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juicyjames
United States3815 Posts
Not sure if anyone posted these yet.
http://us.battle.net/sc2/en/forum/topic/11643774275?page=1#1
Good morning!
In a few hours, we're going to move forward with the Daedalus Point fix and the balance update mentioned in David Kim's latest forum post. The changes should be live in all regions before this evening and we shouldn't need to bring the StarCraft II service down in order to apply the update. We'll let you know as soon as we've rolled out the changes.
Thanks!
http://us.battle.net/sc2/en/forum/topic/11643774275#17
Hey all, quick update - We're in the process of deploying the balance changes for Time Warp and Ghost energy right now. It'll still be a couple of hours before we've rolled out the update to all regions, but thanks for being patient!
"Good morning. What does the newest Hydralisk look like?"
Hydralisks still look pretty scary to me with all their slithering and spines. Wouldn't want to run into one of them in a dark alley, that's for sure!
There aren't any balance changes for them in this particular update but, like Dayvie mentioned, we're still looking to try out some sort of Hydra buff with the next test map.
"Thank you very much!
Is there an ETA on the new balance test map, with the MSC vision nerf?"
Not yet, but keep a lookout for it. We'll definitely let you know when the balance team is ready to publish the next test map.
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Maybe making Photon overcharge the last priority for attacking units will fix the problem with protoss being so safe. A nexus with highest aggro is just a giant meatshield atm.
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aww yisss Supernova is saved!
...maybe
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On February 05 2014 09:23 Rainmansc wrote: Maybe making Photon overcharge the last priority for attacking units will fix the problem with protoss being so safe. A nexus with highest aggro is just a giant meatshield atm.
IMO, this will hurt PvP more than it will help the other matchups.
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On February 04 2014 04:14 JustPassingBy wrote:As the Mothership Core is about to be nerfed, I would like to remind Blizzard that barely any player upgrades it to a fully fledged Mothership. This might not be top priority, but I would like to see the Mothership being used again. 
Watch a ZvP? See them all the time as counter to swarm hosts.
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Yaaaaaaaaay Daedalus is now playable for P, its still zerg favored because of lack of chokes, but hooray I'll take a favored map over a completely imbalanced map anyday! Also I think the patch hit mid-game, or like while i was in queue, it was shocking to suddenly need 100 energy for timewarp
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On February 05 2014 09:23 Rainmansc wrote: Maybe making Photon overcharge the last priority for attacking units will fix the problem with protoss being so safe. A nexus with highest aggro is just a giant meatshield atm.
that will just affect noobs
the way it is right now actually rewards skill and/or more micro
since real pros will be controlling their units to not attack the meatshield
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Well I only ever tried to nexus wall on daedalus before vetoing it so I don't know how many buildings it used to take to wall but right now it is 3 3x3 buildings + 1 pylon (if you want a 1 zealot hole). I think this is the same as it was on antiga, though that map had a way longer rush distance afaik.
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On February 05 2014 10:24 mikumegurine wrote:Show nested quote +On February 05 2014 09:23 Rainmansc wrote: Maybe making Photon overcharge the last priority for attacking units will fix the problem with protoss being so safe. A nexus with highest aggro is just a giant meatshield atm. that will just affect noobs the way it is right now actually rewards skill and/or more micro since real pros will be controlling their units to not attack the meatshield When you have to micro on 2 fronts it makes it so that if there is an overcharge it's insanely hard to just kill Probes, and Marauder overkill is a big issue.
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Swarm host design has been terrible since the beta. Free units that can soak up damage and do greater than hydra dps are just terrible design. Once LoTV hits they should honestly just remove the unit. Running away from a free 15 sec spawn unit that lasts 20 with the upgrade because of it's scary close range dps makes for stupid games.
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On February 05 2014 11:00 Zanzabarr wrote: Swarm host design has been terrible since the beta. Free units that can soak up damage and do greater than hydra dps are just terrible design. Once LoTV hits they should honestly just remove the unit. Running away from a free 15 sec spawn unit that lasts 20 with the upgrade because of it's scary close range dps makes for stupid games.
I very much doubt that Blizzard will remove it outright, because that doesn't seem to be their approach in SC2.
But they do occasionally seem open to fairly substantial tweaks to a unit that retain its role and concept but change its actual mechanics (e.g. Void Rays).
As such, I do hope they consider at least some serious rebalancing and tweaking of the Swarm Host. There may be ways to balance a unit that spawns other units (BW did it fine with the Carrier, and the Infestor was eventually tweaked to the point where it retains a role without being gamebreaking). But what is undeniable is that the current iteration of the Swarm Host makes for generally unfun gameplay, and even if they do want to stick to their basic concept of a unit that spawns units, they need to execute that in a much better way.
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For anyone curious, new Daedalus, seems similar to Derelict Watcher:
+ Show Spoiler +
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On February 05 2014 11:20 goofyballer wrote:For anyone curious, new Daedalus, seems similar to Derelict Watcher: + Show Spoiler + That is one weird Protoss wall lol, it seems to be a standard 3 building + 1 pylon sized ramp.
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Yeah I don't play P, my walls are bad. Just an example.
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I think TLO's suggestion of increasing Hydras hp to 90 is pretty good. Hydras used to be 90 hp in the early days of WOL and they were not overpowered.
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On February 05 2014 11:51 Dynamitekid wrote: I think TLO's suggestion of increasing Hydras hp to 90 is pretty good. Hydras used to be 90 hp in the early days of WOL and they were not overpowered. You can't judge anything based on the early days of WoL where everybody was absolutely terrible, people didn't even know what Infestors were.
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On February 04 2014 20:11 Lorch wrote:Show nested quote +On February 04 2014 16:41 Loccstana wrote: How about a ghost price reduction? Terrans never have a gas dump in tvp, so why not change the cost of ghosts to 100/125?. Also, giving vikings some extra hp would be nice. They are extremely fragile and die to anything that shoots up. That would probably brake the already really strong skyterran tvz. I do agree on rather changing ghost cost though. I ALWAYS end up floating gas in the lategame when going bio so why no make ghost that gas sink? Maybe even 100/200.
There's skyterran in TvZ at levels where balance matters? Vikings are definitely not going to ruin TvZ if their HP is buffed a bit.
/edit
On February 05 2014 09:01 Dracover wrote:Show nested quote +On February 04 2014 20:03 SC2Toastie wrote:On February 04 2014 20:01 Dracover wrote: I don't like the ghost change tbh. At least from my perspective I don't feel like Terran mid games are weak compared to Protoss. Giving ghosts energy simply gives you a better timing for timing attacks. Once that timing is past, and if you haven't done lethal damage, you're back to the state of the game now i.e. nothing has changed. So all it'll do is encourage some ghost cheese/timing attacks and doesn't fix the real issues.
The issue I feel is Terran has no reliable way of knowing what's actually happening. Your reaper scouts a quick expand, doesn't tell you what the followup is. You scan 3 gates and a blink research. Doesn't actually if you're throwing down 4 more gates in 10 seconds. There is no constant way for scouts other than throwing lots of scans, but then terran can't keep up economically.
I think a much simpler solution could be, significantly reduce the energy cost of scans or remove energy cost and replace with a cooldown. Benefits I can see for terran is, you can scan the 3 gates and and blink. You can cheaply scan again for the next 4 gates. Also removing observers will be cheaper in the mid game. In the late game with multiple CCs, you will essentially have an observer because if the cost is reduced significantly you can basically throw it out non stop. That's perma map hack in lategame, and Scanning should cost you something, that makes the mule/scan mechanic so good. I don't it will be a problem. Late game P v T is already P favoured. You can adjust the length of scan so it's not a perm maphack. more like you get to see an area for 2 seconds or something but low cost means you can use it a lot.
Think of TvZ and TvT as well. If scans are too easy, it will lower the skill ceiling in those matchups.
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Personally I don't understand the hate for the Ghost buff. if you were to do a Bio Ghost timing, you wont have Medivacs in that push. Remember Ghosts are still 200/100. Which is a huge investment for a Bio player.
I can see this helping Mech, but its very dependent on how well you drop the EMPs.
Anyhow Bio is probably still a better option, nontheless in a BOs a Mech Timing is sure to throw off an opponent.
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Norway839 Posts
It's kinda weird that they didn't go for reducing the hydra's mineral cost by 25 instead. I'm curious to see what they will do to the hydra next.
+1 armor would yield better results vs chargelot/voidray and vs. bio in ZvT. +10 HP would do better vs storm and mech, and would also make them a lot more durable in ZvZ. A mix of the two could also work but might be too strong.
seems like the hydra is having a bit of an identity crisis ^-^
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On February 05 2014 13:26 Liquid`Snute wrote: It's kinda weird that they didn't go for reducing the hydra's mineral cost by 25 instead. I'm curious to see what they will do to the hydra next.
+1 armor would yield better results vs chargelot/voidray and vs. bio in ZvT. +10 HP would do better vs storm and mech, and would also make them a lot more durable in ZvZ. A mix of the two could also work but might be too strong.
seems like the hydra is having a bit of an identity crisis ^-^
The question those kind of buffs always raise for me is what sense it makes to buff their tanking. Isn't that kind of what the roach is for in roach/hydra compositions. Sure, 90HP Hydras won't overtake the roaches job, but I'd rather have something changed with the hydralisk that puts more emphasis on what they are or should be good at, like dealing with air, dealing the big damage from behind or giving Zerg some ranged fighting options to pick of stuff from further away.
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