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Balance Test map Changes - Page 9

Forum Index > SC2 General
674 CommentsPost a Reply
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[CCSRAM] BaoQuan
Profile Joined August 2013
United States96 Posts
October 15 2013 04:24 GMT
#161
These changes seem pretty good. Reducing the WM's range to 1.25 would've been pretty game-changing, seeing how many HotS games we've seen over the summer, so this change would effect the game less.
wishr
Profile Joined February 2012
Russian Federation262 Posts
Last Edited: 2013-10-15 05:25:17
October 15 2013 04:28 GMT
#162
Great changes. GJ, David!
Now please, apply something to Nydus and BC's but do not buff carriers
* Only girls complain about balance! *
DusTerr
Profile Blog Joined January 2011
2520 Posts
October 15 2013 05:05 GMT
#163
I really wish they'd focus on the a) boring and b) unused units. I think the burrow movement speed buff for roaches was a cool idea... Now do something for Thors, BCs and Carriers (let's start with a speed buffs like every other unit...)
TheDougler
Profile Joined April 2010
Canada8324 Posts
October 15 2013 05:29 GMT
#164
Feels like they're barking up the wrong tree with the Oracles...
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
c0olL
Profile Joined November 2012
129 Posts
October 15 2013 05:48 GMT
#165
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.


wow, this is a very smart idea. with this and bonus dmg to shields we could see tanks in every match up.
to bad blizz wont listen to you XD
Yakikorosu
Profile Joined March 2013
1203 Posts
Last Edited: 2013-10-15 06:01:26
October 15 2013 06:00 GMT
#166
On October 15 2013 14:05 DusTerr wrote:
I really wish they'd focus on the a) boring and b) unused units. I think the burrow movement speed buff for roaches was a cool idea... Now do something for Thors, BCs and Carriers (let's start with a speed buffs like every other unit...)


I second that, but I think Thors are okay. BCs might see more use with the "mech buffs" coming in. Carriers need some help. Most of all though... the Mothership! It's the "ultimate" Protoss unit, the only "hero" unit in the game (aside from MSC), but it's totally USELESS! Except for the week or two when people tried using it against swarm host turtling, there is literally no reason to ever make it. The MSC is just much better. I realize you can't introduce new, unique abilities into the game at a whim, so here's a simple idea:

Make Mothership have the EXACT same abilities as MSC, remove the cloaking it currently has (no one uses it anyway), PLUS buff its HP/movement/attack to make it a strong battle unit. Nothing insane, maybe roughly twice as strong as a BC? I really don't think it would unbalance the game because in lategame TvP the T will have a horde of vikings anyway and in ZvP it would finally create a use for Neural Parasite again.
playnice
Profile Joined October 2011
Malaysia302 Posts
October 15 2013 07:12 GMT
#167
On October 15 2013 06:57 shid0x wrote:
Wow,blizzard actually made 2 decisions that were not completely stupid.
What is going on ?
The widow mine change is a step in the right way of balancing it,i think it still needs some test by the players in game but the basic idea is quite good.

Also imo the revelation should be permanent whether burrowed of whatever.

Feels like they should just combined Revelation and Envision and make it a single spell, though it will risk completely destroying Swamhost siege, WM, Banshee, Roaches and a huge buff against clocked ghost. They would need to change all the stats like cast range and effective radius to balance it out. If they are looking to make the oracle a high priority target and important for the mid game, this seems like the way to go.
Sissors
Profile Joined March 2012
1395 Posts
October 15 2013 07:42 GMT
#168
On October 15 2013 16:12 playnice wrote:
Show nested quote +
On October 15 2013 06:57 shid0x wrote:
Wow,blizzard actually made 2 decisions that were not completely stupid.
What is going on ?
The widow mine change is a step in the right way of balancing it,i think it still needs some test by the players in game but the basic idea is quite good.

Also imo the revelation should be permanent whether burrowed of whatever.

Feels like they should just combined Revelation and Envision and make it a single spell, though it will risk completely destroying Swamhost siege, WM, Banshee, Roaches and a huge buff against clocked ghost. They would need to change all the stats like cast range and effective radius to balance it out. If they are looking to make the oracle a high priority target and important for the mid game, this seems like the way to go.

Well it depends on how you would do it. I actually think it is an idea to change it so revelation also shows all cloaked units similar to normal units, and keeps them visible for the duration of the spell. That would be a unique form of detection, a bit like scan, but still different.

At the same time then it is a one time thing: they stay visible, but new units entering the area are not affected and stay cloaked.
Insoleet
Profile Joined May 2012
France1806 Posts
Last Edited: 2013-10-15 07:47:42
October 15 2013 07:45 GMT
#169
I tried to mech TvP with the buff tank, it steel feels very weak. As tanks doesnt survive enough time to shoot 2 times, the attack speed buff didnt change anything...

Flash suggested a 2 supply/100 gas tank. I wonder why DK refuse to take this into consideration...

Overall these 2 changes are very good.
CloudMage
Profile Joined June 2011
Canada221 Posts
October 15 2013 07:47 GMT
#170
lol im to the point where i dont give a damn what they change anymore
HuK <3 WhiteRa <3 Grubby <3 TLO <3 Day[9] <3
shin_toss
Profile Joined May 2010
Philippines2589 Posts
October 15 2013 07:54 GMT
#171
On October 15 2013 13:28 wishr wrote:
Great changes. GJ, David!
Now please, apply something to Nydus and BC's but do not buff carriers


not sure if sarcasm, carriers maybe the most underused unit in the game (which it shouldn't be since its a core of protoss since sc1) but zergs always find a way to qq.
AKMU / IU
29 fps
Profile Blog Joined March 2008
United States5725 Posts
October 15 2013 07:56 GMT
#172
i like the widow mine change. now on to the siege tank...
4v4 is a battle of who has the better computer.
p14c
Profile Joined May 2010
Vatican City State431 Posts
October 15 2013 07:57 GMT
#173
I just feel sorry for the all Terrans progamers for all the mess David Kim did to their race. Random nerfs and useless buffs since the start of Hots. The meta game completely changing from 1 month to another month..Every time Terran wins a tournament the race gets another random nerf..This is one way to ruin a game. It's funny that people still believe in David Kim after he messed up SC2 that bad at the end of WOL.
Game Over, Man! Game Over!
klup
Profile Joined May 2013
France612 Posts
October 15 2013 08:09 GMT
#174
Basically nothing about mutalisk. I think D Kim denial on this one is huge. Mutalisk is already the most OP unit of the TvZ matchup and the most powerfull tool to do deadly transition in TvP . With the overseer speed, terrans have actually no real counter to mutalisk big ball bouncing between bases. They should do the same thing as they did for ZvZ, buff static defense of all races against mutalisk. to counter a ball of 30 mutalisk, even a stack of 3 turrets do nothing. The + bio buff dmg should be applied to any static defense. at least with this we would have to avoid static D or be cautious and actually micro mutalisks.

I just break into master again switching to zerg and only doing mutalisk oriented play in TvZ, TvP. Mutalisk management was really skill demanding in wol, now there is no feeling of "danger" doing this kind of harass.
Insoleet
Profile Joined May 2012
France1806 Posts
Last Edited: 2013-10-15 08:17:51
October 15 2013 08:16 GMT
#175
On October 15 2013 17:09 klup wrote:
Basically nothing about mutalisk. I think D Kim denial on this one is huge. Mutalisk is already the most OP unit of the TvZ matchup and the most powerfull tool to do deadly transition in TvP . With the overseer speed, terrans have actually no real counter to mutalisk big ball bouncing between bases. They should do the same thing as they did for ZvZ, buff static defense of all races against mutalisk. to counter a ball of 30 mutalisk, even a stack of 3 turrets do nothing. The + bio buff dmg should be applied to any static defense. at least with this we would have to avoid static D or be cautious and actually micro mutalisks.

I just break into master again switching to zerg and only doing mutalisk oriented play in TvZ, TvP. Mutalisk management was really skill demanding in wol, now there is no feeling of "danger" doing this kind of harass.


Well, i never see any terran researching range + armor for turrets.

Mutalisks dont do damages to 6 armor turrets... And when they fly away, with the range, they die really more often.

If we remove the mutalisk from the zerg arsenal well... Zerg doesnt have anything scary (and fun to watch) left.

But maybe nerfing their total health could be cool. Zerg would have to take care of their muta a lot more.
Sissors
Profile Joined March 2012
1395 Posts
October 15 2013 08:21 GMT
#176
On October 15 2013 17:16 Insoleet wrote:
Show nested quote +
On October 15 2013 17:09 klup wrote:
Basically nothing about mutalisk. I think D Kim denial on this one is huge. Mutalisk is already the most OP unit of the TvZ matchup and the most powerfull tool to do deadly transition in TvP . With the overseer speed, terrans have actually no real counter to mutalisk big ball bouncing between bases. They should do the same thing as they did for ZvZ, buff static defense of all races against mutalisk. to counter a ball of 30 mutalisk, even a stack of 3 turrets do nothing. The + bio buff dmg should be applied to any static defense. at least with this we would have to avoid static D or be cautious and actually micro mutalisks.

I just break into master again switching to zerg and only doing mutalisk oriented play in TvZ, TvP. Mutalisk management was really skill demanding in wol, now there is no feeling of "danger" doing this kind of harass.


Well, i never see any terran researching range + armor for turrets.

Mutalisks dont do damages to 6 armor turrets... And when they fly away, with the range, they die really more often.

If we remove the mutalisk from the zerg arsenal well... Zerg doesnt have anything scary (and fun to watch) left.

I research it quite often. Problem is when you need to research it you pretty much already lost: the real counter to mutas is always attacking and making sure he is forced to pretty much suicide his mutas on your army. If you are at the point where he is harassing you and you are making mass turrets to counter it you are on the backfoot and he can freely expand while you sink all your minerals in what is eventually useless static defense.

With 6 armor turrets I assume you mean 6 turrets with armor upgrade? You'd be surprised what 30 mutas do, but yeah they wouldnt attack that. At the same time 6 turrets closely grouped might be enough to defend a single expo. Not even your main. That is a hell of an investment just to scare units away. And quite frankly six spread around an expo might still be sniped one at a time by such a muta ball.

It would be nice if there was the turret upgrade from the WoL campaign, which gave turret an extra AOE damage. It wasn't too big, but it would be good against mutas.
VeTerrAn1
Profile Joined February 2013
Switzerland39 Posts
October 15 2013 08:24 GMT
#177
i m fine with the fewer nerf of the WM, looking forward to test it.
--> but i really don't get the real intention behind this change ... since TvZ winrates really change in favour of Zerg these days ... despite of the current WM

what about the tank buff, did not think that it will change anything in TvP & TVZ, only destroy TvT Bioplay ... if the mutalisk would be nerfed the tank maybe will be decent in TvZ as well, so they can at least compensate the WM nerf, which is the main target of blizz i guess!
Deleted User 137586
Profile Joined January 2011
7859 Posts
October 15 2013 08:41 GMT
#178
On October 15 2013 17:16 Insoleet wrote:
Show nested quote +
On October 15 2013 17:09 klup wrote:
Basically nothing about mutalisk. I think D Kim denial on this one is huge. Mutalisk is already the most OP unit of the TvZ matchup and the most powerfull tool to do deadly transition in TvP . With the overseer speed, terrans have actually no real counter to mutalisk big ball bouncing between bases. They should do the same thing as they did for ZvZ, buff static defense of all races against mutalisk. to counter a ball of 30 mutalisk, even a stack of 3 turrets do nothing. The + bio buff dmg should be applied to any static defense. at least with this we would have to avoid static D or be cautious and actually micro mutalisks.

I just break into master again switching to zerg and only doing mutalisk oriented play in TvZ, TvP. Mutalisk management was really skill demanding in wol, now there is no feeling of "danger" doing this kind of harass.


Well, i never see any terran researching range + armor for turrets.

Mutalisks dont do damages to 6 armor turrets... And when they fly away, with the range, they die really more often.

If we remove the mutalisk from the zerg arsenal well... Zerg doesnt have anything scary (and fun to watch) left.

But maybe nerfing their total health could be cool. Zerg would have to take care of their muta a lot more.


Range and armor are upgraded in pro games. But they are not very effective. 2 armor means that instead of being unable to 1 shot a turret with 29 mutas, you can snipe it with 36 mutas. On 4 bases, that's less than a minute of respite if the zerg definitely wants to 1 shot. If the turrets are close together, that number of mutas needed to 1 shot goes down for consequent turrets due to glaive worms.
Cry 'havoc' and let slip the dogs of war
klup
Profile Joined May 2013
France612 Posts
October 15 2013 08:43 GMT
#179
Well, i never see any terran researching range + armor for turrets.

Mutalisks dont do damages to 6 armor turrets... And when they fly away, with the range, they die really more often.

If we remove the mutalisk from the zerg arsenal well... Zerg doesnt have anything scary (and fun to watch) left.

But maybe nerfing their total health could be cool. Zerg would have to take care of their muta a lot more.


Well I actually do that but only using mech and it has done close to nothing. you need a pack of at least 3 armored turret to actually do dmg. But it's actually really easy to tell you why terrans dont research theses:

1) it is researched on Ebays and your ebays are used to research bio upgrades.

2) it cost a lot of gas 100/100 for the range upgrade 150/150 for the building upgrade, it is huge for upgrading static D. The only reason I do these is for PF to defend key point when I play mech.

3) the turret itself is expensive as for countering mutas properly to go in one place you need a stack of 3 turrets : 300 minerals X the number of point you want to defend. It's not viable.

I don't want muta going out of the zerg arsenal. I just want terran to have actual tools to deal with it and please don't mention the thor because it's like the most slow unit of the entire game and it is not that strong vs mutas when they magic box...

An upgrade for splash dmg for turrets could be a good option too as the previous poster mentionned it. a simple revert on regen of mutas could do good too but I don't like it so much because one good hit of WM could make your muta ball very vulnerable , too much I think.

The idea is that you can actually move out after loosing map control vs zerg. Because if you look carefully at recent ZvT every time a terran loose the map control and stop attacking for a couple of minute. Muta harass--> terran dead. Terran should be able to leave their base and let a small troop to defend and support turrets. And turrets should scare at some point the harass of mutas. It's the only flying unit atm that just /ignore any anti air static defense and that is not normal. the problem was fixed in ZvZ with the spore buff and it was great, I often play muta in ZvZ and don't feel spore buff is abused. It is actually normal that a static D is scary at some point.
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
Last Edited: 2013-10-15 09:06:10
October 15 2013 09:03 GMT
#180
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.


If they were so fucking random you will see them in games. They are testing. And some don't go through because they are not good...

After seeing the recents matches, WM nerf was too strong. I'm glad they are considering another approach. Is the tank buff still on ?

Muta is still quite strong but you have to be able to get to them (and that's sometimes hard). But ... i don't know how you could nerf muta. If you get the regen, WM will be so powerfull against them... if you take a bit of speed, marines will shred them... damage nerf will be really strong too... I feal that a change in muta is not going to happen
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
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