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6 possible balance changes - David Kim - Page 53

Forum Index > SC2 General
1350 CommentsPost a Reply
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Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 24 2013 13:47 GMT
#1041
The tank now has a dps increase anywhere from 0% to 100%, by the way. It's not at all obvious how strong the change will be. If there is a situation where a tank would only get off one shot, but now they can get off two shots, then it's a 100% damage increase in that specific scenario. Or if it can't get off another shot it will be a 0% increase. And it's not so simple to say that "on average" the damage increase will be ~11%, because there are only a limited number of scenarios where the fire rate of the siege tank really matters, too few for statistical analysis to be useful maybe, so the best way to know how strong this change is would be to play the balance map and see how the new siege tank fares.
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.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
September 24 2013 13:49 GMT
#1042
On September 24 2013 22:47 Grumbels wrote:
The tank now has a dps increase anywhere from 0% to 100%, by the way. It's not at all obvious how strong the change will be. If there is a situation where a tank would only get off one shot, but now they can get off two shots, then it's a 100% damage increase in that specific scenario. Or if it can't get off another shot it will be a 0% increase. And it's not so simple to say that "on average" the damage increase will be ~11%, because there are only a limited number of scenarios where the fire rate of the siege tank really matters, too few for statistical analysis to be useful maybe, so the best way to know how strong this change is would be to play the balance map and see how the new siege tank fares.


That is a reasonable assumption, I can't wait to test those changes.. I also think merged air/mech upgrades are going to have bigger impact then most people here believe it would.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 24 2013 13:50 GMT
#1043
On September 24 2013 22:41 BronzeKnee wrote:
Why the sudden change David Kim?

I've been saying the Widow Mine is a terrible unit to watch and the Siege Tank is awesome since... HOTS Beta.... and just now you realize this, that Terran "may be more interesting..." I thought Siege Tanks was, in your own words, boring?

I guess better late than never... too bad I stop watching and play SC2. Gives me hope for a return to SC2.

On another note, the Oracle change can't go through. Two base Oracle all-ins are already very strong versus Terran (Hero vs Select at MLG) and this makes them even stronger.

Its not sudden though, they are being tested for after Blizzcon. Its is to spice of gameplay for next season and maybe encourage some new styles. I would also like to see more interesting maps released at that time that will really shake stuff up.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
People_0f_Color
Profile Joined August 2010
177 Posts
September 24 2013 13:50 GMT
#1044
i guess it is fair that Zerg got a buffed overseer that helps deal with DTs. Although now, I don't see slow overseers ever having a chance at following a dt unless the controlling player screws up. But we might see more juking, which could be cool.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 24 2013 13:51 GMT
#1045
On September 24 2013 22:49 Everlong wrote:
Show nested quote +
On September 24 2013 22:47 Grumbels wrote:
The tank now has a dps increase anywhere from 0% to 100%, by the way. It's not at all obvious how strong the change will be. If there is a situation where a tank would only get off one shot, but now they can get off two shots, then it's a 100% damage increase in that specific scenario. Or if it can't get off another shot it will be a 0% increase. And it's not so simple to say that "on average" the damage increase will be ~11%, because there are only a limited number of scenarios where the fire rate of the siege tank really matters, too few for statistical analysis to be useful maybe, so the best way to know how strong this change is would be to play the balance map and see how the new siege tank fares.


That is a reasonable assumption, I can't wait to test those changes.. I also think merged air/mech upgrades are going to have bigger impact then most people here believe it would.

It is removing like 500 gas and a ton of time from the upgrade path to 3/3 BCs. That is plenty of gas to set up infrastructure for a pretty hard switch to awesome.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
dargul
Profile Joined May 2010
Russian Federation125 Posts
Last Edited: 2013-09-24 13:56:06
September 24 2013 13:53 GMT
#1046
On September 24 2013 22:47 Grumbels wrote:
The tank now has a dps increase anywhere from 0% to 100%, by the way. It's not at all obvious how strong the change will be. If there is a situation where a tank would only get off one shot, but now they can get off two shots, then it's a 100% damage increase in that specific scenario. Or if it can't get off another shot it will be a 0% increase. And it's not so simple to say that "on average" the damage increase will be ~11%, because there are only a limited number of scenarios where the fire rate of the siege tank really matters, too few for statistical analysis to be useful maybe, so the best way to know how strong this change is would be to play the balance map and see how the new siege tank fares.

Some people already wrote in this thread that it doesn't matter at all. They tried mass armies and solo tank with imm.
In all the cases result with buff was the same as without it.
Seriously against which unit those 0.3sec does matter at all? against queens without creep may be...

If blizz want to buff tank they should decrease siedge time or build time to make tank armies less 1mistake - you lost all the game. Compare to widow mine - wm build fast borrow fast - it harder to catch you unsiedged and even if you lost all your army you will build more mine very fast to defend

So far total majority of people agree that this is nerf for terran.
Poll: Do you think this patch nerfs terran or buffs them?

Definetely it's a nerf for terrans >:) (108)
 
84%

Nah it's pretty balanced (10)
 
8%

No it's those buff each terran dreamed for :) (10)
 
8%

128 total votes

Your vote: Do you think this patch nerfs terran or buffs them?

(Vote): Definetely it's a nerf for terrans >:)
(Vote): Nah it's pretty balanced
(Vote): No it's those buff each terran dreamed for :)

In Stim We Trust
Fody03
Profile Joined July 2012
Italy310 Posts
Last Edited: 2013-09-24 13:54:45
September 24 2013 13:54 GMT
#1047
On September 24 2013 22:49 Everlong wrote:
Show nested quote +
On September 24 2013 22:47 Grumbels wrote:
The tank now has a dps increase anywhere from 0% to 100%, by the way. It's not at all obvious how strong the change will be. If there is a situation where a tank would only get off one shot, but now they can get off two shots, then it's a 100% damage increase in that specific scenario. Or if it can't get off another shot it will be a 0% increase. And it's not so simple to say that "on average" the damage increase will be ~11%, because there are only a limited number of scenarios where the fire rate of the siege tank really matters, too few for statistical analysis to be useful maybe, so the best way to know how strong this change is would be to play the balance map and see how the new siege tank fares.


That is a reasonable assumption, I can't wait to test those changes.. I also think merged air/mech upgrades are going to have bigger impact then most people here believe it would.



I agree. I was watching a 7-8 months old beta replay TvZ mech vs anything-zerg: 3/3 vikings easily owned any air composition,to the point it looked possibly op
Terrans
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 24 2013 13:55 GMT
#1048
On September 24 2013 22:50 People_0f_Color wrote:
i guess it is fair that Zerg got a buffed overseer that helps deal with DTs. Although now, I don't see slow overseers ever having a chance at following a dt unless the controlling player screws up. But we might see more juking, which could be cool.

If you want juking to be interesting I think the two units need to have equal speed, which they will have after the buff. Maybe it seems unfair though because the overseer needs an upgrade to get more speed, but the DT starts out with the higher speed.
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.
Big J
Profile Joined March 2011
Austria16289 Posts
September 24 2013 13:55 GMT
#1049
On September 24 2013 22:51 Plansix wrote:
Show nested quote +
On September 24 2013 22:49 Everlong wrote:
On September 24 2013 22:47 Grumbels wrote:
The tank now has a dps increase anywhere from 0% to 100%, by the way. It's not at all obvious how strong the change will be. If there is a situation where a tank would only get off one shot, but now they can get off two shots, then it's a 100% damage increase in that specific scenario. Or if it can't get off another shot it will be a 0% increase. And it's not so simple to say that "on average" the damage increase will be ~11%, because there are only a limited number of scenarios where the fire rate of the siege tank really matters, too few for statistical analysis to be useful maybe, so the best way to know how strong this change is would be to play the balance map and see how the new siege tank fares.


That is a reasonable assumption, I can't wait to test those changes.. I also think merged air/mech upgrades are going to have bigger impact then most people here believe it would.

It is removing like 500 gas and a ton of time from the upgrade path to 3/3 BCs. That is plenty of gas to set up infrastructure for a pretty hard switch to awesome.


Well, the big question with this is probably whether it is a good change for game quality. Current Mech has troubles attacking anytime in the midgame against bio and Zerg and in general doing anything vs Protoss. This change encourages Mech to turtle even harder.

Though it might be interesting in the sense that now you may really need to make something happen against Mech to not get rolled by a 200/200 3/3/3/3 20min moveout with transition option. It (combined with stronger tanks) may actually force people to treat Mech like Mech, instead of just a different deathball that you counter by having the right composition when it moves out.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 24 2013 13:59 GMT
#1050
On September 24 2013 22:55 Big J wrote:
Show nested quote +
On September 24 2013 22:51 Plansix wrote:
On September 24 2013 22:49 Everlong wrote:
On September 24 2013 22:47 Grumbels wrote:
The tank now has a dps increase anywhere from 0% to 100%, by the way. It's not at all obvious how strong the change will be. If there is a situation where a tank would only get off one shot, but now they can get off two shots, then it's a 100% damage increase in that specific scenario. Or if it can't get off another shot it will be a 0% increase. And it's not so simple to say that "on average" the damage increase will be ~11%, because there are only a limited number of scenarios where the fire rate of the siege tank really matters, too few for statistical analysis to be useful maybe, so the best way to know how strong this change is would be to play the balance map and see how the new siege tank fares.


That is a reasonable assumption, I can't wait to test those changes.. I also think merged air/mech upgrades are going to have bigger impact then most people here believe it would.

It is removing like 500 gas and a ton of time from the upgrade path to 3/3 BCs. That is plenty of gas to set up infrastructure for a pretty hard switch to awesome.


Well, the big question with this is probably whether it is a good change for game quality. Current Mech has troubles attacking anytime in the midgame against bio and Zerg and in general doing anything vs Protoss. This change encourages Mech to turtle even harder.

Though it might be interesting in the sense that now you may really need to make something happen against Mech to not get rolled by a 200/200 3/3/3/3 20min moveout with transition option. It (combined with stronger tanks) may actually force people to treat Mech like Mech, instead of just a different deathball that you counter by having the right composition when it moves out.

I think it is totally worth trying. Anything to get terrans off of Bio MMMMMMMMMMMMMM comps will be good for the game. They can buff other stuff if the match ups becomes to much of turtle fest. There are penty of things they can do to spice things up. The nydus still needs love and the carrier and tempest are not widely used and interesting units in small numbers.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
Last Edited: 2013-09-24 14:01:10
September 24 2013 13:59 GMT
#1051
On September 24 2013 22:17 Kharnage wrote:
Show nested quote +
On September 24 2013 22:13 Antylamon wrote:
On September 24 2013 22:11 Sissors wrote:
On September 24 2013 22:09 Antylamon wrote:
On September 24 2013 22:00 Kharnage wrote:
On September 24 2013 21:56 Sissors wrote:
On September 24 2013 21:42 Kharnage wrote:
On September 24 2013 21:33 Uni1987 wrote:
On September 24 2013 20:59 Kharnage wrote:
I'd like to see a buff to thors vs mutas as well as the buff to tank attack speed.

I'd also like to see a nerf to blinding cloud vs tank. It seems to me that tanks are kind of rubbish now in TvZ not because mutas kill them, they have always done that, but because there is a clock on them. Once vipers are out, they are next to useless.

if widow mines are not nerfed no other composition makes sense vs zerg. They are too cost efficient. the nerf kind of sucks because TvZ is pretty awesome to watch atm, but at the same time it's silly that mmmm works vs everything.

DT speed buff is bad imho. Sure it grants some extra micro potential for the DT, but I really don't see that as necessary or beneficial at any level.

Oracle cost reduction will only make opening oracle better. Their stated intention of making them better 'late game' I can't see working because they just die to anything with upgrades. They are too flimsy to work at a stage where every race puts a static anti-air in place. Observers just make more sense supply wise for keeping track of the enemy.

terran combined upgrades might make a difference i think, and possibly bring back hellbat play into PvT (which should never have been abandoned in my opinion). It may also just make bio rubbish in TvT since the sky terran transition from mech is so much more powerful than from bio. *shrug*

burrowed roach buff might be a strong buff vs protoss sentry based all ins? maybe burrowed roach run-bys in the mid game when sacking roaches? i dunno.

anyway, just my thoughts


So basicly, buff all terran stuff and fuck the other races. This post doesn't seem biased at all!



you mean apart from the mine nerf?

little tweaks to protoss can't fix the problems with protoss. Meta summed it up perfectly. DT speed? Oracle cost reduction? Fixes nothing. Increases variance instead of reducing. Bad.

zerg have been buffed to deal with the mine (muta speed / regen. seer speed). if you nerf the mine either zerg need nerfing to match, or terran strengthened. I think the thor buff would make sense. Thors used to be the response to mass muta.

Does anyone disagree that tanks are not seen in TvZ because vipers?

I actually think the main reason is mutas. Mutas are so damn good, the 4M tactic deals with this by constantly attacking, which forces those mutas to directly fight marines. Siege tanks are not suitable for the constant rallying to the front tactic. So then you are automatically constant on the backfoot trying to defend mutas while the zerg happily expands and takes out all your attempts at dropping.

In case of full mech swarmhosts are also really hard to deal with. Bio-mech has an easier time, because it is more like 4M.

And then we got ultras, which rampage through any kind of meatshield for the tanks in a fraction of the time it would cost them in WoL.

Of course vipers are also an extremely effective counter to tanks, which after the mid-game are probably enough to single-handedly make tanks unviable, but they are definately not the only reason.


Hence my suggestion of a buff to thor vs muta.
When I think about it, tank fire rate is probably to deal with swarm host more efficiently.
But regardless, 4 vipers on the field and the entire tank line is rubbish. It's a 'no matter what tech path zerg choose, they can get 4 vipers' sort of thing.

That's why Science Vessels irradiate Defilers first. In SC2 the role of killing Vipers would probably go to Vikings, which are necessary to deal with Brood lords anyways.

Problem is that as Kharnage said in previous post, it is pretty close to impossible to kill vipers before they land their blinding clouds, unless you have so many vikings you lost anyway.

6 to 1-shot a Viper. So 6 Vikings along with good Tank spread could probably do the trick. I'd have to test it to confirm, though.


Viking range matches viper cast range. missiles have 'projectile time' making the cloud ALWAYS land first. All 6 vikings would have to be perfectly positioned to stop 1 viper. If 4 vipers with max energy, that's still 6 blinding clouds unless you have 24 perfectly positioned vikings.

Imo the problem with vikings in growing numbers is the lost dmg due to the overshooting. Worst case with clumped vikings is only one dead viper per salvo.(even with unlimited vikings :D)
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
September 24 2013 14:01 GMT
#1052
Don't like the mech upgrades really, need to see double armory more often, perhaps cheaper upgrades/faster research time is a better idea.

Widow mine change is great for ZvT, means less banelings die for free. Probably the best change here.

Siege tank change is meh. Tanks will become more viable against Protoss, which I suppose is a good thing.

Oracle change is silly. Proxy oracle/oracle busts will become so much stronger, and they're already pretty good. I don't think it was necessary.

DT change is a bit pointless, but I like the thought process. However I can already see an observer without speed trying to chase down a DT in PvP...

Roach change is a pretty good idea, burrow timings aren't seen enough and can be pretty effective.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
Bagi
Profile Joined August 2010
Germany6799 Posts
September 24 2013 14:08 GMT
#1053
On September 24 2013 22:47 Grumbels wrote:
The tank now has a dps increase anywhere from 0% to 100%, by the way. It's not at all obvious how strong the change will be. If there is a situation where a tank would only get off one shot, but now they can get off two shots, then it's a 100% damage increase in that specific scenario. Or if it can't get off another shot it will be a 0% increase. And it's not so simple to say that "on average" the damage increase will be ~11%, because there are only a limited number of scenarios where the fire rate of the siege tank really matters, too few for statistical analysis to be useful maybe, so the best way to know how strong this change is would be to play the balance map and see how the new siege tank fares.

Yeah, but even with the occasional situation where you get 1 extra shot off... Are they really scared the tank would become overpowered if they buffed it more than this? The unit a borderline joke, with so many hard counters that it really should pose a threat if you don't properly counter it.

The mine nerf is huge but I'm fine with it, the biomine style is getting really stale. The tank buff is miniscule, no matter how you put it its not going to change the way tanks are utilized the way the mine nerf totally will. Unless Blizzard wants to drastically nerf terran with this patch, it just doesn't add up.

Also I'm really hoping that if/when they readjust these numbers, they buff the tank instead of de-nerfing the mine. Worst case scenario seems to me that they play with these numbers for a while, give up on the tank and make the widow mine a very slightly nerfed version of its current form. Thus keeping the stale bio/mine metagame unchanged.
mikedebo
Profile Joined December 2010
Canada4341 Posts
September 24 2013 14:09 GMT
#1054
I want to see some ForGG vs P on this test map!!!
I NEED A PHOTOSYNTHESIS! ||| 'airtoss' is an anagram of 'artosis' ||| SANGHOOOOOO ||| "No Korea? No problem. I have internet." -- Stardust
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
September 24 2013 14:10 GMT
#1055
All good changes
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
September 24 2013 14:13 GMT
#1056
I preferred the old Oracle speed/acceleration buff more than a cost reduction. That actually made it a unit that rewarded skill more, whereas this just makes it a less risky investment, which I don't think is as interesting. That said, I do agree with David Kim 100% that encouraging Protoss to engage throughout the game in a non-deathbally way and stay active on the map is a good thing, and the Oracle is one of the few Toss units (Prisms being the other) that lend themselves well to harassment but aren't well-suited to deathballs. So I think buffing the Oracle could be a good thing for Protoss gameplay, I'm just not sold that a cost reduction is the best way to do it.

The DT buff is interesting. I like the idea of DTs being a unit that can benefit from skilled use, rather than just being a pure gamble entirely reliant on catching the opponent off guard, but I'm not entirely certain this will have the desired effect. Its something worth testing though.

Really like the Tank buff and WM nerf, and combining the upgrades is a nice buff as well.

Buffing Tunneling claws is something I've been wanting for a long time. Burrow micro is cool and fun to watch, but we almost never see much of it.
He drone drone drone. Me win. - ogsMC
Leafty
Profile Joined July 2012
France84 Posts
September 24 2013 14:17 GMT
#1057
What if DT speed got increased with zealot speed? That way the unit is not too strong in the early game.

Apart from the orcale costs, the other changes are things to try.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
September 24 2013 14:20 GMT
#1058
On September 24 2013 23:17 Leafty wrote:
What if DT speed got increased with zealot speed? That way the unit is not too strong in the early game.


I like that a lot.
He drone drone drone. Me win. - ogsMC
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
September 24 2013 14:28 GMT
#1059
Yeah, but even with the occasional situation where you get 1 extra shot off... Are they really scared the tank would become overpowered if they buffed it more than this? The unit a borderline joke, with so many hard counters that it really should pose a threat if you don't properly counter it.

The mine nerf is huge but I'm fine with it, the biomine style is getting really stale. The tank buff is miniscule, no matter how you put it its not going to change the way tanks are utilized the way the mine nerf totally will. Unless Blizzard wants to drastically nerf terran with this patch, it just doesn't add up.

Also I'm really hoping that if/when they readjust these numbers, they buff the tank instead of de-nerfing the mine. Worst case scenario seems to me that they play with these numbers for a while, give up on the tank and make the widow mine a very slightly nerfed version of its current form. Thus keeping the stale bio/mine metagame unchanged.


I think you're understimating the Tank buffs. In most situations, the cooldown reduction is a 10% DPS buff, which isn't miniscule...but then consider that the combined upgrades will likely make it significantly easier to commit to upgrading mech/air attack. Better upgrades + straight 10% damage buff is actually pretty significant.
He drone drone drone. Me win. - ogsMC
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2013-09-24 14:38:32
September 24 2013 14:35 GMT
#1060
wow. all of these changes are awesome. big thumbs up to blizzard, and cant wait for the implementation, i hope none of the changes gets dropped, although the DT speed buff might be too much

also, id like to see a slight nerf to rauders if they buff the tank, to really push terran off boring mmm in pvt. but since rauders never seem to get nerfed since beta days i guess it wont happen...

also, a buff to BCs would be nice
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