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SC2 Balance Changes: Pros' Impressions - Page 13

Forum Index > SC2 General
479 CommentsPost a Reply
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Micro_Jackson
Profile Joined August 2011
Germany2002 Posts
Last Edited: 2014-02-02 21:58:44
February 02 2014 21:58 GMT
#241
The approach to "buffing" by just cutting out upgrades is just stupid. Not that something like energy upgrades are exciting but it is just lazy to do that.

On the actual patch i don´t understand why they aren´t even trying on the MSC vision range. Its a friking flying nexus. For what is it? Early game scouting? I thought the non-research halluzination (urgs!) was for that purpose.

Olenji
Profile Joined November 2013
United States7 Posts
February 02 2014 21:59 GMT
#242
Are they releasing this on the first of April? Because the hydra buff is a lovely joke.
Does this face look like it cares?
SpunXtain20
Profile Joined January 2014
Australia554 Posts
February 02 2014 21:59 GMT
#243
I knew as soon as I realised TL were reaching out to pros that they were trying to stop some sort of crazyness in this patch (I hadn't seen the patch notes before). That hydra buff is ridiculous lol. If you were going to change anything about their cost do it with the minerals, not gas. I still think 75/50 would be too cheap anyway.

I wasn't aware anyone thought hydras were still weak since the speed buff in Hots, I see them used frequently. I think they're maybe trying to do it as a counter to terran mech compositions, but it's the wrong unit to be buffing for that matchup.
*Hugs all* | I came here to drink milk and kick asses, and I've just finished my milk.
playa
Profile Blog Joined December 2010
United States1284 Posts
February 02 2014 22:00 GMT
#244
Avilo, Avilo, Avilo, Avilo, Avilo. Thoughts from real pros are finally introduced and you still have to hear about delusional Avilo. A guy that could lose 100 games in a row in a mirror mu and never even once stop to analyze his own play/mistakes. Give the guy his own thread and site, jesus.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-02-02 22:07:04
February 02 2014 22:03 GMT
#245
On February 03 2014 06:47 starslayer wrote:
Show nested quote +
On February 03 2014 05:44 Whitewing wrote:
On February 03 2014 05:33 starslayer wrote:
i still dont understand protoss saying that the photon overcharge nerf will fuck pvp up its 10s not that much at all if you lose because of that its not because of a 10s nerf its cause you did something wrong its 10s.


That's because you don't understand PvP. If my opponent is doing a 1 base all-in vs. my expand build, I need as much time as I can possibly get to get some essential tech out to defend. I will never have more units then they will, since I will not have the time to make workers to get a higher income, so I need to hold the nexus with fewer units. That means it basically has to be some form of tech unit, like an immortal. 10 seconds is a huge difference in whether I can get it out in time or not.

PvP very frequently is won or lost in less time than 10 seconds.

first maybe dont do 1 gate expo vs a one base all in you can scout what protoss is doing and you can make more gates rather then make a nexus lol also theres a thing called chrono that would get that immortal out in time


You literally can't scout in PvP during various timings, you have to commit to a build before you know what your opponent is doing. That's why it's a coin flip. There is literally no such thing as any safe form of expansion build in PvP, and one base vs. one base is just an awful matchup. Guess what, if he makes gates to attack, and I make gates to defend, nobody expands, and the matchup is just retarded.

The soonest I can scout after the first stalker pops in PvP is when either my msc flies over to his base (horrifically unsafe decision), my first sentry hits 100 energy for a hallucination (unsafe decision because you might just see an attack coming in time to not have force fields to defend it), or my observer/stargate unit gets over there. During the length of time it takes for one of these three things to happen, both players have committed to some kind of build choice blindly. You might as well play rock papers scissors. Being able to safely take a fast expand fixes that problem because it means that the blind tech choices don't kill you before you can respond, making the matchup actually playable.

And we do use chrono, it still isn't out in time. He's doing a 3 gate attack vs. my nexus: I need to hold my nexus. The three gate attack starts while my robo is building, I use photon overcharge to buy time, I chrono the immortal, it makes it out barely in time with my other units and I might hold if my micro is good from this point. If the overcharge ends sooner, he moves in and gets a good position or even force fields my ramp before the immortal can get there. This isn't the only situation, there are many.

PvP is a shit matchup, and the PO is the only thing keeping it from going back to WoL 1 base vs. 1 base every game.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Nebuchad
Profile Blog Joined December 2012
Switzerland12318 Posts
February 02 2014 22:10 GMT
#246
It's so epic that you have to justify how PvP is affected when everyone seems to agree that the nerf should be vision & casting range instead of length in the first place.
No will to live, no wish to die
Whitewing
Profile Joined October 2010
United States7483 Posts
February 02 2014 22:13 GMT
#247
On February 03 2014 07:10 Nebuchad wrote:
It's so epic that you have to justify how PvP is affected when everyone seems to agree that the nerf should be vision & casting range instead of length in the first place.


I'm not even sure casting range is needed, but yes, I completely agree that vision range nerf is justified.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Morbidius
Profile Joined November 2010
Brazil3449 Posts
February 02 2014 22:14 GMT
#248
I used to think the each race being OP for a while was caused by incompetence on Blizzards part, the hydra buff shows its intentional.
Has foreign StarCraft hit rock bottom?
playa
Profile Blog Joined December 2010
United States1284 Posts
February 02 2014 22:14 GMT
#249
On February 03 2014 07:03 Whitewing wrote:
Show nested quote +
On February 03 2014 06:47 starslayer wrote:
On February 03 2014 05:44 Whitewing wrote:
On February 03 2014 05:33 starslayer wrote:
i still dont understand protoss saying that the photon overcharge nerf will fuck pvp up its 10s not that much at all if you lose because of that its not because of a 10s nerf its cause you did something wrong its 10s.


That's because you don't understand PvP. If my opponent is doing a 1 base all-in vs. my expand build, I need as much time as I can possibly get to get some essential tech out to defend. I will never have more units then they will, since I will not have the time to make workers to get a higher income, so I need to hold the nexus with fewer units. That means it basically has to be some form of tech unit, like an immortal. 10 seconds is a huge difference in whether I can get it out in time or not.

PvP very frequently is won or lost in less time than 10 seconds.

first maybe dont do 1 gate expo vs a one base all in you can scout what protoss is doing and you can make more gates rather then make a nexus lol also theres a thing called chrono that would get that immortal out in time


You literally can't scout in PvP during various timings, you have to commit to a build before you know what your opponent is doing. That's why it's a coin flip. There is literally no such thing as any safe form of expansion build in PvP, and one base vs. one base is just an awful matchup. Guess what, if he makes gates to attack, and I make gates to defend, nobody expands, and the matchup is just retarded.

And we do use chrono, it still isn't out in time. He's doing a 3 gate attack vs. my nexus: I need to hold my nexus. The three gate attack starts while my robo is building, I use photon overcharge to buy time, I chrono the immortal, it makes it out barely in time with my other units and I might hold if my micro is good from this point. If the overcharge ends sooner, he moves in and gets a good position or even force fields my ramp before the immortal can get there. This isn't the only situation, there are many.

PvP is a shit matchup, and the PO is the only thing keeping it from going back to WoL 1 base vs. 1 base every game.


This is also not true on most maps. You just have to be willing to stop being so greedy. I probe scout. I zealot scout. I probe scout again. Rarely do I get surprised, and I have time to adjust accordingly, unless it's a proxy 2 gate stalker that can be made anywhere. I must be magical, or I simply try to scout..

I can't disagree with fearing 1 base vs 1 base p vs p, again. It would be nice if the duration could remain the same in p vs p, while it could be tweaked if need be in other mu's.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-02-02 22:26:48
February 02 2014 22:14 GMT
#250
The silly thing is that photon overcharge doesn't last 60 seconds, it lasts like 43 seconds in real-time, which already seems a lot less impressive.

Anyway, I think that when Blizzard patches the game they should strive to improve it, not to constantly finetune balance with overly targeted changes. But in hots they have really stopped caring and now they're addressing all balance issues by removing upgrades, adding specific damage bonuses and rules(hellbat), and increasing movement speeds of units. I hope that they'll at least fix all inconsistencies in lotv.

Good balance is important, of course, but can often be achieved with new maps or with changes that also improve the design. At least fixing the MsC vision and so on will make the unit feel more consistent in addition to being a balance change.
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.
Whitewing
Profile Joined October 2010
United States7483 Posts
February 02 2014 22:22 GMT
#251
On February 03 2014 07:14 playa wrote:
Show nested quote +
On February 03 2014 07:03 Whitewing wrote:
On February 03 2014 06:47 starslayer wrote:
On February 03 2014 05:44 Whitewing wrote:
On February 03 2014 05:33 starslayer wrote:
i still dont understand protoss saying that the photon overcharge nerf will fuck pvp up its 10s not that much at all if you lose because of that its not because of a 10s nerf its cause you did something wrong its 10s.


That's because you don't understand PvP. If my opponent is doing a 1 base all-in vs. my expand build, I need as much time as I can possibly get to get some essential tech out to defend. I will never have more units then they will, since I will not have the time to make workers to get a higher income, so I need to hold the nexus with fewer units. That means it basically has to be some form of tech unit, like an immortal. 10 seconds is a huge difference in whether I can get it out in time or not.

PvP very frequently is won or lost in less time than 10 seconds.

first maybe dont do 1 gate expo vs a one base all in you can scout what protoss is doing and you can make more gates rather then make a nexus lol also theres a thing called chrono that would get that immortal out in time


You literally can't scout in PvP during various timings, you have to commit to a build before you know what your opponent is doing. That's why it's a coin flip. There is literally no such thing as any safe form of expansion build in PvP, and one base vs. one base is just an awful matchup. Guess what, if he makes gates to attack, and I make gates to defend, nobody expands, and the matchup is just retarded.

And we do use chrono, it still isn't out in time. He's doing a 3 gate attack vs. my nexus: I need to hold my nexus. The three gate attack starts while my robo is building, I use photon overcharge to buy time, I chrono the immortal, it makes it out barely in time with my other units and I might hold if my micro is good from this point. If the overcharge ends sooner, he moves in and gets a good position or even force fields my ramp before the immortal can get there. This isn't the only situation, there are many.

PvP is a shit matchup, and the PO is the only thing keeping it from going back to WoL 1 base vs. 1 base every game.


This is also not true on most maps. You just have to be willing to stop being so greedy. I probe scout. I zealot scout. I probe scout again. Rarely do I get surprised, and I have time to adjust accordingly, unless it's a proxy 2 gate stalker that can be made anywhere. I must be magical, or I simply try to scout..

I can't disagree with fearing 1 base vs 1 base p vs p, again. It would be nice if the duration could remain the same in p vs p, while it could be tweaked if need be in other mu's.


I can't remember the last time I let my opponent into my base after I chased the first probe out to scout what I was doing, or the last time I got a unit into their base to scout before hallucination was ready. The stalker and MSC easily denies a follow up probe or zealot scout, and whenever I see a zealot scout, I usually cheer because it's a free zealot kill.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
jackslater
Profile Joined November 2012
Russian Federation604 Posts
February 02 2014 22:29 GMT
#252
Hydra BUFF is imba in my opinion...
Balosaar
Profile Joined August 2012
United States35 Posts
February 02 2014 22:34 GMT
#253
Has anyone actually tested any of these changes out? For example it seems like everyone is talking about the hydralisk buff in terms of theorycraft. I am questioning whether or not it has been tested by a couple of these pros that say that hydralisk and muta switches would be imbalanced. I am playing a little bit of a devils advocate but Hydraliks gas cost would be halfed, and then you could have twice as many hydralisk on the same amount of gas after then before, but you will still be limited on your minerals. I will ask, when ever you go for hydralisks, are you really floating that much minerals? If hydralisk gas cost was halfed, wouldn't your minerals still limit you, and the supply cost?

Then you want to talk about the muta switch and other strategy. There would be 3 scenarios:
1: The zerg player makes these cheaper hydras, and makes a lot extra. Compared to the current game, if you attempted a muta switch your mineral count would be lower by comparison, but you would have a bigger army of hydralisks. As devils advocate, I would ask, how could a protoss hold this, or better yet, if zerg were given more options (this being an option), how does such a boost to hydralisk allow zerg to counter protoss? There would be stronger hydralisk pushs against faster 3rds and vs stargate play. I would expect that protoss could hold hydralisks timings, but it would be much much harder to hold while opening stargate, but is this really a bad thing?

2: The zerg player makes the same amount of hydralisks he would have made pre buff off of the same amount of geysers, keeping an extra 25 gas, or an extra muta's worth of gas for ever 4 hydralisks made. I would assume a good protoss would be scouting with hallucinations and would be able to see a spire or a hydralisks den [ lol alterzim ]. A good protoss would be able to read into the amount of hydralisks being made and question where the gas is going.

3:The zerg player makes the same amount of hydralisks he would have made pre buff off of less geysers, having in total less gas income and more mineral income. I would imagine this sort of thing as a safer or a more greedier opening depending on when you get your gas, being that upgrades and lair tech might be slower, and later tech would be slower, infavor of more bases and more mineral income. [ could be wrong on this one ]
2014 WCS Champion StarTale Life ... Best Zerg of Heart of the Swarm
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-02-02 22:38:40
February 02 2014 22:38 GMT
#254
On February 03 2014 07:14 Grumbels wrote:
Anyway, I think that when Blizzard patches the game they should strive to improve it, not to constantly finetune balance with overly targeted changes. But in hots they have really stopped caring and now they're addressing all balance issues by removing upgrades, adding specific damage bonuses and rules(hellbat), and increasing movement speeds of units. I hope that they'll at least fix all inconsistencies in lotv.

Good balance is important, of course, but can often be achieved with new maps or with changes that also improve the design. At least fixing the MsC vision and so on will make the unit feel more consistent in addition to being a balance change.


Pretty much. I just hope, "we" as a community don't get what we whine for.

Whatever goes through, I hope it opens and improves the game (for all races) rather than restrict it and make it ugly.
KT best KT ~ 2014
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 02 2014 22:40 GMT
#255
While they're at it why not just buff hydra cost all the way to 75/25, then buff supply to 1 and nerf damage to 10, then nerf roach cost to 100/50 and buff its HP/armor accordingly, then switch the roach and hydra tech buildings...
vibeo gane,
wptlzkwjd
Profile Joined January 2012
Canada1240 Posts
February 02 2014 23:00 GMT
#256
The ghost buff is going to be awesome for me, a high plat player, because I always forget to get the upgrade. Doubt it will affect pro-players very much though...
Feel free to add me on steam: http://steamcommunity.com/id/MagnusAskeland/
Rahb18
Profile Joined March 2011
United States17 Posts
February 02 2014 23:02 GMT
#257
Because all the pros are renown game designers.
If you are good at something, never do it for free
submarine
Profile Joined March 2012
Germany290 Posts
February 02 2014 23:05 GMT
#258
Instead of playing around with the energy cost of timewarp they should just remove it. It is far to similar to forcefields; just easier to use and to get. This spell is absolutely disgusting, especially in combination with blink all ins. I have no idea why toss even needs this stupid spell. Toss absolutely does not need EZmode forcefields.
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
February 02 2014 23:09 GMT
#259
Minigun's suggestions are pretty good. I'd like to see those tested out.
http://na.op.gg/summoner/userName=FLABREZU
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
February 02 2014 23:10 GMT
#260
On February 03 2014 08:02 Rahb18 wrote:
Because all the pros are renown game designers.


Because only renowned game designers are allowed to have opinions on games.
http://na.op.gg/summoner/userName=FLABREZU
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