Live: Balance Patch this Week, New Test Map, and Daedalus…
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IncubusSC
Canada57 Posts
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Lunareste
United States3596 Posts
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vesz
Sweden4 Posts
Maybe in the end those upgrades are just there for legacy / balance and I'm being overly attached ![]() | ||
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felisconcolori
United States6168 Posts
Also, lower the gas cost just a smidge. That might help, it might not, I just want to see epic seeker missiles. | ||
thezanursic
5478 Posts
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RampancyTW
United States577 Posts
On February 04 2014 05:20 vesz wrote: I don't think the energy upgrades on ghosts really added much complexity, though. If ghost rush builds were more relevant (like if we still had a usable snipe on ghosts, heh), it definitely would add a wrinkle, but the upgrade as it stands doesn't add any nuances, because it simply serves as an extra "ehh probably should get it at this point" resource dump.Bit sad that the general direction is to remove potential decisions and points of optimizations in builds, of course it's a non-issue with regards of buffing, but I much rather that they keep the complexity. Maybe in the end those upgrades are just there for legacy / balance and I'm being overly attached ![]() Energy upgrades make a little more sense for a unit like the infestor because they can be mass-produced and (in ZvZ especially) the timing can be messed with. It actually affords some interaction between players. | ||
purakushi
United States3300 Posts
On February 04 2014 05:20 vesz wrote: Bit sad that the general direction is to remove potential decisions and points of optimizations in builds, of course it's a non-issue with regards of buffing, but I much rather that they keep the complexity. Maybe in the end those upgrades are just there for legacy / balance and I'm being overly attached ![]() Yeah, that's pretty much how I feel, too. It seems like Blizzard is mutating SC2 into a game of players just churning out an army and slamming them together. I understand that they want more action in games and want "balance", but the game is becoming more and more one-dimensional. Really, these changes do not factor in the game as a whole. They are just putting in Y when X needs addressing, and then Z when Y needs addressing, but they don't look at how Z affects X or the whole game. If I may say, it is very hard-counter-esque way of addressing these concerns and ignores the fundamentals. Nevertheless, I am looking forward to any changes. | ||
FXOTheoRy
United States519 Posts
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Jerom
Netherlands588 Posts
Also, it's time to accept that the swarm host is structurally flawed and will only make for boring turtly games. A big redesign of the unit is needed. | ||
TecaNina
41 Posts
first try this small steps and if you have to do more they have already a plan (MC vision, etc) | ||
MagnuMizer
Denmark384 Posts
timewarp energy cost increase is fine ghost buff is ridiculous and yeah deadelous point jesus the mapmaker must have been drunk while making that. instant veto.. lets hope they do a proper fix | ||
Havik_
United States5585 Posts
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FeyFey
Germany10114 Posts
On February 04 2014 04:55 Cheren wrote: Seems like they just followed the polls instead of listening to pro players. That is, the poll in the original thread was for the ghost change, but most pros were against it. Also I hope they know the community wants MSC vision range to be nerfed. David Kim only said "range" which is worrisome. pros said a buff and a nerf is to much in pvt. And if they decrease the vision range of the MsC it will stop being used aggressive or for scouting, because it will get sniped left and right since it is to slow to avoid enemies. Right afterwards Protoss will die to early aggression just like in the good old times. And then the MsC will get a speed buff ... | ||
Die4Ever
United States17588 Posts
On February 04 2014 05:40 FeyFey wrote: pros said a buff and a nerf is to much in pvt. And if they decrease the vision range of the MsC it will stop being used aggressive or for scouting, because it will get sniped left and right since it is to slow to avoid enemies. Right afterwards Protoss will die to early aggression just like in the good old times. And then the MsC will get a speed buff ... lol true, hopefully none of this happens | ||
Big J
Austria16289 Posts
![]() - Grooved Spines increase attack range by +2 or - Attack range increased from 5 to 6. Grooved Spines increases attack range to 7. Either of those increases the zoning capability against air, and makes hydralisks able to fire from a safer distance. - Hydralisk attack changed to do 15 (+2 per ugprade) damage with an attack cooldown of 1.05 The basic damage output stays the same, but the Hydralisk gets a little bit better at sniping fast moving targets such as medivacs and frontloaded damage is in general a little bit better than more steady damage output. On top of that, hydralisks now upgrade with +2 which makes them stronger in fully upgraded lategame scenarios. And the slower attack speed allows for a little bit extra kiting capability. - Hydralisk hit points from 80 to 90 or - Hydralisk Armor from 0 to 1 Either of those makes hydralisks a little beefier. - Hydralisk damage point reduced to 0. Gives Hydralisks the ability to kite other units when microed properly. | ||
Squat
Sweden7978 Posts
The tempest change is still kind of wonky but at least hey get that they can't nerf swarm hosts. | ||
-NegativeZero-
United States2141 Posts
On February 04 2014 05:24 purakushi wrote: Yeah, that's pretty much how I feel, too. It seems like Blizzard is mutating SC2 into a game of players just churning out an army and slamming them together. I understand that they want more action in games and want "balance", but the game is becoming more and more one-dimensional. Really, these changes do not factor in the game as a whole. They are just putting in Y when X needs addressing, and then Z when Y needs addressing, but they don't look at how Z affects X or the whole game. If I may say, it is very hard-counter-esque way of addressing these concerns and ignores the fundamentals. Nevertheless, I am looking forward to any changes. A lot of that is the fault of the maps, which usually have 3rd bases which are too close/easy - although if map design were to change drastically then the units would have to be rebalanced as well. | ||
Die4Ever
United States17588 Posts
On February 04 2014 05:43 Big J wrote: Bunch of ideas for a hydralisk buff. Would love it if other people quoted and added their ideas. Maybe we can get a reasonable list going. ![]() - Grooved Spines increase attack range by +2 or - Attack range increased from 5 to 6. Grooved Spines increases attack range to 7. Either of those increases the zoning capability against air, and makes hydralisks able to fire from a safer distance. - Hydralisk attack changed to do 15 (+2 per ugprade) damage with an attack cooldown of 1.05 The basic damage output stays the same, but the Hydralisk gets a little bit better at sniping fast moving targets such as medivacs and frontloaded damage is in general a little bit better than more steady damage output. On top of that, hydralisks now upgrade with +2 which makes them stronger in fully upgraded lategame scenarios. And the slower attack speed allows for a little bit extra kiting capability. - Hydralisk hit points from 80 to 90 or - Hydralisk Armor from 0 to 1 Either of those makes hydralisks a little beefier. - Hydralisk damage point reduced to 0. Gives Hydralisks the ability to kite other units when microed properly. I like these | ||
BronzeKnee
United States5212 Posts
On February 04 2014 04:25 ETisME wrote: I am happy to read this note, I feel blizzard is on the same line as us and I really like how they wanna to try out other ways to patch instead of immediately running to see what the community want the change to be. I am upset for exactly the same reasons. Try out other ways? We had them try out "other ways" of nerfing the 4 gate and 1-1-1 for how long? Tried out "other ways" to buff mech other than buffing that tank for how long? But whatever, at least Daedalus Point is fixed. | ||
Squat
Sweden7978 Posts
On February 04 2014 05:44 -NegativeZero- wrote: A lot of that is the fault of the maps, which usually have 3rd bases which are too close/easy - although if map design were to change drastically then the units would have to be rebalanced as well. Can't do much more with map design because of FF and protoss needing an accessible third. Making good maps for SC2 is a nightmare. So many limiting factors. | ||
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