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1/24 Balance test map - Page 18

Forum Index > SC2 General
1004 CommentsPost a Reply
Prev 1 16 17 18 19 20 51 Next
Constructive criticism is welcome, but no mindless SC2/Developer bashing in this thread.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-01-23 21:21:08
January 23 2014 21:19 GMT
#341
Who says that a 12 min hydra bust would be slow hydras w no upgrades? You could work in ups.

Now picture this:

PvZ on Deadalus pt. Zerg goes for 2 base Hydra timing.

or PvZ on habitation station. Zerg goes for 3 base Hydra timing w/ gold base.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
January 23 2014 21:19 GMT
#342
Time warp is just a really annoying and overpowered ability, I'm a protoss player but I feel that from PvP.

75 to 100 energy nerf can be useful because at least it would require protoss players to use it more carefully, because you can't have 3 time warps in a row like you do now. You could however still double time warp on engagements, and timewarp into recall. So it doesn't really change that much.

Nerfing the % it slows down units could also be effective, but it wouldn't make it more interesting.

Maybe the best solution would be reducing the area. It would require the protoss player to be more accurate with it, and it would be more interesting when used in chokes rather than in open engagements, because it would still have the same effectiveness there.
Lobotomist
Profile Joined May 2010
United States1541 Posts
January 23 2014 21:22 GMT
#343
That hydra buff seems way too strong. Ling/hydra into muta strats will hit even faster.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Squat
Profile Joined September 2013
Sweden7978 Posts
January 23 2014 21:22 GMT
#344
On January 24 2014 06:16 Whitewing wrote:
Show nested quote +
On January 24 2014 06:12 Squat wrote:
On January 24 2014 06:10 Plansix wrote:
On January 24 2014 06:08 Squat wrote:
On January 24 2014 06:03 ZeromuS wrote:
Remember roach max?

Roaches 75/25

Hydras 100/25

Incoming 12 minute hydra max

You should hope that someone is stupid enough to actually do that. A max of slow hydras with no upgrades might be the worst max in the game.

And storm openings would be amazing.

Get 1 colossus and kite them all over the map.


The roach timings got speed, the hydra timings will too. I'd be way more scared of hydra/ling all-ins than I would be of roach all-ins.

Show nested quote +
On January 24 2014 06:12 ffadicted wrote:
On January 24 2014 06:10 Plansix wrote:
On January 24 2014 06:08 Squat wrote:
On January 24 2014 06:03 ZeromuS wrote:
Remember roach max?

Roaches 75/25

Hydras 100/25

Incoming 12 minute hydra max

You should hope that someone is stupid enough to actually do that. A max of slow hydras with no upgrades might be the worst max in the game.

And storm openings would be amazing.


I'll take a colossus sentry army to deal with a hydra bust over storm opening any day lol


Can't really, then you get hit by the muta switch since those hydras were 25 gas a pop.

Roach timings relied on a tanky unit that could just bludgeon its way through. Hydras cannot do that. Some basic defense and decent AOE will wipe them out just as quickly as right now. Hydra/ling is surprisingly ineffective against a basic gateway army with good forcefields.

The muta switch is a possible scenario, but the amount of production and resources needed to max on hydra/ling and then switch to mutas is huge. You'll never see this in a stage of the game where hydras are still dangerous.
"Digital. They have digital. What is digital?" - Donald J Trump
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
January 23 2014 21:22 GMT
#345
I think Time warp is 100% fine outside of Blink allins.

Just reduce the MsC vision by a little and don't make all the maps super blink friendly. No more TW nerfs needed. It's really useful vs. P and vs. Z.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TheAvatar
Profile Joined September 2013
Sweden11 Posts
January 23 2014 21:23 GMT
#346
why do they dont just buff the dmg of the tank so that it dose like 40-45 flat dmg like ultras? it would make mech work vs protoss, that whay u can deal whit archons and zealots, u still have the imortals but this ghost buff will surly take care of that
"Balance change over time and is never perfect"
Frex
Profile Joined March 2012
Finland888 Posts
January 23 2014 21:23 GMT
#347
On January 24 2014 06:19 KingAlphard wrote:
Time warp is just a really annoying and overpowered ability, I'm a protoss player but I feel that from PvP.

75 to 100 energy nerf can be useful because at least it would require protoss players to use it more carefully, because you can't have 3 time warps in a row like you do now. You could however still double time warp on engagements, and timewarp into recall. So it doesn't really change that much.

Nerfing the % it slows down units could also be effective, but it wouldn't make it more interesting.

Maybe the best solution would be reducing the area. It would require the protoss player to be more accurate with it, and it would be more interesting when used in chokes rather than in open engagements, because it would still have the same effectiveness there.


I have also been thinking about cooldown on Photon Overcharge and Time Warp. This would prevent things such as a double Time Warp on maxed army, double Photon Overcharge on two Nexi. You could still use PO and Time Warp same time, however, you could no longer use the same spell twice in a row.
one-one-one
Profile Joined November 2011
Sweden551 Posts
January 23 2014 21:23 GMT
#348
On January 24 2014 05:49 Plansix wrote:
Show nested quote +
On January 24 2014 05:45 The_Templar wrote:
On January 24 2014 05:43 one-one-one wrote:
On January 24 2014 05:26 Liman wrote:
On January 24 2014 05:17 one-one-one wrote:
The ghost change will buff bio more than mech since it opens up ghost timings that might be viable.

A gas decrease cost would be more interesting.

As for mech TvP. How about a buff to the siege tank and a nerf to the immortal, David Kim?


+1


User was warned for this post


Haha. Good old TL mods keeping the style.

Wasn't that a bit hard. It is my birthday ffs!

He was warned for making a 0 content post, not for agreeing with you

TL does require that people put more effort into their shit posts.


Why are you not permanently banned and have your 10 last known ip-addresses blacklisted then?

User was warned for this post
http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
ffadicted
Profile Joined January 2011
United States3545 Posts
January 23 2014 21:23 GMT
#349
On January 24 2014 06:16 Whitewing wrote:
Show nested quote +
On January 24 2014 06:12 Squat wrote:
On January 24 2014 06:10 Plansix wrote:
On January 24 2014 06:08 Squat wrote:
On January 24 2014 06:03 ZeromuS wrote:
Remember roach max?

Roaches 75/25

Hydras 100/25

Incoming 12 minute hydra max

You should hope that someone is stupid enough to actually do that. A max of slow hydras with no upgrades might be the worst max in the game.

And storm openings would be amazing.

Get 1 colossus and kite them all over the map.


The roach timings got speed, the hydra timings will too. I'd be way more scared of hydra/ling all-ins than I would be of roach all-ins.

Show nested quote +
On January 24 2014 06:12 ffadicted wrote:
On January 24 2014 06:10 Plansix wrote:
On January 24 2014 06:08 Squat wrote:
On January 24 2014 06:03 ZeromuS wrote:
Remember roach max?

Roaches 75/25

Hydras 100/25

Incoming 12 minute hydra max

You should hope that someone is stupid enough to actually do that. A max of slow hydras with no upgrades might be the worst max in the game.

And storm openings would be amazing.


I'll take a colossus sentry army to deal with a hydra bust over storm opening any day lol


Can't really, then you get hit by the muta switch since those hydras were 25 gas a pop.


You think a templar opening will fare any better? lol I was just making a retort to a silly positive

No matter how you slice it, hydra into muta is retarded... you open stargate, you just die to hydras, you don't, you just die to muta switch. All-in every game prob gonna fail cuz hydras beat pretty much all good toss all-ins.

It's just a dumb idea lol
SooYoung-Noona!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
January 23 2014 21:23 GMT
#350
On January 24 2014 06:22 Squat wrote:

Roach timings relied on a tanky unit that could just bludgeon its way through. Hydras cannot do that. Some basic defense and decent AOE will wipe them out just as quickly as right now. Hydra/ling is surprisingly ineffective against a basic gateway army with good forcefields.


And when there are literally twice as many Hydras?
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Asturas
Profile Blog Joined September 2010
Finland587 Posts
January 23 2014 21:26 GMT
#351
hahaha, really D. Kim? Seriously? Why is he not learning on his own mistakes?
Hydralisk change will create early timings, sort of all-ins. As usually with this kind of changes.

I would imagine that Tempest changes will just encourage Protoss to make some sort of Tempest rushes. I believe that Rotterdam is already doing this.

Ghost change will absolutely not help Mech. It obviously will help bio play and as Koreans will know to make bio much stronger using Ghosts, D. Kim will have another opportunity to nerf Terran. Do you remember Medivacs from HotS BETA? After an upgrade they were healing faster because D. Kim though it will help using Hellbats. It in fact it made Bio stronger, obviously. But yeah, Ghosts will make Mech usable in TvP...

User was warned for this post
There are no boundaries, that's the final conclusion.
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2014-01-23 21:28:03
January 23 2014 21:27 GMT
#352
On January 24 2014 06:23 DinoMight wrote:
Show nested quote +
On January 24 2014 06:22 Squat wrote:

Roach timings relied on a tanky unit that could just bludgeon its way through. Hydras cannot do that. Some basic defense and decent AOE will wipe them out just as quickly as right now. Hydra/ling is surprisingly ineffective against a basic gateway army with good forcefields.


And when there are literally twice as many Hydras?


Didn't see that patch note that gives zergs double the minerals and larva. It will "just" give zergs more gas for upgrades and tech switches, not really have a huge impact on the hydra numbers.
Maru and Serral are probably top 5.
Squat
Profile Joined September 2013
Sweden7978 Posts
January 23 2014 21:29 GMT
#353
On January 24 2014 06:23 DinoMight wrote:
Show nested quote +
On January 24 2014 06:22 Squat wrote:

Roach timings relied on a tanky unit that could just bludgeon its way through. Hydras cannot do that. Some basic defense and decent AOE will wipe them out just as quickly as right now. Hydra/ling is surprisingly ineffective against a basic gateway army with good forcefields.


And when there are literally twice as many Hydras?

When there are literally twice as many hydras they are still shit. You deal with them the exact same way as now. Seriously, I can't believe someone is actually worried about hydras.
"Digital. They have digital. What is digital?" - Donald J Trump
Tossim111
Profile Joined October 2009
United States246 Posts
January 23 2014 21:30 GMT
#354
Further nerf the mcore... its such a staple unit and no where near as iconic as the Mothership
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2014-01-23 21:31:50
January 23 2014 21:30 GMT
#355
hmm, so toss players will have to scout for hydra timings to have a hope of defending them? that must be hard for them *goes back to scouting for 20 different cheeses and openers out of toss*

in all seriousness though - 100/25 hydras would change zvp for sure and add a new powerful timing, but i think it'll be holdable. if the timing is too strong, maybe increase the build time on the hydra den and/or upgrades. but colossus and templar already hardcounter hydras so hard that i doubt hydra all ins are going to destroy the matchup

the tempest buff.... ugh.... i'm all for getting rid of the swarm host static D style, but the potential for abuse seems way too big. tempest hit squads, anyone?
muzzy
Profile Joined March 2010
United States640 Posts
January 23 2014 21:31 GMT
#356
On January 24 2014 04:25 sAsImre wrote:
Show nested quote +
On January 24 2014 04:25 muzzy wrote:
On January 24 2014 04:23 The_Templar wrote:
On January 24 2014 04:22 Plansix wrote:
On January 24 2014 04:19 ArTiFaKs wrote:
On January 24 2014 04:16 nkr wrote:
I would like to point out that it is when blizzard has listened to the community that we've ended up with a shit game. No rush maps, no way to kill eachother before 10 minutes, screaming for buffs only to have that race totally dominate after when all they needed to do was to wait.

Progamers are wrong about balance 99% of the time. People always think that what they currently know is pretty much always correct, and things will not change... this does not just apply to sc2. Most of the time, you are in retrospect completely wrong.

Personally I am excited to see what blizzard can do if they ignore the anger of the community ( who would be angry no matter what you did ) because in the end, Blizzard gets the blame for the poor gameplay of sc2, when all they did was listen to the community previously.

#freedavidkim


Yes this is exactly what always happens. And it's hard because sometimes there are some really good ideas, but who knows what that would do to the game? Because we have no way to test them out whatsoever. The problem is, the people with the good ideas usually get drowned out by the loud, screaming minority of people who will always complain no matter what is going on.

I have always felt that if you follow the community when designing your game or attempting to balance it, they will just lead you to making a shitty, bland game.

Only if you try to listen to everyone. If they collaborated with the Starbow creator(s) then I think they could do something good.

Oh god, just leave Starbow out of this. It's not even balanced, so let's not even get into that whole debate.


funny to use this argument to decredibilise starbow when sc2 isn't better atm.


Read the posts chronologically. I was replying to someone bashing SC2 in comparison to SC2. I'm not claiming SC2 balance is perfect, but Starbow certainly isn't.
BruMeister
Profile Joined February 2012
United States90 Posts
January 23 2014 21:32 GMT
#357
Overall I like these changes but here are my concerns,

1. An automatic boost of energy for the ghost would be OP against High Templar. If this buff is to be done, High Templar would need a way to have storms more readily (in the same way ghosts will have EMP more readily. Bio forces would be much stronger because ghosts can more actively EMP High Templar, which are often used to storm the bio when they mass up. This could be in the form of HT starting with more energy, the return of the khaydarin amulet upgrade, or perhaps an upgrade which gives increased energy regen.

2. An interesting upgrade for the Tempest. What about this upgrade for the Carrier instead, however. The Tempest is already used, even if it is a tad niche, but the Carrier is never used because it is so under powered. I think this upgrade would be better suited for the carrier, especially since the Tempest can already shoot so far away that with that +building damage it would make it TOO strong.
ffadicted
Profile Joined January 2011
United States3545 Posts
January 23 2014 21:33 GMT
#358
On January 24 2014 06:22 Squat wrote:

Roach timings relied on a tanky unit that could just bludgeon its way through. Hydras cannot do that. Some basic defense and decent AOE will wipe them out just as quickly as right now. Hydra/ling is surprisingly ineffective against a basic gateway army with good forcefields.


Ok first of all, yes about the roach, but god no about hydraling... it destroys gateway hahaha

On January 24 2014 06:27 Musicus wrote:
Show nested quote +
On January 24 2014 06:23 DinoMight wrote:
On January 24 2014 06:22 Squat wrote:

Roach timings relied on a tanky unit that could just bludgeon its way through. Hydras cannot do that. Some basic defense and decent AOE will wipe them out just as quickly as right now. Hydra/ling is surprisingly ineffective against a basic gateway army with good forcefields.


And when there are literally twice as many Hydras?


Didn't see that patch note that gives zergs double the minerals and larva. It will "just" give zergs more gas for upgrades and tech switches, not really have a huge impact on the hydra numbers.


Gas is the zerg bottle neck... more gas = more everything
SooYoung-Noona!
Creager
Profile Joined February 2011
Germany1900 Posts
January 23 2014 21:34 GMT
#359
On January 24 2014 06:32 BruMeister wrote:

2. An interesting upgrade for the Tempest. What about this upgrade for the Carrier instead, however. The Tempest is already used, even if it is a tad niche, but the Carrier is never used because it is so under powered. I think this upgrade would be better suited for the carrier, especially since the Tempest can already shoot so far away that with that +building damage it would make it TOO strong.


I really like that idea, that would certainly fill a niche for Protoss players and giving them more options for Carrier play, better than letting this cool and iconic unit rot like in it's current state.
... einmal mit Profis spielen!
manniefresh
Profile Joined July 2011
United States74 Posts
January 23 2014 21:35 GMT
#360
I find the Tempest buff really appealing, mainly because of the new dynamic it will bring to the game. Changes that bring about new and unique strats are always a win IMHO.

But like everyone else, I agree that the hydra buff will break PvZ/ force every game into 2 base colossus
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