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Feb 10: Balance Test Map Coming - Page 13

Forum Index > SC2 General
992 CommentsPost a Reply
Prev 1 11 12 13 14 15 50 Next All
thezanursic
Profile Blog Joined July 2011
5478 Posts
February 10 2014 21:26 GMT
#241
Remove vision from MC. So many things fixed.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
February 10 2014 21:26 GMT
#242
On February 11 2014 06:23 BlackCompany wrote:
Show nested quote +
On February 11 2014 06:19 Yorkie wrote:
On February 11 2014 06:18 BlackCompany wrote:
Did the Hydra gas change go through btw? So Hydras are only 100/25 AND got increased attack speed? Thats a little over the top i feel

Mothership vision nerf is good, dont know about the blink cooldown. Might be too much of a nerf.

Widowmine getting changed is good, though all this extra attacks that only affect shields etc are stupid in my eyes.

No opinion about tempest buff

No this is an alternative change to the gas change for hydras, and the widow mine change seems to be to encourage openers and early plays that lead into mech vs protoss


Ah okay. Then the Hydra change isnt too bad, though more Hp would probably better.. but its ok.

I guess DK wants to buff the weak Z anti air with this too. Not only the roach hydra push aspect.
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
Melliflue
Profile Joined October 2012
United Kingdom1389 Posts
February 10 2014 21:27 GMT
#243
On February 11 2014 06:22 sCnInfinity wrote:
Now the Tempest change: Well, i don't really know what to say about this one. I don't see the point in helping against SHs by increasing the damage vs buildings.

It helps kill the spine/spore crawlers. The swarm hosts in PvZ are used with a large wall of static defence.
Wingblade
Profile Joined April 2012
United States1806 Posts
February 10 2014 21:27 GMT
#244
I actually think a 9 vision range for the MSC is fine, remember it's an "air unit" that comes out WAY before any other air unit in the game. Giving air unit vision range at 7 minutes is still kinda silly. But double nerfing blink play in PvT is over the top. The goal should be to make it defendable not remove it entirely. This also eliminates a strategic option in the other matchups at well. If you HAVE to nerf blink cd, make it 12. I actually like the tempest change, I'm not sure how this would affect proxy tempest builds. Static defense isn't useful against something like that anyways with the ridiculous range, you would need Vikings as terran(which is where I've mostly seen it), and there have been exciting games with swarm hosts in their current state.

Widow mine change is good IMO it opens some aggressive option for Terran early against Protoss potentially although Protoss have been working on defending that for a while now.

Hydra change feels like maybe too much.
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
February 10 2014 21:29 GMT
#245
I Honestly Believe that buffing hydras will make ZvP and ZvT with Roach Hydra styles Very Strong to the point where in Conjunction with Vipers and Infestors we will an UBER STrong Push 17 mins that will darn near impossible to stop head on lol but i'm actually ok with that I miss the Days where Zerg just ROFLSTOMPED ME with just Pure Infestor ling into INfestor/ BL
PVJ
Profile Blog Joined July 2012
Hungary5214 Posts
February 10 2014 21:30 GMT
#246
promising.
The heart's eternal vow
Melliflue
Profile Joined October 2012
United Kingdom1389 Posts
Last Edited: 2014-02-10 21:30:26
February 10 2014 21:30 GMT
#247
On February 11 2014 06:27 Wingblade wrote:
I actually think a 9 vision range for the MSC is fine, remember it's an "air unit" that comes out WAY before any other air unit in the game. Giving air unit vision range at 7 minutes is still kinda silly.

Except for overlords. They are much slower than a MSC but they are air units that come out way before a MSC and have 11 sight range.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
February 10 2014 21:30 GMT
#248
MsC change nerfs proxy Tempests... just FYI.

It doesn't really matter anyway because proxy Tempests is purely a team game trolling build anyway.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2014-02-10 21:32:34
February 10 2014 21:31 GMT
#249
The MsC vision nerf was much needed, thank goodness this one is in.

The blink change though is terrible, blink itself is a fine ability and one of the few APM intensive ones that Toss have, blink wars are very fun to see, and I always admire a player with excellent blink stalker micro. This is just bringing a sledgehammer to the equation and nerfing blink all across the board, including in MUs and situations where it doesn't need a nerf, overall terrible change.

WM change is interesting, I guess we'll now we might have another style to use against chargelot archon, 4M. I don't think it will actually change much, late game you probably will still want a mass of vikings, ghosts and supporting bio and medivacs, this just seems like a early to mid game thing.

Hydralisk buff I guess is decent, I'd have much rather prefered if they reduced their damage point to 0 to make them more microable, but this is still a buff. However late game its still irrelevant, late game Protoss still has storm + colossus to melt the Hydras.

Tempest change I don't like at all, but if it goes trough it will for sure accomplish what they want, breaking static defense. I still don't think it will make the game more fun, you'll still have turtling from both sides just that toss can better deal with it now.

Edit: One nice change in there, some interesting ones, and a couple of bad ones, Blizz are kind of going in the right direction with the MsC vision nerf, but they still need guidance or they'll nerf what doesn't need nerfing.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
February 10 2014 21:31 GMT
#250
On February 11 2014 06:30 Melliflue wrote:
Show nested quote +
On February 11 2014 06:27 Wingblade wrote:
I actually think a 9 vision range for the MSC is fine, remember it's an "air unit" that comes out WAY before any other air unit in the game. Giving air unit vision range at 7 minutes is still kinda silly.

Except for overlords. They are much slower than a MSC but they are air units that come out way before a MSC and have 11 sight range.


But overlord is merely a supply/scout unit. It doesn't strengthen zerg early game aggression in any way.
You can't compare those two units at all.
Anacreor
Profile Joined February 2013
Netherlands291 Posts
February 10 2014 21:31 GMT
#251
I'm still doubtful about the blink and tempest (proxy tempest/tempest rush might actually become a thing, we'll need to see for ourselves..) but I totally support the rest! Better than expected when I saw the title :D
"Peter the Acretree chops some wood"
Frex
Profile Joined March 2012
Finland888 Posts
February 10 2014 21:32 GMT
#252
I don´t understand why they are so obsessed with buffing Hydralisks in TvZ and ZvZ. I don´t mind the buff at all, but I just get the feeling that they really get attached to certain units / abilities / upgrades and want to make them work no matter what, even though it isn´t necessarily best for the game.
tar
Profile Joined October 2010
Germany991 Posts
February 10 2014 21:32 GMT
#253
I like the vision range change, since the reduction is reasonable, even so 11 would have been the more logical step considering all air units have 11 vision.

The new Blink cd will be super weird to play with and feels like a very very strong nerf considering blink is a rather important ability in PvZ

hydra change should be alright.

Tempst change is meh. just make them unabductable if you only want to only affect ZvP.

aaaand then there is the WM buff. WTF?! Mineral lines on all servers will be cleansed of probes time and again.
whoever I pick for my anti team turns gosu
Tomasy
Profile Joined October 2010
Poland80 Posts
February 10 2014 21:34 GMT
#254
The core problem with swarm hosts remain unaddressed.
That unit will continue to produce boring games if they wont change drastically way the locusts work.
Decrease duration, reduce hp , buff movement speed and maybe dmg a bit. Make it more mobile with hit and run strategy rather then: hit and hit and hit and hit.
Also their changes always amuse me. Why on earth do they change smth by 50 or 100% like blink cd? Wouldn't changing it by 2 sec be better rather then doing such huge jump?
Yorkie
Profile Blog Joined December 2012
United States12612 Posts
February 10 2014 21:35 GMT
#255
Remember everyone, the blink change is simply being tested. They want to have the change in their back pocket in case blink plays are still too strong after the MSC vision nerf (since this change, or at least a very similar one, is probably going to go through). If this blink change tests poorly, then they will scrap it for something new
Hwang Kang Hooooooooooo. Follow mah boy Shellshock @Shellshock1122
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
February 10 2014 21:36 GMT
#256
On February 11 2014 06:29 Pirfiktshon wrote:
I Honestly Believe that buffing hydras will make ZvP and ZvT with Roach Hydra styles Very Strong to the point where in Conjunction with Vipers and Infestors we will an UBER STrong Push 17 mins that will darn near impossible to stop head on lol but i'm actually ok with that I miss the Days where Zerg just ROFLSTOMPED ME with just Pure Infestor ling into INfestor/ BL


Depends how strong the hydralisks become. With what they're proposing (+10% dps) I only see ZvZ being somewhat affected. Muta/ling is still way better against bio ZvT, and a dps buff isn't going to break mech TvZ nor ZvP as hp and attack range are more of an issue vs those compositions.
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
TeeTS
Profile Joined June 2011
Germany2762 Posts
Last Edited: 2014-02-10 21:40:01
February 10 2014 21:38 GMT
#257
My 2cents:

MSC vision: It´s a totally reasonable nerf. The MSC now doesn´t know way in advance, if its little scouting tour becomes dangerous. This is a little buff against blink opener as well, but only a very small one there. Still a good change, since the MSC was not only an incredible strong offensive and defensive unit in the early game, but also a brilliant scouting tool. The latter will become way harder.

blink cooldown: If I viewed this isolated on TvP, I would totally approve. Designwise you have 2 options how to deal with those shitty blink allins: Either limit maps to not giving a lot of opportunities for blink-ins or nerf the blink allin into oblivion - what would happen here. Blink "allins" are just simply toxic to the matchup, because they are by no means allin. They combine the kill potential of a fully commited allin with the smooth transition options of a small pressure. This should not be possible, especially if it´s that easy to execute. The other use of blink stalkers in the matchup (blink under Vikings and dropships) would be totally unaffected by this. However: I don´t like this nerf for PvP and PvZ at all, because Blink adds well needed diversity to the protoss strategy pool there. Therefor I disapprove to this change. It can not be the goal to repair one problem by creating two new ones.
edit: I´m still for the solution of simply removing the possibility of the blink allin! But it needs to be done in a way, that doesn´t affect PvP and PvZ that much!

Widow mine splash: I like the change in general. I would love widow mines to have a real impact on battles in TvP as an answer to zealots, since Hellbats are not allowed to fulfill this task. However Widow mines are not really more accessable than Ghosts in the matchup, since you still want to use your factory to build a reactor for the starport first. A plain splash damage increase to 60 maybe? I don´t think this does enough, since the effect is overlapping with emp.

Tempest building attack: No! Just no! The unit is already terrible strong. It does not need a buff, whatever it is, NO!

Hydralisk attackspeed buff: See Tempest. Buffing an already strong unit just seems so wrong. I mean giving hydras a little more defensive stats would sound ok for me, to make them a bit stronger, when they´re engaged directly. (+10HP would come to mind as a good solution for that). However, increasing their already strong damage output, when they sit behind a roach/ling wall just is so terrible wrong, I don´t know what they are thinking at blizzard!
Melliflue
Profile Joined October 2012
United Kingdom1389 Posts
February 10 2014 21:38 GMT
#258
On February 11 2014 06:31 Qwerty85 wrote:
Show nested quote +
On February 11 2014 06:30 Melliflue wrote:
On February 11 2014 06:27 Wingblade wrote:
I actually think a 9 vision range for the MSC is fine, remember it's an "air unit" that comes out WAY before any other air unit in the game. Giving air unit vision range at 7 minutes is still kinda silly.

Except for overlords. They are much slower than a MSC but they are air units that come out way before a MSC and have 11 sight range.


But overlord is merely a supply/scout unit. It doesn't strengthen zerg early game aggression in any way.
You can't compare those two units at all.

I'm not comparing the units. I was replying to Wingblade's assertion that the MSC "comes out WAY before any other air unit in the game" which is not true.
sCnInfinity
Profile Joined March 2013
Germany82 Posts
Last Edited: 2014-02-10 21:41:06
February 10 2014 21:40 GMT
#259
I'm not comparing the units. I was replying to Wingblade's assertion that the MSC "comes out WAY before any other air unit in the game" which is not true.


Still it comes olut before any "useful" Units. Yeah i know that Overlords can scout but Zerg does not have blink
Long live the King Of Wings
playa
Profile Blog Joined December 2010
United States1284 Posts
February 10 2014 21:41 GMT
#260
On February 11 2014 06:35 Yorkie wrote:
Remember everyone, the blink change is simply being tested. They want to have the change in their back pocket in case blink plays are still too strong after the MSC vision nerf (since this change, or at least a very similar one, is probably going to go through). If this blink change tests poorly, then they will scrap it for something new


I wish it was the other way around. I couldn't care less about blink cool down timing. If it were 25 second cool down, w/e. But, the vision change is large and actually affects every build/stage in the game. All of that because of stalkers? Jesus, sick trade off.

If something could possibly be this strong that it takes 2 blink all-in nerfs, yet the test is just happening, wtf? That's inexcusable. Was David Kim in a coma? Where is the explanation for this? The guy who is always trying to make pointless changes, finally gets around to making a change in a matchup where everyone has greater than 70% win rate simply through deciding to do a blink all-in. Jesus.
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