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Live: Balance Patch this Week, New Test Map, and Daedalus…

Forum Index > SC2 General
289 CommentsPost a Reply
Prev 1 2 3 4 5 6 13 14 15 Next All
These changes are now live.
IncubusSC
Profile Joined December 2013
Canada57 Posts
February 03 2014 20:17 GMT
#61
lol well now our chances of seeing Mech in TvP at the pro level have gone from 5% to 1%. Players are just going to be infinitely more inclined to go Bio forever now with Ghosts that spawn with EMP. Great job Blizzard! #Diversity
"Growing old is natural, growing up is optional."
Lunareste
Profile Joined July 2011
United States3596 Posts
February 03 2014 20:19 GMT
#62
good changes!
KT FlaSh FOREVER
vesz
Profile Joined October 2009
Sweden4 Posts
February 03 2014 20:20 GMT
#63
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
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
February 03 2014 20:21 GMT
#64
Hmm. Radical idea here - when was the last time you saw ravens in common usage? They get used with mech, right? How about giving Ravens some form of EMP (a la science vessels of old). That might be more help to mech (which usually progresses into some form of skyterran with ravens anyways) than saying "Lol! Build more Barracks and a Ghost Academy!"

Also, lower the gas cost just a smidge.

That might help, it might not, I just want to see epic seeker missiles.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
thezanursic
Profile Blog Joined July 2011
5499 Posts
Last Edited: 2014-02-03 20:23:43
February 03 2014 20:23 GMT
#65
What I would like to see is snipe reverted to killing bionic and having less dmg vs massive. I always loved ghost/snipe rushing vs bronze in TvT
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
RampancyTW
Profile Joined August 2010
United States577 Posts
February 03 2014 20:24 GMT
#66
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
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.

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
Profile Joined August 2012
United States3301 Posts
Last Edited: 2014-02-03 20:31:58
February 03 2014 20:24 GMT
#67
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.
T P Z sagi
FXOTheoRy
Profile Blog Joined July 2008
United States519 Posts
February 03 2014 20:28 GMT
#68
this patch is so small. give more !
oyoyoyoyoyoyoyoyoyoyoyoyoyoyoyoyoy
Jerom
Profile Joined April 2011
Netherlands588 Posts
Last Edited: 2014-02-03 20:30:31
February 03 2014 20:29 GMT
#69
I like the idea of making roach hydra viper viable against terran. Atm it feels like the only possibility Zerg has in ZvT is going ling baneling muta. The match up would be better if they could also use different compositions. Part of the problem here might be how ridiculously strong mutas are right now compared to the other options that zerg has. Imo they should make the muta regen a hive tech upgrade.

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
Profile Joined December 2013
41 Posts
February 03 2014 20:31 GMT
#70
to be honest, i think thats great by blizz
first try this small steps and if you have to do more they have already a plan (MC vision, etc)
Naniwa, Parting, SoS, HomestoryCup fuck yeahhh <3
MagnuMizer
Profile Blog Joined February 2012
Denmark384 Posts
February 03 2014 20:39 GMT
#71
my thoughts (im protoss):

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_
Profile Joined November 2011
United States5585 Posts
February 03 2014 20:40 GMT
#72
Protoss is getting screwed in all kinds of ways with this patch.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 03 2014 20:40 GMT
#73
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
Profile Joined August 2010
United States17734 Posts
February 03 2014 20:42 GMT
#74
On February 04 2014 05:40 FeyFey wrote:
Show nested quote +
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 ...

lol true, hopefully none of this happens
"Expert" mods4ever.com
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-02-03 20:43:26
February 03 2014 20:43 GMT
#75
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.
Squat
Profile Joined September 2013
Sweden7978 Posts
February 03 2014 20:44 GMT
#76
They will never make roach/hydra a thing in ZvT as long as both these units are two supply. You cannot trade well against a stimmed bio army with medivacs with roach/hydra, it just won't happen. If that is the motivation for buffing hydras, I'd rather see them just forget it and maybe change corruptors a bit.

The tempest change is still kind of wonky but at least hey get that they can't nerf swarm hosts.
"Digital. They have digital. What is digital?" - Donald J Trump
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 03 2014 20:44 GMT
#77
On February 04 2014 05:24 purakushi wrote:
Show nested quote +
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.

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.
vibeo gane,
Die4Ever
Profile Joined August 2010
United States17734 Posts
February 03 2014 20:44 GMT
#78
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
"Expert" mods4ever.com
BronzeKnee
Profile Joined March 2011
United States5219 Posts
February 03 2014 20:47 GMT
#79
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
Profile Joined September 2013
Sweden7978 Posts
February 03 2014 20:47 GMT
#80
On February 04 2014 05:44 -NegativeZero- wrote:
Show nested quote +
On February 04 2014 05:24 purakushi wrote:
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.

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.
"Digital. They have digital. What is digital?" - Donald J Trump
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