• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:38
CEST 04:38
KST 11:38
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 1 - RO8 Preview3[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10
Community News
Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced9
StarCraft 2
General
Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) 2026 GSL Season 2 Qualifiers
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ (Spoiler) Asl ro8 D winner interview BW General Discussion Do we have a pimpest plays list? AI Question
Tourneys
[ASL21] Ro8 Day 4 [BSL22] RO16 Group Stage - 02 - 10 May [ASL21] Ro8 Day 3 [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Stormgate/Frost Giant Megathread OutLive 25 (RTS Game) Daigo vs Menard Best of 10
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Movie Stars In Video Games: …
TrAiDoS
ramps on octagon
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1321 users

6 possible balance changes - David Kim - Page 20

Forum Index > SC2 General
1350 CommentsPost a Reply
Prev 1 18 19 20 21 22 68 Next
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 23 2013 20:44 GMT
#381
On September 24 2013 05:41 Elldar wrote:
Show nested quote +
On September 24 2013 04:38 Grumbels wrote:
On September 24 2013 04:35 RaZorwire wrote:
It's perfectly reasonable to nerf the widow mine splash radius, but the proposed change seems WAY too harsh.

Lowering the splash radius from 1.75 to 1.1 would result in the splash area decresing from ~9.62 to ~3.80, meaning the area would only be less than 40% of what it was before the nerf.

I think a TL moderator should put it as a note above the thread, since otherwise everyone that passed sixth grade mathematics will feel the need to mention this.


Except that it is a 60% change since the area is 40% percent of what it used to be.

That's what he said.
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.
danbel1005
Profile Joined February 2008
United States1319 Posts
September 23 2013 20:44 GMT
#382
Roach burrow speed buff and DT speed buff will change the current meta, so im excited. Glad to see a tank buff as well, combined upgrades sounds silly.
"EE HAN TIMING" Jaedong vs Stork [22 December, 2007] 2set @ Finals EVER OSL.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 23 2013 20:45 GMT
#383
On September 24 2013 05:39 rd wrote:
Show nested quote +
On September 24 2013 05:31 Whatson wrote:
On September 24 2013 05:25 rd wrote:
On September 24 2013 05:20 Chaggi wrote:
On September 24 2013 05:17 rd wrote:
On September 24 2013 05:12 Chaggi wrote:
On September 24 2013 05:09 rd wrote:
On September 24 2013 05:06 Chaggi wrote:
On September 24 2013 05:02 rd wrote:
On September 24 2013 04:59 Chaggi wrote:
[quote]

So now, past 3-4 bases in TvP, I'm going to have DT's in my base, running around my production like invisible stimmed marines. Lovely. Like late game TvP wasn't hard enough.


Or you could just have a turret up near a depot wall and watch your mini-map.


Oh yes, my turret that's going to shoot the DT yes? So basically Terran's need to have a planetary or bunker in the production line with turrets at 3-4 bases because if the Terran decides to move out, and DT's in the base? lol


No, the turret thats gonna show you the red blip on the mini-map so you can raise your depots, re-rally appropriately, and if you aren't way out of position, walk over with your army and clean-up. Cause TBH if you can't do that, the buffed DT could also be chargelots and it would make 0 difference if you can't react.


You don't seem to understand that TvP from the Terran side is poking at the Protoss until a favorable engagement happens and that takes a lot of poking and proding around. A DT running around the production line means a rerally, or at 200/200 to break off a small group of units. Now, these DT's are running around at the speed of a stimmed marine with detection maybe scattered around. Sorry but if I raise my depot wall, they're gonna break through that in 5 seconds. It's not the fact that DT's can be in the production line, it's the fact that they're gonna be so much harder to handle while TvP late game is already a problem for the vast majority of Terrans.


And what you don't understand is that I also play Terran, I don't need your perspective, and that if you can't deal with a DT because you leave nothing back to deal with run-by's, then chargelots are going to fuck up your world equally as hard.

I don't really believe that you play Terran. Please give me a replay of you in late game TvP leaving units back preemptively to deal with chargelots/DT's in your production line. I'd like to see this.


Map awareness/control is pretty important. Turns out chargelots and dt's don't magically warp-in and teleport to your mineral line (your main base mineral line, apparently), they have to travel there first, i.e., you can react. Blizzard can't be balancing for incompetence because you can't be fucked to wall off your natural and manage your production rallies. Don't speak on behalf of Terrans in the first person unless you're one of several notable Korean pros, ty.

Lol please, you're Protoss you can warp in 30 units at a time as long as you have a warp prism


If a protoss is allowed to mine and bank the necessary minerals to make 30 gateways, and then consistently warp 60 supply of units more than once from them, your problem extends beyond just the warp prism.

I love the "you can warp in 30 zealots with a WP" when it comes to protoss balance. All I can think is "How would I fit all of those in the tiny warp prism power field? And why do I have 60 less supply and 3000 minerals?"
I have the Honor to be your Obedient Servant, P.6
TL+ Member
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 23 2013 20:46 GMT
#384
On September 24 2013 05:44 danbel1005 wrote:
Roach burrow speed buff and DT speed buff will change the current meta, so im excited. Glad to see a tank buff as well, combined upgrades sounds silly.


Yeah terrans need to start bringing detection when they mech.
xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
September 23 2013 20:46 GMT
#385
I like them all . make it fun blizz , let the map makers balance it .
1/4 \pi \epsilon_0
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
September 23 2013 20:47 GMT
#386
On September 24 2013 05:42 Lumi wrote:
Show nested quote +
On September 24 2013 05:41 WolfintheSheep wrote:
On September 24 2013 05:39 Lumi wrote:
On September 24 2013 05:31 Plansix wrote:
On September 24 2013 05:23 Lumi wrote:
On September 24 2013 05:15 Plansix wrote:
On September 24 2013 05:09 TT1 wrote:
On September 24 2013 05:08 KrazyTrumpet wrote:
I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.

Every. Goddamned. Time.

*sigh*


the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game

In the opinion of TT1, balance master of the world.

Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up.

As Adam Savage would say "Until you test, you don't know."


Not sure why you're compelled to take a condescending tone in this conversation =\ You're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no ma tter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get the obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can."

No.

Please, its the standard "The fact that Blizzard is even thinking about it proves they have no idea." Testing is good, assuming is bad.


Are you just not interested in acknowledging the role of intuition in our lives or something? You're acting like before testing, we can't actually know something. Like oh we should all hush hush and wait until the theory of gravity is re-affirmed for us all. We know how this game works and what the suggested changes mean. That's how you come up with these ideas to begin with - off of some basis of intuition. The problem is that some of these ideas are clearly born out of ignorance. Do you think Blizzard actually knows best? They're the last ones to the party, always.

What's worse is that even the spirit of testing itself, better testing of ideas that actually have merit and relevance simply doesn't happen. Instead we're getting obviously ill-informed / ham-handed suggestions. We're not having "Test alllllllllllllll the changes out" party in our scene. We've been handed some garbage, and we don't need to test it have (well there won't actually ever be any) empirical proof in order to figure this out and have convictions about it. People do know things before they are tested. How do you think we come up with the notion to test things to begin with?


Once again, if the community, and individuals, didn't have such absolutely horrible "intuition" about patch changes they might be taken a little more seriously.

As it stands, everyone is so bad at theory crafting that you might as well ignore absolutely every single one of them.


Largely, yes. I feel this sentiment. It certainly wouldn't hurt to invest in a bigger balance team, and to put far more effort into actually validating and experimenting with changes based off of the perspective not of the community at large, which is of course filled with newbery, but the players who are the best at the game.

All of the podcast shows, as well interviews, shows that being pro (or a group of pros) doesn't make you an expert at balance from theorycraft either.

People give Blizzard a ton of shit constantly, but their track record with minor balance changes means I will trust their judgment more than anyone else.
Average means I'm better than half of you.
H0i
Profile Joined October 2010
Netherlands484 Posts
September 23 2013 20:47 GMT
#387
On September 24 2013 05:39 Sissors wrote:
Show nested quote +
And/or decreasing the build time from 20 to 15 seconds maybe, or an Armor increase so workers aren't so good at killing them.

No.

Or in other words:

Hell no.

Nydus worms in their current form cannot be buffed so they are more than a gimmick. Being able to transport your entire army into the enemies main is not something that helps the game.


Which is why they could get another 'mode' of transport. A lot cheaper, perhaps free but on cooldown, which transports a limited amount of cargo space to some place on the map differently, for example popping the units instantly and making the worm pop faster.. kind of like in the campaign.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2013-09-23 20:49:16
September 23 2013 20:48 GMT
#388
On September 24 2013 05:45 Plansix wrote:
Show nested quote +
On September 24 2013 05:39 rd wrote:
On September 24 2013 05:31 Whatson wrote:
On September 24 2013 05:25 rd wrote:
On September 24 2013 05:20 Chaggi wrote:
On September 24 2013 05:17 rd wrote:
On September 24 2013 05:12 Chaggi wrote:
On September 24 2013 05:09 rd wrote:
On September 24 2013 05:06 Chaggi wrote:
On September 24 2013 05:02 rd wrote:
[quote]

Or you could just have a turret up near a depot wall and watch your mini-map.


Oh yes, my turret that's going to shoot the DT yes? So basically Terran's need to have a planetary or bunker in the production line with turrets at 3-4 bases because if the Terran decides to move out, and DT's in the base? lol


No, the turret thats gonna show you the red blip on the mini-map so you can raise your depots, re-rally appropriately, and if you aren't way out of position, walk over with your army and clean-up. Cause TBH if you can't do that, the buffed DT could also be chargelots and it would make 0 difference if you can't react.


You don't seem to understand that TvP from the Terran side is poking at the Protoss until a favorable engagement happens and that takes a lot of poking and proding around. A DT running around the production line means a rerally, or at 200/200 to break off a small group of units. Now, these DT's are running around at the speed of a stimmed marine with detection maybe scattered around. Sorry but if I raise my depot wall, they're gonna break through that in 5 seconds. It's not the fact that DT's can be in the production line, it's the fact that they're gonna be so much harder to handle while TvP late game is already a problem for the vast majority of Terrans.


And what you don't understand is that I also play Terran, I don't need your perspective, and that if you can't deal with a DT because you leave nothing back to deal with run-by's, then chargelots are going to fuck up your world equally as hard.

I don't really believe that you play Terran. Please give me a replay of you in late game TvP leaving units back preemptively to deal with chargelots/DT's in your production line. I'd like to see this.


Map awareness/control is pretty important. Turns out chargelots and dt's don't magically warp-in and teleport to your mineral line (your main base mineral line, apparently), they have to travel there first, i.e., you can react. Blizzard can't be balancing for incompetence because you can't be fucked to wall off your natural and manage your production rallies. Don't speak on behalf of Terrans in the first person unless you're one of several notable Korean pros, ty.

Lol please, you're Protoss you can warp in 30 units at a time as long as you have a warp prism


If a protoss is allowed to mine and bank the necessary minerals to make 30 gateways, and then consistently warp 60 supply of units more than once from them, your problem extends beyond just the warp prism.

I love the "you can warp in 30 zealots with a WP" when it comes to protoss balance. All I can think is "How would I fit all of those in the tiny warp prism power field? And why do I have 60 less supply and 3000 minerals?"


30 units is definitely an exaggeration, but ~10 is pretty realistic. After a fight which ends pretty nuetrally a 10dt warp in into the main might actually be game ending if they move as fast as stimmed marines now that I think about it. Doesn't seem like something that would come up often though.
In Somnis Veritas
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
Last Edited: 2013-09-23 20:50:02
September 23 2013 20:48 GMT
#389
Mech ground and air attack upgrades combined
Seems good enough to try, it will be mostly interesting in TvT and will make an Air switch more powerful for a Meching player. TvP Mech still doesn't truly exist so it doesn't really add much there and TvZ Mech won't be affected too much with the exception of Viking damage vs Corruptors/Brood Lords should Zerg ever get them.

Widow mine splash radius decreased from 1.75 to 1.1
Seems good, TvZ is stale at the moment with 4M vs Muta/Ling/Bane.
My only worry is that the Siege Tank buff won't alleviate the fact that Mutalisks being faster and having regen allows them snipe tanks much more easily than they could in WoL.

Siege tank attack period decreased from 3 to 2.7
Long overdue Siege Tank love. Currently used almost exclusively in TvT and only for crutch defense in TvZ.
As mentioned, I'm still worried about keeping Tanks alive vs Mutas.

Oracle cost decreased from 150/150 to 150/100
Reducing the gas cost encourages early game use because early game is where gas is more much valueable.
This basically turns the Oracle into a Banshee on crack that can be in your base at around the 5 minute mark.
For it to be used midgame, I think the range needs to be modified so it can actually support an army (mostly vs Marines and Hydras) or its spells need to be reworked. The speed of the unit would have to be curbed a bit to compensate for the range though.

Dark Templar movement speed increased from 2.813 to 3.375
Why? This is giving Protoss players a safety net for failing a DT rush.
If I go Cloak Banshee and my opponent gets detection it should hurt for me, it's the basics of the game.
DT rushes utterly murder unprepared opponents and worsen the economy of the Protoss player if it fails.
Such is balance. Great risk vs great reward. Stimmed Marines and Stalkers won't even be able to catch up to them if they are detected. Big no to this unless my Banshee gets Medivac Boosters as well.

Roach speed upgrade also increases the burrowed roach movement speed from 1.41 to 2.25
Roach Burrow is indeed a rare occurence and I'm all for opening up more strategies.
I'd like to see a similar train of thought for the Oracle rather than the current proposed change.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2013-09-23 20:50:14
September 23 2013 20:49 GMT
#390
On September 24 2013 05:35 Plansix wrote:
Show nested quote +
On September 24 2013 05:31 ImperialFist wrote:
On September 24 2013 05:23 Lumi wrote:
On September 24 2013 05:15 Plansix wrote:
On September 24 2013 05:09 TT1 wrote:
On September 24 2013 05:08 KrazyTrumpet wrote:
I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.

Every. Goddamned. Time.

*sigh*


the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game

In the opinion of TT1, balance master of the world.

Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up.

As Adam Savage would say "Until you test, you don't know."


Not sure why you're compelled to take a condescending tone in this conversation =\ No, nobody needs to explain what testing means. Thanks for asking?

Anyway, you're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no matter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can, why try to make sense first."

No. There isn't a single good reason for us to stop perceiving what we are and that which is plain to see for a great many people here - there is some serious incompetence going on with the balance team. And it's not a secret. It's not like something we're just finding out. This just happens to be a particularly astonishingly absurd array of potential changes.

It's Plansix, condescending is his specialty! He clearly sees himself as a prophet sent to TL to illuminate the masses.

Gotta love him though!


I respond to kinda shitty arguments with being condescending. It a pretty good way to respond in my personal experience. The idea that people shouldn't test ideas out is just plan stupid to me. Even if they are crazy, I would rather try and have everyone know the results than assume we know how it would effect the game. I am all about shit being over powered, rather than boring, slow and dull.

that's just so true. to this day no one believes me that TvZ marines with +1 armor are better than +1 attack against lings until i prove it to them.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
September 23 2013 20:49 GMT
#391
Oh my god, you're going to need to use Turbovacs to catch DTs now this is the silliest and best patch ever.
Lumi
Profile Blog Joined August 2009
United States1616 Posts
September 23 2013 20:50 GMT
#392
On September 24 2013 05:43 Plansix wrote:
Show nested quote +
On September 24 2013 05:39 Lumi wrote:
On September 24 2013 05:31 Plansix wrote:
On September 24 2013 05:23 Lumi wrote:
On September 24 2013 05:15 Plansix wrote:
On September 24 2013 05:09 TT1 wrote:
On September 24 2013 05:08 KrazyTrumpet wrote:
I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.

Every. Goddamned. Time.

*sigh*


the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game

In the opinion of TT1, balance master of the world.

Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up.

As Adam Savage would say "Until you test, you don't know."


Not sure why you're compelled to take a condescending tone in this conversation =\ You're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no ma tter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get the obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can."

No.

Please, its the standard "The fact that Blizzard is even thinking about it proves they have no idea." Testing is good, assuming is bad.


Are you just not interested in acknowledging the role of intuition in our lives or something? You're acting like before testing, we can't actually know something. Like oh we should all hush hush and wait until the theory of gravity is re-affirmed for us all. We know how this game works and what the suggested changes mean. That's how you come up with these ideas to begin with - off of some basis of intuition. The problem is that some of these ideas are clearly born out of ignorance. Do you think Blizzard actually knows best? They're the last ones to the party, always.

What's worse is that even the spirit of testing itself, better testing of ideas that actually have merit and relevance simply doesn't happen. Instead we're getting obviously ill-informed / ham-handed suggestions. We're not having "Test alllllllllllllll the changes out" party in our scene. We've been handed some garbage, and we don't need to test it have (well there won't actually ever be any) empirical proof in order to figure this out and have convictions about it. People do know things before they are tested. How do you think we come up with the notion to test things to begin with?

I think WolfintheSheep handled this in a previous post, so I will keep it short.

We can us intuition to determine what changes will do. We just suck at it a whole bunch and the history of pros saying "that change won't do anything" has proven this. Once again, as Adam Savage, master of testing shit that people assume is true, would say "If you don't test, you don't know."


I'm not sure how relevant "us" as the fan community is here. Of course the majority of the community is simply not equipped with the awareness or even the intellect necessary to successfully navigate the task of balancing. But it's not us who's sucking here. This is Blizzard, and David Kim - the man who's job it is to do this, who is sucking. About as badly as us. I see no reason not to call an unintuitive / incomprehensive theory toward how to result in balance for being exactly what it is. We do know things before we test, which is why we test. We only prove it with testing.

“The intuitive mind is a sacred gift and the rational mind is a faithful servant. We have created a society that honors the servant and has forgotten the gift." Good scientists understand and can allow this, instead of wasting away indefinitely off of the unnecessary glorification of proof - relative to the process we're a part of here, which, preceding proof, is to make sense.
twitter.com/lumigaming - DongRaeGu is the One True Dong - /r/onetruedong
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
September 23 2013 20:50 GMT
#393
1. Rather than combining mech air and ground upgrades, they should increase the cost of level 2 and level 3 bio upgrades. Just flat-out combining them reduces mech to a supporting role for the main bio army. In TvP, terran usually gets the air attack upgrades for their Vikings, so they'd then have all the mech ground upgrades. In TvZ, terran sometimes gets mech ground upgrades just for Hellions, or so that Seige Tanks one-shot lings. It needs to be different enough so that choosing which upgrades to get is a conscious choice that is being made, and right now, bio upgrades are just too safe of a bet. Raise the cost of bio upgrades, and maybe a slight decrease to the cost of mech upgrades, but that's it!

2. This is a good idea if it were by itself, but I feel that it's not the most elegant way to nerf the "parade" style of TvZ. I think the speed of the Widow Mine Sentinel Missile projectile should be decreased, so that zerg players have more opportunity to micro against it. Furthermore, with the Seige Tank buff in the same patch, Widow Mines really shouldn't need a nerf, because the main problem is no longer balance, but design, as terran players choose Widow Mines over other factory units in the mid and late games in every single TvZ.

3. Fantastic idea. Not too big of a buff, but not so small that it won't be noticed. I still think that what Seige Tanks really need is a late game upgrade to their anti-armor damage, particularly so that they can be all the more deadly against Colossus balls with ample Stalkers from toss and mass Roach switches from zerg, especially considering the new Roach buff.

4. A much better change would be to 50/150. This maintains their role as an expensive investment in the early game, and a bit cheesy, but as the game goes on, mineral-heavy compositions can dump gas into Oracles and use them extensively in the late game. They still need an acceleration buff though.

5. This should be an upgrade, not a straight buff! Holy shit, dude! It's a really great idea, and the OneGoal mod puts it to good use, but it's important that super fast DTs only become available in the very late game, and that making them more usable is something additional that the player must invest in.

6. This is a nice buff. But it needs to be coupled with a buff to the animation speed of burrow and unburrow. Currently, Roaches take 0.55 seconds to burrow and 0.44 seconds to unburrow, +0.10 random seconds that get added on. Lower this to a flat rate of 0.15, and I guarantee you will see more Roach micro.

Overall, some truly extraordinary adventurousness on the part of the balancing team, and it has certainly reignited my faith in the Blizzard development team.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Iodem
Profile Joined October 2010
United States1173 Posts
September 23 2013 20:51 GMT
#394
If they really want to buff DT mobility they should give it blink but have blink disable perma-stealth for a short period of time.
If you don't like it, you can quit.
H0i
Profile Joined October 2010
Netherlands484 Posts
September 23 2013 20:51 GMT
#395
On September 24 2013 05:48 Pursuit_ wrote:
Show nested quote +
On September 24 2013 05:45 Plansix wrote:
On September 24 2013 05:39 rd wrote:
On September 24 2013 05:31 Whatson wrote:
On September 24 2013 05:25 rd wrote:
On September 24 2013 05:20 Chaggi wrote:
On September 24 2013 05:17 rd wrote:
On September 24 2013 05:12 Chaggi wrote:
On September 24 2013 05:09 rd wrote:
On September 24 2013 05:06 Chaggi wrote:
[quote]

Oh yes, my turret that's going to shoot the DT yes? So basically Terran's need to have a planetary or bunker in the production line with turrets at 3-4 bases because if the Terran decides to move out, and DT's in the base? lol


No, the turret thats gonna show you the red blip on the mini-map so you can raise your depots, re-rally appropriately, and if you aren't way out of position, walk over with your army and clean-up. Cause TBH if you can't do that, the buffed DT could also be chargelots and it would make 0 difference if you can't react.


You don't seem to understand that TvP from the Terran side is poking at the Protoss until a favorable engagement happens and that takes a lot of poking and proding around. A DT running around the production line means a rerally, or at 200/200 to break off a small group of units. Now, these DT's are running around at the speed of a stimmed marine with detection maybe scattered around. Sorry but if I raise my depot wall, they're gonna break through that in 5 seconds. It's not the fact that DT's can be in the production line, it's the fact that they're gonna be so much harder to handle while TvP late game is already a problem for the vast majority of Terrans.


And what you don't understand is that I also play Terran, I don't need your perspective, and that if you can't deal with a DT because you leave nothing back to deal with run-by's, then chargelots are going to fuck up your world equally as hard.

I don't really believe that you play Terran. Please give me a replay of you in late game TvP leaving units back preemptively to deal with chargelots/DT's in your production line. I'd like to see this.


Map awareness/control is pretty important. Turns out chargelots and dt's don't magically warp-in and teleport to your mineral line (your main base mineral line, apparently), they have to travel there first, i.e., you can react. Blizzard can't be balancing for incompetence because you can't be fucked to wall off your natural and manage your production rallies. Don't speak on behalf of Terrans in the first person unless you're one of several notable Korean pros, ty.

Lol please, you're Protoss you can warp in 30 units at a time as long as you have a warp prism


If a protoss is allowed to mine and bank the necessary minerals to make 30 gateways, and then consistently warp 60 supply of units more than once from them, your problem extends beyond just the warp prism.

I love the "you can warp in 30 zealots with a WP" when it comes to protoss balance. All I can think is "How would I fit all of those in the tiny warp prism power field? And why do I have 60 less supply and 3000 minerals?"


30 units is definitely an exaggeration, but ~10 is pretty realistic. After a fight which ends pretty nuetrally a 10dt warp in into the main might actually be game ending if they move as fast as stimmed marines now that I think about it. Doesn't seem like something that would come up often though.


A 10 DT warp in ?!?!?!?! Are you insane? How would that ever happen? It's like saying a terran should just quickly produce 10 BC's after a fight to get an advantage...
Fjodorov
Profile Joined December 2011
5007 Posts
September 23 2013 20:53 GMT
#396
On September 24 2013 05:49 beg wrote:
Show nested quote +
On September 24 2013 05:35 Plansix wrote:
On September 24 2013 05:31 ImperialFist wrote:
On September 24 2013 05:23 Lumi wrote:
On September 24 2013 05:15 Plansix wrote:
On September 24 2013 05:09 TT1 wrote:
On September 24 2013 05:08 KrazyTrumpet wrote:
I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.

Every. Goddamned. Time.

*sigh*


the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game

In the opinion of TT1, balance master of the world.

Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up.

As Adam Savage would say "Until you test, you don't know."


Not sure why you're compelled to take a condescending tone in this conversation =\ No, nobody needs to explain what testing means. Thanks for asking?

Anyway, you're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no matter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can, why try to make sense first."

No. There isn't a single good reason for us to stop perceiving what we are and that which is plain to see for a great many people here - there is some serious incompetence going on with the balance team. And it's not a secret. It's not like something we're just finding out. This just happens to be a particularly astonishingly absurd array of potential changes.

It's Plansix, condescending is his specialty! He clearly sees himself as a prophet sent to TL to illuminate the masses.

Gotta love him though!


I respond to kinda shitty arguments with being condescending. It a pretty good way to respond in my personal experience. The idea that people shouldn't test ideas out is just plan stupid to me. Even if they are crazy, I would rather try and have everyone know the results than assume we know how it would effect the game. I am all about shit being over powered, rather than boring, slow and dull.

that's just so true. to this day no one believes me that TvZ marines with +1 armor are better than +1 attack against lings until i prove it to them.


Doesnt sond likely considering almost 100% of the bio will be shooting but not all marines will be taking damage. Unless you are talking about some test map scenario where every single marine is being hit by a ling.
tree.hugger
Profile Blog Joined May 2009
Philadelphia, PA10406 Posts
September 23 2013 20:53 GMT
#397
Changes to mech are nice, but changes to the most interesting race in the game is pretty easy. Protoss issues are much more fundamental than DT speed and oracle gas cost, it's pretty laughable that these are even being considered.
ModeratorEffOrt, Snow, GuMiho, and Team Liquid
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2013-09-23 20:56:56
September 23 2013 20:53 GMT
#398
On September 24 2013 05:48 Pursuit_ wrote:
Show nested quote +
On September 24 2013 05:45 Plansix wrote:
On September 24 2013 05:39 rd wrote:
On September 24 2013 05:31 Whatson wrote:
On September 24 2013 05:25 rd wrote:
On September 24 2013 05:20 Chaggi wrote:
On September 24 2013 05:17 rd wrote:
On September 24 2013 05:12 Chaggi wrote:
On September 24 2013 05:09 rd wrote:
On September 24 2013 05:06 Chaggi wrote:
[quote]

Oh yes, my turret that's going to shoot the DT yes? So basically Terran's need to have a planetary or bunker in the production line with turrets at 3-4 bases because if the Terran decides to move out, and DT's in the base? lol


No, the turret thats gonna show you the red blip on the mini-map so you can raise your depots, re-rally appropriately, and if you aren't way out of position, walk over with your army and clean-up. Cause TBH if you can't do that, the buffed DT could also be chargelots and it would make 0 difference if you can't react.


You don't seem to understand that TvP from the Terran side is poking at the Protoss until a favorable engagement happens and that takes a lot of poking and proding around. A DT running around the production line means a rerally, or at 200/200 to break off a small group of units. Now, these DT's are running around at the speed of a stimmed marine with detection maybe scattered around. Sorry but if I raise my depot wall, they're gonna break through that in 5 seconds. It's not the fact that DT's can be in the production line, it's the fact that they're gonna be so much harder to handle while TvP late game is already a problem for the vast majority of Terrans.


And what you don't understand is that I also play Terran, I don't need your perspective, and that if you can't deal with a DT because you leave nothing back to deal with run-by's, then chargelots are going to fuck up your world equally as hard.

I don't really believe that you play Terran. Please give me a replay of you in late game TvP leaving units back preemptively to deal with chargelots/DT's in your production line. I'd like to see this.


Map awareness/control is pretty important. Turns out chargelots and dt's don't magically warp-in and teleport to your mineral line (your main base mineral line, apparently), they have to travel there first, i.e., you can react. Blizzard can't be balancing for incompetence because you can't be fucked to wall off your natural and manage your production rallies. Don't speak on behalf of Terrans in the first person unless you're one of several notable Korean pros, ty.

Lol please, you're Protoss you can warp in 30 units at a time as long as you have a warp prism


If a protoss is allowed to mine and bank the necessary minerals to make 30 gateways, and then consistently warp 60 supply of units more than once from them, your problem extends beyond just the warp prism.

I love the "you can warp in 30 zealots with a WP" when it comes to protoss balance. All I can think is "How would I fit all of those in the tiny warp prism power field? And why do I have 60 less supply and 3000 minerals?"


30 units is definitely an exaggeration, but ~10 is pretty realistic. After a fight which ends pretty nuetrally a 10dt warp in into the main might actually be game ending if they move as fast as stimmed marines now that I think about it. Doesn't seem like something that would come up often though.


Unless the Protoss has a significant base advantage, or has been mining for a significant time (past 20 minutes unopposed) without having to recreate any high templars/colossus, then yeah, sinking 1250 gas into a DT doom drop might be pretty deadly. But again, that is just a by-product of what would require extreme inactivity from both sides in terms of engagements. Almost everyone at higher levels use zealots because minerals are usually what the Protoss can afford to throw away -- and they can actually smash a small base defense without melting.

On September 24 2013 05:47 WolfintheSheep wrote:
Show nested quote +
On September 24 2013 05:42 Lumi wrote:
On September 24 2013 05:41 WolfintheSheep wrote:
On September 24 2013 05:39 Lumi wrote:
On September 24 2013 05:31 Plansix wrote:
On September 24 2013 05:23 Lumi wrote:
On September 24 2013 05:15 Plansix wrote:
On September 24 2013 05:09 TT1 wrote:
On September 24 2013 05:08 KrazyTrumpet wrote:
I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.

Every. Goddamned. Time.

*sigh*


the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game

In the opinion of TT1, balance master of the world.

Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up.

As Adam Savage would say "Until you test, you don't know."


Not sure why you're compelled to take a condescending tone in this conversation =\ You're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no ma tter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get the obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can."

No.

Please, its the standard "The fact that Blizzard is even thinking about it proves they have no idea." Testing is good, assuming is bad.


Are you just not interested in acknowledging the role of intuition in our lives or something? You're acting like before testing, we can't actually know something. Like oh we should all hush hush and wait until the theory of gravity is re-affirmed for us all. We know how this game works and what the suggested changes mean. That's how you come up with these ideas to begin with - off of some basis of intuition. The problem is that some of these ideas are clearly born out of ignorance. Do you think Blizzard actually knows best? They're the last ones to the party, always.

What's worse is that even the spirit of testing itself, better testing of ideas that actually have merit and relevance simply doesn't happen. Instead we're getting obviously ill-informed / ham-handed suggestions. We're not having "Test alllllllllllllll the changes out" party in our scene. We've been handed some garbage, and we don't need to test it have (well there won't actually ever be any) empirical proof in order to figure this out and have convictions about it. People do know things before they are tested. How do you think we come up with the notion to test things to begin with?


Once again, if the community, and individuals, didn't have such absolutely horrible "intuition" about patch changes they might be taken a little more seriously.

As it stands, everyone is so bad at theory crafting that you might as well ignore absolutely every single one of them.


Largely, yes. I feel this sentiment. It certainly wouldn't hurt to invest in a bigger balance team, and to put far more effort into actually validating and experimenting with changes based off of the perspective not of the community at large, which is of course filled with newbery, but the players who are the best at the game.

All of the podcast shows, as well interviews, shows that being pro (or a group of pros) doesn't make you an expert at balance from theorycraft either.

People give Blizzard a ton of shit constantly, but their track record with minor balance changes means I will trust their judgment more than anyone else.


I'd add a footnote that specifically refers to recent minor changes, because Blizzard's initial track record with small tweaks has been fairly devastating. Ever since the queen patch when they vowed to be more conservative and let the players develop the meta game more though, they've been much better about patching.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 23 2013 20:53 GMT
#399
On September 24 2013 05:50 Lumi wrote:
Show nested quote +
On September 24 2013 05:43 Plansix wrote:
On September 24 2013 05:39 Lumi wrote:
On September 24 2013 05:31 Plansix wrote:
On September 24 2013 05:23 Lumi wrote:
On September 24 2013 05:15 Plansix wrote:
On September 24 2013 05:09 TT1 wrote:
On September 24 2013 05:08 KrazyTrumpet wrote:
I love this community...every time we do this balance testing map thing people always gloss right over the word "testing" and act like all these changes are coming out tomorrow.

Every. Goddamned. Time.

*sigh*


the issue is the fact that they would even consider these protoss changes, shows a lack of knowledge in regards to the game

In the opinion of TT1, balance master of the world.

Seriously, do we need to explain what testing is? You test thing, even if they are crazy. If they were going to test medivacs picking up sieged tanks, I would be all about it, even it if would be totally messed up.

As Adam Savage would say "Until you test, you don't know."


Not sure why you're compelled to take a condescending tone in this conversation =\ You're basically saying that there is nothing we can discern or intuit well enough about the game, and that we can try out anything, no ma tter how crazy or readily apparent as being stupid it is. Sorry, but that's a terrible and blatantly inefficient and unintuitive approach to balancing. We only get so many changes offered to us - there are tons, and tons, and tons of awesome ones out there that they could be working with. Instead, we get the obviously bad crap. And then you rush in to be a dick to TT1 and say "what's the problem man this is how things should be we just do whatever cuz we can."

No.

Please, its the standard "The fact that Blizzard is even thinking about it proves they have no idea." Testing is good, assuming is bad.


Are you just not interested in acknowledging the role of intuition in our lives or something? You're acting like before testing, we can't actually know something. Like oh we should all hush hush and wait until the theory of gravity is re-affirmed for us all. We know how this game works and what the suggested changes mean. That's how you come up with these ideas to begin with - off of some basis of intuition. The problem is that some of these ideas are clearly born out of ignorance. Do you think Blizzard actually knows best? They're the last ones to the party, always.

What's worse is that even the spirit of testing itself, better testing of ideas that actually have merit and relevance simply doesn't happen. Instead we're getting obviously ill-informed / ham-handed suggestions. We're not having "Test alllllllllllllll the changes out" party in our scene. We've been handed some garbage, and we don't need to test it have (well there won't actually ever be any) empirical proof in order to figure this out and have convictions about it. People do know things before they are tested. How do you think we come up with the notion to test things to begin with?

I think WolfintheSheep handled this in a previous post, so I will keep it short.

We can us intuition to determine what changes will do. We just suck at it a whole bunch and the history of pros saying "that change won't do anything" has proven this. Once again, as Adam Savage, master of testing shit that people assume is true, would say "If you don't test, you don't know."


I'm not sure how relevant "us" as the fan community is here. Of course the majority of the community is simply not equipped with the awareness or even the intellect necessary to successfully navigate the task of balancing. But it's not us who's sucking here. This is Blizzard, and David Kim - the man who's job it is to do this, who is sucking. About as badly as us. I see no reason not to call an unintuitive / incomprehensive theory toward how to result in balance for being exactly what it is. We do know things before we test, which is why we test. We only prove it with testing.

“The intuitive mind is a sacred gift and the rational mind is a faithful servant. We have created a society that honors the servant and has forgotten the gift." Good scientists understand and can allow this, instead of wasting away indefinitely off of the unnecessary glorification of proof - relative to the process we're a part of here, which, preceding proof, is to make sense.

Right, so what does that have to do with my comment to TT1 about his comment being useless and that testing a DT buff isn't bad? I fail to see the point of the discussion, since testing is always better than just assuming.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 23 2013 20:54 GMT
#400
From the blizzard forums:

Dayvie wrote:
FYI, these changes aren't even final for the balance test map. Seeing a lot of responses as if they're 100% decided already.

And we'd like to be more aggressive with changes on the test map compared to reality. We've tested a lot of changes in the past that never made it into the game and we believe these are important for us to learn what different changes will do.
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.
Prev 1 18 19 20 21 22 68 Next
Please log in or register to reply.
Live Events Refresh
Next event in 6h 52m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 144
SpeCial 128
StarCraft: Brood War
GuemChi 5682
PiGStarcraft370
Dota 2
monkeys_forever593
NeuroSwarm82
Counter-Strike
tarik_tv4748
taco 578
Super Smash Bros
hungrybox472
Other Games
summit1g7612
C9.Mang0738
shahzam628
Artosis410
WinterStarcraft197
Maynarde117
ViBE110
Organizations
Other Games
gamesdonequick1222
BasetradeTV467
Dota 2
PGL Dota 2 - Main Stream30
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt263
Upcoming Events
GSL
6h 52m
SHIN vs Zoun
ByuN vs herO
OSC
8h 22m
OSC
10h 22m
Replay Cast
21h 22m
Escore
1d 7h
The PondCast
1d 7h
WardiTV Invitational
1d 8h
Zoun vs Ryung
Lambo vs ShoWTimE
Big Brain Bouts
1d 13h
Fjant vs Bly
Serral vs Shameless
OSC
1d 19h
Replay Cast
1d 21h
[ Show More ]
CranKy Ducklings
2 days
RSL Revival
2 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
2 days
Krystianer vs TriGGeR
Cure vs Rogue
uThermal 2v2 Circuit
2 days
BSL
2 days
Artosis vs TerrOr
spx vs StRyKeR
Replay Cast
2 days
Sparkling Tuna Cup
3 days
RSL Revival
3 days
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
3 days
BSL
3 days
Dewalt vs DragOn
Aether vs Jimin
GSL
4 days
Afreeca Starleague
4 days
Soma vs Leta
Monday Night Weeklies
4 days
CranKy Ducklings
5 days
Afreeca Starleague
5 days
Light vs Flash
Replay Cast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-05-05
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W6
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.