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Yeah this is a better Widow Mine nerf. This is what I wrote in the other Balance map thread awhile back:
"They could also add a normal AOE instead of constant 40 damage. By this I mean have a 100%/50%/25% of damage areas. This would mean that in the epicenter it deals 125+35shields to the target it hits, 62.5 damage in a small area around that and lastly a 31 damage in the remainder of the area. This would still kill big clumps of Banes, but would not kill massive amounts of Lings or Probes on one hit."
I think there's still some Probe hate by picking 40 dmg AoE, but yeah.
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Well this is very positive change to the nerf, it makes it pretty bad imo, but it doesn't atleast totally gut it. I admittedly think it might come down to the same thing, that T will get steam rolled, but atleast there's still a reason to make WMs(while certainly none yet to make tanks)
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I still like the tank buff. Mathematically it is a huge change. Especially against banelings in huge battles.
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Great idea on the widow mine. Both thumbs up!
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On October 15 2013 03:55 SoFrOsTy wrote: I still like the tank buff. Mathematically it is a huge change. Especially against banelings in huge battles. I agree that it is a huge buff, but it's an irrelevant buff. It's a buff against everything the tank is currently strong against, when it's not used because it's terrible at things it's currently weak against.
As a T, the last thing I want is that kind of buff. Make the tank more solid against mutas, vipers and immortals, it doesn't need to be better against anything else.
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The Oracle should get this Revelation buff and the last Revelation buff together.
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Russian Federation40186 Posts
On October 15 2013 03:56 Zarahtra wrote:Show nested quote +On October 15 2013 03:55 SoFrOsTy wrote: I still like the tank buff. Mathematically it is a huge change. Especially against banelings in huge battles. I agree that it is a huge buff, but it's an irrelevant buff. It's a buff against everything the tank is currently strong against, when it's not used because it's terrible at things it's currently weak against. As a T, the last thing I want is that kind of buff. Make the tank more solid against mutas, vipers and immortals, it doesn't need to be better against anything else. Actually attack speed is the natural counter to immortals. Vipers and mutas are whole another deal though.
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On October 15 2013 03:57 ZAiNs wrote: The Oracle should get this Revelation buff and the last Revelation buff together.
thats not a buff more like bugfix imho
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On October 15 2013 03:56 Zarahtra wrote:Show nested quote +On October 15 2013 03:55 SoFrOsTy wrote: I still like the tank buff. Mathematically it is a huge change. Especially against banelings in huge battles. I agree that it is a huge buff, but it's an irrelevant buff. It's a buff against everything the tank is currently strong against, when it's not used because it's terrible at things it's currently weak against. As a T, the last thing I want is that kind of buff. Make the tank more solid against mutas, vipers and immortals, it doesn't need to be better against anything else.
In fact there was a protoss unit in pre-beta which could clone itself to match any strong enemy unit. It effectively made terrans quit building BCS and Thors and ravens. And it made zerg quit building defilers and ultralisks and broodlords for fear of being cheaply cloned for half the minerals and gas of a normal epic unit.
It has a deleterious effect on "hero units" and thus the cloning unit was diligently removed. Congrats blizzard for getting it right
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On October 15 2013 04:00 lolfail9001 wrote:Show nested quote +On October 15 2013 03:56 Zarahtra wrote:On October 15 2013 03:55 SoFrOsTy wrote: I still like the tank buff. Mathematically it is a huge change. Especially against banelings in huge battles. I agree that it is a huge buff, but it's an irrelevant buff. It's a buff against everything the tank is currently strong against, when it's not used because it's terrible at things it's currently weak against. As a T, the last thing I want is that kind of buff. Make the tank more solid against mutas, vipers and immortals, it doesn't need to be better against anything else. Actually attack speed is the natural counter to immortals. Vipers and mutas are whole another deal though. 10% attack speed doesn't change a thing though. If you are going to buff it against immortals in a meaningful way it's need to be like 50% attack speed, which I dare say wouldn't work against anything else 
Just to add it in there, it takes a tank 45 seconds to kill an immortal(it takes an immortal 6 to kill a tank), cutting it to 40 doesn't change anything really
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On October 15 2013 02:48 dcemuser wrote:Show nested quote +On October 15 2013 02:38 a176 wrote: All these random balance changes, most of them he doesn't even go through with, it seems like David Kim doesn't have a fucking clue what to do with this game anymore. Pretty much all of the changes are in the right direction, and the only ones they don't go through with are the ones that the community shits all over. They aren't willing to make HUGE changes in the middle of HotS; game redesigns are for LotV. Implying there will be a game redesign
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On October 15 2013 04:01 cenk_unger wrote:Show nested quote +On October 15 2013 03:56 Zarahtra wrote:On October 15 2013 03:55 SoFrOsTy wrote: I still like the tank buff. Mathematically it is a huge change. Especially against banelings in huge battles. I agree that it is a huge buff, but it's an irrelevant buff. It's a buff against everything the tank is currently strong against, when it's not used because it's terrible at things it's currently weak against. As a T, the last thing I want is that kind of buff. Make the tank more solid against mutas, vipers and immortals, it doesn't need to be better against anything else. In fact there was a protoss unit in pre-beta which could clone itself to match any strong enemy unit. It effectively made terrans quit building BCS and Thors and ravens. And it made zerg quit building defilers and ultralisks and broodlords for fear of being cheaply cloned for half the minerals and gas of a normal epic unit. It has a deleterious effect on "hero units" and thus the cloning unit was diligently removed. Congrats blizzard for getting it right  Fun fact: they used the model of the replicant for the mothership core. I guess floating protoss ball-thingies are multi-purpose and can be adapted to any sort of unit concept.
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On October 15 2013 03:03 ssxsilver wrote:Show nested quote +On October 15 2013 02:58 CakeSauc3 wrote:On October 15 2013 02:54 Zambies wrote:On October 15 2013 02:49 Fission wrote:I was kinda hoping they'd stick with the WM nerf but maybe also change the viper blinding cloud radius  Vipers are already so good VS mech. This would be way over kill for something so small as a the WM. No need to buff radius just allow blinding clouds to actually kill the range of the WM trigger radius (maybe not even fire at all under blinding cloud) I wish blinding cloud would effect WM, but blinding cloud's radius were reduced by quite a bit. Also, Terran needs a better way to fight Vipers. Watching Flash vs Curious the other day was downright depressing. I just wish blinding cloud reduced attack range by a fixed amount rather than to melee range. Having it -5 range would make everything else minus Collossi with thermal lance melee already so I don't get why it needs to be such an overkill for tanks. I like it, a lot. That'd even make it possible to slightly buff the blinding cloud. atm it is quite underwhelming against most units, and super OP against tanks.
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A good change on the WM I wonder how big the muta balls got with the mega nerf
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I like the idea that widow mines do slightly less splash damage than direct damage. I'm all for that tweak I hope it ends up going through!
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I would rather see the Thor buffed than the tank. I still cant see tanks being used extensively as they just end up being muta food
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On October 15 2013 02:53 Grumbels wrote:Show nested quote +On October 15 2013 02:38 a176 wrote: All these random balance changes, most of them he doesn't even go through with, it seems like David Kim doesn't have a fucking clue what to do with this game anymore. It's a TEST map.  You want him to try random balance changes here instead of in the live version of the game. Also, bio-mech versus zerg could be interesting: - set up positions with mines, turrets, siege tanks, thors - use your newfound (positional) map control to do more targeted drops
In what world do you live? What game are you playing? How the fuck can you set up such positions against a super mobile and agressive army like Muta/Ling/bling without losing either the army, before it´s completely set up or an expo or your main to a simple runby/counter. With the muta buff and creep spreading still getting better and better on all levels of play, you can´t start playing chess as terran, when the zerg plays soccer. He will just shoot his football at your chessboard and make you cry!
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On October 15 2013 02:47 lolfail9001 wrote:Show nested quote +On October 15 2013 02:45 Everlong wrote:On October 15 2013 02:44 lolfail9001 wrote:On October 15 2013 02:41 Snusmumriken wrote:On October 15 2013 02:38 a176 wrote: All these random balance changes, most of them he doesn't even go through with, it seems like David Kim doesn't have a fucking clue what to do with this game anymore. Indeed. The tank"buff" does absolutely shit. Please buff the tanks properly... Suggest one without screwing up the game completely. Also, i still liek the direction they are going. + 10 dmg to shields. Good thing against immortals, yeah :3? Still keeps them useless against zerg anyways. It'd affect Stalkers and Zealots too. It'll affect the Blink Stalkers 4 gate all in. However, it won't have too big of an impact in the mid game as tank use in mid game are still very rare.
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makes sense. Though I'd like revelation to just reveal cloaked/burrowed stuff too.
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On October 15 2013 04:12 DarkPlasmaBall wrote:I like the idea that widow mines do slightly less splash damage than direct damage. I'm all for that tweak  I hope it ends up going through! Hmm, that was always the case (100 direct damage, 40 splash) ? :D With this they do less splash damage the further you get from the impact point, that's it (100 direct damage, 40/20/10 splash).
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