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

Forum Index > SC2 General
289 CommentsPost a Reply
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These changes are now live.
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
February 03 2014 22:18 GMT
#101
THey all sound pretty good too me
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 03 2014 22:19 GMT
#102
On February 04 2014 07:05 playa wrote:
Show nested quote +
On February 04 2014 06:59 SC2Toastie wrote:
On February 04 2014 06:55 playa wrote:
As a toss player, I'm far more bothered by gold base maps than the ramp on deadelus (I don't veto it). One day, maps with golds will finally go away. One day.

Why is it a problem? all races have use for the extra minerals, when that gold base gets into effect. It might favor Toss because of tempest/templar/collosi killing workers ezpz and zealots being the least hard of mineral dumps to abuse (and free gates :D), it might also favor terran by giving them more unit production, or Zerg, free static defense ALL THE WAY :D:D!


It's always imbalanced. One race always has an easier time/harder time taking it. Even if it were to favor my race, I think it's stupid and rather not play it...

Everything is imbalanced following that logic.

How about big ramps / open naturals / much air space. Imbalanced?

These are the features that define an interesting map. Gold minerals where shut down HARD when Mules mined a ton of minerals and Terran was still OP, times have changed, time to give gold minerals a chance!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
vhapter
Profile Joined May 2010
Brazil677 Posts
February 03 2014 22:23 GMT
#103
Not only have they decided to buff ghosts, which is retarded for a unit that's already strong against protoss, but they're still dead serious about buffing hydras - a freaking core unit that works perfectly fine. I don't know what to say anymore... it's like they want to tell people how to play by buffing certain units into oblivion instead of allowing players to devise their own strategies and accepting the fact that not every single unit will be used all the time.
To live is to fight, to fight is to live!
Adreme
Profile Joined June 2011
United States5574 Posts
February 03 2014 22:28 GMT
#104
On February 04 2014 06:29 Taronar wrote:
Ghost upgrade only fixes poor scouting by Terran. A race who can just scan to gather all the information they need.



If a Terran is learning everything with 1 or 2 scans than you are placing stuff properly (even though him scanning twice is nice value so I would probably take it).
Adreme
Profile Joined June 2011
United States5574 Posts
February 03 2014 22:30 GMT
#105
On February 04 2014 07:23 vhapter wrote:
Not only have they decided to buff ghosts, which is retarded for a unit that's already strong against protoss, but they're still dead serious about buffing hydras - a freaking core unit that works perfectly fine. I don't know what to say anymore... it's like they want to tell people how to play by buffing certain units into oblivion instead of allowing players to devise their own strategies and accepting the fact that not every single unit will be used all the time.


They didn't buff the ghost (which might have been more interesting) what they did was make it so the window where terran is at there strongest (midgame) starts a little earlier. The ghost as a unit is no stronger then it was last week but the initial post patch timings might make it look like it for a couple weeks.
Yello
Profile Blog Joined July 2010
Germany7411 Posts
Last Edited: 2014-02-03 22:44:22
February 03 2014 22:40 GMT
#106
so about the Daedalus change: I actually think making the a smaller ramp makes the map worse. It's a bad map right now but at least it has a unique feature that leads to unique and interesting games. If you take away that ramp it's just simply an awful map without any interesting feature whatsoever.
They should completely re-work it then, make the middle less wide-open and less boring and bring some actual interesting features in to make positional play possible. Ramps, watch towers, hell even gold bases. Just something that makes this map more then just a wide-open boring field of nothing.
Just ahead of time, know your addiction's not a crime. It's just a smaller part of who you want to become in the end.
gkts
Profile Joined March 2011
Germany56 Posts
Last Edited: 2014-02-03 22:49:06
February 03 2014 22:48 GMT
#107
So ... ghost buff means Terran shall try to EMP the MSC to deny overcharge in a quick timing? And following wreck the whole greedy protoss base?
LingBlingBling
Profile Joined December 2012
United States353 Posts
February 03 2014 22:53 GMT
#108
How exactly would the tempest buff vs buildings work? Wouldn't that be to strong period in all mu? or is it just vs bio and even that would kinda destroy swarm host play, as that's really the only way to play it vs late game protoss deathball. Seems like most Pro zergs themselves don't like that style but play it because they feel it's the only way to beat late game protoss.
Remember our motto: We ain't got it.
Gamlet
Profile Joined December 2012
Ukraine336 Posts
February 03 2014 23:02 GMT
#109
Move back resonance coil/I want proxy tempests/
Kiev
playa
Profile Blog Joined December 2010
United States1284 Posts
February 03 2014 23:08 GMT
#110
On February 04 2014 07:19 SC2Toastie wrote:
Show nested quote +
On February 04 2014 07:05 playa wrote:
On February 04 2014 06:59 SC2Toastie wrote:
On February 04 2014 06:55 playa wrote:
As a toss player, I'm far more bothered by gold base maps than the ramp on deadelus (I don't veto it). One day, maps with golds will finally go away. One day.

Why is it a problem? all races have use for the extra minerals, when that gold base gets into effect. It might favor Toss because of tempest/templar/collosi killing workers ezpz and zealots being the least hard of mineral dumps to abuse (and free gates :D), it might also favor terran by giving them more unit production, or Zerg, free static defense ALL THE WAY :D:D!


It's always imbalanced. One race always has an easier time/harder time taking it. Even if it were to favor my race, I think it's stupid and rather not play it...

Everything is imbalanced following that logic.

How about big ramps / open naturals / much air space. Imbalanced?

These are the features that define an interesting map. Gold minerals where shut down HARD when Mules mined a ton of minerals and Terran was still OP, times have changed, time to give gold minerals a chance!


I don't care about open naturals. Open ramps, etc. If one race is mining 2x you, simply due to mineral layout, that's kind of a different animal. There's a reason there's only one map with gold minerals. They're imbalanced and they should be gone. I didn't veto daedelous or w/e it's called, and I've yet to cry about how wide open a third is.
effecto
Profile Joined February 2011
France142 Posts
February 03 2014 23:24 GMT
#111
Really good reaction from blizzard, and I hope they will nerf MSC vision/range.
Design - eddytritten.com
Radiag
Profile Joined October 2012
Germany28 Posts
Last Edited: 2014-02-03 23:39:46
February 03 2014 23:33 GMT
#112
The Mothershipcore's incredible defensive ability is still the biggest problem for terrans in TvP... i dont know why David Kim doesnt get that as a Terran it is incredibly hard to win if the toss can just sit behind 1 Unit with 100 energy to defend everything for 1 min. straight. IMO the Unit should be completly removed from the game because the benefits to gameplay dont balance out with just the effectiveness of the unit!
As of now, TvP is my least favourite mu, not just because it is so unbalanced but also because you simply cant play an aggressive style like i want to. And if you try you just get killed by some forcefields and the Photon Overcharge. Also I'm running into many protosses as of late so that means the general part of the multiplayer is NOT fun for me AT ALL.
Avs
Profile Joined November 2010
Korea (North)857 Posts
February 03 2014 23:43 GMT
#113
On February 04 2014 04:27 Salient wrote:
I wish Blizzard would consider the feedback from professional players before dreaming up balance patches. The pros in the TL article all seemed to agree that the proper way to fix the MSC was to reduce its vision. They all seemed to think the Ghost buff was random. At least the weird Hydra and Tempest changes were put off, but it seems like Blizzard is intent on going through with them some later time. And Blizzard explicitly stated that it didn't want to change swarm hosts . . .


It's called ego. Game designers have seen their craft grow from humble origins to now blown out of proportion stature. Why listen to people who make less money and have lower educations? This is the same way big business treats their customers.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2014-02-04 00:07:38
February 04 2014 00:06 GMT
#114
On February 04 2014 04:13 Bagi wrote:
Not a bad emergency fix, maybe Maru can make some miracles happen with this ghost buff. Also Daedalus fix is desperately needed.

Good to know they acknowledge this is only a start too.

lol, did Maru start making ghosts when I wasn't looking? Dude is notorious for ghost-less TvP

On February 04 2014 08:43 Avs wrote:
Show nested quote +
On February 04 2014 04:27 Salient wrote:
I wish Blizzard would consider the feedback from professional players before dreaming up balance patches. The pros in the TL article all seemed to agree that the proper way to fix the MSC was to reduce its vision. They all seemed to think the Ghost buff was random. At least the weird Hydra and Tempest changes were put off, but it seems like Blizzard is intent on going through with them some later time. And Blizzard explicitly stated that it didn't want to change swarm hosts . . .


It's called ego. Game designers have seen their craft grow from humble origins to now blown out of proportion stature. Why listen to people who make less money and have lower educations? This is the same way big business treats their customers.


Um, no, it's called you can't count on pro players to be unbiased, or legit know anything about how to properly design and balance a game. They DO listen to pro feedback as they've said many times, but you have to take it with a grain of salt.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Yakikorosu
Profile Joined March 2013
1203 Posts
February 04 2014 00:09 GMT
#115
On February 04 2014 08:43 Avs wrote:
Show nested quote +
On February 04 2014 04:27 Salient wrote:
I wish Blizzard would consider the feedback from professional players before dreaming up balance patches. The pros in the TL article all seemed to agree that the proper way to fix the MSC was to reduce its vision. They all seemed to think the Ghost buff was random. At least the weird Hydra and Tempest changes were put off, but it seems like Blizzard is intent on going through with them some later time. And Blizzard explicitly stated that it didn't want to change swarm hosts . . .


It's called ego. Game designers have seen their craft grow from humble origins to now blown out of proportion stature. Why listen to people who make less money and have lower educations? This is the same way big business treats their customers.


You seem to be assuming that "professional players" will all have the same identical correct opinion about what must be done to fix balance. Read those pro player reactions again, even if you limit it to just the Terrans, some thought the changes still leave P with a big edge in TvP and some thought they're so extreme that they'll give T a big edge. It's simply not the case that there's some sort of single "progamer view" out there that Blizzard could just adopt and solve all SC2 problems. Pro gamers are certainly more informed about SC2 balance than pretty much everyone else, but they're still human and will have a wide variety of opinions.
monsta
Profile Joined November 2012
172 Posts
February 04 2014 00:11 GMT
#116
why dont we get a Fungal buff (more damage against air units) and nerf the spore back to the WoL version? this would completly fix ZvZ cause then Muta vs Muta would be more exciting and roach players have stronger infestors with stronger fungals..
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-02-04 00:13:03
February 04 2014 00:11 GMT
#117
So they want to buff hydras for ZvZ and TvZ, but not for PvZ. However, PvZ is the matchup where Hydras are a core unit and show up extremely frequently, and it happens to be a matchup which is quite balanced at the moment (despite a few design flaws). A hydra buff of some kind will likely imbalance the matchup in favor of zerg in some way, and the time warp nerf does help zerg as well, not just terran.

Depending on what hydra buff they go with, it might be pretty okay, so I'm not terribly worried, but it is something to think about.

On February 04 2014 09:11 monsta wrote:
why dont we get a Fungal buff (more damage against air units) and nerf the spore back to the WoL version? this would completly fix ZvZ cause then Muta vs Muta would be more exciting and roach players have stronger infestors with stronger fungals..


Do you remember the latter half of WoL? Fungal growth is a poorly designed spell and it is absolutely not fun to have infestors be a core unit of every matchup.

Fungal was nerfed explicitly for this reason, they aren't going to rebuff it.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
February 04 2014 00:27 GMT
#118
On February 04 2014 07:53 LingBlingBling wrote:
How exactly would the tempest buff vs buildings work? Wouldn't that be to strong period in all mu? or is it just vs bio and even that would kinda destroy swarm host play, as that's really the only way to play it vs late game protoss deathball. Seems like most Pro zergs themselves don't like that style but play it because they feel it's the only way to beat late game protoss.


Tempest:

Resonance Coil ground weapon damage increased from 30 to 30 + 30 vs. Structures.



So that's all matchups. The change would essentially boost their dps vs. structures by 100%. This is still a lot less than what they do to massive air units (broodlords).

Bio TvP is probably fine given that we rarely see ultra-lategame TvP with tempests and Terran isn't really reliant on heavy static defense in that scenario.

If consistent mech TvP somehow became a reality, this might be a little trouble, but carriers seem to be the weapon of choice in that area anyway (at least according to Stats >_>).

ZvP probably won't be broken by this, but I still don't like the change. Even though I don't think the SH is nearly as bad as people make it out to be, it's not exactly good either from an entertainment point of view. I'd rather they focus on doing an overhaul with the SH and corruptor. Not likely to see anything in that regard between expansions though
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Nebuchad
Profile Blog Joined December 2012
Switzerland12320 Posts
February 04 2014 00:31 GMT
#119
Well this is obviously pretty good.

Small complaint, I'd rather they change the msc sight before they change the ghost. Timewarp + msc range + better ghosts might be a tad too good for terran, and if it is, doing the sight range last means that that would probably be the one thing they decide not to change, and it's the one that they need to change the most.

Also if they do two nerfs to protoss offense and don't change protoss defense, PvP might switch to a more defensive state. Which I wouldn't mind, honestly, but I hope we're aware of that.
No will to live, no wish to die
desertfrog817
Profile Joined June 2013
United States16 Posts
February 04 2014 00:31 GMT
#120
the ghost buff is going to be something maybe a harass with cloak or not but I can differently see this being used in both tvz tvp
might be the fastest cloak unit in the game not sure though just thinking i could see a ghost fending off a oracle and a msc with a emp
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