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SK MC's thoughts on the current state of SC2 - Page 52

Forum Index > SC2 General
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geokilla
Profile Joined May 2011
Canada8224 Posts
September 17 2013 20:59 GMT
#1021
On September 17 2013 10:17 Clbull wrote:
Show nested quote +
On September 17 2013 06:31 Jawra wrote:
I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.

It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.

What I'd do to fix Terran is:

1. Nerf bio, ideally through a small numbers nerf. There is no way it should be the de-facto way to take down Tier 3.
2. Remove boost from Medivacs. It was a retarded change anyway.
3. Remove the ability to train Widow Mines. Instead make Hellions able to produce and drop them at a very small cost like Vultures and Spider Mines in WoL's campaign. The new Widow Mine would have greatly reduced effectiveness and no longer deal friendly fire damage. It would also give HotS terrans a decentish anti-air soft-counter to the Mutalisk which would require Overseers and a lot of paitence to counteract.
4. Buff Siege Tanks to deal more damage against Massive units and Shield damage, improving their effectiveness against the Colossus, Ultralisk and Archon.
5. Improve Hellion performance against non-Light units. Not enough to make them trade equally but enough to make them not entirely wasted supply.
6. Make the Hellbat tankier but deal FAR less damage. Additionally, reduce their cargo size to 2 from 4 and make Infernal Pre Igniter instead give them +2 Armor in Hellbat mode rather than plus damage to Light.

1. Nerfing bio would make TvP severely one sided. Holding all ins before Medivacs is very difficult as it is already. With a bio nerf, I fear TvP won't be a "Win in 20 or die trying" situation. It will be a game where the only way Terran can win is to drop everywhere, spreading the Protoss forces out.

2. Medivac Boost makes the game higher paced, thus raising the skill ceiling. If you remove Medivac boost, remove Muta speed buff and Warp Prism speed buff. Remove Muta regen too.

3. Go play BW instead. The better way to do this is to make Widow Mines require an Armory add on in order to unlock the tech like Thors, or make them 100/50 instead of 75/25.

4. This I agree 100%. But Blizzard will never buff Seige Tanks.

5. No comment here.

6. Instead, remove Hellbat healing and making them considered a bio unit. How the hell does a unit turn from mech to bio and gain more health and get healing powers? Makes no sense!

Opinions you read here come from a Platinum/Diamond Terran on NA ladder.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 18 2013 01:42 GMT
#1022
Enough derail, post balance discussions to the Designated Balance Discussion thread.
Cauterize the area
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