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Jan 2nd Balance Test Map - Page 17

Forum Index > SC2 General
757 CommentsPost a Reply
Prev 1 15 16 17 18 19 38 Next All
sagefreke
Profile Joined August 2010
United States241 Posts
Last Edited: 2014-01-03 08:34:08
January 03 2014 08:30 GMT
#321
Please for the love of god buff Nydus Worms.

Couple suggestions:

1. Remove the alert.
2. Reduce the cost to build structure.
3. Reduce the cost to build Nydus (Worm).
4. Reduce build time to build Nydus (Worm).
5. Make it so multiple worms can be built at a time from one Nydus.
6. Increase the rate that units pop out of the Worm.

Nydus has gotten zero love since release.
yo yo yo
ACrow
Profile Joined October 2011
Germany6583 Posts
January 03 2014 08:31 GMT
#322
I'd prefer if the P early offensive/allin arsenal was somehow reduced instead of nerfing the overcharge. That way the greed of P would be limited just a bit more as well, as the opponent wouldn't need to play too cautiously in case of greed. Maybe a revert of the needless oracle buff plus move of recall ability to a separate upgrade or something similar.
I'm afraid the way as it is suggested right now will only make PvP really coinflippy again.
Get off my lawn, young punks
ujonecro
Profile Joined September 2010
United Kingdom846 Posts
Last Edited: 2014-01-03 08:37:54
January 03 2014 08:37 GMT
#323
Classic blizzard. Lets fix something that is obviously focking wrong from the beginning. 60 second immunity for early game. Lets make it 40 after forever and pretend its gonna fix something. More useless crap for zerg. Better buff the speed of larva too so its harder to hit. Cant wait for next huge change that will change zerg forever. Cant comment on terran changes because after months of work they arent even able to list a specific idea. Yeah guys we are working so hard. I am so sad because this game is unplayable. Players leave/switch. And blizzard just pisses on everyone (esp terrans) with PO change, faster roaches and pretends its rain. I wish I could have fun with game again, terrans back on the ladder etc.
-HuShang-
Profile Joined December 2012
Canada393 Posts
January 03 2014 08:40 GMT
#324
On January 03 2014 17:24 fruity. wrote:
Whether you like these proposed changes or not, I'd like to point out the obvious and say it's great how they nearly always ask the community for our opinion before changes get implemented.

Wonder how many people who've posted on the proposed changes are theory-crafting rather than play the map half a dozen times first.



Didn't stop the oracle speed/acceleration buff from going through which was clearly unwaranted.
Professional Starcraft 2 Coach & Caster | Message me for more info or business proposals
Fjodorov
Profile Joined December 2011
5007 Posts
January 03 2014 08:40 GMT
#325
I had hoped they would look at time warp, MsC vision range, oracle speed. Just removing 20 sec from PO doesnt do much imo. And of all the things that needs looking at, they pick roach burrow speed... again. Amazing.
dani`
Profile Joined January 2011
Netherlands2402 Posts
January 03 2014 08:44 GMT
#326
They should revamp this test map system. I always get the feeling no one is playing them, and Blizzard just proceeds to implement untested changes.

It would be a huge improvement to just inject a test map like this in the ladder pool, with the changes listed when the map is loaded. Players can simply check the test map in the Map Preferences. If that's too much of a leap, it can be put in the Unranked pool, or just make a separate Play Test Map button which queues against other people of your skill. That would yield so much more relevant data for Blizzard.

I wished they would keep Photon Overcharge but just remove the Oracle. I think almost anybody would love that change, other than a couple Protosses who rely on their proxy Oracles every game.
sagefreke
Profile Joined August 2010
United States241 Posts
Last Edited: 2014-01-03 08:53:07
January 03 2014 08:50 GMT
#327
Buffing Tunneling Claw Roach speed again?

You know why almost nobody goes burrow move roaches?

100/100- Burrow
100/100- Move speed
150/150- Tunneling Claws

For a grand total of 350/350! And that's with ZERO roaches.


If you consider the fact that every player is roaming with detection by mid game, the spending that crucial 150/150 on Tunneling Claws really isn't worth it when there's other important mid game upgrades for Zerg like Carapace upgrades or Hydralisk range upgrades.

If they want to make Tunneling Claw roaches more viable, then they need to review reducing the resource cost of one of these three abilities.
yo yo yo
Chr15t
Profile Joined March 2011
Denmark1103 Posts
January 03 2014 09:01 GMT
#328
More mech buffs? - Guess i'll have to invest in a new keyboard to play sc2 again
Insanity: doing the same thing over and over again and expecting different results.
CutTheEnemy
Profile Joined November 2013
Canada373 Posts
January 03 2014 09:10 GMT
#329
Why can't we have a simple patch that just gives terran and/or zerg better scouting abilities? Help us to deal with all the toss all-ins every single game.

Also: mech could use a better change than an emp buff. It needs a design tweak too.
Can we help spread the word and create pressure to get Rob Pardo to replace Browder as head of Sc2? Pardo led the team for broodwar, frozen throne, and wow/BC. We need to make this a thing before LotV development starts. Think about it.
Fjodorov
Profile Joined December 2011
5007 Posts
January 03 2014 09:12 GMT
#330
I just noticed alot of protoss players are afraid of what will happen in PvP now. Its ironic that protoss needs the MsC because protoss all ins are so strong This is why its so suprising that alot of protoss act like they dont understand the concerns of terrans and zergs. We dont even have the MsC to help us out defensively :o
CutTheEnemy
Profile Joined November 2013
Canada373 Posts
January 03 2014 09:12 GMT
#331
Is it really acceptable to get a mech buff about 4 years after release? Isn't it a bit late?
Can we help spread the word and create pressure to get Rob Pardo to replace Browder as head of Sc2? Pardo led the team for broodwar, frozen throne, and wow/BC. We need to make this a thing before LotV development starts. Think about it.
WarpTV
Profile Joined August 2011
205 Posts
Last Edited: 2014-01-03 09:39:11
January 03 2014 09:13 GMT
#332
I have said this 10 billion times now.

Mech TVP:
Tanks do +10 damage vs shields with less shield damage father away.
EMP moved to raven
Ghost gets a rework of the Snipe spell to deal with templar tech just as good as it did before.
Viking ground mode attack split in two with +40 HP when in ground mode.

Other changes I would like to see.

4 base cap for mining (currently we are at 3 base)

Protoss
Warp Prism gets a super late game upgrade at Fleet beacon with recall ability (recall units to Warp Prism). In TVP this gives us Rave EMP vs Warp Prism micro.
Reduced time for Templar archives.
Nerf build time of Oracle

Zerg
Lurker mode for Swarmhost. We can give changing modes a big Cooldown (30sec) and with little nerf to locust range from 25 to 18 off creep. adjust infestation pit so Lurker host can come out in time for the 10 min all ins.
Hydras light tag remove and become just bio.
Buff Nydus Worm unload speed and HP to 850 . and increase build time to 40 seconds form 15.

Sidhoum
Profile Joined December 2012
France21 Posts
January 03 2014 09:18 GMT
#333
I have an idea. Revert part of the 1.1.0 patch
Siege Tank
Siege mode damage changed from 50 to 35 (+15 armored).
Upgrade damage changed from +5 to +3 (+2 armored).


Or split the tank attacks in two hits to double the effect against the hardened shield. Or add a passive ability that do the same, like :
Scattering shots : Cause the Sieged Tank to ignore the capabilities of shields.
K-BOOM BABY !
dohgg
Profile Joined February 2011
310 Posts
January 03 2014 09:49 GMT
#334
The real reason why more and more terrans going mech is not because mech is more fun or excited to watch (the opposite is the truth), it is because bio doesn't work for the 'foreigners' terrans.

so imo, blizzard actually trying to buff lower skill terrans, w/o really buffing top level terrans.
DoNuTs84
Profile Joined February 2012
Denmark24 Posts
January 03 2014 09:50 GMT
#335
The reason why you dont see many roach burrow games is that you need frikkin' 3 upgrades to do it. Burrow, Tunneling Claws and move speed upgrade.
Blizzard if you want to do something you shoud combine tuinneling claws and move speed. or Let roaches move while burrowed just from Burrow upgrade(like Infestor that you never see used anyway!) and keep the speed upgrade.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
January 03 2014 09:50 GMT
#336
On January 03 2014 17:50 sagefreke wrote:
Buffing Tunneling Claw Roach speed again?

You know why almost nobody goes burrow move roaches?

100/100- Burrow
100/100- Move speed
150/150- Tunneling Claws

For a grand total of 350/350! And that's with ZERO roaches.


If you consider the fact that every player is roaming with detection by mid game, the spending that crucial 150/150 on Tunneling Claws really isn't worth it when there's other important mid game upgrades for Zerg like Carapace upgrades or Hydralisk range upgrades.

If they want to make Tunneling Claw roaches more viable, then they need to review reducing the resource cost of one of these three abilities.


That is not very correct in my opinion. Movement speed is already a staple in Roach usage, so the additional costs to use burrow roaches is the cost for Burrow and Tunneling Claws
Survivor61316
Profile Joined July 2012
United States470 Posts
January 03 2014 09:56 GMT
#337
On January 03 2014 08:39 Clbull wrote:
Show nested quote +
The next step for Terran mech

We believe we can push mech usage more as well. Some options we’re looking at here are: higher armored damage for siege tanks, easier access to EMP when going mech (such as building the energy upgrade into the unit), buffing mech air, and so on. However, this is the area in which we’re the least certain. Detailed feedback based on good reasoning is greatly appreciated.

I made a TL forum post on why the game currently sucks and it was a response to SKMC (It got locked though for understandable reasons.)

I will just give a short reiteration of my points on Terran Mech and some original ones not in that thread:
  • Siege Tanks are too expensive compared to their Brood War counterparts.
  • Siege Tanks do too little damage for their cost and (lack of) mobility.
  • Siege Tanks are hard-countered by units they were supposed to counter in the first place (Blink Stalkers can trade efficiently with tanks if blinked on top of a tank line.)
  • Thors are hard-countered by units they were designed to counter in the first place (Mutalisks
  • Thors and Widow Mines suck vs Air. The Goliath (or pre-beta Warhound) needs to be brought back.
  • Siege Tanks were nerfed in the beta back when map sizes were really small.
  • Removing overkill doesn't compensate for much shittier damage output.
  • Widow Mines have phased out the Siege Tank because it is more efficient at trading with Zerglings and Banelings.


Do I agree with these changes? Yes. I sincerely hope we see more Terran mech buffs in the future especially buffing Tank damage vs Armored. I think 60 vs Armored or 70 vs Armored would be a reasonable tradeoff. Maybe then I may consider finally playing Terran again.

I will never understand why they got rid of that unit..it was so cool. It reminded me a lot of a goliath.
Liquid Fighting
dohgg
Profile Joined February 2011
310 Posts
January 03 2014 09:57 GMT
#338
On January 03 2014 18:10 CutTheEnemy wrote:
Why can't we have a simple patch that just gives terran and/or zerg better scouting abilities? Help us to deal with all the toss all-ins every single game.


Or make prottos cheese harder to excute, like, proxy high tech building (not - gateway, forge, cyber, cannon), will need support of 2 pylons, at first it sound abit dumb, but think bout it.
it'll be harder to initialize & execute an early proxy tech w/o committing to it more, while scouting his main base will have a huge obvious alarm bell.

This coming from a terran who just got tired of playing 'Find the proxied tech game' every game, instead of actually playing sc2.
cptjibberjabber
Profile Joined November 2012
Netherlands87 Posts
January 03 2014 09:59 GMT
#339
On January 03 2014 18:18 Sidhoum wrote:
I have an idea. Revert part of the 1.1.0 patch
Show nested quote +
Siege Tank
Siege mode damage changed from 50 to 35 (+15 armored).
Upgrade damage changed from +5 to +3 (+2 armored).


Or split the tank attacks in two hits to double the effect against the hardened shield. Or add a passive ability that do the same, like :
Scattering shots : Cause the Sieged Tank to ignore the capabilities of shields.


or, you know, use EMP? tanks and hellbats roflstomp immortals that have lost their shields. BFHB roflstomp pretty much anything and don't give a shit about storm, collosus or Photon Overcharge.
SorrowShine
Profile Joined October 2011
698 Posts
January 03 2014 10:03 GMT
#340
On January 03 2014 07:49 Extenz wrote:
buffing mech air? gg zergs

Seconded
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