1/24 Balance test map - Page 8
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Constructive criticism is welcome, but no mindless SC2/Developer bashing in this thread. | ||
Rube_Juice
Canada348 Posts
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Zheryn
Sweden3653 Posts
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. | ||
matthy
66 Posts
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
Germany8388 Posts
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Sc2Wrath
United Kingdom58 Posts
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. | ||
BlueLanterna
291 Posts
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
Russian Federation4295 Posts
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Grumbels
Netherlands7028 Posts
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. | ||
ArTiFaKs
United States1229 Posts
On January 24 2014 04:06 xuanzue wrote: 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. | ||
Kergy
Peru2011 Posts
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wUndertUnge
United States1125 Posts
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ggofthejungle
Romania392 Posts
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
Austria16289 Posts
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
12519 Posts
On January 24 2014 04:11 wUndertUnge wrote: I wondered about that too.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.... | ||
Noocta
France12578 Posts
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. | ||
SetGuitarsToKill
Canada28396 Posts
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. | ||
Existor
Russian Federation4295 Posts
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
4132 Posts
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Big J
Austria16289 Posts
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
Germany693 Posts
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