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1/24 Balance test map - Page 5

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.
Die4Ever
Profile Joined August 2010
United States17684 Posts
January 23 2014 18:46 GMT
#81
On January 24 2014 03:07 Aeromi wrote:
Show nested quote +
A Passive Tempest ability that allows them to deal 2-3 times more damage vs. Structures (We’re not 100% set on the actual value yet.)

Protoss players who are facing this very passive Zerg style can get Tempests without too much trouble, and they come into play late enough that we’d like to test this change. If Tempests can not only kill the Crawlers much faster, but also allow Protoss to make cost effective trades more easily in this mid-map standoff scenario, we believe there will be much less incentive for Zerg to play this way.

Again, none of this is final. We haven’t published a balance test map on it, yet. Your feedback is welcome, and if this process goes smoothly, we will look to publish a balance test map within the next couple of weeks at the latest.

Thank you.



Source : http://us.battle.net/sc2/en/forum/topic/11395649563


How about giving the mothership (not the core) a disruption web ability?
"Expert" mods4ever.com
Destructicon
Profile Blog Joined September 2011
4713 Posts
January 23 2014 18:46 GMT
#82
On January 24 2014 03:39 Zheryn wrote:
Agree with everything except tempest and hydra change. Why not look into the reason of ZvP turtle style and try some SH changes, making them worse defensively and better offensively?

Hydra change would just brake the game. The entire metagame in ZvZ would change and the current roach builds would be more or less dead. ZvP would become ridiculously zerg favoured and that's even coming from a zerg who has 40% win rate in ZvP and rages about toss all the time.


Well the clear problem with SH is that, the projectiles they shoot also tank damage, thus they are much, much stronger defensively then say, tanks, because with tanks you at least need to create a meat shield of units in front of them and that costs resources.
SH is both the siege tank and the hellbat in front of the siege tank.

I think they need to nerf the HP of locust, raise their spread, increase their damage but reduce the attack speed. The reduced HP means they will no longer be strong on the defensive, they won't be able to tank 8 colossus and 1 storm worth of damage for toss to just clear them, it will force zerg to invest into other units to keep the SH safe in addition to static defense, and will, hopefully cut into the numbers of SH themselves.

The speed buff to locust and additional top end damage will keep them good on the attack, since locust have less HP you want them to reach their target sooner, and since locust also have less HP you want their damage to be more burst, so that they can at least do some of it before they die.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
goody153
Profile Blog Joined April 2013
44228 Posts
January 23 2014 18:46 GMT
#83
Photon Overcharge duration decreased from 60 to 50

If they don't want to affect PvP why don't reduce the msc vision or make timewarp cost a lot or if ever photon overcharge is used it will not allow probe production for protoss or a longer buildtime for msc and much more expensive msc or even a slow regeneration in msc's energy so that protoss players don't just randomly use its abilities without thinking. I think this won't do anything other than affect pvp. This change is pointless and won't be very effective. Just like the siege tank buff where it only helped the SH vs tank wars a little bit.

Time Warp energy cost increased from 75 to 100

Still too small for timewarp energy. It won't matter since there is still little risk added when protoss uses timewarp.

Ghosts build with the energy upgrade built in

Its fine change i guess but cheaper ghost's would be preferable. It will help both tvp mech and bio a little bit. Still the issue in the early game won't be solved by this. Although this will help midgame and lategame a little bit.

Hydralisk cost decreased from 100/50 to 100/25

This may affect zvp ? idk . Will definitely help zerg against toss so that they won't have the gas problem. Maybe this will be goodbye to pure roach usage since hydras are definitely better at least most of the time. This change doesn't make any sense other than bringing a cheaper hydra that was asked by a lot of players that played BW before. Add's more color to zerg compositions maybe. But not needed. I also don't think this change will affect balance though if ever this patch goes through this can be disastrous for protosses or maybe a great thing that will create variety in the game.

A Passive Tempest ability that allows them to deal 2-3 times more damage vs. Structures

Oh boy. Not sure about this change but if this doesn't achieve and affect too many things that what they are supposed to achieve with this change a lot of protoss hate will happen.

In pvt this could make a terrans life ugly in the lategame with CC sniping since terran can't engage with toss deathball and this could bait a unwanted fight for terran just to save bases. Worst case scenario is this makes terrans don't want to go lategame just like how horrible oracle change did to early game in tvp but that's just my intuition.

In pvz i am not sure but hopefully this won't be damaging other aspects too much while achieving they eliminate the turtle swarmhost ball play and turn it positional swarm host play.

In pvp oh boy i could imagine lategame being required for stargate transitions but i really don't know.

I guess the balance team has no clue on how to balance tvp without destroying the beautiful state of pvp right now. Or maybe they do i am just not seeing it yet. Although i am skeptical about most of the changes. Blizzard responding is always better than them being silent.

So i am gonna hopeful that this is the start of better state on sc2.
this is a quote
MrProdigious
Profile Joined July 2012
36 Posts
January 23 2014 18:46 GMT
#84
I don't think these are going to do what they want. The Ghost energy buff will probably kill templar openings, The tempest buff will affect pvp more than Pvz, hydra buff means more gas for the muta switch the Photon ovrecharge is going to hurt pvp expand builds. But I guess the timewarp nerf will work, not sure why it was a problem but maybe something will change from it.
Getting better everyday.
B1itZZ
Profile Joined July 2012
United Kingdom70 Posts
January 23 2014 18:47 GMT
#85
I really like the Ghost idea, that could really help TvP.
Timewarp also good change and anything that weakens Photon Overcharge is fine with me..!
Hydras may be a step too far but I do like the idea though would be nice to see them a bit more.

Don't rate the Tempest change though.
tili
Profile Joined July 2012
United States1332 Posts
Last Edited: 2014-01-23 18:48:21
January 23 2014 18:47 GMT
#86
I'd much rather +10 hp to hydras.

but DAMN, they would cost almost the same as a roach O_O

how awesome...

P.S.

I'm glad they are willing to experiment with these significant changes! If they don't work, we can think of other things
StutteR
Profile Blog Joined January 2010
United States1903 Posts
January 23 2014 18:48 GMT
#87
5 hatch hydra from BW incoming.
`~` | effOrt Movie sKyHigh forever & SEn
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 23 2014 18:48 GMT
#88
On January 24 2014 03:41 sAsImre wrote:
Show nested quote +
On January 24 2014 03:38 Plansix wrote:
On January 24 2014 03:36 Kasaraki wrote:
They are adamant about ghost mech. I really want to see that in action. :p Sounds kinda cool, though I don't see how this change will make people play TvP mech, seems like they'd just use it in a bio composition.

It will look dope if they can get people to use it. Ghost backed up by hellbats and tanks could be amazing. Plus ghost do so much damage to light units.


http://wiki.teamliquid.net/starcraft2/Ghost
http://wiki.teamliquid.net/starcraft2/Marine

3.5 less dps per supply than a stim marine, you still live in a cool world i see.

Show nested quote +
On January 24 2014 03:41 RWInvAder wrote:
They posted their statistics which showed that the game is actually balanced and make such huge changes, it realy makes no sense is this jsut a test of the add on function or what?


The players' skill wasn't factored out properly.

Ghosts have longer range and don't need to stim to do the extra dps. They are also sturdier, since they are not light or armored.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
January 23 2014 18:48 GMT
#89
That Tempest change is interesting. Seems like a big change to be patched in.

Curious how it works out.
@RealHeyoka | ESL / DreamHack StarCraft Lead
Die4Ever
Profile Joined August 2010
United States17684 Posts
January 23 2014 18:49 GMT
#90
Hydras costing less gas, that will make switching between hydras and mutas easier, Jaedong is gonna love that lol
"Expert" mods4ever.com
tili
Profile Joined July 2012
United States1332 Posts
January 23 2014 18:49 GMT
#91
On January 24 2014 03:48 Plansix wrote:
Show nested quote +
On January 24 2014 03:41 sAsImre wrote:
On January 24 2014 03:38 Plansix wrote:
On January 24 2014 03:36 Kasaraki wrote:
They are adamant about ghost mech. I really want to see that in action. :p Sounds kinda cool, though I don't see how this change will make people play TvP mech, seems like they'd just use it in a bio composition.

It will look dope if they can get people to use it. Ghost backed up by hellbats and tanks could be amazing. Plus ghost do so much damage to light units.


http://wiki.teamliquid.net/starcraft2/Ghost
http://wiki.teamliquid.net/starcraft2/Marine

3.5 less dps per supply than a stim marine, you still live in a cool world i see.

On January 24 2014 03:41 RWInvAder wrote:
They posted their statistics which showed that the game is actually balanced and make such huge changes, it realy makes no sense is this jsut a test of the add on function or what?


The players' skill wasn't factored out properly.

Ghosts have longer range and don't need to stim to do the extra dps. They are also sturdier, since they are not light or armored.


They also have snipe and can cloak.
Midday
Profile Joined June 2011
Canada59 Posts
January 23 2014 18:49 GMT
#92
Hydra buff is too strong for ZvP hydra->muta transition,

but it will fix ZvZ and make ZvT mech more playable.

Maybe look into the infestor..?

So, let's go!
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
January 23 2014 18:49 GMT
#93
I like it, except the Tempest change. It's a terrible boring unit that the less we see of the better. SH are also a problem in ZvT (mech) so just change them in some way.
Head Coach Park: "They should buff tanks!"
Cheren
Profile Blog Joined September 2013
United States2911 Posts
January 23 2014 18:50 GMT
#94
On January 24 2014 03:49 Sapphire.lux wrote:
I like it, except the Tempest change. It's a terrible boring unit that the less we see of the better. SH are also a problem in ZvT (mech) so just change them in some way.


Locusts should act like infested terrans and not scale with upgrades, at least not armor upgrades. The tankiness of locusts leads to boring play.
imre
Profile Blog Joined November 2011
France9263 Posts
January 23 2014 18:51 GMT
#95
On January 24 2014 03:48 Plansix wrote:
Show nested quote +
On January 24 2014 03:41 sAsImre wrote:
On January 24 2014 03:38 Plansix wrote:
On January 24 2014 03:36 Kasaraki wrote:
They are adamant about ghost mech. I really want to see that in action. :p Sounds kinda cool, though I don't see how this change will make people play TvP mech, seems like they'd just use it in a bio composition.

It will look dope if they can get people to use it. Ghost backed up by hellbats and tanks could be amazing. Plus ghost do so much damage to light units.


http://wiki.teamliquid.net/starcraft2/Ghost
http://wiki.teamliquid.net/starcraft2/Marine

3.5 less dps per supply than a stim marine, you still live in a cool world i see.

On January 24 2014 03:41 RWInvAder wrote:
They posted their statistics which showed that the game is actually balanced and make such huge changes, it realy makes no sense is this jsut a test of the add on function or what?


The players' skill wasn't factored out properly.

Ghosts have longer range and don't need to stim to do the extra dps. They are also sturdier, since they are not light or armored.


they got one quarter of the dps of a marine on a non light target, no stim means their only escape is medivacs. The only good thing about their attack is the cloack + obs snipe. and if you play mech you've enough dps, hellbats just murder light units anyway (and you see nobody massing ghosts with mech for a good reason, you just want to emp)
Zest fanboy.
TheDwf
Profile Joined November 2011
France19747 Posts
January 23 2014 18:51 GMT
#96
Blizzard never fails to disappoint. The game is reaching end of WoL levels of stupidity and those are their proposals? Geez...

Photon Overcharge duration decreased from 60 to 50
Insignificant. At least reduce the range as well.

Time Warp energy cost increased from 75 to 100
Yes, but not enough. The MSC needs several other nerfs. The 14 sight range is completely overkill and needs to be toned down to 9-10. Even a 100 energy Time Warp would still be an unnecessary bonus for Protoss, the race didn't need at all yet another anti-micro AoE disable spell. At least reduce the length and the radius as well. Also implement a "casting point," the MSC instantly casts its spells with no turning rate, removing any kind of finesse there might be in using it.

Ghosts build with the energy upgrade built in
Why not, but then again what's up with this lazy trend of removing upgrades to "fix" things? Decreasing the cost of the Ghost to 175 or 150 minerals would make more sense. Also, increasing the damage of Nukes to 750 (for buildings) could not hurt.

The mech justification is laughable. If they want to see more Tanks vs Protoss, all they have to do is this:

- Rework Hardened Shields so that attacks dealing more than 20 damage are halved instead of reduced to 10. Attacks ranging from 10 to 20 damage are still reduced to 10.
- Give Tanks a +15 bonus damage vs Massive targets.

If Ghosts are required to kill Protoss ground armies, then there is no mech. Mech needs to be able to operate without the Ghost (at least in midgame), simple as that.

Hydralisk cost decreased from 100/50 to 100/25
Completely game-breaking. I have absolutely no idea how you would be able to stop 2/2 Roaches/Hydras timings with that. Zerg cannot have a 25 gas Hydralisk with its current values given their production. Why not nerf Voids instead...

Besides, they should stop thinking that a mirror is as important as the other two non-mirrors.

Also, what about reverting the Oracle movement speed buff? Reverting the Stim time nerf? Reverting the Mine nerf, at least partially? Reverting the Protoss upgrades cost buff? Increasing the Raven supply to 3 so there is less incentive to play a completely passive mech into mass Ravens?
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
Last Edited: 2014-01-23 18:52:36
January 23 2014 18:51 GMT
#97
I think the hydra change is way too crazy. Lets say you have an army with 30 hydras in it. You now have an extra 750 gas.
Or you pressure with 20 hydras for 500 gas (instead of 1000) that is now 5 extra mutas on your next push. Or the other way instead of pressuring with 10 hydras, you can pressure with more and then switch to mutas.
Its really going to hurt the fragility of protoss responses to Zerg tech switches and might skew the matchup which is already a little in zergs favour further into their favour.
I know the circlejerk is that protoss is OP, but this is really going to effect a matchup that is in a decent spot (outside of super boring turtle host games).
As for the other toss changes I think they are good a 100 energy timewarp makes earlier pushes in pvp less harmful and you can poke out to check the map without worrying about a timewarp and stalkers hurting your early army. 50 second overcharge will keep pvp in a decent spot and wont break it like the 40 second overcharge would have.
I think i would need to see the ghost change in action to decide if its a good one or not. It worries me but i think its ok. I think it will be way too strong in the hands of someone like Taeja, but reasonable at all the lower levels.


Though I do think they still need to change the vision of the mama core. Way too much at 14 imo.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Maegi
Profile Joined January 2013
Finland174 Posts
January 23 2014 18:51 GMT
#98
OMG hopefully these get implemented super fast, especially excited about ghost buff... and that tempest thing should spice up PvZ lol
NaNiwa <3
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 23 2014 18:51 GMT
#99
Hydra buff best change ever.
starleague forever
BlueLanterna
Profile Joined April 2011
291 Posts
January 23 2014 18:52 GMT
#100
I will absolutely not be playing HOTS anymore if these changes come out. Completely missing the direction of where things need to go, why they are making tempest even BETTER against terran is fucking retarded. Absolutely no meaningful terran buffs to help deal with TvP, still have to do M&M&M + ghost/viking as we have for 4 years, so boring. Like how the fuck are we even supposed to be using ghost mech when it's nearly impossible to even get to the point when you have enough resources to USE that army comp???? So tired of nearly every match I turn on in proleague being PvZ.

I'm sticking with starbow
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