makes sense. Good luck.


burrowed roachspeed increased
SHs is hard to change without redesign
hydras 6 base range + +dmg to bio while lowering +dmg bio from spores to not make roach hydra the only strat ZvZ
drops increase ovispeed from HT speed to sth useful
viper BC now makes units -5 range so tanks have still use while making BC stick to units for 4 sec also
nydus unload units faster
neural no more channeling (if too strong for lower duration or even only neutralizing instead of getting opponents unit)
corruptors corruption changed into sth that affects ground once air units are dead (viking/phoenix like)

Xulatis
Profile Joined July 2011
Germany34 Posts
August 20 2013 08:47 GMT
#105
An easy, but yet effective nerf to the widow mine would be, to make it visible (and of course attackable) for 2-5 seconds after it has fired its shot.
Rabiator
Profile Joined March 2010
Germany3948 Posts
August 20 2013 08:48 GMT
#106
So why didnt they increase the damage output of the Siege Tank if they think mech is underpowered?

The upgrade change is unstylish and if you go mech you get it anyways, so nothing changes. The "switch to air" or "better support from air" arguments are stupid because Terran air is relatively useless against ground (Fungal and massed Hydras really make Banshees very inefficient) and against Broodlords the damage output of Vikings seemed ok so far.
If you cant say what you're meaning, you can never mean what you're saying.
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 20 2013 08:52 GMT
#107
Hahahaahah .... as ultralisk were not strong enough. Why this shit ?
Author of Coda and Eastwatch.
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
Last Edited: 2013-08-20 08:56:51
August 20 2013 08:54 GMT
#108
On August 20 2013 17:48 Rabiator wrote:
So why didnt they increase the damage output of the Siege Tank if they think mech is underpowered?

The upgrade change is unstylish and if you go mech you get it anyways, so nothing changes. The "switch to air" or "better support from air" arguments are stupid because Terran air is relatively useless against ground (Fungal and massed Hydras really make Banshees very inefficient) and against Broodlords the damage output of Vikings seemed ok so far.


My guess is that blizzard likes the fact that terran is that low supply, swarmish super mobile race (it should've been the zergs, but eh w/e ^^), hence why they don't want to reput the tank in the metagame.
Terran & Potato Salad.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2013-08-20 09:01:51
August 20 2013 08:55 GMT
#109
On August 20 2013 17:48 Rabiator wrote:
So why didnt they increase the damage output of the Siege Tank if they think mech is underpowered?

The upgrade change is unstylish and if you go mech you get it anyways, so nothing changes. The "switch to air" or "better support from air" arguments are stupid because Terran air is relatively useless against ground (Fungal and massed Hydras really make Banshees very inefficient) and against Broodlords the damage output of Vikings seemed ok so far.

Battlecruisers are very strong versus zerg I think, so theoretically it could make transitions to air stronger, but I don't know of terran builds that get mech weapon upgrades because they don't use the siege tank anymore.

--
I think the ultralisk change could be helpful, zergs tend to lose to terran when teching to hive and their first few ultralisks aren't too helpful. I don't like the change though, I feel like it might balance the brief transition window shortly after hive, but leave the bulk of late game play strongly in zerg's favor. Ultralisks are already stronger than they were in WoL, do they need even more buffs?

My preferred change is to weaken terran bio-mine slightly and to give them ghosts as a necessary transition for late game.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Nebuchad
Profile Blog Joined December 2012
Switzerland12422 Posts
Last Edited: 2013-08-20 08:56:59
August 20 2013 08:55 GMT
#110
I love how half the people are whining because "the ultras are going to be too strong", and half the people are whining because "ZvT won't be fixed at all". Just try it out, people. I guess it's cool to have threads like these some of the time to remind us how much everyone is ready to cry on details.
No will to live, no wish to die
DemigodcelpH
Profile Joined August 2011
1138 Posts
August 20 2013 08:56 GMT
#111
Mech change is fine since all races generally agree that mech is terrible. On the other-hand Zerg does not need buffs considering that they're already favored on ladder.
ottosec
Profile Joined April 2013
505 Posts
August 20 2013 09:01 GMT
#112
Terran will never play Mech as long as MMM is so cost effective, no matter what buffs Mech gets. They will just cry over and over that it's not viable because of Immortals and Vipers and keep pushing that "A" button, like they always do.

I don't see how overseer buff will help zerg much, except for maybe better scouting.

Ultralisk seems already one of the strongest units in the game, why would the buff it, only God knows.
SKT1-PartinG&Rain, MC
Fjodorov
Profile Joined December 2011
5007 Posts
August 20 2013 09:04 GMT
#113
On August 20 2013 17:55 Nebuchad wrote:
I love how half the people are whining because "the ultras are going to be too strong", and half the people are whining because "ZvT won't be fixed at all". Just try it out, people. I guess it's cool to have threads like these some of the time to remind us how much everyone is ready to cry on details.


To me it seems like almost everyone is saying that zerg late game isnt weak and ultras dont need a buff at all. Blizzard should instead be looking at what happens on the way to the late game. Atleast from a ZvT perspective
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2013-08-20 09:09:50
August 20 2013 09:07 GMT
#114
How do you go from wanting to buff Vipers (a unit that is vastly underused, and sorely needed in late game ZvT imo) to wanting to give Ultras a 50hp buff? That doesn't really make a ton of sense. I mean, I'm not saying it's a bad change, nor do I think you can rationally argue that it will make Ultras suddenly OP or anything but...it just seems like more dartboard balance changes from Blizzard and I just really don't understand.

I really wish instead of things like buffing starting energy or research upgrades to add to starting mana, they would do things like increasing the energy recharge rate or something. A buff/upgrade that makes spellcasters more useful faster, and also gives staying power.

Other two changes are still good, though.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Tsubbi
Profile Joined September 2010
Germany7996 Posts
August 20 2013 09:11 GMT
#115
it seems we are all at the mercy of random changes blizzard come up during their morning coffee, sometimes i wish some other institution like kespa was in charge of balancing the game
Absentia
Profile Joined March 2011
United Kingdom973 Posts
August 20 2013 09:13 GMT
#116
Make hive upgrade cost as much as as the lair upgrade and reduce the price of zerg upgrades.
That seems a far better change than some ham-fisted ultralisk buff.

The overseer change is nice, though.
Vanadiel
Profile Joined April 2012
France961 Posts
August 20 2013 09:14 GMT
#117
On August 20 2013 18:04 Fjodorov wrote:
Show nested quote +
On August 20 2013 17:55 Nebuchad wrote:
I love how half the people are whining because "the ultras are going to be too strong", and half the people are whining because "ZvT won't be fixed at all". Just try it out, people. I guess it's cool to have threads like these some of the time to remind us how much everyone is ready to cry on details.


To me it seems like almost everyone is saying that zerg late game isnt weak and ultras dont need a buff at all. Blizzard should instead be looking at what happens on the way to the late game. Atleast from a ZvT perspective


People don't go for fast Hive/Ultralisk because it doesn't really work anymore against high terran player, if a buff to the Ultralisk legitimate this path you could see some zerg players trying to go faster Hive, because it will be worth it.
Mehukannu
Profile Joined October 2010
Finland421 Posts
August 20 2013 09:14 GMT
#118
On August 20 2013 17:37 lolfail9001 wrote:
Show nested quote +
On August 20 2013 17:33 Mehukannu wrote:
Blizzard still thinks combining mech/air upgrades are going to somehow magically help mech? It can't be that hard to nerf immortals so they aren't overperforming against mech and buffing siege tanks damage a little so that they could actually scare something.

That change is not for mech play. It is for easier incorporation of hellbats in late game (since you usually have attack upgrades for vikings).

Hellbats are easy to incorporate with bio in late game, but there is no reason to add them since they just slow down the whole bio composition. You only really need the pre-igniter upgrade for the damage and you already get air/ground armor in the same package so that isn't a problem.
If you retreat you'll end up losing most of your hellbats if not all and if you are in a situation where you are going after the retreating enemy army, they just end up blocking your path, which isn't a big problem, but it is little annoying, when you are aiming to snipe as much as possible.
C=('. ' Q)
Timmsh
Profile Joined July 2011
Netherlands201 Posts
August 20 2013 09:19 GMT
#119
I vote against the overseer buff, because as protoss it's already hard to deny scouting from the zerg.
This change, will make it impossible.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
August 20 2013 09:21 GMT
#120
On August 20 2013 18:19 Timmsh wrote:
I vote against the overseer buff, because as protoss it's already hard to deny scouting from the zerg.
This change, will make it impossible.

... what? You think it is hard to deny scouting from zerg? Do you build observers ever? How do you stop scans?
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