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HotS Balance Update - November 11 - Page 15

Forum Index > SC2 General
1858 CommentsPost a Reply
Prev 1 13 14 15 16 17 93 Next
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
November 12 2013 02:29 GMT
#281
This was such a great opportunity to nerf speed vacs and muta regen (and then re nerf spore crawler) and instead they gave siege tanks a 10% increase in firing rate or w/e it is. Good news for avillo I guess, his mech vs swarmhost build on akillon should be even more retarded, while bio mine vs zerg (which is by far the most interesting match up to play and watch imo) is neutered.

Fuck me.
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
November 12 2013 02:29 GMT
#282
I think the real change blizz needs to make is a 65-75 percent reduction of all damage output by everything
...so battles last longer...
...so people aren't so afraid to engage...
...to encourage splitting of armies and counter-attacks with smaller forces...
...to have more time to micro units...
...to allow rallied units to join fights...
...allows for more risk in army comp (ghosts, nukes, tempests, etc).
But the main reason though I think this change is necessary is that the moment the armies meant the player who has his attention on the army will almost always win, (this from lots of stream watching), not because they are necessarily better or more prepared, but because the battle happen so fast they will get will cast spell, spread better, and usually win. The attention advantage. I agree the more attentive player should have an advantage, but in the pro game every thing dies so fast that this advantage is too big and everyone plays so fast that this comes down to almost to luck. With sturdier units, players who are a second (or less) late to the battle (in terms of attention) will be able to nullify the advantage if they are indeed a better player.

I noticed one poster had a great discussion on pros and how the top players are constantly switching. For instant Innovation and MVP were once considered the best and now are at most 'good' players.

I think this change will help both pros and beginners plus watch-ability. Blizz needs big overhauls to save the game (which is for the most part balanced; the problem being the game is stagnating... but not as fun to watch, not as fun to play). Small changes will not make a big difference only big ones.

Anyhow I do like the widow mine change and the tank change and I hope they lead to more game variation. I think the oracle change is foolish, because an early game oracle does a lot of damage, and how many nubs are going simply quit because they get oracle rushed. Does this mean roaches can get under force fields fast enough to justify burrow-moving them? I hope.

=D



Its going to be a glorious day, I feel my luck could change
vorxaw
Profile Joined April 2011
Canada245 Posts
November 12 2013 02:29 GMT
#283
just saw new oracle on select's stream, its pretty slick alright haha, zoomzoom!

select's face = O.o
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
November 12 2013 02:29 GMT
#284
This tank buff is enormous.

This should make MMM Tank the favored strategy of choice. Tanks will absolutely decimate anything on ground and WMs got nerfed really hard.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
imre
Profile Blog Joined November 2011
France9263 Posts
November 12 2013 02:29 GMT
#285
On November 12 2013 11:28 DarkPlasmaBall wrote:
Burrowed roach speed is now 2... what's a unit with a comparable speed to that?


1.88: Fast Overlord, Slow Overseer, Carrier, High Templar, Slow Observer, Thor, Battlecruiser
2.25: Colossus, Immortal, Voidray, Sentry, Slow Zealot, Marine, Marauder, Ghost, Tank, Raven, Viking-Ground, Infestor, Slow Roach, Hydra
Zest fanboy.
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
November 12 2013 02:29 GMT
#286
On November 12 2013 11:28 DarkPlasmaBall wrote:
Burrowed roach speed is now 2... what's a unit with a comparable speed to that?


At least, it's faster than a speedy overlord

But still, it's very disappointing that they are regressing from some of their proposed changes.
Seed's # 1 fan!!! #ForVengeance
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
Last Edited: 2013-11-12 02:32:28
November 12 2013 02:30 GMT
#287
On November 12 2013 11:29 My_Fake_Plastic_Luv wrote:
I think the real change blizz needs to make is a 65-75 percent reduction of all damage output by everything
...so battles last longer...
...so people aren't so afraid to engage...
...to encourage splitting of armies and counter-attacks with smaller forces...
...to have more time to micro units...
...to allow rallied units to join fights...
...allows for more risk in army comp (ghosts, nukes, tempests, etc).
But the main reason though I think this change is necessary is that the moment the armies meant the player who has his attention on the army will almost always win, (this from lots of stream watching), not because they are necessarily better or more prepared, but because the battle happen so fast they will get will cast spell, spread better, and usually win. The attention advantage. I agree the more attentive player should have an advantage, but in the pro game every thing dies so fast that this advantage is too big and everyone plays so fast that this comes down to almost to luck. With sturdier units, players who are a second (or less) late to the battle (in terms of attention) will be able to nullify the advantage if they are indeed a better player.

I noticed one poster had a great discussion on pros and how the top players are constantly switching. For instant Innovation and MVP were once considered the best and now are at most 'good' players.

I think this change will help both pros and beginners plus watch-ability. Blizz needs big overhauls to save the game (which is for the most part balanced; the problem being the game is stagnating... but not as fun to watch, not as fun to play). Small changes will not make a big difference only big ones.

Anyhow I do like the widow mine change and the tank change and I hope they lead to more game variation. I think the oracle change is foolish, because an early game oracle does a lot of damage, and how many nubs are going simply quit because they get oracle rushed. Does this mean roaches can get under force fields fast enough to justify burrow-moving them? I hope.

=D




you make it sound easy but it's not. how can you say the game is not entertaining(at least spectating wise it's fantastic)
damage reduction would make battles slower which is great but the battles would be too slow(the damage reduction you suggest is ridiculously overkill)
Moderatorlickypiddy
imre
Profile Blog Joined November 2011
France9263 Posts
November 12 2013 02:30 GMT
#288
On November 12 2013 11:29 bo1b wrote:
This was such a great opportunity to nerf speed vacs and muta regen (and then re nerf spore crawler) and instead they gave siege tanks a 10% increase in firing rate or w/e it is. Good news for avillo I guess, his mech vs swarmhost build on akillon should be even more retarded, while bio mine vs zerg (which is by far the most interesting match up to play and watch imo) is neutered.

Fuck me.


no more akilon so avilo is still fucked :D. Well for him and every other pure mecher it's definitely a buff since mines aren't that good with mech to begin with.
Zest fanboy.
WombaT
Profile Blog Joined May 2010
Northern Ireland25445 Posts
November 12 2013 02:30 GMT
#289
The armoury change is pretty interesting to me. In TvP you don't have to worry so much about the upgrade side of things, so perhaps it might make it worth sticking hellbats into more compositions given that you'll be wanting +air weapons vs Collosus and whatnot.

The rest I await with interest, as they're more to do with unit interactions so I'll wait and see how they play out. Instinctively I dislike the Oracle change for giving a bit more potency to proxy shenanigans vs Terran. I did want the weird feel of them to be fixed and them to fly more smoothly, but this perhaps not.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ZenithM
Profile Joined February 2011
France15952 Posts
November 12 2013 02:31 GMT
#290
On November 12 2013 11:28 DarkPlasmaBall wrote:
Burrowed roach speed is now 2... what's a unit with a comparable speed to that?

Apparently a burrowed infestor's speed is also 2.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44368 Posts
November 12 2013 02:31 GMT
#291
On November 12 2013 11:29 sAsImre wrote:
Show nested quote +
On November 12 2013 11:28 DarkPlasmaBall wrote:
Burrowed roach speed is now 2... what's a unit with a comparable speed to that?


1.88: Fast Overlord, Slow Overseer, Carrier, High Templar, Slow Observer, Thor, Battlecruiser
2.25: Colossus, Immortal, Voidray, Sentry, Slow Zealot, Marine, Marauder, Ghost, Tank, Raven, Viking-Ground, Infestor, Slow Roach, Hydra


Thanks I think increasing the burrowed roach speed is quite fine... although I did enjoy singing Jaws music as the burrowed roaches sloowwwly dug closer and closer to their enemies...
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
imre
Profile Blog Joined November 2011
France9263 Posts
November 12 2013 02:31 GMT
#292
On November 12 2013 11:31 ZenithM wrote:
Show nested quote +
On November 12 2013 11:28 DarkPlasmaBall wrote:
Burrowed roach speed is now 2... what's a unit with a comparable speed to that?

Apparently a burrowed infestor's speed is also 2.


well the truth is :
T/P players: way too fast
Z players: fine or way too slow :D
Zest fanboy.
imre
Profile Blog Joined November 2011
France9263 Posts
November 12 2013 02:32 GMT
#293
On November 12 2013 11:31 DarkPlasmaBall wrote:
Show nested quote +
On November 12 2013 11:29 sAsImre wrote:
On November 12 2013 11:28 DarkPlasmaBall wrote:
Burrowed roach speed is now 2... what's a unit with a comparable speed to that?


1.88: Fast Overlord, Slow Overseer, Carrier, High Templar, Slow Observer, Thor, Battlecruiser
2.25: Colossus, Immortal, Voidray, Sentry, Slow Zealot, Marine, Marauder, Ghost, Tank, Raven, Viking-Ground, Infestor, Slow Roach, Hydra


Thanks I think increasing the burrowed roach speed is quite fine... although I did enjoy singing Jaws music as the burrowed roaches sloowwwly dug closer and closer to their enemies...


it's fine yes, and i hope it'll result in more burrow play (especially in ZvZ) since it allows for more room if you run into detection.
Zest fanboy.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
November 12 2013 02:34 GMT
#294
On November 12 2013 11:29 Shikyo wrote:
This tank buff is enormous.

This should make MMM Tank the favored strategy of choice. Tanks will absolutely decimate anything on ground and WMs got nerfed really hard.


I agree that people are really underestimating the Tank buff, especially when one considers the upgrade merge as well.
He drone drone drone. Me win. - ogsMC
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2013-11-12 02:36:17
November 12 2013 02:35 GMT
#295
I think making a bunch of roaches, burrowing them and going under the opponent's army "in-your-face" style is not very far from working with this patch though :D
It's really the kind of "interesting" plays I want to see.

Well, Protoss still has the monster slow spell, that helps :D
imre
Profile Blog Joined November 2011
France9263 Posts
November 12 2013 02:35 GMT
#296
On November 12 2013 11:35 ZenithM wrote:
I think making a bunch of roaches, burrowing them and going under the opponent's army "in-your-face" style is not very far from working with this patch though :D
It's really the kind of "interesting" plays I want to see.


Nerchio used to have a ZvT based around burrow roaches/infest play, it was quite fun ;p
Zest fanboy.
Holdenintherye
Profile Joined December 2012
Canada1441 Posts
November 12 2013 02:36 GMT
#297
On November 12 2013 11:28 DarkPlasmaBall wrote:
Burrowed roach speed is now 2... what's a unit with a comparable speed to that?

Infestor off creep has speed of 2
Nerevar
Profile Joined January 2013
547 Posts
November 12 2013 02:36 GMT
#298
On November 12 2013 11:29 bo1b wrote:
This was such a great opportunity to nerf speed vacs and muta regen (and then re nerf spore crawler) and instead they gave siege tanks a 10% increase in firing rate or w/e it is. Good news for avillo I guess, his mech vs swarmhost build on akillon should be even more retarded, while bio mine vs zerg (which is by far the most interesting match up to play and watch imo) is neutered.

Fuck me.

Good news: they're removing Akilon from the pool this coming season
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
November 12 2013 02:37 GMT
#299
On November 12 2013 11:35 ZenithM wrote:
I think making a bunch of roaches, burrowing them and going under the opponent's army "in-your-face" style is not very far from working with this patch though :D
It's really the kind of "interesting" plays I want to see.


I want to see some gosu Zerg who can use it almost like blink--not the general super mobility part, but specifically taking advantage of the regen and improved speed to burrow and pull back roaches as they take damage mid fight, almost like how Toss blink back Stalkers once their shields are down.
He drone drone drone. Me win. - ogsMC
ZpTLost
Profile Joined July 2012
United States3 Posts
November 12 2013 02:38 GMT
#300
Can protoss get mutalisks already?
"I like giving people a hard time, but my equipment does that to me in turn"
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