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6 possible balance changes - David Kim - Page 34

Forum Index > SC2 General
1350 CommentsPost a Reply
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HyDrA_solic
Profile Blog Joined February 2011
Portugal491 Posts
September 24 2013 02:16 GMT
#661
I got it! David Kim has been watching Starcrafts, and saw how awesome the DT's were running alike Solid Snake style. Thats gotta be it!
It's all about the reflections of freedom. Even though he hoped for a better world, with all his strenght, all his will, the most he could do was to make her smile.
InfamousOne
Profile Joined April 2013
United States110 Posts
September 24 2013 02:16 GMT
#662
this balance suggestion is a joke

Terran has even worse time vs toss now, and they were already UP vs toss

TvZ has been 50% winrate since overseer buff, widow mine nerf is ABSURD... the tank buff doesnt do anything, nor does dual mech upgrades

bio will be impossible vs zerg now, and mech will still be impossible

tvp is even worse now

S1eth
Profile Joined November 2011
Austria221 Posts
September 24 2013 02:20 GMT
#663
On September 24 2013 10:45 saltis wrote:
Show nested quote +
On September 24 2013 10:14 xyzz wrote:
On September 24 2013 10:08 Waise wrote:
On September 24 2013 10:04 MarlieChurphy wrote:
PS- I don't think that WM nerf is enough.

seriously? as a zerg player i not only think it's enough but feel it might tip tvz distinctly in our favor. the siege tank dps buff isn't really significant enough to offset it at all

Why do people so often start with lies about their main race when they try to lobby their balance ideas to the forum community? "As a Terran player I'm baffled by how overpowered my race will be after these changes!" Sure. Terrans have played Marine/Tank before, only now the Marine/Tank will be better than before due to the rapid fire Tanks that don't require siege mode to be researched and now benefit from more easily accessible/cheaper vehicle upgrades, and the WM are still available in the mix too but will kill a few less Lings/Blings in the large engagements than before due to smaller aoe. Don't try to act all dramatic please.


"Marine/Tank will be better than before due to the rapid fire" DUDE , thats ONLY + 9% speed. In other words, every 11th shot mathematically would be "extra-buffed" shot.


It's an 11.11....% speed increase, not 9%.
FoShao
Profile Joined November 2012
United States256 Posts
September 24 2013 02:20 GMT
#664
everyone be hating on protoss
lamprey1
Profile Joined June 2012
Canada919 Posts
September 24 2013 02:22 GMT
#665
On September 24 2013 10:54 lessQQmorePEWPEW wrote:
david kim must be drinking these days. why the fuck is he buffing DTs? as if they werent strong enough.. sometimes this guy is a fuckin nut!


wrong.
david kim is an excellent game designer.

the guy is experimenting.
give him the latitude to do so.

the HotS expansion was a nice improvement over WoL and i think David Kim and the Blizzard team will come up with a cool balance patch in preparation for WCS 2014.
Blargh1111
Profile Joined March 2013
8 Posts
September 24 2013 02:25 GMT
#666
This doesnt accomplish much.....

Shared Mech upgrades: our vikings are now +1 attack as 3-3 protoss deathball amoves into us, Hurray! On a serious note though, this IS a step in the right direction, but not drastic enough. You are already forced into making a starport to defend any air play early game, meaning you choose between having enough units to take your 3rd, or having enough gas to drop armories and upgrades. Armories need a cost reduction, 150/50 like in broodwar would help mech SO much. I can't tell you how many TvPs ive played where im at 2-1 upgrades with a few tanks and factories barely finishing at the 10 minute mark, this doesn't let mech be aggressive, and it can't defend a 3rd while getting sufficient upgrades, so we are still in a pickle of either getting a maxed army with no upgrades, or a tiny army with even upgrades.

Widow Mine Nerf: Finally got around to it didn't you blizzard? I'd say its a bit much, and might cause some issues in TvZ, but it's a very good start. Despite my terran bias i think this was a good nerf, but i hope it doesn't make TvZ too stagnant like the end of wings. Would be cool to see a weaker widow mine vs zerg but possibly the reintegration of being able to hit cloaked units? That would allow you to actually open mech in TvP again, which would be a great start to our road to viability ^^

Tank Buff: FUCKING FINALLY A REAL mech buff, this is what i like to see. I think considering the mine nerf they could have been a little more extreme on this, but its still nice to see mech being buffed. This doesn't really change much though, Tanks still 3 shot zealots, which is a major issue in lategame TvP. This does however, does make Mech TvZ alot stronger, and defending protoss ground based allins would be alot easier. I think this is the step in the right direction, however it doesn't do much on its own. Further support to mech would be needed to make this buff remotely helpful, the only thing i see it doing immediately is making TvT alot more interesting.

Oracle Buff: I would like to take a little quote from Day[9] here, *ahem* what what the the fuck fuck?!? seriously? I won't even go into how I don't think toss should be getting buffs right now, but this isn't really doing much for protoss. This gives them a STRONGER allin, but doesn't give them use during mid-lategame. No Protoss player will devote 150/100 to a unit that could be extremely hit or miss when they can devote 200 minerals to have a guaranteed proxy pylon anywhere on the map. If you want oracles to be a hurrass unit, the unit needs alot of changing. Oracles cost too much to be a constant hurrass unit, but the cheaper you make them the better proxy oracle becomes. So what should be done about this? LOWER THE DPS you could make an oracle that is extremely cheap, but offers a much lower DPS, killing an entire mineral line in seconds isnt a hurrass unit, its a unit that you hope your opponent doesn't scout so you can just win the game. Making them similar to the SC1 Wraith would make more sense, the wraith took a while to kill SCVs, but was still useful later in the game TvT for spotting and attacking seige lines, in the case of the oracle for revelation instead.

DT Buff: not too much to say about this, still going to be a cheesy strategy to be frank. The reactions for each race are simple, Zerg makes a spine and spore at each base, Terran makes a turret and leaves a few Marine/Marauder, Toss just makes an observer and warps in if he sees a DT. Being able to poke in and out faster doesn't change much, The DT is meant to be a hurrass unit that can be used very well with the warp prism, don't turn it into something it's not meant to be.

Tunneling Claws Buff: My limited knowledge of matchups of TvX might be whats ruining this, but isn't ZvZ roach vs roach in the first place? We haven't seen a non roach-hydra play since spore crawler buffs. I'm quite confused at this, Zerg players complain alot about roach hydra vs roach hydra and how its the same every game, so why do you buff an upgrade like Tunneling claws when all it does is make roach vs roach more and more prevalent.

TL:DR
1. Good
2. Good
3. Good
4. Wat
5. Wat
6. Really Blizzard....
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 24 2013 02:25 GMT
#667
On September 24 2013 10:58 Antylamon wrote:
Am I the only one who appreciates the Oracle buff? I've tried to make a build using Oracles to shut down mass speedling, but I couldn't pull it off without making it allin due to the huge gas consumption.

Sure it can increase the viability of Oracle openings, but it does nothing to address the fact that Oracle's suck beyond gimmicky play. Blizzard thinks that to create harass oriented play you need to create units specifically for that purpose. This just isn't the case, and make for units that serve one purpose then are forgotten about (Oracle is a great example, DTs in SC2 somewhat fall into this category as well). Marine/Marauder drops is a good example of the correct type of harass. Mutalisks are another example of good harass. What Oracles need to some kind of utility spell going into the mid-late game that makes them viable long term. The cloaking field ability that was touted about in HotS alpha would be a great addition to the Oracle -- make it an expensive upgrade at the fleet beacon (or dark shrine if you want to give that building some utility) and suddenly Oracle's will become a core part of the Protoss lategame army (and that will naturally lead to more harass with them).
Administrator~ Spirit will set you free ~
Sc2Corpse
Profile Blog Joined December 2011
United States210 Posts
September 24 2013 02:27 GMT
#668
Lord god don't give Zerg anymore good buffs, roaches need to be nuclear nerfed.
The Zombie Protoss <3
AxiomBlurr
Profile Blog Joined November 2012
786 Posts
September 24 2013 02:27 GMT
#669
Wow! I agree with them all!~~ Bring it! Especially the mine aoe decrease...Poor Zerg...they need to be DRG or Curiuos these days just have a small chance of beating MMMM
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
September 24 2013 02:29 GMT
#670
So how much of a change is the widow mine nerf in real terms? Before you could kill like 25 banelings in 1 (perfect) hit, what is the max now? Also, what about worker lines?
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2013-09-24 02:31:53
September 24 2013 02:30 GMT
#671
On September 24 2013 10:30 xyzz wrote:
Show nested quote +
On September 24 2013 10:15 -Kyo- wrote:
On September 24 2013 10:03 xyzz wrote:
On September 24 2013 09:58 forsooth wrote:
On September 24 2013 09:33 nSDeception wrote:
It's kinda funny how protoss has struggled for the last year and a half in both tourny results and in general, and yet there are thumbs down for both buffs. The dt one is kinda strange and but the oracle one should be accepted to make oracle play more viable, there way to much of a investment right now so i think that would help alot.

How is it funny? The success of Protoss in premier tournaments has nothing to do with whether or not a buff would make sense, or make the game better. If Terran was doing badly and I suggested doubling stimmed bio move speed as a buff, people would laugh at at me because that's a really dumb idea.

What's really dumb is the people on forums ridiculing David Kim and basically declaring themselves superior game designers despite having absolutely no work experience on that level in the field. Not one poster in this thread has made a convincing argument yet on why the Protoss changes supposedly don't make sense and completed that argument with an alternate change (that makes more sense since we're using that terminology) that achieves a roughly equal increase in army efficiency / race win rates.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=429992&currentpage=16#319
Feel free to reply I'd like to hear what you think. As far as I can tell this has been the issue the majority of good, rational protoss players have been speaking of since 2010. Read below for elaboration.

Also, let me be the first person to inform you: Asymmetrically balanced games rely a lot on the players, not the game designers. If the designer finds that the players are unable to play to the degree, in this instance, the other two races are able to it is then that the designer steps in and makes whatever reasonable changes need to be made. To the above, this has yet to happen in any significant sense for protoss. If you take a step back with an open mind and look at the implications of the other race changes in this thread it ought to be clear that is still the case. Simply because you change the cost of an oracle, or the movement speed of a DT does not mean either unit gains more 'utility'. They are still fulfilling the same purpose they were before. This is the core of the issue.


The games rely on the players for testing, not for developing. I can assure you the gamers didn't design Starcraft II. There's a difference you seem unable to grasp, and I suppose this is also why many players (even the 'good, rational players' you talk about) feel the companies that make these games aren't listening or don't somehow understand the issues that seem to annoy a tiny but vocal minority of the customers.

The gamers provide data by testing the changes made by people other than gamers by playing the game just like they always have. The developers and staff then analyse the results with their software tools (that the community largely has no knowledge of) and come to conclusions as a design team. Even if a dialogue exists on a forum somewhere (beta-test forums for example) between some community representative and the actual testers (gamers), it doesn't mean that the written opinions of amateurs amounts to anything more than one more piece of somewhat unreliable data in the mosaic. Naturally the designers are human as well and will always make mistakes either due to time constraints, financial motivations, incorrectly analysed data, lack of imagination, company political reasons and what not, but it doesn't mean that anyone else could've necessarily done a better job. Your comments on whether the Oracle and the DT still fulfills the exact same role as before is moot, since noone in the design team made the claim that they were trying to change the role of these units. To me, as an amateur, it seems like Kim's team is just looking for a few tiny toggles they could turn up a notch and see if it improves Protoss play enough to provide somewhat better results. Whether the race requires a massive overhaul or not is up for debate (noone can even agree on the criteria of success or failure in this type of design, whether its sales or e-sports popularity or whatever), so a discussion about the way such a massive overhaul should be approached in is premature.


Uh, I never made this claim. I made the claim that you went ahead and restated in the first sentence of your second paragraph. A claim that I think many would accept without much hesitation. And again, you misconstrued what I wrote by stating that 'no one in the design team made the claims they were trying to change the role of these units' which is exactly my point. I see absolutely no reason in buffing these units if they're already doing the things they're supposed to be doing and the proposed changes do NOT give them more utility.

The idea is not to put yourself, or myself for that matter, on a higher degree of understanding as to why they're making the changes they are making; but rather, to see if the changes they are making are reasonable and can be applied beyond a one dimensional approach to playing the game within the bounds of sensibility. This is what I was referencing with the other changes.

I for one am under the premonition after 3 years of playing that there is some integral piece with the way the Protoss is designed that limits the flexibility of the gameplay. You often either see 1 of 2 ways to play the race. Either eehan timing or sit in ur base and macro and defend. To me, there is very very few cases in which the middle ground can be approached and have it pay off. Now, you can say that this is opinionated due to the fact that Protoss is still able to win by means of the 2 aforementioned ways of playing the race. I cannot really disagree with you on that. I simply think it's a really stupid way to be forced into playing; and statistically speaking, one that has skewed championships in the other race's favor heavily.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Snijjer
Profile Joined September 2011
United States989 Posts
Last Edited: 2013-09-24 02:32:08
September 24 2013 02:31 GMT
#672
I like all them cept for the Oracle.

The tank one and the roach ones being the best additions, widow mines buff would be the most obvious 'subtraction.'
InfamousOne
Profile Joined April 2013
United States110 Posts
September 24 2013 02:33 GMT
#673
um, tanks dont 3 shot zealots... try 5 shotting zealots

and poor terran, if you arent one of the top 5 korean terrans in teh world, you have no chance of being a good foreign terran player

seriously, most under represented race above silver... GM is a joke with how many toss and how few terran

tehre is no such thing as a good foreign terran right now
AxiomBlurr
Profile Blog Joined November 2012
786 Posts
September 24 2013 02:35 GMT
#674
@Kyo: Watch more Stardust, Zest and Dear games... they are attacking and macroing at the same time...Much like a Terran does...
magnaflow
Profile Joined August 2011
Canada1521 Posts
September 24 2013 02:39 GMT
#675
Feels like terran is going back in time. If this WM nerf goes through (which basically makes them useless) and the nerf to hellbats (which we rarely see now) terran will be back to WoL units/strategies
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
September 24 2013 02:48 GMT
#676
Some great changes but also some i'm not so sure off.

Siege tank buff is very good, not sure if this is the right way to do it but it looks fine. Guess it's one of the better ways to buff the tank as it mostly affects TvP this way. Hopefully doesn't make TvT into a mech exclusive affair.

Oracle buff looks good. The unit is just slightly too bad now. I rather see something else like revelation being replaced with a more useful cool ability, for example something that disables static defense. That would put dt's and oracles back (together) into lategame more and would make oracle harass a real thing throughout the game. A lone or two oracle would still be nullified by AA because it would lose it's energy disabling the turret/spore but multiple oracles would be a cool option.

DT buff is cool but maybe better as a small upgrade. This might make DT openings a little too good as it would be quite easy to run from detection and dt's would be as fast as oracles.

Widow mine nerf is overdoing it I think, especially with siege tank buff at the same time it's just swopping out the widow mine for the tank again, I do think tank is cooler than widow mine but this probably won't achieve the goal of a mix of both. I rather see a smaller nerf or some subtle buffs for zerg against them (making hive tech easier or letting blinding cloud affect widow mine range for example). Possibly have the drilling claws removed or replaced.

Roach speed upgrade affecting tunneling claws is fantastic, it should have been buffed a long time ago already. If it can remove those silly mass sentry 12 minute timings from the game would be even better. Eventually this change would hopefully nerf the effectiveness of massed sentries and PvZ could be rebalanced slightly so it doesn't revolve around FF so much. That in turn would open up strategies and map design a ton, funkier open maps would be possible without immediately being broken in ZvP because ff doesn't work on it.

Mech/Air upgrades combined finally is just a terrible idea. I applaude mech buffs and this would probably work but it creates AirMech as 1 combined style and not real mech. I'm not a fan of that idea, just buff thors as AA unit rather. With tank buff and thor AA buff mech would probably get there too.
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
September 24 2013 02:48 GMT
#677
I'd rather see Protoss units worked on in a more creative fashion. Speedier and cheapier units, I mean sure its nice, but I dont think Protoss needs this right now. At least not in this form.

You know what I'd like to see? Some Stalker changes. Now THAT is a harassment unit. Blink Stalkers are one of the best units in the game as far as my beliefs are involved. Not BUFFS, but rebalancing so they're not just meaty low-DPS... spider leg robot... things. Like a slight rebalancing of -10 HP and a buff to their firing animation or damage or damage scaling or something.

Terran changes looking solid. Window Mines were dumb. Tanks are a Terran unit I can seriously get behind. I say this as someone with a distaste for the Terran race.
Incremental change is the Democrat version of Trickle Down economics.
eeChiama
Profile Blog Joined April 2012
Argentina96 Posts
September 24 2013 02:49 GMT
#678
On September 24 2013 11:29 TheRabidDeer wrote:
Before you could kill like 25 banelings in 1 (perfect) hit


God FORBID that Zergs split their banes, really SO much micro...
proud owner of the TL mousepad
Kritos222
Profile Joined July 2012
Sweden21 Posts
September 24 2013 02:50 GMT
#679
I like all of the changes.
Quote
InfamousOne
Profile Joined April 2013
United States110 Posts
September 24 2013 02:53 GMT
#680
On September 24 2013 11:49 eeChiama wrote:
Show nested quote +
On September 24 2013 11:29 TheRabidDeer wrote:
Before you could kill like 25 banelings in 1 (perfect) hit


God FORBID that Zergs split their banes, really SO much micro...



this... zerg shouldnt have to do that though... they are allowed to a move in... terran has to be the ones to do all the splitting with our a move race!
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