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6 possible balance changes - David Kim - Page 36

Forum Index > SC2 General
1350 CommentsPost a Reply
Prev 1 34 35 36 37 38 68 Next
MrLightning
Profile Joined September 2013
306 Posts
Last Edited: 2013-09-24 03:24:18
September 24 2013 03:22 GMT
#701
I am glad to see that the mods have softened over the past two years. I was banned (and ridiculed/abused by a mod via email) for saying something like "emp range increase? that is f***** stupid". Now every second post in a balance discussion thread is 10x worse then the one that I was banned for. Good to see. But i gotta say, give DK a chance. These changes are changes after all, can we not just be glad that the gears are in motion?
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
Last Edited: 2013-09-24 03:29:37
September 24 2013 03:26 GMT
#702
On September 24 2013 12:09 rd wrote:
Show nested quote +
On September 24 2013 11:55 TheRabidDeer wrote:
On September 24 2013 11:49 eeChiama wrote:
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...

Responses like this should really not be allowed. The most one sided ridiculous comment ever. I want to see you micro your army and split banes against biomine. Would love to see it.


Balance starts at the top level, not the bottom. Whether he can micro or not is irrelevant. Not many zergs have the capacity to split their banelings to sufficiently mitigate the AoE damage of Widow Mines, but a lot of top pros do. A nerf may benefit the general amateur community, but all it takes is one tip over the edge to open the flood gate and cripple Terrans at the highest level. These kind of changes should always be approached with caution -- which is exactly what Blizzard is doing this time around, fortunately.

Granted, the quoted poster probably wasn't even making the argument I just did and he definitely shouldn't be allowed to post what he did, but I'll just clarify on his behalf what he should have said.

I know balance starts at the top level, however there is SIGNIFICANTLY more micro than "just split banelings lul". In any given fight you have to
1) Send lings in
2) Split lings/surround marines so they dont kite endlessly
3) Micro muta + overseer to targetfire widow mines that are burrowing late (used to be harder with slower overseer) and being careful to not let them get targeted by mines (or itll be gg)
4) Send banelings in
5) Try and get clusters of banelings over clusters of mines while sending the rest to the marines (has to be done, or like medivacs they just retreat after the fight and gain an army advantage slowly over time)
And you ALSO want them to split banelings/lings while macroing (including going back to rally point to morph just hatched lings into banelings so you dont fall behind on baneling production and get overwhelmed), spreading creep and injecting? And yes, you have to inject while doing this at the top level because at the top level, the parade push is usually close to endless.

Zerg micro is SIGNIFICANTLY more difficult at the top level than any terran claims it is.

EDIT: Also, I am not top level (obviously) so I am probably still missing out on nuances that zerg does before the fight and during the fight.
Doc Daneeka
Profile Joined March 2010
United States577 Posts
September 24 2013 03:26 GMT
#703
dark templar: "weeeeeeeeeeeeee!!"
payed off security
ETisME
Profile Blog Joined April 2011
12758 Posts
September 24 2013 03:27 GMT
#704
On September 24 2013 12:09 rd wrote:
Show nested quote +
On September 24 2013 11:55 TheRabidDeer wrote:
On September 24 2013 11:49 eeChiama wrote:
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...

Responses like this should really not be allowed. The most one sided ridiculous comment ever. I want to see you micro your army and split banes against biomine. Would love to see it.


Balance starts at the top level, not the bottom. Whether he can micro or not is irrelevant. Not many zergs have the capacity to split their banelings to sufficiently mitigate the AoE damage of Widow Mines, but a lot of top pros do. A nerf may benefit the general amateur community, but all it takes is one tip over the edge to open the flood gate and cripple Terrans at the highest level. These kind of changes should always be approached with caution -- which is exactly what Blizzard is doing this time around, fortunately.

Granted, the quoted poster probably wasn't even making the argument I just did and he definitely shouldn't be allowed to post what he did, but I'll just clarify on his behalf what he should have said.

you don't split against mines. You bait mine hits. You can't split your baneling upon seeing a mine is near by.
Zerg had always split their banelings against bio tank, it's just almost nobody notices it once the terran doing the cool marine split.
They don't know/remember zerg is also splitting their banelings to avoid tank shots and has to follow the split terran bio.
but you can't split against mine, once you see it about to fire, it is too late to split or avoid that hit.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Hangman89
Profile Joined May 2013
Singapore43 Posts
September 24 2013 03:30 GMT
#705
DT speed should be a late game upgrade, maybe in dark shrine or templar archives. or like previously mentioned, it could be tied to the charge upgrade.
codonbyte
Profile Blog Joined June 2011
United States840 Posts
September 24 2013 03:30 GMT
#706
I'd be fine with DT move speed if we had our old scan radius back :/
Procrastination is the enemy
codonbyte
Profile Blog Joined June 2011
United States840 Posts
September 24 2013 03:31 GMT
#707
On September 24 2013 12:30 Hangman89 wrote:
DT speed should be a late game upgrade, maybe in dark shrine or templar archives. or like previously mentioned, it could be tied to the charge upgrade.

There you go! I've always hated buildings that have no upgrade when you click on them. Makes their existence feel kinda pointless.
Procrastination is the enemy
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2013-09-24 03:43:11
September 24 2013 03:33 GMT
#708
On September 24 2013 12:20 althaz wrote:
Show nested quote +
On September 24 2013 11:59 aZealot wrote:
On September 24 2013 11:48 Zambrah wrote:

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.



Never going to happen, Brotoss. I've been wanting this for a long long time now. I'd gladly trade better weapon upgrades for the Stalker for a slight nerf to Blink so that it is more an all-around unit usable in most situations throughout the game.

I'm still waiting.

I think all Protoss players would like the Stalker looked at (it loses to every ground unit in the game for cost and some air units, IIRC), because it's SOOO close to being an awesome unit. What it needs is probably a HP buff and vastly reduced firing animation time, however in order for that not to be horribly OP, warp gate or blink would have to be removed (it would probably need further buffs without blink), neither of which is likely to happen.


I rather like blink to be honest. It's cool. It's just that it means Stalkers have to be used by themselves or end up abandoning their fellow units (such as sentries) as they blink away when in trouble on the battlefield. I'd prefer they retained it but tweaked it so that Stalkers with blink are not as powerful as they can be in a few situations while strengthening Stalkers so they are more useful through most of the game and in most facets of the game.

I think an HP buff or reduced firing time would make the unit OP, especially in the early game (Protoss all-ins would be more difficult to handle). The same for a straight damage buff. As it is the units' usability and scalability I want to see improved, I think better weapon upgrades and/or a research upgrade at TC giving bonus damage to light units may be the way to go. I'd trade these for a small nerf to blink cooldown and maybe a slight increase in blink research cost.

This has been on my Protoss wish list for a long time. It's never going to happen, of course. :-/
KT best KT ~ 2014
Tayar
Profile Joined November 2011
United States1439 Posts
September 24 2013 03:39 GMT
#709
dts should be able to fly to
synapse
Profile Blog Joined January 2009
China13814 Posts
September 24 2013 03:42 GMT
#710
oracle and dt changes make absolutely no sense..... but the other ones seem decent
:)
MrLightning
Profile Joined September 2013
306 Posts
September 24 2013 03:43 GMT
#711
On September 24 2013 12:39 Tayar wrote:
dts should be able to fly to


They do. Its called a banshee.
LimitSEA
Profile Blog Joined August 2011
Australia9580 Posts
September 24 2013 03:43 GMT
#712
Since most of these changes are only being tested, and none of this is final, I'm glad to see Blizzard are willing to take some drastic steps in order to freshen up a game that's become a little stale. A lot of these buffs I don't think will make the final cut, but at the same time I'd love to see how they turn out in case they have any really good unforeseen side effects.
Long live the King of Wings
b4shR
Profile Joined September 2013
Argentina2 Posts
September 24 2013 03:46 GMT
#713
I only like the roach buff, buffing protoss is stupid, and the terran changes are gonna make them play a lot of turtle slow mech, wich makes the game boring and stagnant, a good change instead would be to make tanks siege and move a little faster, allowing faster gameplay and micro, no dmg buff are really needed.
IcED Bk
Profile Joined December 2012
Canada245 Posts
September 24 2013 03:53 GMT
#714
As a protoss player who likes to integrate DT harass in mid/lategame. This seems kind of unnecessary buff to the DT. I do not understand where he is going with this but the oracle to 100 gas makes me happy and will make it less risk unit to get.
Advanced Dota 2 player and HoTs Diamond player and HS Player (almost legend ;P)
EagleFighter
Profile Joined July 2013
United States5 Posts
September 24 2013 03:53 GMT
#715
Just for every Terran player freaking out about the Widow Mine nerf it ONLY reduces the SPLASH radius. It makes it less powerful vs Zerg, plain and simple. The widow mine drop will still kill large amounts of clumped up workers and will still kill clumps of lings it just won't allow them to determine engagements in TvZ - The widow mine needed a nerf as was clear in the ZvT Win Ratios.

The Oracle change...Where do I start? Give it an additional ability to be upgraded at the fleet beacon or increase the range and reduce the damage. Or make it permanent detector...That would make it much more viable late game because of its mobility. Why make it cheaper to make it used more early game in cheeses...Defeats the goal

DT Speed - I like this as I think it allows Protoss the ability to deal with Terran drops more effectively. It's a harassment unit anyway so I don't see this change doing a whole lot. (I don't think they buff the speed as much as they did, probably about 1/2 or 3/4).

Terran Mech - I'm all for it - I want to watch something other than Biomine and this is at least a step in the right direction.
When Life gives you lemons throw them back and demand something more.
geokilla
Profile Joined May 2011
Canada8252 Posts
September 24 2013 03:54 GMT
#716
On September 24 2013 12:43 MrLightning wrote:
Show nested quote +
On September 24 2013 12:39 Tayar wrote:
dts should be able to fly to


They do. Its called a banshee.

Which has a movement speed of 2.75. That's slower than the current DT.
Vestige
Profile Joined November 2009
United States303 Posts
September 24 2013 03:55 GMT
#717
I don't really care much for any of these buffs. Basically all of these points will change how much faster unit x can kill unit y, but there are bigger problems than just adjusting the numbers. The "offseason" after blizzcon could be a GREAT time to be testing game design...like... lets rework the swarm host because lets be honest, its the least exciting unit in the game...or even the corruptor, or the collosus. Lets face it, shit just dies too quickly for anytone to notice whats going on and so you dont have the ability to actually control a fight other than not fighting until you want to force the fight. If the game doesn't try to fix these design flaws, i can tell you now that alot of people won't be buying LotV
"You'd wish it were hell"
lorestarcraft
Profile Joined April 2011
United States1049 Posts
September 24 2013 04:00 GMT
#718
On September 24 2013 12:54 geokilla wrote:
Show nested quote +
On September 24 2013 12:43 MrLightning wrote:
On September 24 2013 12:39 Tayar wrote:
dts should be able to fly to


They do. Its called a banshee.

Which has a movement speed of 2.75. That's slower than the current DT.

And costs less gas... and can be repaired... and comes out of a building you get anyway...
SC2 Mapmaker
sM.Zik
Profile Joined June 2011
Canada2553 Posts
September 24 2013 04:04 GMT
#719
Widow mine splash to 1.25 sounds fair to me, 1.1 is over doing it.
Jaedong Fighting! | youtube.com/ZikGaming
vthree
Profile Joined November 2011
Hong Kong8039 Posts
September 24 2013 04:07 GMT
#720
On September 24 2013 12:53 EagleFighter wrote:
Just for every Terran player freaking out about the Widow Mine nerf it ONLY reduces the SPLASH radius. It makes it less powerful vs Zerg, plain and simple. The widow mine drop will still kill large amounts of clumped up workers and will still kill clumps of lings it just won't allow them to determine engagements in TvZ - The widow mine needed a nerf as was clear in the ZvT Win Ratios.


Which ZvT win Ratios are you talking about? In Korea after the overseer buff, ZvT is Z favored...Or do we just look at Innovation games?
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