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1/24 Balance test map - Page 11

Forum Index > SC2 General
1004 CommentsPost a Reply
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Constructive criticism is welcome, but no mindless SC2/Developer bashing in this thread.
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2014-01-23 19:33:02
January 23 2014 19:30 GMT
#201
The hydra change can never go through so I'm not even gonna start worrying about it

Ghost buff I feel will mostly make SCV pull timings stronger and maybe there's room for some ghost rush builds. We'll see, I don't think pre-storm timings need to be any stronger than they already are.

I'd like to see something beyond this, something that helps terran scout in the midgame. Figuring out how much protoss is committing to what is hard if you don't have the tools to reliable scout their base, probe count, expansion timings, etc. the whole time
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
DavoS
Profile Blog Joined October 2012
United States4605 Posts
January 23 2014 19:30 GMT
#202
The Ghost buff makes me such a happy camper
"KDA is actually the most useless stat in the game" Aui_2000
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
January 23 2014 19:30 GMT
#203
On January 24 2014 04:30 DarkLordOlli wrote:
The hydra change can never go through so I'm not even gonna start worrying about it

Hopefully everyone goes mass hydralisk/corrupter on ladder now or something
ModeratorI am still alive, somehow
TL+ Member
BlueLanterna
Profile Joined April 2011
291 Posts
January 23 2014 19:30 GMT
#204
On January 24 2014 04:26 FeyFey wrote:
Show nested quote +
On January 24 2014 04:18 UltiBahamut wrote:
wow. These changes don't fix a thing xD

Oh hey, ghosts will be able to emp what a few seconds earlier? That will change sooooo much.... NOT Hey blizzard, get rid of every upgrade and lets start off all units with all their supporting upgrades :D Essentially what i'm saying is that this wont change anything because upgrades are just there for timings anyways.

Photon overcharge will stop being up 10 seconds sooner after killing the pushes. Seriously... How many battles last the entire length of this?

the energy for time warp wont really change anything. They can still do 2 timewarps i believe. Just not as soon.



Ghosts will be more accessible for Mech that way. Which they explained and its true. Its also a huge Bio buff, cloaked Ghosts will be so much earlier now in Ghost Viking, wonder how strong the effects will be.
I dislike removal of upgrades as well (Ultras should still have 2, so there is enough time to react to them), but they do change alot.

2 Timewarps are often okay, but if there was a full MsC, you often got a 3rd one a little time later and those often broke the last bit of resistance. This 3rd one will be impossible now and weaken alot of Protoss pushes.



In what way are ghosts more accessible for mech? the mineral costs of the unit is what restricts them the most, not that they don't have enough energy to do the job.
Pwere
Profile Joined April 2010
Canada1557 Posts
January 23 2014 19:31 GMT
#205
People seem to forget that hydra upgrades are very expensive, and hydras are pretty bad before that.
If their rush potential is too high, simply make the upgrades/building slower/more expensive, and you've solved that problem.

Hydras have always been overpriced, and protoss has always been weak vs rushes when they don't have AoE. If fixing one issue reveals another, so be it, that's the process of balance.
Ulargg
Profile Joined December 2010
Netherlands33 Posts
January 23 2014 19:31 GMT
#206
I will only comment about the hydra buff since I believe this is the only controversial change. All of the other changes are reasonable.

From what I read here, I see that most people think that this buff is too much. I agree with this.

But I also think that most people will agree that hydras are pretty cost inefficient against air based armies from either terran or protoss especially if they are coupled with AOE.

If you would add a lategame upgrade at hive to buff them such as health or armor they would require three upgrades to be at their full potential. I think this is too much. So instead I propose the following changes to fix them:

- Add a hive upgrade to buff them
- Remove grooved spines upgrades and give hydras 6 range by default
- Increase the build time for hydra speed.

I think with those changes, you don't break anything. With forcefields and nexus canon, toss should be fine against midgame timings.
Terrans can hold roach / hydra timings with some tanks.
goody153
Profile Blog Joined April 2013
44283 Posts
Last Edited: 2014-01-23 19:34:34
January 23 2014 19:31 GMT
#207
On January 24 2014 03:57 Cheren wrote:
Poll: Photon Overcharge duration decreased from 60 to 50

Doesn't go far enough (745)
 
62%

Good change (320)
 
27%

Goes too far (130)
 
11%

1195 total votes

Your vote: Photon Overcharge duration decreased from 60 to 50

(Vote): Goes too far
(Vote): Good change
(Vote): Doesn't go far enough



Poll: Time Warp energy cost increased from 75 to 100

Good change (777)
 
70%

Doesn't go far enough (177)
 
16%

Goes too far (160)
 
14%

1114 total votes

Your vote: Time Warp energy cost increased from 75 to 100

(Vote): Goes too far
(Vote): Good change
(Vote): Doesn't go far enough



Poll: Ghosts build with the energy upgrade built in

Good change (753)
 
68%

Goes too far (280)
 
25%

Doesn't go far enough (67)
 
6%

1100 total votes

Your vote: Ghosts build with the energy upgrade built in

(Vote): Goes too far
(Vote): Good change
(Vote): Doesn't go far enough



Poll: Hydralisk cost decreased from 100/50 to 100/25

Goes too far (740)
 
60%

Good change (465)
 
38%

Doesn't go far enough (27)
 
2%

1232 total votes

Your vote: Hydralisk cost decreased from 100/50 to 100/25

(Vote): Goes too far
(Vote): Good change
(Vote): Doesn't go far enough



Poll: A Passive Tempest ability for bonus damage to structures

Goes too far (729)
 
68%

Good change (285)
 
27%

Doesn't go far enough (51)
 
5%

1065 total votes

Your vote: A Passive Tempest ability for bonus damage to structures

(Vote): Goes too far
(Vote): Good change
(Vote): Doesn't go far enough



Polls .. it would be nice to add this to the main page .. if this would be possible mods/creator of the thread
this is a quote
ma5ta
Profile Joined June 2011
United States46 Posts
January 23 2014 19:31 GMT
#208
MSC Changes are good.
Ghost change is nice, but it's still expensive as hell to get a ghost when you go mech
THE HYDRAS
#loltempests
"YEAH IM WINNING! BETTER GG!"
Deleted User 137586
Profile Joined January 2011
7859 Posts
January 23 2014 19:31 GMT
#209
On January 24 2014 04:30 DarkLordOlli wrote:
The hydra change can never go through so I'm not even gonna start worrying about it


That's what everyone said about the oracle speed buff...

And also about the creep spread buff (and that ended up as the unannounced queen range buff...)
Cry 'havoc' and let slip the dogs of war
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
January 23 2014 19:32 GMT
#210
On January 24 2014 04:22 Ghanburighan wrote:
Blizz threw in a ludicrous hydra buff just to distract people from the fact that P is wrecking terrans across the globe (with the exception of Maru, Flash and TY, and even they lose outside of proleague). Now, everyone is talking about buffing hydras by reducing their gas cost by 50% (why don't we have 50 gas banshees, DT's while we're at it) because, well, that's the most insane thing in the list.

At the same time, there's not enough attention to properly discuss the TvP situation, and the effect that changing TW has on blink stalkers and the nexus cannot duration change on the ability of P to tech up all paths with 2 forge on 1 gateway. The answer is, it's just not enough. Functionally, how does the 25 energy stop you from casting TW? Has anyone seen a double TW being cast in a blink stalker rush? No, you don't even need it. So, won't you get 100 energy by the time your blink stalkers attack? Well, you do always get it, and quite a bit to spare as well (proof anyone?). So, effectively, the change does nothing.

What about the 10 second nerf? The problem now is that the only timings a T can hit can only bait out an overcharge. By the time it's gone, the P has 1 colossus and up to 2 new warp-ins of units. As warp-ins are 28 seconds for zealots and 32 seconds for stalkers, in brute numbers you now strictly cannot get 2 warp-ins of zealots. But it's roughly the same for stalkers as those took longer than 60 seconds anyway. Furthermore, for the timings by T I've seen recently (think Bomber v Jim), the colossus was already out and idling in the natural by the time the PO has dissipated. So the 10 seconds wouldn't really change anything. If it were really close, it might.

So, my prediction is that this is just a red herring, while it's business as usual.


How does a hydra buff distract a Terran from the state of TvP? You're going a tad overboard, man. I'm always in favour of smaller changes. If Blizzard continues to keep an eye on TvP and give a couple of smaller buffs if needed, we might all be better for it.

Speaking of small changes- having read posts about the hydra change, I think it's too drastic.
matthy
Profile Joined January 2013
66 Posts
Last Edited: 2014-01-23 19:33:15
January 23 2014 19:32 GMT
#211
On January 24 2014 04:26 FeyFey wrote:
Show nested quote +
On January 24 2014 04:18 UltiBahamut wrote:
wow. These changes don't fix a thing xD

Oh hey, ghosts will be able to emp what a few seconds earlier? That will change sooooo much.... NOT Hey blizzard, get rid of every upgrade and lets start off all units with all their supporting upgrades :D Essentially what i'm saying is that this wont change anything because upgrades are just there for timings anyways.

Photon overcharge will stop being up 10 seconds sooner after killing the pushes. Seriously... How many battles last the entire length of this?

the energy for time warp wont really change anything. They can still do 2 timewarps i believe. Just not as soon.



Ghosts will be more accessible for Mech that way.


This is just not true. Goths dont mix well with mech. i mean a small upgrade buff cannot change the fact that TvP mech is weak lategame and midgame. the change is way to small for that. also it will buff bio so why go mech anyway
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
January 23 2014 19:33 GMT
#212
Im worried the timewarp nerf makes protoss moveouts in PVZ more problematic.
Any sufficiently cheesy build is indistinguishable in skill
BlueLanterna
Profile Joined April 2011
291 Posts
January 23 2014 19:33 GMT
#213
TBQH i would prefer a revert of ghost cost to 150/150 instead of 200/100
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
January 23 2014 19:34 GMT
#214
On January 24 2014 04:33 BlueLanterna wrote:
TBQH i would prefer a revert of ghost cost to 150/150 instead of 200/100

hmmm... why?
ModeratorI am still alive, somehow
TL+ Member
SoFrOsTy
Profile Joined December 2011
United States525 Posts
January 23 2014 19:34 GMT
#215
I am curious what all of this will do in real world use. PTR still seems useless as not many good players play on it, and if they do it isnt enough to make a determination on the changes.
Julyzerg ftw
Deleted User 261926
Profile Joined April 2012
960 Posts
Last Edited: 2014-01-23 19:37:40
January 23 2014 19:34 GMT
#216
On January 24 2014 04:29 comadiroma wrote:
It's very sad to see how many people can be so short sighted when looking at the proposed changes for patches... I don't pretend to know that all of these possible changes will be good/bad, but every single patch I see has hordes of people yelling about how this that and the other thing is insignificant and won't change anything or that it will totally break everything.

1. The ghost change probably wouldn't change anything when using ghosts the way people currently do in TvP, but it might open up ghost rushing which could do a lot.

2. Photon overcharge might be too soft of a nerf, but that's why we try changes instead of putting them straight into the game...

3. The hydra buff does sound too strong, admittedly because muta switches from hydra ling are already very good, but again, we try it, and if the test map shows its too strong, it can be removed, no worries. I'm a Zerg and I'd love for it to work out because I suspect it could do wonders in ZvT and ZvZ.

4. The time warp nerf seems pretty solid. It means that a MSC at 150 energy now needs another 50 before it can double time warp as opposed to already having enough for 2 time warps. It also means that a full energy MSC can still double time warp, but will now be a whopping 100 energy away from doing ANYTHING as opposed to before where 25 energy later it could lay down a 3rd TW or have a recall/PO in only 50 energy. That certainly sounds like it has the potential to be a game changer at least.

5. The possible tempest buff is almost impossible to comment on, the late game mass swarm host turtle style isn't the most popular so I haven't actually seen it in a while, they haven't released the numbers they actually want to try so there is no way to know how many tempests would be necessary to negate a Zerg turtle style, and if the hydra buff went through the whole opening phase of ZvP might shift entirely and a huge tempest buff might be a now necessary late game edge for Toss.

Overall I like the suggested changes for testing, and after we see what that testing produces I'll be able to give an opinion on whether or not I'd like them to go through. Anyone who's approaching it from a perspective of "I already know what this will do" is almost certainly wrong. Seriously just from a historical perspective alone most of the knee jerk reaction to patches is actually flat out incorrect most of the time.


Sorry but the yelling and offenses are ALL JUSTIFIED. Even considering such changes is offensive to the community. Frankly, we have starbow now and I hope everyone will switch to it because if HotS isn't bad already (I kind of "like" it but I think it's worse than sbow) it soon will be if those are their retarded plans.

Oh and those total morons working on sc2's balance and design are able to do so because there is no one making comparable RTS. But it has been shown that some people with good ideas can just make a better game design wise (and I don't know why they aren't put in charge of sc2 over the idiots).

User was warned for this post

User was warned for this post
Jenia6109
Profile Blog Joined December 2008
Russian Federation1613 Posts
January 23 2014 19:34 GMT
#217
I like Ghost and Hydra buff

Also i would like to see Ghost +50 HP
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
goody153
Profile Blog Joined April 2013
44283 Posts
January 23 2014 19:35 GMT
#218
On January 24 2014 04:34 The_Templar wrote:
Show nested quote +
On January 24 2014 04:33 BlueLanterna wrote:
TBQH i would prefer a revert of ghost cost to 150/150 instead of 200/100

hmmm... why?

200/100 is better than the 150/150 . Or they could just make it 150/100 or 150/75
this is a quote
Olli
Profile Blog Joined February 2012
Austria24422 Posts
January 23 2014 19:35 GMT
#219
On January 24 2014 04:30 The_Templar wrote:
Show nested quote +
On January 24 2014 04:30 DarkLordOlli wrote:
The hydra change can never go through so I'm not even gonna start worrying about it

Hopefully everyone goes mass hydralisk/corrupter on ladder now or something


They'll just hit a ling/hydra timing on my third base if I open stargate. There's just gonna be twice the amount of hydras. And if I can't open stargate because simple hydra timings are too strong then I'm already dead. Dunno, it's just too strong, too restricting for protoss, too cutthroat. I would like the change in ZvZ and TvZ though.

Hell, why not 2base hydra all in every game. Not sure what's supposed to kill it with half the gas cost for hydras
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Killmouse
Profile Joined August 2010
Austria5700 Posts
January 23 2014 19:38 GMT
#220
yes YES YESSSSSSSS terran will be playable again!
yo
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