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Updated Balance Test Map - Page 10

Forum Index > SC2 General
620 CommentsPost a Reply
Prev 1 8 9 10 11 12 32 Next All
Prevolved
Profile Joined March 2011
United States573 Posts
September 26 2013 02:29 GMT
#181
At least it looks like they're listening to the community. As a Protoss player I didn't like the DT change either, they are fast enough as it is. Hell, I don't even know about the oracle speed changes, but we'll see. Props to Blizzard for putting more effort in.
Know thyself.
ETisME
Profile Blog Joined April 2011
12740 Posts
September 26 2013 02:33 GMT
#182
omg another oracle speed increase?
how about just give them a mid - late game upgrade or something, stop buffing speed
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
megapants
Profile Blog Joined December 2009
United States1314 Posts
September 26 2013 02:39 GMT
#183
as sick as having speedier burrow roach, i think that doesn't really affect the biggest issue people are having with zerg right now which is the ZvT matchup. perhaps it might make roach/hydra armies more powerful and harder to deal with, but other than that i see the burrow roach buff to have an effect on style more than on results.

i just want to see either hive, the ultralisk cavern, or the ultralisks themselves to have shorter build time. i think that would be a pretty welcome and high impact, but not damaging, change to the metagame.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
September 26 2013 02:39 GMT
#184
On September 26 2013 11:33 ETisME wrote:
omg another oracle speed increase?
how about just give them a mid - late game upgrade or something, stop buffing speed

Agree with this - oracle opening doesn't need a buff. Mid to late-game oracle usage needs a buff.

A cheap upgrade from twilight council, hell put it on the cybernetics core even.
PineapplePizza
Profile Joined June 2010
United States749 Posts
September 26 2013 02:41 GMT
#185
On September 26 2013 10:49 Nerevar wrote:
Show nested quote +
On September 26 2013 09:52 rd wrote:
On September 26 2013 09:40 mikumegurine wrote:
try making tanks do extra +damage to shields or something? lol

might make mech more viable vs P


They avoid doing changes where units have unintuitive special cases and don't function as described.

Widow Mines deal +damage vs shields.


+15 damage vs shields sounds pretty nice for a tank. I'm kind of worried it would make Stalkers exceptionally crummy, but I guess that unit has always had issues :/


On September 26 2013 11:24 rd wrote:
They should just give recall and time warp to the oracle and do away with the mothership core. Remove pulsar beam and revelation, and suddenly you now have an air caster that is actually useful for more than revealing units around the map after failing/succeeding a coin-flip gamble.

Then afterwards figure out how to make PvP less of a cesspool without such a bludgeon of a solution which describes the MSC's role.


I think PvP is doomed for this expansion. You could exchange the production rate of Warp Gates with normal Gateways and kill the problem dead, but I'm not sure how P would handle bio and such...


Have they ever considered merging DT tech with the Templar Archives? That would solve the problem of DT's being a dead-end coinflip before the late-game. It's not like detection is a premium in HotS.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
ke_ivan
Profile Joined February 2011
Singapore374 Posts
September 26 2013 02:41 GMT
#186
This is nice! I do think the speed buff to the oracle is a bit much, but acceleration buff is pretty neat. Makes micro a lot easier against marines. Like the mine nerf, which seems reasonable and the slight tank buff. really like the armor upgrades being combined! transitioning or having a mech/sky army will be much easier.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
September 26 2013 02:43 GMT
#187
On September 26 2013 11:28 TheRabidDeer wrote:
Oracles do 3x+ the DPS of mutalisks, if you get 4 oracles they decimate static defense and worker lines SOOOOOOOOOOOOO quickly. At the beginning of HotS I didnt take oracles seriously but they do tons of damage.


In the time it takes to get 4 oracles, you should have scouted what Protoss is doing and easily have defenses ready in time...
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
ke_ivan
Profile Joined February 2011
Singapore374 Posts
September 26 2013 02:44 GMT
#188
On September 26 2013 10:08 Dogfood wrote:
Show nested quote +
On September 26 2013 09:52 rd wrote:
On September 26 2013 09:40 mikumegurine wrote:
try making tanks do extra +damage to shields or something? lol

might make mech more viable vs P


They avoid doing changes where units have unintuitive special cases and don't function as described.

http://wiki.teamliquid.net/starcraft2/Spore_Crawler


lol that's funny!
Bagi
Profile Joined August 2010
Germany6799 Posts
September 26 2013 02:52 GMT
#189
On September 26 2013 11:39 megapants wrote:
as sick as having speedier burrow roach, i think that doesn't really affect the biggest issue people are having with zerg right now which is the ZvT matchup. perhaps it might make roach/hydra armies more powerful and harder to deal with, but other than that i see the burrow roach buff to have an effect on style more than on results.

i just want to see either hive, the ultralisk cavern, or the ultralisks themselves to have shorter build time. i think that would be a pretty welcome and high impact, but not damaging, change to the metagame.

You do know the mine is getting heavily nerfed, which is a huge buff for ZvT?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 26 2013 02:52 GMT
#190
On September 26 2013 11:44 ke_ivan wrote:
Show nested quote +
On September 26 2013 10:08 Dogfood wrote:
On September 26 2013 09:52 rd wrote:
On September 26 2013 09:40 mikumegurine wrote:
try making tanks do extra +damage to shields or something? lol

might make mech more viable vs P


They avoid doing changes where units have unintuitive special cases and don't function as described.

http://wiki.teamliquid.net/starcraft2/Spore_Crawler


lol that's funny!


Its not actually that weird. You could say that the spores are extra virulent in biological hosts causing them to be more damaging to non-mechanical units.

Ie; you get sick due to spores in the air.

It's only funny because it only affects 2 units in the whole game.... both zerg....
Hark, what baseball through yonder window breaks?
DusTerr
Profile Blog Joined January 2011
2520 Posts
September 26 2013 03:01 GMT
#191
On September 26 2013 11:41 PineapplePizza wrote:
Show nested quote +
On September 26 2013 10:49 Nerevar wrote:
On September 26 2013 09:52 rd wrote:
On September 26 2013 09:40 mikumegurine wrote:
try making tanks do extra +damage to shields or something? lol

might make mech more viable vs P


They avoid doing changes where units have unintuitive special cases and don't function as described.

Widow Mines deal +damage vs shields.


+15 damage vs shields sounds pretty nice for a tank. I'm kind of worried it would make Stalkers exceptionally crummy, but I guess that unit has always had issues :/


Show nested quote +
On September 26 2013 11:24 rd wrote:
They should just give recall and time warp to the oracle and do away with the mothership core. Remove pulsar beam and revelation, and suddenly you now have an air caster that is actually useful for more than revealing units around the map after failing/succeeding a coin-flip gamble.

Then afterwards figure out how to make PvP less of a cesspool without such a bludgeon of a solution which describes the MSC's role.


I think PvP is doomed for this expansion. You could exchange the production rate of Warp Gates with normal Gateways and kill the problem dead, but I'm not sure how P would handle bio and such...


Have they ever considered merging DT tech with the Templar Archives? That would solve the problem of DT's being a dead-end coinflip before the late-game. It's not like detection is a premium in HotS.

I get where you're coming from... however DT aren't used only as openers. Late game zealot + dt harass is very common in all 3 matches. Second, without any additional tech you're theoretically able to get to 3-3-3 chargelot archon (yeah, it's not the ideal way to get that composition but it's far from a dead end tech choice) Last, since you already have twilight you're just one building away from HT. (I'll keep saying that I'm open to the idea of DT speed upgrade with charge...)

I agree with the problems caused by WG tech.. been discussed forever :D (Maybe LotV will see some sort of change...maybe...)

Also, regarding giving tanks +dmg vs shields... they already did the exact same thing with widow mines anyway (for the single target damage).
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
September 26 2013 03:06 GMT
#192
On September 26 2013 11:43 KrazyTrumpet wrote:
Show nested quote +
On September 26 2013 11:28 TheRabidDeer wrote:
Oracles do 3x+ the DPS of mutalisks, if you get 4 oracles they decimate static defense and worker lines SOOOOOOOOOOOOO quickly. At the beginning of HotS I didnt take oracles seriously but they do tons of damage.


In the time it takes to get 4 oracles, you should have scouted what Protoss is doing and easily have defenses ready in time...

Same goes for any number of mutalisks, yet they are still effective harassment. Now, why is that?
saddaromma
Profile Joined April 2013
1129 Posts
September 26 2013 03:10 GMT
#193
I liked DT change so much
larse
Profile Blog Joined March 2012
1611 Posts
September 26 2013 03:11 GMT
#194
A comparison between the buffed tank and BW tank: are they close now?

I am not very familiar with BW, so please correct me.

Buffed tank DPS vs armored:

*0 =18.52
*+1 =20.4
*+2 =22.23
*+3 =24.07

BW tank DPS vs large unit:

*0 =22.4
*+1 =24
*+2 =25.6
*+3 =27.2

It looks like the DPS of the BW tank is higher. But we know that BW tanks over kill and SC2 tanks use smart fire. So I guess the effective DPS is actually quite similar or even higher in the case of SC2 tanks.

Buffed tank DPS vs non-armored:

*0 =12.96
*+1 =14.07
*+2 =15.19
*+3 =16.30

BW tank DPS vs small unit:

*0 =11.2
*+1 =12
*+2 =12.8
*+3 =13.6

BW tank DPS vs medium unit:

*0 =16.8
*+1 =18
*+2 =19.2
*+3 =20.4

Buffed SC2 tank's DPS vs non-armored unit is similar to the average of BW tank's DPS vs small unit and vs medium unit.

One thing I am not sure is the splash damage. Does BW tank's splash have reduced damages in drop-off points where the splash damage dealt drops from 100% to 50% and 50% to 25%. According to wiki, it has. http://wiki.teamliquid.net/starcraft/Damage#Splash_Damage

Also, last thing is the difference between Protoss shields in BW and SC2. In BW, all protoss shields take full damage while in SC2 the unit type affects how many damage shields take as well.

But I guess the buffed tank now is quite close to BW tank? Is it?
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-09-26 03:19:59
September 26 2013 03:15 GMT
#195
Oh yes! Yes! YES! NO DT BUFF!!!!

I'm still happy that WM is nerfed to some degree (not to ground)

oh well, tank still sucks

oracle... again, without an upgrade??? (should give cheap research at fleet beacon or c core)

OVERALL, I'm VERY happy as a zerg
Edit: I hope they will consider zerg transportations soon
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2013-09-26 03:23:19
September 26 2013 03:19 GMT
#196
On September 26 2013 11:41 PineapplePizza wrote:
Show nested quote +
On September 26 2013 10:49 Nerevar wrote:
On September 26 2013 09:52 rd wrote:
On September 26 2013 09:40 mikumegurine wrote:
try making tanks do extra +damage to shields or something? lol

might make mech more viable vs P


They avoid doing changes where units have unintuitive special cases and don't function as described.

Widow Mines deal +damage vs shields.


+15 damage vs shields sounds pretty nice for a tank. I'm kind of worried it would make Stalkers exceptionally crummy, but I guess that unit has always had issues :/


Show nested quote +
On September 26 2013 11:24 rd wrote:
They should just give recall and time warp to the oracle and do away with the mothership core. Remove pulsar beam and revelation, and suddenly you now have an air caster that is actually useful for more than revealing units around the map after failing/succeeding a coin-flip gamble.

Then afterwards figure out how to make PvP less of a cesspool without such a bludgeon of a solution which describes the MSC's role.


I think PvP is doomed for this expansion. You could exchange the production rate of Warp Gates with normal Gateways and kill the problem dead, but I'm not sure how P would handle bio and such...


Have they ever considered merging DT tech with the Templar Archives? That would solve the problem of DT's being a dead-end coinflip before the late-game. It's not like detection is a premium in HotS.


Well, theres the general issue of PvP being volatile, and the underlying problem of warpgates and how it affects Protoss. Ultimately, warp gates are the reason PvP is so coin flippy and unforgiving, but it's not really a realistic solution to consider. It's becoming increasingly more evident however that PvP may never truly be solved with just a band-aid fix(aka the MSC). But for the benefit of other match-ups (mainly PvT), The return of a true air caster (a pseudo arbiter) and the removal of the MSC to be replaced with a new band-aid is more desirable than our current situation. I just have NFC what that band-aid for PvP is without the MSC nexi cannon.

Unrelated, I like the irony that the solution to most of Protoss's problems is actually the revertion of Protoss back towards it's BW form.
KirkSC
Profile Joined January 2013
10 Posts
September 26 2013 03:20 GMT
#197
It seems David Kim is going to get off his ass and attempt to fix his broken game now.
It only took an entire month of record low stream viewership
Drone so hard
GinDo
Profile Blog Joined September 2010
3327 Posts
September 26 2013 03:20 GMT
#198
Why no DT buff T_T.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Whitewing
Profile Joined October 2010
United States7483 Posts
September 26 2013 03:22 GMT
#199
On September 26 2013 12:06 TheRabidDeer wrote:
Show nested quote +
On September 26 2013 11:43 KrazyTrumpet wrote:
On September 26 2013 11:28 TheRabidDeer wrote:
Oracles do 3x+ the DPS of mutalisks, if you get 4 oracles they decimate static defense and worker lines SOOOOOOOOOOOOO quickly. At the beginning of HotS I didnt take oracles seriously but they do tons of damage.


In the time it takes to get 4 oracles, you should have scouted what Protoss is doing and easily have defenses ready in time...

Same goes for any number of mutalisks, yet they are still effective harassment. Now, why is that?


Because zerg makes 10-20 of them at a time and protoss anti-air sucks complete ass?
Strategy"You know I fucking hate the way you play, right?" ~SC2John
purakushi
Profile Joined August 2012
United States3302 Posts
Last Edited: 2013-09-26 03:28:32
September 26 2013 03:23 GMT
#200
Blizzard needs to make units stronger yet more difficult to use. "Buffs" should come via skill, so players who play exactly the same do not benefit.

They say that they want more diversity, but buffs and nerfs like these only temporarily change things up. It will get dull quickly, though. Exciting gameplay should come from skill, not things that players/viewers have not seen before that will eventually be the same every game because it is undoubtedly the best way to play and easy enough for everyone to do.
T P Z sagi
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