• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:18
CEST 23:18
KST 06:18
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High14Team TLMC #5 - Finalists & Open Tournaments2[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon10
Community News
Weekly Cups (Sept 15-21): herO Goes For Four2StarCraft II 5.0.15 PTR Patch Notes212BSL 2025 Warsaw LAN + Legends Showmatch4Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1
StarCraft 2
General
StarCraft II 5.0.15 PTR Patch Notes Question about resolution & DPI settings SC2 Why Storm Should NOT Be Nerfed – A Core Part of Pr Weekly Cups (Sept 15-21): herO Goes For Four Team TLMC #5: Vote to Decide Ladder Maps!
Tourneys
Prome's Evo #1 - Solar vs Classic (SC: Evo) Monday Nights Weeklies RSL: Revival, a new crowdfunded tournament series SC2's Safe House 2 - October 18 & 19 Stellar Fest
Strategy
Custom Maps
External Content
Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense
Brood War
General
Old rep packs of BW legends BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion [ASL20] Ro8 Preview Pt1: Mile High ASL ro8 Upper Bracket HYPE VIDEO
Tourneys
[ASL20] Ro8 Day 1 BSL 2025 Warsaw LAN + Legends Showmatch [Megathread] Daily Proleagues [ASL20] Ro16 Group D
Strategy
Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Borderlands 3 General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Big Programming Thread UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
Formula 1 Discussion 2024 - 2026 Football Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
[ASL20] Players bad at pi…
pullarius1
Kendrick, Eminem, and "Self…
Peanutsc
Too Many LANs? Tournament Ov…
TrAiDoS
I <=> 9
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2088 users

Feb 10: Balance Test Map Coming - Page 27

Forum Index > SC2 General
992 CommentsPost a Reply
Prev 1 25 26 27 28 29 50 Next All
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2014-02-11 01:30:11
February 11 2014 01:29 GMT
#521
On February 11 2014 10:27 Dingobloo wrote:
Show nested quote +
On February 11 2014 10:18 MrProdigious wrote:
I don't even understand why they need to nerf blink? hasn't it been the same cool down for years? it isn't blinking to quickly that's the problem. I really hope they don't change it. The effects on PvP and PvZ will be crazy.


There really aren't that many ways to nerf it, they've already made it one of the longest researches in the game and they can't move it up the tech tree anywhere, nerfing the blink distance wont' really do anything, they simply don't have that many numbers left to work with directly related to blink. Something needs to give as it's just too strong as a TvP timing to punish pre-sitm timings and they're running out of things to do the mothership core.


Well, the solution is rather simple, no? Just buff stim pack's research time. Protoss can still defend easily with the mothership core in HotS. There, fixed! This should solve Terran's problem without breaking blink.
Whitewing
Profile Joined October 2010
United States7483 Posts
February 11 2014 01:31 GMT
#522
On February 11 2014 10:09 SC2Toastie wrote:
Show nested quote +
On February 11 2014 09:52 Whitewing wrote:
On February 11 2014 09:48 SC2Toastie wrote:
On February 11 2014 09:44 Whitewing wrote:
On February 11 2014 09:41 althaz wrote:
On February 11 2014 04:58 DarkLordOlli wrote:
Blink cooldown is too much.

Agreed. I think a better solution is for blink research to take an extra 30-60 seconds.

Zero reason not to open stargate in PvP with this.

Arguable, but also not a big deal even if it is the case. IMO stargate openers are a) the most fun and b) produce the best games.

And PvT blink openings would die out as well

I think this is kinda the point (and I'm ok with it). Blink is very, VERY scary for a short window in the early game. Making it less scary is definitely good, IMO.


It really isn't, one base stargate openers are at a build order advantage against every build except blink openers in PvP right now. 3 gate stargate kills almost every expand build outright, it deals with DT's no problem (oracle can detect), it outright kills any robo play, and it's not hard to defend 3 gate pressure with it. Blink builds are strong against it, which is the only reason it doesn't always show up every single game.

And how exactly do blink builds combat this that relies not on making a high stalker count faster and viable but on conscecutive blinks?


Blink builds are strong because you can blink it, kill a pylon or two or some probes, then blink out, and the enemy force can't catch them. If you can blink 2/3 as often as you could before (that's what this change is doing), you'll be taking a much bigger risk for small returns, and you are much less likely to be able to outrun the enemy. Add in that all forms of direct attacks with stalkers rely on being able to blink stalkers back behind other units as they take damage, and it's easy to see why the nerf is a big deal. If you poke to my natural, get deflected and have to blink away to avoid a force field trap, I now have 5 additional seconds to get out more units or split my units before your next poke comes in my main or natural. This is a significant drop in the viability of this kind of play, and the only thing stopping people from opening stargate every game is the expectation that your opponent might go blink, which is at a big build order advantage vs. stargate. If people are less likely to go blink because blink is worse, then stargate will be even more popular because there will be less blind countering.

Yes, PvP is actually this dumb.

Further, blink stalkers has always been the penultimate example of a protoss unit designed correctly. It should not be nerfed.

I know PvP is stupid. But isn't this a problem with the SG (more exactly, the Oracle? Guess once which buff everybody has hated for ages. Oracle is the prime example for a unit that could use a Fleet Beacon Research)..? Is PvP being a terrible matchup because Warpgate is a idioticly designed "race-defining mechanic" a reason to make Blink Stalkers in TvP as good as they are?

What nerf would you propose as an alternative (that being said, I'm all for looking how the vision nerf turns out first!!!!)


It's not explicitly the oracle, as phoenix basically cause the same issue (and are actually better IMO). Voidrays being strong early game in PvP (they get weaker as the game goes on because archons tank them very well, and ground upgrades outstrip air upgrades), combined with the harass potential of oracles or phoenix and the detection an oracle provides makes stargate an all around powerful opening build. Taking away the oracle speed wouldn't solve the problem, as long as phoenix and void rays exist stargate is going to be strong (it was very strong in WoL too, it was just that blink was more common).

Warpgate isn't even really the problem in PvP, as the mothership core deals with that reasonably well. The problem is that, for the most part, tech choices for both players are made when neither player can scout, so players have to play blindly and every tech choice is countered by at least one other choice.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
magnaflow
Profile Joined August 2011
Canada1521 Posts
February 11 2014 01:31 GMT
#523
Are hydras able to stutter step now? Would be cool to see some marine like hydra micro
Survivor61316
Profile Joined July 2012
United States470 Posts
February 11 2014 01:32 GMT
#524
Hmm idk DK, why would everyone assume that all the "test map" changes will just become a patch later on? Could it be because you have a history of routinely doing just that while wholly ignoring the community's opinion on the proposed changes??
Liquid Fighting
Tanzklaue
Profile Joined January 2012
Germany1414 Posts
February 11 2014 01:33 GMT
#525
blink change is extreme, but i think protoss overreact. it's not like you don't have a good lategame against terran, it's just not as easy as the blink BS that happened up until now

i think they could change blink differently, or reduce the nerf to 12 seconds, but else, this is looking at least like it tries to get us out of the "protoss freewins every game" situation i hope.
Survivor61316
Profile Joined July 2012
United States470 Posts
February 11 2014 01:35 GMT
#526
On February 11 2014 10:31 magnaflow wrote:
Are hydras able to stutter step now? Would be cool to see some marine like hydra micro

Marines attack animation is different. They are always firing, whereas the hydra actually shoots individual projectiles, so they will never be able to stutter step like marines. However you already can stutter step them as far as kiting goes.
Liquid Fighting
Squat
Profile Joined September 2013
Sweden7978 Posts
February 11 2014 01:36 GMT
#527
On February 11 2014 10:31 magnaflow wrote:
Are hydras able to stutter step now? Would be cool to see some marine like hydra micro

They already can, sort of, on creep. Typically though, forcefields and colossus will fuck them up so quickly that it's not worth it. Too slow generally, and too much shit that interferes. Don't see it changing much. In fact, this will change absolutely nothing about how the unit is used, it's most boring and unimaginative way to improve them.

I guess they'll kill phoenixes slightly quicker when bad protosses park them over a hydra pack, but that's about it.
"Digital. They have digital. What is digital?" - Donald J Trump
AxiomBlurr
Profile Blog Joined November 2012
786 Posts
Last Edited: 2014-02-11 01:39:57
February 11 2014 01:36 GMT
#528
On February 11 2014 10:28 Daralii wrote:
Show nested quote +
On February 11 2014 09:49 AxiomBlurr wrote:
On February 11 2014 04:59 GreenMash wrote:
good changes but NERF SWARM HOSTS


This...Superbad unit is Ubercrap...

The increase in 2hr games with Zerg is just...ummm....viewer numbing and culling...

But how to change the SH to make them still viable but weak for a turtling player? Suggestions anyone?

I'm pretty sure they're hesitant to nerf anything zerg given how flimsy they can be, so they're trying to add things that counter super passive SH/static defense styles. The tempest change is what they're playing around with first.


Ah ,,yeah I guess you are right...

Actually one thing I thought about was : what if spores and spines no longer counted as structures (only in the sense of elimination?) The fact zerg can just move their spores and spines with the SH is really BM I feel...

SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 11 2014 01:36 GMT
#529
On February 11 2014 10:31 magnaflow wrote:
Are hydras able to stutter step now? Would be cool to see some marine like hydra micro

No. That'd be a Damage Point change.

On February 11 2014 10:31 Whitewing wrote:
Show nested quote +
On February 11 2014 10:09 SC2Toastie wrote:
On February 11 2014 09:52 Whitewing wrote:
On February 11 2014 09:48 SC2Toastie wrote:
On February 11 2014 09:44 Whitewing wrote:
On February 11 2014 09:41 althaz wrote:
On February 11 2014 04:58 DarkLordOlli wrote:
Blink cooldown is too much.

Agreed. I think a better solution is for blink research to take an extra 30-60 seconds.

Zero reason not to open stargate in PvP with this.

Arguable, but also not a big deal even if it is the case. IMO stargate openers are a) the most fun and b) produce the best games.

And PvT blink openings would die out as well

I think this is kinda the point (and I'm ok with it). Blink is very, VERY scary for a short window in the early game. Making it less scary is definitely good, IMO.


It really isn't, one base stargate openers are at a build order advantage against every build except blink openers in PvP right now. 3 gate stargate kills almost every expand build outright, it deals with DT's no problem (oracle can detect), it outright kills any robo play, and it's not hard to defend 3 gate pressure with it. Blink builds are strong against it, which is the only reason it doesn't always show up every single game.

And how exactly do blink builds combat this that relies not on making a high stalker count faster and viable but on conscecutive blinks?


Blink builds are strong because you can blink it, kill a pylon or two or some probes, then blink out, and the enemy force can't catch them. If you can blink 2/3 as often as you could before (that's what this change is doing), you'll be taking a much bigger risk for small returns, and you are much less likely to be able to outrun the enemy. Add in that all forms of direct attacks with stalkers rely on being able to blink stalkers back behind other units as they take damage, and it's easy to see why the nerf is a big deal. If you poke to my natural, get deflected and have to blink away to avoid a force field trap, I now have 5 additional seconds to get out more units or split my units before your next poke comes in my main or natural. This is a significant drop in the viability of this kind of play, and the only thing stopping people from opening stargate every game is the expectation that your opponent might go blink, which is at a big build order advantage vs. stargate. If people are less likely to go blink because blink is worse, then stargate will be even more popular because there will be less blind countering.

Yes, PvP is actually this dumb.

Further, blink stalkers has always been the penultimate example of a protoss unit designed correctly. It should not be nerfed.

I know PvP is stupid. But isn't this a problem with the SG (more exactly, the Oracle? Guess once which buff everybody has hated for ages. Oracle is the prime example for a unit that could use a Fleet Beacon Research)..? Is PvP being a terrible matchup because Warpgate is a idioticly designed "race-defining mechanic" a reason to make Blink Stalkers in TvP as good as they are?

What nerf would you propose as an alternative (that being said, I'm all for looking how the vision nerf turns out first!!!!)


It's not explicitly the oracle, as phoenix basically cause the same issue (and are actually better IMO). Voidrays being strong early game in PvP (they get weaker as the game goes on because archons tank them very well, and ground upgrades outstrip air upgrades), combined with the harass potential of oracles or phoenix and the detection an oracle provides makes stargate an all around powerful opening build. Taking away the oracle speed wouldn't solve the problem, as long as phoenix and void rays exist stargate is going to be strong (it was very strong in WoL too, it was just that blink was more common).

Warpgate isn't even really the problem in PvP, as the mothership core deals with that reasonably well. The problem is that, for the most part, tech choices for both players are made when neither player can scout, so players have to play blindly and every tech choice is countered by at least one other choice.


I understand all this, but how could that be fixed, is the question. PvP is just a clusterfuck of a matchup which all comes down to warpgate ignoring defenders advantage...

I still think blink time is kinda fine, maybe 1/2 seconds, but going for +50% is rough.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Survivor61316
Profile Joined July 2012
United States470 Posts
February 11 2014 01:37 GMT
#530
On February 11 2014 10:31 Whitewing wrote:
Show nested quote +
On February 11 2014 10:09 SC2Toastie wrote:
On February 11 2014 09:52 Whitewing wrote:
On February 11 2014 09:48 SC2Toastie wrote:
On February 11 2014 09:44 Whitewing wrote:
On February 11 2014 09:41 althaz wrote:
On February 11 2014 04:58 DarkLordOlli wrote:
Blink cooldown is too much.

Agreed. I think a better solution is for blink research to take an extra 30-60 seconds.

Zero reason not to open stargate in PvP with this.

Arguable, but also not a big deal even if it is the case. IMO stargate openers are a) the most fun and b) produce the best games.

And PvT blink openings would die out as well

I think this is kinda the point (and I'm ok with it). Blink is very, VERY scary for a short window in the early game. Making it less scary is definitely good, IMO.


It really isn't, one base stargate openers are at a build order advantage against every build except blink openers in PvP right now. 3 gate stargate kills almost every expand build outright, it deals with DT's no problem (oracle can detect), it outright kills any robo play, and it's not hard to defend 3 gate pressure with it. Blink builds are strong against it, which is the only reason it doesn't always show up every single game.

And how exactly do blink builds combat this that relies not on making a high stalker count faster and viable but on conscecutive blinks?


Blink builds are strong because you can blink it, kill a pylon or two or some probes, then blink out, and the enemy force can't catch them. If you can blink 2/3 as often as you could before (that's what this change is doing), you'll be taking a much bigger risk for small returns, and you are much less likely to be able to outrun the enemy. Add in that all forms of direct attacks with stalkers rely on being able to blink stalkers back behind other units as they take damage, and it's easy to see why the nerf is a big deal. If you poke to my natural, get deflected and have to blink away to avoid a force field trap, I now have 5 additional seconds to get out more units or split my units before your next poke comes in my main or natural. This is a significant drop in the viability of this kind of play, and the only thing stopping people from opening stargate every game is the expectation that your opponent might go blink, which is at a big build order advantage vs. stargate. If people are less likely to go blink because blink is worse, then stargate will be even more popular because there will be less blind countering.

Yes, PvP is actually this dumb.

Further, blink stalkers has always been the penultimate example of a protoss unit designed correctly. It should not be nerfed.

I know PvP is stupid. But isn't this a problem with the SG (more exactly, the Oracle? Guess once which buff everybody has hated for ages. Oracle is the prime example for a unit that could use a Fleet Beacon Research)..? Is PvP being a terrible matchup because Warpgate is a idioticly designed "race-defining mechanic" a reason to make Blink Stalkers in TvP as good as they are?

What nerf would you propose as an alternative (that being said, I'm all for looking how the vision nerf turns out first!!!!)

Warpgate isn't even really the problem in PvP, as the mothership core deals with that reasonably well. The problem is that, for the most part, tech choices for both players are made when neither player can scout, so players have to play blindly and every tech choice is countered by at least one other choice.

So you mean a lot like how Terrans feel versus Toss nowadays..except we don't have a get out of jail free core to help us out..
Liquid Fighting
juicyjames *
Profile Joined August 2011
United States3815 Posts
February 11 2014 01:40 GMT
#531


If someone wants to round up pro comments on the changes, I will add them to the OP.
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
February 11 2014 01:40 GMT
#532
On February 11 2014 10:26 Acer.Scarlett` wrote:
Show nested quote +
On February 11 2014 10:14 Nebuchad wrote:
Can we get pro players to react on these proposed changes, like we did last time? Just because these aren't awful doesn't mean insight isn't warranted. Pro players speaking their mind shouldn't be a scolding, it should be an asset.

There'll be a TL post up in a day or so


And I thought I was being Coy with my face.

its on the way, will take time to put together but hopefully sooner rather than later
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
jakethesnake
Profile Blog Joined May 2011
Canada4948 Posts
Last Edited: 2014-02-11 01:41:41
February 11 2014 01:40 GMT
#533
On February 11 2014 10:32 Survivor61316 wrote:
Hmm idk DK, why would everyone assume that all the "test map" changes will just become a patch later on? Could it be because you have a history of routinely doing just that while wholly ignoring the community's opinion on the proposed changes??


There have been lots of test map changes that didn't go in (DT speed buff, oracle gas cost, burrow cost) or partially went in (widow mine nerf, banshee cloak buff, roach burrow speed). They do listen to community feedback. Maybe not as quickly as people we like, but of course they don't listen to everyone's feedback because some people are so blinded by emotion or are have just terrible ideas.

On February 11 2014 10:40 ZeromuS wrote:
Show nested quote +
On February 11 2014 10:26 Acer.Scarlett` wrote:
On February 11 2014 10:14 Nebuchad wrote:
Can we get pro players to react on these proposed changes, like we did last time? Just because these aren't awful doesn't mean insight isn't warranted. Pro players speaking their mind shouldn't be a scolding, it should be an asset.

There'll be a TL post up in a day or so


And I thought I was being Coy with my face.

its on the way, will take time to put together but hopefully sooner rather than later


Good to hear, it was an interesting read last time.
Community Newsjjakji || jjakji || jjakji || jjakji || jjakji || jjakji || jjakji nshoseo.jpg
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
February 11 2014 01:41 GMT
#534
On February 11 2014 10:32 Survivor61316 wrote:
Hmm idk DK, why would everyone assume that all the "test map" changes will just become a patch later on? Could it be because you have a history of routinely doing just that while wholly ignoring the community's opinion on the proposed changes??


lol, very few of the changes they implement make it in to actual balance patches and very rarely do they get implemented without the initial proposed change at least being tweaked.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
superpanda27
Profile Blog Joined October 2012
111 Posts
February 11 2014 01:44 GMT
#535
On February 11 2014 09:50 SC2Toastie wrote:
Show nested quote +
On February 11 2014 09:49 AxiomBlurr wrote:
On February 11 2014 04:59 GreenMash wrote:
good changes but NERF SWARM HOSTS


This...Superbad unit is Ubercrap...

The increase in 2hr games with Zerg is just...ummm....viewer numbing and culling...

But how to change the SH to make them still viable but weak for a turtling player? Suggestions anyone?

Make locust movement range smaller, offline time longer, make hosts able to move 'over' locust (like collosi can), slight decrease in locust speed... hundreds of options really.


Have SH unburrow (or are exposed and cannot move) everytime they unload locusts, make it so that it is not auto cast and that the player must manually unload. This would allow for some sort of element of surprise.

Remove or decrease the time enduring locust lengthens locust life, but in return make SH move faster. This would allow for more hit and run tactics. Then slightly reduce the attack speed or attack of individual locusts since locusts do have a high dps.

Also like SC2Toastie said, make it so that SH are able to walk over locust.
AxiomBlurr
Profile Blog Joined November 2012
786 Posts
Last Edited: 2014-02-11 01:52:01
February 11 2014 01:45 GMT
#536
Vision range nerf is tooo much!!...10 or 12 is more reasonable...the MSC vision range is soooo big to start with to help scout proxies in the proxy heavy world of PvP...

And I am very anti the increase in blink cooldown time...

someone suggested faster stim research time...I like this!!!!~~~ But I am bias towards marines ,,,cos they are sooo cute and ambitious!!!~~
AxiomBlurr
Profile Blog Joined November 2012
786 Posts
February 11 2014 01:50 GMT
#537
On February 11 2014 10:44 superpanda27 wrote:
Show nested quote +
On February 11 2014 09:50 SC2Toastie wrote:
On February 11 2014 09:49 AxiomBlurr wrote:
On February 11 2014 04:59 GreenMash wrote:
good changes but NERF SWARM HOSTS


This...Superbad unit is Ubercrap...

The increase in 2hr games with Zerg is just...ummm....viewer numbing and culling...

But how to change the SH to make them still viable but weak for a turtling player? Suggestions anyone?

Make locust movement range smaller, offline time longer, make hosts able to move 'over' locust (like collosi can), slight decrease in locust speed... hundreds of options really.


Have SH unburrow (or are exposed and cannot move) everytime they unload locusts, make it so that it is not auto cast and that the player must manually unload. This would allow for some sort of element of surprise.

Remove or decrease the time enduring locust lengthens locust life, but in return make SH move faster. This would allow for more hit and run tactics. Then slightly reduce the attack speed or attack of individual locusts since locusts do have a high dps.

Also like SC2Toastie said, make it so that SH are able to walk over locust.



They sound like reasonable answers...more hit and run oriented Sh would be a lot more fun to watch and use...Nice suggestion dude!!
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
February 11 2014 01:50 GMT
#538
On February 11 2014 10:45 AxiomBlurr wrote:
Vision range nerf is tooo much!!...10 or 12 is more reasonable...the MSC vision range is soooo big to start with to help scout proxies in the proxy heavy world of PvP...


Maybe just learn to scout for proxies with a probe and count pylons like other races have had to do since forever?
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2014-02-11 01:59:28
February 11 2014 01:53 GMT
#539
On February 11 2014 10:29 darkness wrote:
Show nested quote +
On February 11 2014 10:27 Dingobloo wrote:
On February 11 2014 10:18 MrProdigious wrote:
I don't even understand why they need to nerf blink? hasn't it been the same cool down for years? it isn't blinking to quickly that's the problem. I really hope they don't change it. The effects on PvP and PvZ will be crazy.


There really aren't that many ways to nerf it, they've already made it one of the longest researches in the game and they can't move it up the tech tree anywhere, nerfing the blink distance wont' really do anything, they simply don't have that many numbers left to work with directly related to blink. Something needs to give as it's just too strong as a TvP timing to punish pre-sitm timings and they're running out of things to do the mothership core.


Well, the solution is rather simple, no? Just buff stim pack's research time. Protoss can still defend easily with the mothership core in HotS. There, fixed! This should solve Terran's problem without breaking blink.


This would have run on effects in TvZ as well as really altering some other staple PvT builds, I know it was like this early on in WoL so it's hard to say that it would be "imbalanced" but it also might be even more far-reaching then just changing blink. It also only solves the problem for Bio (which admittedly is what most Terran's play) but traditionally it has been an even larger constrictor on Mech openings so it would be nice to have some movement on that side of things.

There's also some ways that good protoss players can delay their mothership core in favor of sentries if they're confident they can deal with reapers, faster stim would be really damaging to that kind of meta-game movement, if they can adjust the mothership core's ability to swing back with aggression then it might become more of a choice and we'll see some movement in the early game of the PvT match up.

Now that might be all worth it in favour of fixing the balance side of it, but it's not a simple fix, it rarely is.

WombaT
Profile Blog Joined May 2010
Northern Ireland25754 Posts
February 11 2014 01:54 GMT
#540
On February 11 2014 10:40 juicyjames wrote:
http://www.youtube.com/watch?v=4tHe4DXbrks

If someone wants to round up pro comments on the changes, I will add them to the OP.

Thanks for that post, some interesting thoughts there
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Prev 1 25 26 27 28 29 50 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#24 PTR Edition
RotterdaM1410
SteadfastSC333
IndyStarCraft 309
TKL 281
ZombieGrub169
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1410
SteadfastSC 333
IndyStarCraft 309
TKL 281
ZombieGrub169
MaxPax 138
JuggernautJason79
UpATreeSC 73
Nathanias 16
ForJumy 2
StarCraft: Brood War
Britney 18769
firebathero 98
Backho 65
Aegong 38
NaDa 10
Dota 2
Fuzer 228
capcasts85
canceldota1
Counter-Strike
apEX6786
ScreaM1905
shoxiejesuss1241
Stewie2K472
Foxcn191
Super Smash Bros
PPMD51
Heroes of the Storm
Khaldor189
Other Games
Grubby4389
summit1g3798
FrodaN413
B2W.Neo307
ToD270
shahzam213
C9.Mang0121
XaKoH 92
NeuroSwarm64
Trikslyr35
Sick33
Organizations
Other Games
BasetradeTV65
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 41
• StrangeGG 39
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• FirePhoenix16
• Michael_bg 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22030
• Noizen36
League of Legends
• TFBlade957
Other Games
• imaqtpie965
• Shiphtur284
• WagamamaTV258
Upcoming Events
Sparkling Tuna Cup
12h 42m
Afreeca Starleague
12h 42m
Snow vs EffOrt
Wardi Open
13h 42m
PiGosaur Monday
1d 2h
LiuLi Cup
1d 13h
OSC
1d 17h
The PondCast
2 days
CranKy Ducklings
3 days
Maestros of the Game
4 days
Serral vs herO
Clem vs Reynor
[BSL 2025] Weekly
4 days
[ Show More ]
[BSL 2025] Weekly
4 days
BSL Team Wars
5 days
Wardi Open
6 days
Liquipedia Results

Completed

2025 Chongqing Offline CUP
RSL Revival: Season 2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
SC4ALL: Brood War
BSL 21 Team A
BSL Season 21
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.