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1/24 Balance test map - Page 8

Forum Index > SC2 General
1004 CommentsPost a Reply
Prev 1 6 7 8 9 10 51 Next
Constructive criticism is welcome, but no mindless SC2/Developer bashing in this thread.
Rube_Juice
Profile Joined June 2011
Canada348 Posts
January 23 2014 19:08 GMT
#141
holy fuck that hydra buff will break everything (i play zerg). toss will be so uber fucked and it will definitely bleed into other matchups
Zheryn
Profile Joined December 2010
Sweden3653 Posts
January 23 2014 19:08 GMT
#142
On January 24 2014 03:59 -NegativeZero- wrote:
So people have been begging for hydra buffs for 3 years and now when it finally might happen, people still complain lol...

And this is coming from a protoss player. Sure it might suck for balance at first but that can be fixed; more importantly cheaper hydras should produce more interesting gameplay.


I have wanted some hydra buff for quite some time, giving them slow, buffing hp/damage or whatever, but this change just kills the game. No protoss will be able to take a third base without having collosus out already.
hundred thousand krouner
matthy
Profile Joined January 2013
66 Posts
Last Edited: 2014-01-23 19:10:03
January 23 2014 19:09 GMT
#143
Ghosts build with the energy upgrade built in

We believe this change will not only help Terran against Protoss, which is our top concern right now, but it’ll also help with TvP mech. Right now, we’re seeing a lot more mech usage in both TvT and TvZ, and as far as mech buffs go, we’d like to only touch TvP right now.


This will buff TvP bio not mech...
To buff mech an emp on a tank, thor or any factory (maybe a starport unit) is required.
But they will notice it in engouh time hopefully
BlackCompany
Profile Joined August 2012
Germany8388 Posts
January 23 2014 19:10 GMT
#144
The Hydra buff can be Yay or Nay. If it opens the possibility for some cool Hydra busts its definitly Yay, but if you can just roll the Protoss almost everytime its definitly Nay.
Sc2Wrath
Profile Joined February 2013
United Kingdom58 Posts
January 23 2014 19:10 GMT
#145
I'm not too sure what to think to be honest.... It just feels as though changes are being made, because it's their job. I agree with terrans having a hard time, but I don't understand why they don't try what the community has asked/said...

I just feel as though changes are being made, because they've nothing better to do. They don't want to try what we say, they would rather look smart doing it their own way, whilst digging themselves in a deeper hole. I think I'll be sticking to SB for a while longer.

Life | Taeja | HerO | Flash | Jaedong
BlueLanterna
Profile Joined April 2011
291 Posts
January 23 2014 19:11 GMT
#146
On January 24 2014 04:06 ArTiFaKs wrote:
TimeWarp nerf is a good step, it will take a lot longer to cast 2 timewarps in a row now which is a big reason why Blink is so strong, because stalkers just wreck the weak marines stuck in timewarp. And everyone complaining that it reduces micro ability, there were lots of these abilities in BroodWar as well, the Arbiter had stasis field that locked units for like 1 minute it was ridiculous.


you're talking apples and oranges here w BW, in stasis field your units are completely invulnerable and immobile, so there is technically no reduction in micro (you don't pay attention to those units and use your attention on other things until stasis field ends) like people complain about in SC2 where fungal/forcefield locks down your units and they're still able to be attacked.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2014-01-23 19:11:23
January 23 2014 19:11 GMT
#147
I did a banner for ya

[image loading]
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 23 2014 19:11 GMT
#148
On January 24 2014 03:15 Whitewing wrote:
Oh god, that tempest buff will be insane in PvT and PvP (I play Protoss) and will not noticeably impact PvZ

Why shouldn't it? Tempests are part of your late-game PvZ army and one of the reasons zerg the match-up goes on forever is because you can't break spore crawlers because all your core units die to them. (void ray, tempest, colossus) I still wouldn't want to play a game where you have to wait for tempests to kill buildings, but it does give a minor timing/resource advantage to protoss and might dissuade zerg from such passive play and pull them towards more decisive strategies. Or maybe it won't do anything (say, because now protoss has incentive to turtle more), but I don't think you can tell right away.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
ArTiFaKs
Profile Joined September 2013
United States1229 Posts
January 23 2014 19:11 GMT
#149
On January 24 2014 04:06 xuanzue wrote:
Show nested quote +
On January 24 2014 04:02 StutteR wrote:
Crazy Ideas time~

Put Chronoboost on the Mothership Core. Lower cost to 20 energy

Buff Roach, Nerf Hydra. Make Hydra T1 and Roach T2

Lower PO time. Give it nerf in dmg. Small anti-shield AOE

I would change the swarm host upgrade, instead of lifetime of locust, increase the speed of them.


Yes making them faster, decreasing locust lifetime would make them much more of an offensive unit. A much better more exciting game would definitely follow. Also maybe quickening the burrow, and unburrow speed as well.

I was thinking of something for the MSC, they could change the Energy accumulation so that the MSC doesn't regain energy when it is a certain distance away from a Nexus. That way, it would be much weaker when attacking, allowing for them to save up energy enough for Recall, or Time Warp but they wouldn't be able to cast more than 1 spell while attacking. Making it much more of a defensive unit than an offensive one. And making there be some sort of risk involved with moving out with it. Just a funky idea but I think it could really help.
There are things known, and things unknown, and in-between are the doors.
Kergy
Profile Joined December 2010
Peru2011 Posts
January 23 2014 19:11 GMT
#150
TW and other spells that deny micro are incredibly horrible for an RTS. PO nerf might affect PvP but no one watches that match up anyways so it's all cool.
Everyday Girl's Day~!
wUndertUnge
Profile Blog Joined September 2010
United States1125 Posts
January 23 2014 19:11 GMT
#151
Aren't Zerg structures tagged as biological? Why not just make it biological structures, that way it doesn't affect vP & vT...unless Blizzard is also trying to go for more Tempest usage in the other matchups....
Clan: QQGC - wundertunge#1850
TL+ Member
ggofthejungle
Profile Blog Joined August 2010
Romania392 Posts
January 23 2014 19:12 GMT
#152
Why do they always have DRASTIC CHANGES? Like the queen range was changed from 3 to 5, why not from 3 to 4?

why a hydra change from 50 to 25 gas instead of 50 to 40 gas? Why does it have to be such a huge change in numbers al the time?
Big J
Profile Joined March 2011
Austria16289 Posts
January 23 2014 19:13 GMT
#153
On January 24 2014 04:11 wUndertUnge wrote:
Aren't Zerg structures tagged as biological? Why not just make it biological structures, that way it doesn't affect vP & vT...unless Blizzard is also trying to go for more Tempest usage in the other matchups....


I wouldn't mind seeing Tempests as the occasional siege weapon in the other matchups as well!

That is probably the coolest thing they do in this patch and makes much more sense then changing the swarm host. Because it tackles a boring style (mass spine/spore) that has been around since late 2011.
figq
Profile Blog Joined May 2010
12519 Posts
January 23 2014 19:13 GMT
#154
On January 24 2014 04:11 wUndertUnge wrote:
Aren't Zerg structures tagged as biological? Why not just make it biological structures, that way it doesn't affect vP & vT...unless Blizzard is also trying to go for more Tempest usage in the other matchups....
I wondered about that too.
If you stand next to my head, you can hear the ocean. - Day[9]
Noocta
Profile Joined June 2010
France12578 Posts
January 23 2014 19:14 GMT
#155
On January 24 2014 04:12 ggofthejungle wrote:
Why do they always have DRASTIC CHANGES? Like the queen range was changed from 3 to 5, why not from 3 to 4?

why a hydra change from 50 to 25 gas instead of 50 to 40 gas? Why does it have to be such a huge change in numbers al the time?


Costs will always be denominator of 25 I feel.
" I'm not gonna fight you. I'm gonna kick your ass ! "
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
January 23 2014 19:14 GMT
#156
Photon Overcharge duration decreased from 60 to 50
Really doesn't change much. It still lasts too long either way.

Time Warp energy cost increased from 75 to 100

Less time warps is always a positive thing, now they just need to remove it entirely and it's perfect.

Ghosts build with the energy upgrade built in

It's okay I guess, all it really does is increase the power of the small window terran has after the blink all-in but before a lot of templar are out, doesn't really address the core issue of the PvT meta right now.

Hydralisk cost decreased from 100/50 to 100/25

Goodbye an interesting PvZ! Hello WoL-style mass colossus rush every single game because protoss dies instantly if they don't. Stargate openings will be useless and the meta will become more stale than it already is.

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

I doubt we'll see this used very much, especially now that stargate openings are useless vs zerg.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 23 2014 19:14 GMT
#157
On January 24 2014 04:12 ggofthejungle wrote:
Why do they always have DRASTIC CHANGES? Like the queen range was changed from 3 to 5, why not from 3 to 4?

why a hydra change from 50 to 25 gas instead of 50 to 40 gas? Why does it have to be such a huge change in numbers al the time?

Because there will be never costs that can not be divided by 25:

25 - 50 - 75 - 100 - 125 - ...

40 will never happen.
Dingodile
Profile Joined December 2011
4139 Posts
Last Edited: 2014-01-23 19:29:00
January 23 2014 19:15 GMT
#158
I think it will be easier for P in PvZ. You can play with the same unit-combo as vs T. Hydras are the same as bio, you can respond with the same units.
Grubby | ToD | Moon | Lyn | Sky
Big J
Profile Joined March 2011
Austria16289 Posts
January 23 2014 19:15 GMT
#159
On January 24 2014 04:12 ggofthejungle wrote:
Why do they always have DRASTIC CHANGES? Like the queen range was changed from 3 to 5, why not from 3 to 4?

why a hydra change from 50 to 25 gas instead of 50 to 40 gas? Why does it have to be such a huge change in numbers al the time?


because firerange of hellions was 5, so 5 is the numebr you need to push them back...
D4V3Z02
Profile Joined April 2011
Germany693 Posts
January 23 2014 19:16 GMT
#160
2 times more damage on tempest against buildings already looks like too much D:, but 3 times?
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
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