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David Kim answers Balance Questions on Battle.net forums -…

Forum Index > SC2 General
759 CommentsPost a Reply
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TW
Profile Joined March 2012
Poland255 Posts
February 07 2014 21:55 GMT
#561
It was not really unlimited, more like 8-9.


Yes about 9, but after engagement like half of the Mutas stayed alive.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 07 2014 21:57 GMT
#562
On February 08 2014 06:14 aZealot wrote:
Show nested quote +
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.


No, thanks. Blink research was already nerfed by about 70 seconds (iirc) in HOTS. Reduce the vision of the MSC to 11 (as with all other flyers). That will help with countering blink play. Make TW an upgrade at Core. That will help with blink all-ins.

Continue tweaking PO (by looking at range and casting range).

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Edit/ Sorry, 30 seconds, I think. I'll have to check that.


Don't nerf an option that allows for pressure and good active play? Then why were hellbats nerfed?
hipo
Profile Joined November 2010
France482 Posts
February 07 2014 21:59 GMT
#563
On February 08 2014 06:57 vthree wrote:
Show nested quote +
On February 08 2014 06:14 aZealot wrote:
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.


No, thanks. Blink research was already nerfed by about 70 seconds (iirc) in HOTS. Reduce the vision of the MSC to 11 (as with all other flyers). That will help with countering blink play. Make TW an upgrade at Core. That will help with blink all-ins.

Continue tweaking PO (by looking at range and casting range).

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Edit/ Sorry, 30 seconds, I think. I'll have to check that.


Don't nerf an option that allows for pressure and good active play? Then why were hellbats nerfed?

Because of TvT
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 07 2014 21:59 GMT
#564
On February 08 2014 06:29 Plansix wrote:
Show nested quote +
On February 08 2014 06:19 Glorfindel! wrote:
On February 08 2014 06:18 Plansix wrote:
On February 08 2014 06:14 aZealot wrote:
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.


No, thanks. Blink research was already nerfed by about 70 seconds (iirc) in HOTS. Reduce the vision of the MSC to 11 (as with all other flyers). That will help with countering blink play. Make TW an upgrade at Core. That will help with blink all-ins.

Continue tweaking PO (by looking at range and casting range).

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Exactly. Nerfing builds like blink/oracle only makes the game more dull and bland. Give Terran the tools to respond and not be to far behind and we get a better game as a whole.

What would an example of such a "tool" be?
Also fun how Terran should not be "to far behind" Just... Behind

It's an all in, if the Terran comes out ahead every time, it's a crappy all in.

And scouting solves a lot of problems. Most if the races can stop anything if they can see it comming. The problem is Protoss gets map control up until the all in hits.


I call BS on that. Do protoss even scout in PvT anymore? And I am not talking about the MsC.
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2014-02-07 22:01:24
February 07 2014 22:01 GMT
#565
On February 08 2014 06:59 hipo wrote:
Show nested quote +
On February 08 2014 06:57 vthree wrote:
On February 08 2014 06:14 aZealot wrote:
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.


No, thanks. Blink research was already nerfed by about 70 seconds (iirc) in HOTS. Reduce the vision of the MSC to 11 (as with all other flyers). That will help with countering blink play. Make TW an upgrade at Core. That will help with blink all-ins.

Continue tweaking PO (by looking at range and casting range).

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Edit/ Sorry, 30 seconds, I think. I'll have to check that.


Don't nerf an option that allows for pressure and good active play? Then why were hellbats nerfed?

Because of TvT

Nope, otherwise they would have played upon the fact Probes have 40 hit points, Drones 41 (+1 with Zerg regen) and SCVs/Marines 45.
JIJI_
Profile Joined October 2010
United States123 Posts
February 07 2014 22:01 GMT
#566
David Kim said it was for tvt when he gave the situation report back in July.

It annoys me how Protoss gets MSC because of pvp and Zerg gets stronger spore for ZvZ mutas but for tvt unit is nerfed heavily across the board.

I rly doubt they will ever revert a change once it happens though so it's sort of pointless to talk about oracle speed or the hellbat.
All hail King IdrA!
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 07 2014 22:03 GMT
#567
On February 08 2014 07:01 JIJI_ wrote:
David Kim said it was for tvt when he gave the situation report back in July.

It annoys me how Protoss gets MSC because of pvp and Zerg gets stronger spore for ZvZ mutas but for tvt unit is nerfed heavily across the board.

I rly doubt they will ever revert a change once it happens though so it's sort of pointless to talk about oracle speed or the hellbat.


I am not sure why turrets and bunkers were never buffed given the buffs to 'base' defensive. to weaken the early game all-ins.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2014-02-07 22:07:08
February 07 2014 22:04 GMT
#568
On February 08 2014 06:59 vthree wrote:
Show nested quote +
On February 08 2014 06:29 Plansix wrote:
On February 08 2014 06:19 Glorfindel! wrote:
On February 08 2014 06:18 Plansix wrote:
On February 08 2014 06:14 aZealot wrote:
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.


No, thanks. Blink research was already nerfed by about 70 seconds (iirc) in HOTS. Reduce the vision of the MSC to 11 (as with all other flyers). That will help with countering blink play. Make TW an upgrade at Core. That will help with blink all-ins.

Continue tweaking PO (by looking at range and casting range).

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Exactly. Nerfing builds like blink/oracle only makes the game more dull and bland. Give Terran the tools to respond and not be to far behind and we get a better game as a whole.

What would an example of such a "tool" be?
Also fun how Terran should not be "to far behind" Just... Behind

It's an all in, if the Terran comes out ahead every time, it's a crappy all in.

And scouting solves a lot of problems. Most if the races can stop anything if they can see it comming. The problem is Protoss gets map control up until the all in hits.


I call BS on that. Do protoss even scout in PvT anymore? And I am not talking about the MsC.

Yes? Every Protoss I have watched in a proffesional game has scouted in some way or another.


Also, they could revert that hellbat nerf and things would be ok, I think. I miss the hellbat.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 07 2014 22:05 GMT
#569
On February 08 2014 07:01 TheDwf wrote:
Show nested quote +
On February 08 2014 06:59 hipo wrote:
On February 08 2014 06:57 vthree wrote:
On February 08 2014 06:14 aZealot wrote:
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.


No, thanks. Blink research was already nerfed by about 70 seconds (iirc) in HOTS. Reduce the vision of the MSC to 11 (as with all other flyers). That will help with countering blink play. Make TW an upgrade at Core. That will help with blink all-ins.

Continue tweaking PO (by looking at range and casting range).

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Edit/ Sorry, 30 seconds, I think. I'll have to check that.


Don't nerf an option that allows for pressure and good active play? Then why were hellbats nerfed?

Because of TvT

Nope, otherwise they would have played upon the fact Probes have 40 hit points, Drones 41 (+1 with Zerg regen) and SCVs/Marines 45.

The argumentation they used was because Hellbats were too powerful in TvT. They nerfed them to TvZ levels. Lol.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 07 2014 22:07 GMT
#570
On February 08 2014 06:14 aZealot wrote:
Show nested quote +
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Like, warhound/hellbat/widow mine/about every WOL nerf to terran. Yep, makes sense. You are indeed right - the game is worse as a result, but that is because in a decently fair matchup one race got it's options cut and weakened while the other his options expanded and strenghtened. Guess once what happens if you do that?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 07 2014 22:08 GMT
#571
On February 08 2014 07:03 vthree wrote:
Show nested quote +
On February 08 2014 07:01 JIJI_ wrote:
David Kim said it was for tvt when he gave the situation report back in July.

It annoys me how Protoss gets MSC because of pvp and Zerg gets stronger spore for ZvZ mutas but for tvt unit is nerfed heavily across the board.

I rly doubt they will ever revert a change once it happens though so it's sort of pointless to talk about oracle speed or the hellbat.


I am not sure why turrets and bunkers were never buffed given the buffs to 'base' defensive. to weaken the early game all-ins.

Bunkers can't be buffed because of TvZ, Missile Turret strenght is not a problem, it is the fact they are expensive to get (you need to invest 325/425 for decent Turret defense) and if you make the wrong call, they cost you the game.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 07 2014 22:10 GMT
#572
On February 08 2014 07:01 TheDwf wrote:
Show nested quote +
On February 08 2014 06:59 hipo wrote:
On February 08 2014 06:57 vthree wrote:
On February 08 2014 06:14 aZealot wrote:
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.


No, thanks. Blink research was already nerfed by about 70 seconds (iirc) in HOTS. Reduce the vision of the MSC to 11 (as with all other flyers). That will help with countering blink play. Make TW an upgrade at Core. That will help with blink all-ins.

Continue tweaking PO (by looking at range and casting range).

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Edit/ Sorry, 30 seconds, I think. I'll have to check that.


Don't nerf an option that allows for pressure and good active play? Then why were hellbats nerfed?

Because of TvT

Nope, otherwise they would have played upon the fact Probes have 40 hit points, Drones 41 (+1 with Zerg regen) and SCVs/Marines 45.

Hold that shotgun - Current Hellbat attack allows +1 armor No CS marines that used Stimpack to survive 2 hellbat attacks - That is an important benchmark and happens very often =P?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 07 2014 22:12 GMT
#573
On February 08 2014 07:08 SC2Toastie wrote:
Show nested quote +
On February 08 2014 07:03 vthree wrote:
On February 08 2014 07:01 JIJI_ wrote:
David Kim said it was for tvt when he gave the situation report back in July.

It annoys me how Protoss gets MSC because of pvp and Zerg gets stronger spore for ZvZ mutas but for tvt unit is nerfed heavily across the board.

I rly doubt they will ever revert a change once it happens though so it's sort of pointless to talk about oracle speed or the hellbat.


I am not sure why turrets and bunkers were never buffed given the buffs to 'base' defensive. to weaken the early game all-ins.

Bunkers can't be buffed because of TvZ, Missile Turret strenght is not a problem, it is the fact they are expensive to get (you need to invest 325/425 for decent Turret defense) and if you make the wrong call, they cost you the game.


acutally, if you buff the range on missle turrets. that would help a lot vs oracles and mutas.
TheDwf
Profile Joined November 2011
France19747 Posts
February 07 2014 22:12 GMT
#574
On February 08 2014 07:10 SC2Toastie wrote:
Show nested quote +
On February 08 2014 07:01 TheDwf wrote:
On February 08 2014 06:59 hipo wrote:
On February 08 2014 06:57 vthree wrote:
On February 08 2014 06:14 aZealot wrote:
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.


No, thanks. Blink research was already nerfed by about 70 seconds (iirc) in HOTS. Reduce the vision of the MSC to 11 (as with all other flyers). That will help with countering blink play. Make TW an upgrade at Core. That will help with blink all-ins.

Continue tweaking PO (by looking at range and casting range).

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Edit/ Sorry, 30 seconds, I think. I'll have to check that.


Don't nerf an option that allows for pressure and good active play? Then why were hellbats nerfed?

Because of TvT

Nope, otherwise they would have played upon the fact Probes have 40 hit points, Drones 41 (+1 with Zerg regen) and SCVs/Marines 45.

Hold that shotgun - Current Hellbat attack allows +1 armor No CS marines that used Stimpack to survive 2 hellbat attacks - That is an important benchmark and happens very often =P?

Nope, this kind of scenario is unlikely.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 07 2014 22:14 GMT
#575
On February 08 2014 07:08 SC2Toastie wrote:
Show nested quote +
On February 08 2014 07:03 vthree wrote:
On February 08 2014 07:01 JIJI_ wrote:
David Kim said it was for tvt when he gave the situation report back in July.

It annoys me how Protoss gets MSC because of pvp and Zerg gets stronger spore for ZvZ mutas but for tvt unit is nerfed heavily across the board.

I rly doubt they will ever revert a change once it happens though so it's sort of pointless to talk about oracle speed or the hellbat.


I am not sure why turrets and bunkers were never buffed given the buffs to 'base' defensive. to weaken the early game all-ins.

Bunkers can't be buffed because of TvZ, Missile Turret strenght is not a problem, it is the fact they are expensive to get (you need to invest 325/425 for decent Turret defense) and if you make the wrong call, they cost you the game.


except they can buff bunker repair rate without unsetting TvZ since you won't have 5-6 scvs for 11-11s. The problem is protoss focus fire takes down bunkers too fast.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 07 2014 22:15 GMT
#576
On February 08 2014 07:12 vthree wrote:
Show nested quote +
On February 08 2014 07:08 SC2Toastie wrote:
On February 08 2014 07:03 vthree wrote:
On February 08 2014 07:01 JIJI_ wrote:
David Kim said it was for tvt when he gave the situation report back in July.

It annoys me how Protoss gets MSC because of pvp and Zerg gets stronger spore for ZvZ mutas but for tvt unit is nerfed heavily across the board.

I rly doubt they will ever revert a change once it happens though so it's sort of pointless to talk about oracle speed or the hellbat.


I am not sure why turrets and bunkers were never buffed given the buffs to 'base' defensive. to weaken the early game all-ins.

Bunkers can't be buffed because of TvZ, Missile Turret strenght is not a problem, it is the fact they are expensive to get (you need to invest 325/425 for decent Turret defense) and if you make the wrong call, they cost you the game.


acutally, if you buff the range on missle turrets. that would help a lot vs oracles and mutas.

It really wouldn't:
Oracles can't handle the turret.
Mutalisk either overpower it or do not.
In none of the occasions, Range matters if you didn't mass turrets.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 07 2014 22:16 GMT
#577
On February 08 2014 07:12 TheDwf wrote:
Show nested quote +
On February 08 2014 07:10 SC2Toastie wrote:
On February 08 2014 07:01 TheDwf wrote:
On February 08 2014 06:59 hipo wrote:
On February 08 2014 06:57 vthree wrote:
On February 08 2014 06:14 aZealot wrote:
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.


No, thanks. Blink research was already nerfed by about 70 seconds (iirc) in HOTS. Reduce the vision of the MSC to 11 (as with all other flyers). That will help with countering blink play. Make TW an upgrade at Core. That will help with blink all-ins.

Continue tweaking PO (by looking at range and casting range).

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Edit/ Sorry, 30 seconds, I think. I'll have to check that.


Don't nerf an option that allows for pressure and good active play? Then why were hellbats nerfed?

Because of TvT

Nope, otherwise they would have played upon the fact Probes have 40 hit points, Drones 41 (+1 with Zerg regen) and SCVs/Marines 45.

Hold that shotgun - Current Hellbat attack allows +1 armor No CS marines that used Stimpack to survive 2 hellbat attacks - That is an important benchmark and happens very often =P?

Nope, this kind of scenario is unlikely.

It's the only benchmark I can possibly think of for the 18 damage that would affect Tvt and wouldn't affect TvZ TvP, like DK promised.....
Mura Ma Man, Dark Da Dude, Super Shot Sos!
TW
Profile Joined March 2012
Poland255 Posts
February 07 2014 22:17 GMT
#578
I don't know why balance team has never considered slightly buffing turrets. It would help Terrans a lot.
Anyone has any ideas?
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 07 2014 22:17 GMT
#579
On February 08 2014 07:14 vthree wrote:
Show nested quote +
On February 08 2014 07:08 SC2Toastie wrote:
On February 08 2014 07:03 vthree wrote:
On February 08 2014 07:01 JIJI_ wrote:
David Kim said it was for tvt when he gave the situation report back in July.

It annoys me how Protoss gets MSC because of pvp and Zerg gets stronger spore for ZvZ mutas but for tvt unit is nerfed heavily across the board.

I rly doubt they will ever revert a change once it happens though so it's sort of pointless to talk about oracle speed or the hellbat.


I am not sure why turrets and bunkers were never buffed given the buffs to 'base' defensive. to weaken the early game all-ins.

Bunkers can't be buffed because of TvZ, Missile Turret strenght is not a problem, it is the fact they are expensive to get (you need to invest 325/425 for decent Turret defense) and if you make the wrong call, they cost you the game.


except they can buff bunker repair rate without unsetting TvZ since you won't have 5-6 scvs for 11-11s. The problem is protoss focus fire takes down bunkers too fast.

In fact, it happens quite regularly Terrans use the 2 Rax SCVs + 3 scvs from the main to bunkerrush. I don't think you can increase the repair rate early game, really. 11/11 is more of a fine line than you'd often think.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2014-02-07 22:18:09
February 07 2014 22:17 GMT
#580
On February 08 2014 07:14 vthree wrote:
Show nested quote +
On February 08 2014 07:08 SC2Toastie wrote:
On February 08 2014 07:03 vthree wrote:
On February 08 2014 07:01 JIJI_ wrote:
David Kim said it was for tvt when he gave the situation report back in July.

It annoys me how Protoss gets MSC because of pvp and Zerg gets stronger spore for ZvZ mutas but for tvt unit is nerfed heavily across the board.

I rly doubt they will ever revert a change once it happens though so it's sort of pointless to talk about oracle speed or the hellbat.


I am not sure why turrets and bunkers were never buffed given the buffs to 'base' defensive. to weaken the early game all-ins.

Bunkers can't be buffed because of TvZ, Missile Turret strenght is not a problem, it is the fact they are expensive to get (you need to invest 325/425 for decent Turret defense) and if you make the wrong call, they cost you the game.


except they can buff bunker repair rate without unsetting TvZ since you won't have 5-6 scvs for 11-11s. The problem is protoss focus fire takes down bunkers too fast.

But you would need quite a ridiculous repair rate to properly hold Voidrays, Immortals or even 12+ stalks. (;

On February 08 2014 07:16 SC2Toastie wrote:
Show nested quote +
On February 08 2014 07:12 TheDwf wrote:
On February 08 2014 07:10 SC2Toastie wrote:
On February 08 2014 07:01 TheDwf wrote:
On February 08 2014 06:59 hipo wrote:
On February 08 2014 06:57 vthree wrote:
On February 08 2014 06:14 aZealot wrote:
On February 08 2014 06:01 ffadicted wrote:
On February 08 2014 05:39 Plansix wrote:
If you nerf blink stalker openings and oracle opens to much, you just end up with turtle toss, which no one wants. If Terran needs more options, make that possible through scouting or other routes. Nerfing effective builds is not the way to go. Buffing underused strats is better.


You also don't want a game with too many amazing early game/all-in possibilities. Blink is too strong right now, it needs to be looked at.


No, thanks. Blink research was already nerfed by about 70 seconds (iirc) in HOTS. Reduce the vision of the MSC to 11 (as with all other flyers). That will help with countering blink play. Make TW an upgrade at Core. That will help with blink all-ins.

Continue tweaking PO (by looking at range and casting range).

But, don't nerf an option that allows for pressure and good active play. The game is worse as a result.

Edit/ Sorry, 30 seconds, I think. I'll have to check that.


Don't nerf an option that allows for pressure and good active play? Then why were hellbats nerfed?

Because of TvT

Nope, otherwise they would have played upon the fact Probes have 40 hit points, Drones 41 (+1 with Zerg regen) and SCVs/Marines 45.

Hold that shotgun - Current Hellbat attack allows +1 armor No CS marines that used Stimpack to survive 2 hellbat attacks - That is an important benchmark and happens very often =P?

Nope, this kind of scenario is unlikely.

It's the only benchmark I can possibly think of for the 18 damage that would affect Tvt and wouldn't affect TvZ TvP, like DK promised.....

The 18 damage was chosen so that unupgraded Hellbats kill unupgraded Zerglings in 2 shots.
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