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Call to Action: October 2 Balance Testing - Page 7

Forum Index > SC2 General
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a176
Profile Blog Joined August 2009
Canada6688 Posts
October 03 2013 15:34 GMT
#121
I don't understand why giving vikings free upgrades is considered 'a step in the right direction'
starleague forever
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
October 03 2013 15:34 GMT
#122
TvT Mech Only, TvZ Micro god wins this MU, TvP Get Harrased more :D( This is from a Terran perspective side of things) TvZ will be WoL
Be kind whenever possible. It is always possible.
Fody03
Profile Joined July 2012
Italy310 Posts
October 03 2013 15:41 GMT
#123
On October 04 2013 00:27 mechengineer123 wrote:
lol now all the new terran things are gone. Warhound already removed in beta, haven't seen hellbats in months, and after this patch widow mine is gone too. Good stuff.


it doesnt particoularly bother me,but heck if its not true
Terrans
Existor
Profile Joined July 2010
Russian Federation4295 Posts
October 03 2013 15:47 GMT
#124
You are overreacting to these changes. This is only slight nerf to widow mine and you call it "Widow Mine is gone". It's still can do it work
Empirimancer
Profile Joined July 2011
Canada1024 Posts
October 03 2013 15:56 GMT
#125
On October 04 2013 00:47 Existor wrote:
You are overreacting to these changes. This is only slight nerf to widow mine and you call it "Widow Mine is gone". It's still can do it work


It's a 50% reduction to its area of effect. It's a HUGE nerf.


ETisME
Profile Blog Joined April 2011
12328 Posts
October 03 2013 16:02 GMT
#126
On October 04 2013 00:04 Big J wrote:
Show nested quote +
On October 03 2013 23:06 ETisME wrote:
On October 03 2013 22:51 Chaggi wrote:
On October 03 2013 22:49 Everlong wrote:
On October 03 2013 22:45 Chaggi wrote:
On October 03 2013 22:41 Everlong wrote:
On October 03 2013 22:33 Chaggi wrote:
On October 03 2013 22:16 Everlong wrote:
On October 03 2013 21:45 Chaggi wrote:
On October 03 2013 21:26 Everlong wrote:
[quote]

No you don't want more options. You want them to buff or at least not nerf the playstyle or units you like to use. Just admit it. You have buffed Tanks and merged air/mech upgrades, while still somewhat working widow mines + whole viable bio tech path. So go figure some new stuff if you want more options and stop whining.


Yes, please tell me more what I want. Think about it like this, at the start of HoTS, even with all the whining, Bio/WM was one of the most dynamic MU's, especially relative to the boringness of Broodlord/Infestor in the last part of WoL. And now, people are complaining that it's boring to watch.

What's going to happen when Bio/Tank/WM comes out? People are gonna say it's awesome, better than Bio/WM, but after 6-8 months, it's going to be the same old story again, hey this is boring. What makes a game fresh is giving players the tools to innovate and evolve the metagame. This means not nerfing stuff simply for a change. It's the easy way out.


I will point out what you want as long as it is clearly visible. Don't hide behind cheap phrases and try to look cool at the same time.

So we are talking TvZ.

Yes, WoL style Broodlord/Infestor was boring and dumb to watch and play. It took the community and players like 6 months to realize what is going on and force Blizzard to do some changes. In Hots, it took the us maybe half the time to realize basically the same thing is happening. So obviously both scenarios make for stagnant, boring, repetitive and just plain wrong. In WoL, mech was somewhat viable at least. Now there is none.. It just happens that to some people, certain playstyle fits them, while the game suffers at the same time..

Do you really believe in a month or two, people would start to change metagame based on ling/bling/muta vs 4M?



So that's why you buff tanks, or buff something to make it viable in TvZ as well so you can have players playing both Bio/Mine AND Bio/Tank. So there is more to watch. What the hell is so hard about this idea? Oh I know, it's your apparent fetish for the idea that I somehow am trying to hide the fact that nerfs are bad from I guess a balance? standpoint, I don't even know.


Your last sentece sums it up pretty well. You don't even know. You seem to be very set in your opinions. I don't find this argument with you valuable anymore. Also, you seem to like "hyper aggresion" not only in video-games, so lets just chill out a leave it as is.


Yeah, please, accuse me of something completely random and then leave without explaining properly. Lovely.


You can enjoy your victory feeling. I'm not going to waste my time explaining anything to overly aggresive, biased and blind person incapable of any kind of self-reflexion and listening ability.


What winning feeling? What did I win? An argument with some random person on the internet? And I thought we were here to discuss our views on these balance changes. I hope I get some ladder points for this, I've been bleeding a ton lately.

looking at the balance stats now, I think zerg is winning by a margin this month?
what if bio mine is going to be go out of style anyway, tank buff might makes T even better since bio tank in hots is weaker.

honestly a nerf in mine is good because it means blizzard has room to buff in other areas of T. Tank is what they are looking at now.
The strength of bio mine makes that banshee buff not even relevant.
But if we nerf bio mine style, T might make use of both banshee buff and tank buff and allowing mech to be more viable along with biomine.


Not really. A nerfed mine just means that the current standard build is weaker, possibly even too weak.
Meanwhile they could have buffed (cerain) other units from the get go, because it doesn't interact with mine builds. For as long as mines are just a support unit, I don't really see the reason for this nerf and I hope that it still does not diminish the viability of mines too greatly.

Of cause it will. The nerf to the mine is to get rid of bio mine style completely and blizzard isn't really trying to hide their intention here.
They said it well, it should not be a unit to replace tank's role, instead of making tank a niche unit and widow mine being a key unit, they want to change the order up.
This patch is mainly to set a direction for tvz because they don't think it is going the right way. Similar to beta where reaper had a lot of different changes.
I have no doubt win rates for T will drop a lot in the next few months, but we would also see new meta developing and blizzard will patch things as it goes along.

(oops and I meant make mech more viable along with bio tank in the original sentence there)
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
FLuE
Profile Joined September 2010
United States1012 Posts
October 03 2013 16:02 GMT
#127
On October 04 2013 00:27 lolfail9001 wrote:
Show nested quote +
On October 04 2013 00:25 FLuE wrote:
What about looking at the Thor and it's immobility and ineffectiveness?

It simply doesn't serve the needed AA function. I feel that if the Goliath existed it would help greatly. Make the Thor 1/3 the cost 1/3 the size and %25 faster.

%25? you mean to the default mech army speed? Well, there comes your problem: you have to heavily nerf damage and/or range of thor's attack and it suddenly loses it's actual utility against muta clumps that are sniping stuff. In fact, blizzard i believe gave that 1 shot muta attack to widow mine just for the sake of giving some kind of mobile anti-muta stuff to couple it with thor.


Yes you'd also make it do 1/3 the damage or whatever. Basically, the Thor sucks for what it is suppose to help with.

Honestly, you could leave widow mines as is but make it so they don't shoot air, and then make the Thor actually work as an AA unit. The problem is the Thor stinks for AA especially before you have several out and then you need the mine to help with Muta harassment. But they want Muta Harassment to be good so they buffed the muta with regen and speed. But if you don't catch the Terran before turrets/mines the mutas stink.

Ultimately they just keep balancing themselves in a circle because they don't fix any real problems. The mine isn't the problem, zerg detection is the problem. They just keep making the faster units even faster, and then the slower units become more worthless. They can't decide on the games mobility structure, and when you couple that with the ever changing map size it is a giant cluster.
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2013-10-03 17:32:02
October 03 2013 16:11 GMT
#128
On October 03 2013 12:51 bittman wrote:
Only reason I'm neutral with the roach thing is that it feels like Blizzards answer seems to be to just keep making things walk faster and faster. I'd prefer different approaches. I like the slow roach crawl hehe


Burrow I guess I'm a bit fine (mainly because it feels really underpowered before) but I agree in general about making things faster.

The Oracle change, you need to look at what it does and what it benefits from faster movement. The Oracle concept itself is nice but what it actually does (destroy worker lines really fast and can change the tide of the game in an instant) is a huge problem in SC2.

Edit - For some reason, I forgot about Revelation (ironically since it's in the patch note itself) and focused simply on Pulsar Beam (which when just against workers, faster speed doesn't really help much except maybe the occasional early game oracle rush but that usually done with proxy star gates anyway). The speed helps Oracle scouting + Revelation more so than than it destroying worker lines. The speed change with the Oracle I am fine with in that case. We'll see what it does. So disregard my comment about it (I forgot about Revelation, even though it was in the patch notes, for some reason >.>).

Anyway, what I was saying not specific to the Oracle (and in fact, the oracle change is fine) but with SC2 in general. That most of the difficulty in things comes with speed but yet that's the only thing. We have overpowered things in SC2 but yet the difficulty in controlling (and countering against them) and how huge of an impact of the game they have is a problem.

Widow Mines are an example (the difference between a good widow mine hit compared to a bad hit is enough difference to change the outcome of an entire battle and potentially the entire game). Though since they're nerfing it, at least Blizzard understands (though I said this before, I think I would rather them adding a max target cap on it and/or slowing down the speed of the projectile a bit but we'll have to see what this radius nerf does first).

Widow Mines (like Banelings and other huge AoE stuff against clumps of units) are also supposed to promote micro and provide a challenge. It does but it's not very practical to split marines or micro zerglings and stuff against widow mines (for example).

I said this before but micro in SC2 is mostly just how fast you can do things. Outside of speed, it doesn't have as much depth. And in fact, lots of people lately have been catching on that SC2 is actually way too fast (battles that win or lose games can occur in 10 seconds or less, which is not enough time for most people to react). The game being hard doesn't mean the game has depth (and depth is important). Deep games are probably also difficult to master. However, difficult games are not necessarily deep games (it depends on what was done to make the game difficult).

In BW, micro wasn't simply about speed (nor was it the important thing most of the time actually) but about precision and depth.

Mutalisk are a good example. When microing Mutalisk, you have to pay attention to what direction the Mutalisk is facing (before attacking, depending on which unit command you use) and distance between the Mutalisk and the target, etc. And after taking all that into account, you have to decide whether to use attack move, attack (directly), patrol, hold position, etc.

I could go in more depth but anyone who has played BW can also vouch and say that Mutalisk micro was just very deep.

There was so many decisions you can make and so many ways to improve, and it was practical and easy micro to do.

You didn't need super quick speed or anything to start microing Mutalisk against scourge or marines or whatever.

It had a ton of depth and it was easy (and practical) to learn too.

Compared to SC2 where all micro is "how fast you do it", it's really watered down in comparison.

Again, I don't blame Blizzard or anything, I think HotS was a good experiment but I really think some key gameplay mechanics from BW should return in SC2 (yes, most of them were accidental but look at most competitive games like fighting games or FPS, a lot of them have "accidental" deep gameplay mechanics but they end up being encouraged by the developers in later installments).

I remember reading here that BW was doing #6 place in PC bangs in South Korea while SC2 (after HotS) was only doing at #11.

If BW is still beating SC2, then something is wrong.

I think it is very important to emphasis the difference in gameplay and depth in BW compared to SC2.

Using "whether it is hard to do or not" as a gauge to judge whether it is deep or not is wrong.

SC2, microing is hard and the skill ceiling is high but what does it all come down to? Simply how fast you can split marines or whatever.

BW was hard but at the same time it has depth.

SC2 microing is hard but it doesn't have much depth compared to BW.

Just want some food for thought as I know Blizzard can't change anything big until LotV (these small changes I am fine in HotS). Again, it's very important to emphasis that depth =/= difficulty. While SC2 has difficulty in micro, it doesn't have as much depth as BW and depth in difficulty (not just difficulty by itself) is a key part in what helps make a game fun.
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
annedeman
Profile Joined March 2011
Netherlands350 Posts
Last Edited: 2013-10-03 16:12:53
October 03 2013 16:12 GMT
#129
On October 04 2013 00:56 Empirimancer wrote:
Show nested quote +
On October 04 2013 00:47 Existor wrote:
You are overreacting to these changes. This is only slight nerf to widow mine and you call it "Widow Mine is gone". It's still can do it work


It's a 50% reduction to its area of effect. It's a HUGE nerf.


people tend to easily underestimate nerfs in radius of aoe spells as the area goes with the square of the radius, i feel that with the current change the splash is small enough now that they will not be viable anymore,
a change to a radius of 1.5 contributes to about 26 percent reduction of area which i think should be enough.
RAIN!!!, MMA!!,Innovation!!,Parting!!
Naphal
Profile Joined December 2010
Germany2099 Posts
October 03 2013 16:28 GMT
#130
On October 04 2013 01:02 ETisME wrote:
Show nested quote +
On October 04 2013 00:04 Big J wrote:
On October 03 2013 23:06 ETisME wrote:
On October 03 2013 22:51 Chaggi wrote:
On October 03 2013 22:49 Everlong wrote:
On October 03 2013 22:45 Chaggi wrote:
On October 03 2013 22:41 Everlong wrote:
On October 03 2013 22:33 Chaggi wrote:
On October 03 2013 22:16 Everlong wrote:
On October 03 2013 21:45 Chaggi wrote:
[quote]

Yes, please tell me more what I want. Think about it like this, at the start of HoTS, even with all the whining, Bio/WM was one of the most dynamic MU's, especially relative to the boringness of Broodlord/Infestor in the last part of WoL. And now, people are complaining that it's boring to watch.

What's going to happen when Bio/Tank/WM comes out? People are gonna say it's awesome, better than Bio/WM, but after 6-8 months, it's going to be the same old story again, hey this is boring. What makes a game fresh is giving players the tools to innovate and evolve the metagame. This means not nerfing stuff simply for a change. It's the easy way out.


I will point out what you want as long as it is clearly visible. Don't hide behind cheap phrases and try to look cool at the same time.

So we are talking TvZ.

Yes, WoL style Broodlord/Infestor was boring and dumb to watch and play. It took the community and players like 6 months to realize what is going on and force Blizzard to do some changes. In Hots, it took the us maybe half the time to realize basically the same thing is happening. So obviously both scenarios make for stagnant, boring, repetitive and just plain wrong. In WoL, mech was somewhat viable at least. Now there is none.. It just happens that to some people, certain playstyle fits them, while the game suffers at the same time..

Do you really believe in a month or two, people would start to change metagame based on ling/bling/muta vs 4M?



So that's why you buff tanks, or buff something to make it viable in TvZ as well so you can have players playing both Bio/Mine AND Bio/Tank. So there is more to watch. What the hell is so hard about this idea? Oh I know, it's your apparent fetish for the idea that I somehow am trying to hide the fact that nerfs are bad from I guess a balance? standpoint, I don't even know.


Your last sentece sums it up pretty well. You don't even know. You seem to be very set in your opinions. I don't find this argument with you valuable anymore. Also, you seem to like "hyper aggresion" not only in video-games, so lets just chill out a leave it as is.


Yeah, please, accuse me of something completely random and then leave without explaining properly. Lovely.


You can enjoy your victory feeling. I'm not going to waste my time explaining anything to overly aggresive, biased and blind person incapable of any kind of self-reflexion and listening ability.


What winning feeling? What did I win? An argument with some random person on the internet? And I thought we were here to discuss our views on these balance changes. I hope I get some ladder points for this, I've been bleeding a ton lately.

looking at the balance stats now, I think zerg is winning by a margin this month?
what if bio mine is going to be go out of style anyway, tank buff might makes T even better since bio tank in hots is weaker.

honestly a nerf in mine is good because it means blizzard has room to buff in other areas of T. Tank is what they are looking at now.
The strength of bio mine makes that banshee buff not even relevant.
But if we nerf bio mine style, T might make use of both banshee buff and tank buff and allowing mech to be more viable along with biomine.


Not really. A nerfed mine just means that the current standard build is weaker, possibly even too weak.
Meanwhile they could have buffed (cerain) other units from the get go, because it doesn't interact with mine builds. For as long as mines are just a support unit, I don't really see the reason for this nerf and I hope that it still does not diminish the viability of mines too greatly.

Of cause it will. The nerf to the mine is to get rid of bio mine style completely and blizzard isn't really trying to hide their intention here.
They said it well, it should not be a unit to replace tank's role, instead of making tank a niche unit and widow mine being a key unit, they want to change the order up.
This patch is mainly to set a direction for tvz because they don't think it is going the right way. Similar to beta where reaper had a lot of different changes.
I have no doubt win rates for T will drop a lot in the next few months, but we would also see new meta developing and blizzard will patch things as it goes along.

(oops and I meant make mech more viable along with bio tank in the original sentence there)


david kim also said on several occasions that he does not like the tank / tankplay and is ok with it being phased out, so i think someone forced him here.
ETisME
Profile Blog Joined April 2011
12328 Posts
October 03 2013 16:38 GMT
#131
On October 04 2013 01:28 Naphal wrote:
Show nested quote +
On October 04 2013 01:02 ETisME wrote:
On October 04 2013 00:04 Big J wrote:
On October 03 2013 23:06 ETisME wrote:
On October 03 2013 22:51 Chaggi wrote:
On October 03 2013 22:49 Everlong wrote:
On October 03 2013 22:45 Chaggi wrote:
On October 03 2013 22:41 Everlong wrote:
On October 03 2013 22:33 Chaggi wrote:
On October 03 2013 22:16 Everlong wrote:
[quote]

I will point out what you want as long as it is clearly visible. Don't hide behind cheap phrases and try to look cool at the same time.

So we are talking TvZ.

Yes, WoL style Broodlord/Infestor was boring and dumb to watch and play. It took the community and players like 6 months to realize what is going on and force Blizzard to do some changes. In Hots, it took the us maybe half the time to realize basically the same thing is happening. So obviously both scenarios make for stagnant, boring, repetitive and just plain wrong. In WoL, mech was somewhat viable at least. Now there is none.. It just happens that to some people, certain playstyle fits them, while the game suffers at the same time..

Do you really believe in a month or two, people would start to change metagame based on ling/bling/muta vs 4M?



So that's why you buff tanks, or buff something to make it viable in TvZ as well so you can have players playing both Bio/Mine AND Bio/Tank. So there is more to watch. What the hell is so hard about this idea? Oh I know, it's your apparent fetish for the idea that I somehow am trying to hide the fact that nerfs are bad from I guess a balance? standpoint, I don't even know.


Your last sentece sums it up pretty well. You don't even know. You seem to be very set in your opinions. I don't find this argument with you valuable anymore. Also, you seem to like "hyper aggresion" not only in video-games, so lets just chill out a leave it as is.


Yeah, please, accuse me of something completely random and then leave without explaining properly. Lovely.


You can enjoy your victory feeling. I'm not going to waste my time explaining anything to overly aggresive, biased and blind person incapable of any kind of self-reflexion and listening ability.


What winning feeling? What did I win? An argument with some random person on the internet? And I thought we were here to discuss our views on these balance changes. I hope I get some ladder points for this, I've been bleeding a ton lately.

looking at the balance stats now, I think zerg is winning by a margin this month?
what if bio mine is going to be go out of style anyway, tank buff might makes T even better since bio tank in hots is weaker.

honestly a nerf in mine is good because it means blizzard has room to buff in other areas of T. Tank is what they are looking at now.
The strength of bio mine makes that banshee buff not even relevant.
But if we nerf bio mine style, T might make use of both banshee buff and tank buff and allowing mech to be more viable along with biomine.


Not really. A nerfed mine just means that the current standard build is weaker, possibly even too weak.
Meanwhile they could have buffed (cerain) other units from the get go, because it doesn't interact with mine builds. For as long as mines are just a support unit, I don't really see the reason for this nerf and I hope that it still does not diminish the viability of mines too greatly.

Of cause it will. The nerf to the mine is to get rid of bio mine style completely and blizzard isn't really trying to hide their intention here.
They said it well, it should not be a unit to replace tank's role, instead of making tank a niche unit and widow mine being a key unit, they want to change the order up.
This patch is mainly to set a direction for tvz because they don't think it is going the right way. Similar to beta where reaper had a lot of different changes.
I have no doubt win rates for T will drop a lot in the next few months, but we would also see new meta developing and blizzard will patch things as it goes along.

(oops and I meant make mech more viable along with bio tank in the original sentence there)


david kim also said on several occasions that he does not like the tank / tankplay and is ok with it being phased out, so i think someone forced him here.

we all know starcraft has a balance team, he is merely the team leader or something
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
Last Edited: 2013-10-03 16:39:53
October 03 2013 16:39 GMT
#132
That is a fucking massive nerf to biomine holy shit.

Seems stupidly out of place when zerg is clearly starting to start winning zvt, if not have an advantage (statistically at least) in korean zvt.
Snusmumriken
Profile Joined April 2012
Sweden1717 Posts
October 03 2013 16:47 GMT
#133
While bio mine play as the only viable option becomes boring, I dont really get why they are nerfing the mine anymore. Lately tvz is clearly not terranfavoured like it once was, having the best tvzer in the world beaten left and right.

So why nerf the mine at all?
Amove for Aiur
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2013-10-03 16:51:41
October 03 2013 16:49 GMT
#134
Buffing the random roach ability is kinda silly. They designed the skill poorly. Why give your tanky unit super speed?

@Why nerf now? Their patching department works on data driven-ness, so now they finally have data to say its OP after zergs have figured it out. I would hate to be one of those zergs that figured out how to deal with it, you know spend all that effort and have it patched to ez mode for everyone.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
October 03 2013 16:50 GMT
#135
I'm still baffled as to why they are making these hilariously unused custom maps. They need to have a special map in the LADDER pool that you can opt to either play or not. That way you can actively test it with people without having to play versus random people/noobs or spend forever setting up custom games. It's like they do not think of the most obvious things.

In the same vein, I still believe that the oracle buff is pointless; while on the other hand, the other two race buffs are interesting and will most certainly need testing. I'm really curious to see how the widow mine works after their applied patch.
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TL+ Member
Zheryn
Profile Joined December 2010
Sweden3653 Posts
October 03 2013 17:00 GMT
#136
I don't like that they are trying to push zerg even more to muta/ling/bane in ZvT when it's already pretty much the only thing we see together with a few roach bane all ins. As a zerg player, this is why I dissaprove of both tank/mine change. I would like it more if they nerfed/changed mutalisks a little, I think their regen is too strong, especially for ZvP. I think nerfing muta regen and maybe increase their damage a little would make for a more interesting play, as they are already so bad in a heads up fight.
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Shantastic
Profile Joined October 2011
United States435 Posts
Last Edited: 2013-10-03 17:21:43
October 03 2013 17:21 GMT
#137
On October 04 2013 01:39 bo1b wrote:
That is a fucking massive nerf to biomine holy shit.

Seems stupidly out of place when zerg is clearly starting to start winning zvt, if not have an advantage (statistically at least) in korean zvt.

It's not about one race or another winning. It's about the unit itself being really stupid. Widow mines are borderline coin-flippy because it's all about exploiting a single micro mistake from Zerg swinging games massively into favors. I'd be all for reducing the cost or cooldown of the Widow Mine and its attack, respectively. Gas units that have huge, powerful, game-winning attacks, with one big disadvantage lend themselves to volatile, annoyingly coin-flippy games. It's not fun to watch a Zerg slowly climb ahead just by playing cost-efficiently against Terran, only to lose the game because of one Sentinel Missile. Just like it isn't fun to watch a Terran try over and over and over again to get the golden mine shot and fail, thus losing by default to Muta-Ling. Tempering the mine so that it does less volatile damage (and maybe more often), is only good for the players and the viewers, not to mention the game overall.
"My grandpa could have proxied better, and not only does he have arthritis, but he's also dead." -Sean "Day[9]" Plott
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
October 03 2013 17:25 GMT
#138
On October 04 2013 02:21 Shantastic wrote:
Show nested quote +
On October 04 2013 01:39 bo1b wrote:
That is a fucking massive nerf to biomine holy shit.

Seems stupidly out of place when zerg is clearly starting to start winning zvt, if not have an advantage (statistically at least) in korean zvt.

It's not about one race or another winning. It's about the unit itself being really stupid. Widow mines are borderline coin-flippy because it's all about exploiting a single micro mistake from Zerg swinging games massively into favors. I'd be all for reducing the cost or cooldown of the Widow Mine and its attack, respectively. Gas units that have huge, powerful, game-winning attacks, with one big disadvantage lend themselves to volatile, annoyingly coin-flippy games. It's not fun to watch a Zerg slowly climb ahead just by playing cost-efficiently against Terran, only to lose the game because of one Sentinel Missile. Just like it isn't fun to watch a Terran try over and over and over again to get the golden mine shot and fail, thus losing by default to Muta-Ling. Tempering the mine so that it does less volatile damage (and maybe more often), is only good for the players and the viewers, not to mention the game overall.

I'd agree with you except that the micro of top zergs recently has basically been making it so mines only ever detonate at best barely above cost efficient, and at worst on top of there own army.

While I'm not a huge fan of the unit itself, terran is going to be without hope if this patch goes through without recompense.
Shantastic
Profile Joined October 2011
United States435 Posts
October 03 2013 17:26 GMT
#139
On October 04 2013 02:00 Zheryn wrote:
I don't like that they are trying to push zerg even more to muta/ling/bane in ZvT when it's already pretty much the only thing we see together with a few roach bane all ins. As a zerg player, this is why I dissaprove of both tank/mine change. I would like it more if they nerfed/changed mutalisks a little, I think their regen is too strong, especially for ZvP. I think nerfing muta regen and maybe increase their damage a little would make for a more interesting play, as they are already so bad in a heads up fight.


Well they're trying to improve mech so that you see ranged ground + Vipers in ZvT as well, but they're doing it from the Terran side. Their aim IMO is to see Muta-Ling against Bio and Range Zerg against Mech, kinda like in BW from what I know (which isn't much). I think the mech buff really helps Vikings deal with Vipers in the late mid-game, forcing Zerg to mix in Corruptors or Hydras. While Brood Lord-Infestor isn't fun to watch vs bio because of straight up imbalance, I think those slow, split map games of SH/Infestor/BroodLord would be much more fun against a Terran that also gets a chance to get a Raven-mech ball up. That is probably a ways off still, but I like Blizzard's approach on this, to ZvT at least. Also it's possible the Tank buff makes them waaaaaay better against immortals in TvP, depending on the composition. We'll see how that works out.
"My grandpa could have proxied better, and not only does he have arthritis, but he's also dead." -Sean "Day[9]" Plott
Rhaegal
Profile Blog Joined July 2013
United States678 Posts
October 03 2013 17:27 GMT
#140
On October 04 2013 00:34 a176 wrote:
I don't understand why giving vikings free upgrades is considered 'a step in the right direction'


seems good to me. Was kinda dumb that Protoss immortals and collosi shared upgrades with stalkers/zealots.

now terran has something similar. not like we are ever gonna make tanks in the matchup anyway
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