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Constructive criticism is welcome, but no mindless SC2/Developer bashing in this thread. |
On January 27 2014 18:51 Big J wrote:Show nested quote +On January 27 2014 18:49 DooMDash wrote: On the topic of Swarm Hosts:
Personally I'd like to suggest maybe each broodling cost 2 minerals. This way at least there is some thought maybe even hesitation over just spamming them out. The idea of swarm hosts works perfectly fine in the LORE of Zerg, however in Starcraft it would also make sense that they would need money for the food of spawning new units as silly as that sounds.
Also this would solve late game mined out free unit problems. Run out of money? No longer pumping out free units for an easy win. If i have to pay for it, then it should not have a timed life. Just like everything else you pay for.
You know, if they could find a way to tweak it, it would definitely drive up the skill requirement for the unit
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On January 28 2014 13:57 wUndertUnge wrote:Show nested quote +On January 27 2014 18:51 Big J wrote:On January 27 2014 18:49 DooMDash wrote: On the topic of Swarm Hosts:
Personally I'd like to suggest maybe each broodling cost 2 minerals. This way at least there is some thought maybe even hesitation over just spamming them out. The idea of swarm hosts works perfectly fine in the LORE of Zerg, however in Starcraft it would also make sense that they would need money for the food of spawning new units as silly as that sounds.
Also this would solve late game mined out free unit problems. Run out of money? No longer pumping out free units for an easy win. If i have to pay for it, then it should not have a timed life. Just like everything else you pay for. You know, if they could find a way to tweak it, it would definitely drive up the skill requirement for the unit
Just make it so they dont't rally automatically and you have to 1 A each round of locusts.
Problem solved.
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Northern Ireland23671 Posts
On January 28 2014 13:53 ClanRH.TV wrote: I can't get enough of the tears in this thread. Everyones a psychic and can read the future of SC2 based on these changes. No one cares what most of you think. How about waiting for the release, playing the game and then giving your opinion. /Some people have a brain and can postulate with a reasonable amount of accuracy. See 'This is a dumb change' - Most people on the Oracle speed buff.
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Just a few thoughts on how Blizzard makes balance changes:
- give Mutas extreme regeneration to help deal with Widow Mines - buff Ultralisk to help late game against MMMM - buff Overseers to help dealing with Widow Mines
And then they realized that aboves changes didn't work out, so they nerfed Widow Mines so that they are hardly playable, BUT LEFT ABOVE CHANGES untouched.
Sorry, but WM nerf seems to be the core problem of the balance issues. Before that balance seemed to be in a solid state.
Pre nerf WMs were helping terrans with Protoss all-ins, not just blink all-ins, any kind of all-ins, it also kept Protos to stay more defensive in case WMs drops.
They keep nerfing Terrans even when the winrates don't show many balance issues.
It is rough to be Terran as Taeja said recently.
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I like the changes so far(iffy about the tempest one), but that ghost change will literally do nothing in tvp(well, almost with the current meta). Terrans get destroyed in the late game. Having ghost energy built in won't change much there.
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Northern Ireland23671 Posts
The ghost change will help, not with the issues people are finding frustrating though.
At this rate though, will there be any upgrades with the pre-planning that they require left? :p
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EMP now removes photon overcharge.
EH I can wish...
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On January 28 2014 17:27 TW wrote: Just a few thoughts on how Blizzard makes balance changes:
- give Mutas extreme regeneration to help deal with Widow Mines - buff Ultralisk to help late game against MMMM - buff Overseers to help dealing with Widow Mines
And then they realized that aboves changes didn't work out, so they nerfed Widow Mines so that they are hardly playable, BUT LEFT ABOVE CHANGES untouched.
Sorry, but WM nerf seems to be the core problem of the balance issues. Before that balance seemed to be in a solid state.
Pre nerf WMs were helping terrans with Protoss all-ins, not just blink all-ins, any kind of all-ins, it also kept Protos to stay more defensive in case WMs drops.
They keep nerfing Terrans even when the winrates don't show many balance issues.
It is rough to be Terran as Taeja said recently.
I don't think that the Muta regen was specifically to deal with widow mines, was it...? (honest question, seriously no clue)
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On January 28 2014 19:07 JustPassingBy wrote:Show nested quote +On January 28 2014 17:27 TW wrote: Just a few thoughts on how Blizzard makes balance changes:
- give Mutas extreme regeneration to help deal with Widow Mines - buff Ultralisk to help late game against MMMM - buff Overseers to help dealing with Widow Mines
And then they realized that aboves changes didn't work out, so they nerfed Widow Mines so that they are hardly playable, BUT LEFT ABOVE CHANGES untouched.
Sorry, but WM nerf seems to be the core problem of the balance issues. Before that balance seemed to be in a solid state.
Pre nerf WMs were helping terrans with Protoss all-ins, not just blink all-ins, any kind of all-ins, it also kept Protos to stay more defensive in case WMs drops.
They keep nerfing Terrans even when the winrates don't show many balance issues.
It is rough to be Terran as Taeja said recently.
I don't think that the Muta regen was specifically to deal with widow mines, was it...? (honest question, seriously no clue)
When they introduced the changes coming into HotS, yes this was the main issue, because widow mines offered a strong defence against the "old" Mutalisk. Ultralisks were buffed mainly against Hellbats, so they can´t be blocked easily by them.
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Ghost buff is nice but how is that a mech buff? It buffs the 2 Base SCV pull timing the most, the one where you get a ~10-11 mins Ghost Academy and go once the EMP's and Vikings are ready.
Sieged Tanks need to be a lot stronger imo, even ( just a little ) in TvT, but a lot more strong in TvP.
Also I am scared of the cheaper Hydra's, some Hydra timings can be really deadly as of now vs Terran/Zerg, might create a new meta tho.
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On January 28 2014 19:07 JustPassingBy wrote:Show nested quote +On January 28 2014 17:27 TW wrote: Just a few thoughts on how Blizzard makes balance changes:
- give Mutas extreme regeneration to help deal with Widow Mines - buff Ultralisk to help late game against MMMM - buff Overseers to help dealing with Widow Mines
And then they realized that aboves changes didn't work out, so they nerfed Widow Mines so that they are hardly playable, BUT LEFT ABOVE CHANGES untouched.
Sorry, but WM nerf seems to be the core problem of the balance issues. Before that balance seemed to be in a solid state.
Pre nerf WMs were helping terrans with Protoss all-ins, not just blink all-ins, any kind of all-ins, it also kept Protos to stay more defensive in case WMs drops.
They keep nerfing Terrans even when the winrates don't show many balance issues.
It is rough to be Terran as Taeja said recently.
I don't think that the Muta regen was specifically to deal with widow mines, was it...? (honest question, seriously no clue)
Not sure. The widow mine was already in the game at that point, but the reasoning of blizzard was that due to the infestornerf they wanted to buff other options. Intuitively I'd say no, since there was no real metagame around widow mines or mutalisks at that point in time, but they could very well have had that in mind.
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On January 28 2014 20:30 Big J wrote:Show nested quote +On January 28 2014 19:07 JustPassingBy wrote:On January 28 2014 17:27 TW wrote: Just a few thoughts on how Blizzard makes balance changes:
- give Mutas extreme regeneration to help deal with Widow Mines - buff Ultralisk to help late game against MMMM - buff Overseers to help dealing with Widow Mines
And then they realized that aboves changes didn't work out, so they nerfed Widow Mines so that they are hardly playable, BUT LEFT ABOVE CHANGES untouched.
Sorry, but WM nerf seems to be the core problem of the balance issues. Before that balance seemed to be in a solid state.
Pre nerf WMs were helping terrans with Protoss all-ins, not just blink all-ins, any kind of all-ins, it also kept Protos to stay more defensive in case WMs drops.
They keep nerfing Terrans even when the winrates don't show many balance issues.
It is rough to be Terran as Taeja said recently.
I don't think that the Muta regen was specifically to deal with widow mines, was it...? (honest question, seriously no clue) Not sure. The widow mine was already in the game at that point, but the reasoning of blizzard was that due to the infestornerf they wanted to buff other options. Intuitively I'd say no, since there was no real metagame around widow mines or mutalisks at that point in time, but they could very well have had that in mind. bio mine was already there in the beta but mech was more popular back then due to combine upgrade. a lot of the composition we are seeing, like marine hellbat etc were experimented with back in the beta too (mass baneling proved to perform really well against hellbat bio composition)
I think muta regen is due to the increased drop speed making it harder for zerg to manage different drops without losing muta health and for standard drop with bio push out, the muta will be too vulnerable in the next engagement. (also they wanted muta to be used for more daring harassment play, just like medivac got the speed buff)
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Russian Federation1607 Posts
My thoughts about balance patch:
- Photon Overcharge and Time Warp - nice
- Hydralisk cost decrease - not agree Weakness of hydra-builds of upgrades high cost. You should make 150/150 and 150/150 upgrades to make it strong but its too much. Decision: remove 150/150 range upgrade and thats all
- Passive Tempest ability It's good but they should be weaker then. Give them bonus to buildings and -50 health.
Ghosts - good But not enough. Ghosts are only viable in TvP and all they do is EMP and Snipe. They are so weak for 200/100. Decision: make Ghost's cost 150/100 or give them +50 health or both
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Remove Enduring Locusts.
Swarmhost issue solved.
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Russian Federation4295 Posts
On January 28 2014 21:28 StarMoon wrote: Remove Enduring Locusts.
Swarmhost issue solved. Then SH becomes completely useless.
If you want to remove enduring locusts, then decrease the cost of SH.
From 200/100 to 150/75. This if enduring locust is removed.
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On January 28 2014 17:27 TW wrote: Just a few thoughts on how Blizzard makes balance changes:
- give Mutas extreme regeneration to help deal with Widow Mines - buff Ultralisk to help late game against MMMM - buff Overseers to help dealing with Widow Mines
And then they realized that aboves changes didn't work out, so they nerfed Widow Mines so that they are hardly playable, BUT LEFT ABOVE CHANGES untouched.
Sorry, but WM nerf seems to be the core problem of the balance issues. Before that balance seemed to be in a solid state.
Pre nerf WMs were helping terrans with Protoss all-ins, not just blink all-ins, any kind of all-ins, it also kept Protos to stay more defensive in case WMs drops.
They keep nerfing Terrans even when the winrates don't show many balance issues.
It is rough to be Terran as Taeja said recently.
I think they buffed Ultralisk due to the Infestor nef, but yeh otherwise your right.
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still think Swarmhosts are great, but Locust are not. Shouldn't do so much on their own far away from the Swarmhosts. Would prefer them to be just a giant wall of meat that doesn't do to much damage except maybe buildings. But losing life instead of a Timer sounds way better for me. My favorite would probably be an ability on the Swarmhosts that pumps out Locust faster, but slowly drains the Swarmhosts life. Would be a way to reduce the amount of transfuses available.
There is alot they can do to tweak the Swarmhost Imo. Right now my only issue with them is that they are the perfect trolling unit for Zerg. Just get a ton and rally the Locust add abit of burrow unburrow movement and you can drag out a lost game for an eternity and even comeback if your opponent loses patience. I wouldn't mind that really, if there would be alot of effort involved to drag it out. But the APM needed for that is rather low.
But Swarmhosts and Broodlords might never really work well for Zerg, because of the way their static defense works. It can move and costs no supply and can be healed by really cheap spell casters. It is a pretty well fitting combination, but probably the most frustrating to play against one and most boring to watch. Atleast as long as it works with one base eco once you got there.
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On January 28 2014 22:34 FeyFey wrote: But Swarmhosts and Broodlords might never really work well for Zerg, because of the way their static defense works. It can move and costs no supply and can be healed by really cheap spell casters. It is a pretty well fitting combination, but probably the most frustrating to play against one and most boring to watch. Atleast as long as it works with one base eco once you got there. That's the thing, since no real trades are taking place, the game becomes about total available bank, not income. The rate of mining becomes almost immaterial once you are maxed with the tech and upgrades and the static(or mobile in case of zerg) defense. Send 45 locusts to kill 2 zealots? Great, do that 30+ times and it will start to have an effect. Having more than 30 or so harvesters under those conditions is pointless.
The problem goes deeper than the SH though, the SH turtle is a symptom, not the disease itself. The fundamental issue is the complete lack of incentive for zerg to be aggressive and trade in the super late game. Honestly I have no idea how to address this now, we can't remove or heavily nerf SH because zerg rely on them so much, and we can't change mech and protoss deathballs to allow zerg to actually attack them without effectively committing sudoku.
If someone has any realistic suggestions I'm all ears.
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SHs in their current form feel like a necessary evil with how skytoss and mech into sky terran work. Ever since the harsh infestor nerfs the rest of the zerg army just can't compete in cost effectiveness.
A redesign might come with LOTV, assuming Blizzard actually sets out to improve the game with it instead of slapping on some new units and calling it a day. Considering how small the patch changes have been in HOTS so far, I doubt they dare change SHs much.
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