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Feb 10: Balance Test Map Coming - Page 32

Forum Index > SC2 General
992 CommentsPost a Reply
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CCa1ss1e
Profile Blog Joined October 2010
Canada3231 Posts
February 11 2014 04:59 GMT
#621
I'm no balance pro, but I'm not a fan of the Blink nerf.. but the Hydra attack speed change is cool.
~ The Ultimate Weapon
yokohama
Profile Joined February 2005
United States1116 Posts
February 11 2014 05:00 GMT
#622
On February 11 2014 13:15 forsooth wrote:
Show nested quote +
On February 11 2014 12:33 ArTiFaKs wrote:
Everyone bitching about mech, and now looking at TvZ it's sooooooooooooooooo fucking boring now, just line up your units with static defense and wait 3 hours for the game to finish. So let's just hold off on all the complaining for now.

I'm not sure what TvZ you've been watching, but the mech that Flash and TY have been doing in Proleague against Zerg has been really fun to watch.


He is probably talking about the Reality vs Soulkey game 1 from Proleague last night.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19231 Posts
February 11 2014 05:00 GMT
#623
On February 11 2014 13:11 forsooth wrote:
Show nested quote +
On February 11 2014 11:56 BisuDagger wrote:
      Blink is one of the cool, micro intensive skills in the game. It is a skill that is clear to see when done flawlessly. I'd be super saddened as a spectator to see it nerfed. It is definitely not the way to go.

      The thing people forget sometimes, is that to some of us Starcraft is a spectator sport. And fixing balance issues wrong can sometimes hurt the experience. Hellbat drops era was one of the most exciting periods of SC2 as a viewer. Innovation was amazing to watch hitting several bases simultaneously and actually had a chance to shine as a micro player. I believe nerfing blink is a step in that wrong direction for spectators.

You have to be joking, the hellbat era was completely ruining TvT. That matchup was pure art in WoL and has become really good again in HotS since the nerf.

4 drops simultaneously wasn't epic to watch? I guess I'm spoiled by watching boxer develop drop play in starcraft 1 and thought I was finally seeing it pioneered for sc2 also. TvT could have been fixed without ruining the epic drop play hellbats offered. As I said in one of my other posts, I would rather strengthen the opponent then weaken the single unit.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
February 11 2014 05:01 GMT
#624
On February 11 2014 13:26 ZeromuS wrote:
Show nested quote +
On February 11 2014 13:19 forsooth wrote:
On February 11 2014 12:59 KrazyTrumpet wrote:
On February 11 2014 11:59 mostevil wrote:
On February 11 2014 11:31 KrazyTrumpet wrote:
On February 11 2014 11:24 vhapter wrote:

5 seconds cool to blink will most likely kill blink builds PvP, which aren't that good atm to begin with.


Have you been watching different PvP from everyone else?

I think most people tune out for PvP. It's a hard matchup to love.

I don't get that =/

It's the most varied matchup, lots of viable openers, and lately there have been a lot less build order auto wins as players adjust and account for new strats. You have everything from proxy rushes to crazy blink stalker battles to stargate openers to late game colossus/archon/tempest battles to 5 minute games to 30 minute games.

PvP is easily my favorite matchup now, we have come a VERY long way from the "4gate or die" days.

The design of most Protoss units and the way they interact with each other just isn't all that interesting to a lot of people. It doesn't matter to me how many openers there are or how long or short the games are.


I guess its mostly protoss players that get the beauty of PvP once you move past the blind counter thing. How a player deals with being on the bad end of a build stick is great. I've seen players harass with 4 stalkers at a time to kill probes vs robo, and dt prism drops vs observer openings while expanding.

On maps that aren't chokey we get archon immortal chargelot, a mobile composition that can deny third bases and push and pull while harassing and dropping.

Even blink v blink micro battles are fantastic.

But you need to get past the hard counter and into the intricacy which a lot of casters dont introduce well. Its just as punishing a matchup as ZvZ but slower in pace early with positioning of TvT in the mid game when both players take 3rd and 4th bases. Its a very finesse based matchup and it doesnt come through when presented incorrectly. IMO anyway.

I totally agree. It's interesting how, as you learn more about the game, you get more annoyed with casters lol
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
February 11 2014 05:02 GMT
#625
On February 11 2014 14:00 yokohama wrote:
Show nested quote +
On February 11 2014 13:15 forsooth wrote:
On February 11 2014 12:33 ArTiFaKs wrote:
Everyone bitching about mech, and now looking at TvZ it's sooooooooooooooooo fucking boring now, just line up your units with static defense and wait 3 hours for the game to finish. So let's just hold off on all the complaining for now.

I'm not sure what TvZ you've been watching, but the mech that Flash and TY have been doing in Proleague against Zerg has been really fun to watch.


He is probably talking about the Reality vs Soulkey game 1 from Proleague last night.


All play styles can be un-entertaining and painful, it depends how you play it. It's just too bad both Reality and Soulkey decided to make us suffer at the same time.
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 11 2014 05:03 GMT
#626
Surprised by the blink cool down change. Definitely did not see that one coming. The MSC vision range however was pretty obvious; I'm really not sure why Blizzard decided to wait on that one when it was obvious their previous changes would do nothing about the potency of current blink openings. At least they're kind of making up for it with such a quick response so soon after the previous balance changes.
Twitter: @iamcaustic
Whitewing
Profile Joined October 2010
United States7483 Posts
February 11 2014 05:05 GMT
#627
On February 11 2014 12:40 plogamer wrote:
Show nested quote +
On February 11 2014 12:34 Whitewing wrote:
On February 11 2014 11:56 plogamer wrote:
On February 11 2014 11:50 Darkhoarse wrote:
The thing is Protoss earlygame is getting hammered pretty hard here. I think just the msc nerf/widow mine buff should be enough, with the blink nerf slightly over the top. Either that or they should just do one of either the msc nerf/blink nerf. Not to mention that blink builds in PvP will start dying off, and we'll be seeing a TON of stargate play.

Hydra change is ok I guess I wish they just made them more durable, but I don't hate it. Tempest change I am unsure of but it doesn't seem completely game breaking.


I don't think it makes stargate play that much stronger - when you watch games currently, it's usually one blink to chase off that pesky oracle. Or blinking back individual stalkers against voids (more often the case it's just one giant blink forward to snipe it if possible). It just means the Protoss has to disengage for 5 seconds more with blink stalkers on retreat against void rays before they can execute blink micro again.

Same with phoenix, it's usually just one blink to chase them off. Phoenix and oracle are fast enough that currently blink isn't enough to chase them down.

And, both Protoss have access to stargate! Phoenix kind of hard counter oracles (oracles being light armored and unable to shoot air). So while game meta might shift, balance should not be an issue given its a mirror match up.


It makes stargate a better choice because it makes blink a weaker choice in general, and therefore less likely to be the initial build choice. The only build that has a build order advantage against stargate is blink.


"Weaker choice in general" is really vague. I pointed out why blink isn't a weaker choice by comparing the proposed nerf against blink's current interaction with each of the Protoss stargate unit.


It makes blink substantially weaker against fast expand builds of any kind, it makes it weaker to defend gateway pressure or all-ins with (since normally, if you defend right, blink finishes shortly after the attack starts and you use micro to barely hold it off), it makes it weaker against robo play, which, while rare, still occasionally happens. It makes blink a weaker opening against people going into Archon/chargelot/immortal midgames, it makes blink weaker vs. everything. It makes blink based attacks and all-ins weaker, and it makes it weaker against void rays.

So yeah, it's a big hit.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Snake.69
Profile Joined February 2010
Canada140 Posts
Last Edited: 2014-02-11 05:13:02
February 11 2014 05:05 GMT
#628
As a zerg player, i wouldnt mind a nerf to swarm host turtle.. but everyone has to agree something would have to be done about the TvZ (mech raven/sky mech) and PvZ ( archon templar void ray and maybe tempest)...

The only zerg counter ever had to ravens in wol got nerfed to the ground... yep the infestor.

With all this in mind, i suggest this buff:

-Infestors deal additionnal damage against caster units. (ravens, templars, mothership core,sentries etc). It would help the zerg defend against sentry heavy mid game toss *all in*. It would also force the terran to spread his ravens and vikings more; making them more easy to pick off with vipers and the *new and improved* hydras. It would make it a lot easier for the terran to make micro mistakes just as it is for the zerg if he doesnt go swarm hosts.

And then with hydra vipers beeing more viable against a late game sky mech composition, the zerg would be more likely to put pressure all game with roach hydra. since with vipers and infestor, it would be alot more viable since raven clumps would be very risky.

Same can be said about ZvP. Ground armies get melted super cost innefficiently against toss max armies with templars and immortals/colosus. Ultras are ok but as soon as spotted, toss walls up, adjust his composition while warp prism harassing and has a 100% guaranteed super cost efficient battle on the first engagement, then can recall home and adjust compositon again.

Zerg needs a well rounded unit that can counter enemy spell casters from beeing overly massed. Ravens should be a support unit, not a massable unit. You should have 4-5 on your max army, not 12+.

Think about it.. Energy based units that can kill and *free units* is what creates 2hours stale mates games. In order for casters to remain support units and not be massed, every race needs a anti caster. You dont see mass ravens turtle against protoss do you?? In fact, TvP is never a turtle based game. Because both races have anti casters so their caster cant be massed, therefor there is no need to wait for energy to fight good battles once you are maxed out.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2014-02-11 05:06:37
February 11 2014 05:06 GMT
#629
On February 11 2014 14:02 lichter wrote:
Show nested quote +
On February 11 2014 14:00 yokohama wrote:
On February 11 2014 13:15 forsooth wrote:
On February 11 2014 12:33 ArTiFaKs wrote:
Everyone bitching about mech, and now looking at TvZ it's sooooooooooooooooo fucking boring now, just line up your units with static defense and wait 3 hours for the game to finish. So let's just hold off on all the complaining for now.

I'm not sure what TvZ you've been watching, but the mech that Flash and TY have been doing in Proleague against Zerg has been really fun to watch.


He is probably talking about the Reality vs Soulkey game 1 from Proleague last night.


All play styles can be un-entertaining and painful, it depends how you play it. It's just too bad both Reality and Soulkey decided to make us suffer at the same time.


I really liked how aggressive Soulkey was with his swarm hosts initially in the second game, doing hit and runs. That's one of the ways I think swarm hosts can be used that's cool to see. But then he decided to just turtle up again -_-

Thankfully, he had such a huge lead from his opening roach/bane attack that he was able to end the game more aggressively but yeah, this turtle nonsense is silly. I absolutely don't mind long games, but they can't just end up being two armies sitting around staring at each other for 1.5 hours waiting for someone to miss a PDD or a fungal.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
AnonymousSC2
Profile Joined January 2014
United States189 Posts
February 11 2014 05:10 GMT
#630
On February 11 2014 13:43 pak150 wrote:
Here's a link to a video where Khaldor and Mana discuss the patch changes. Obviously Mana has Protoss point of view, but it's still good content from Khaldor (as usual).


Yeah Mana is extremely biased. He thinks its ok for widowmine drops to kill 1 probe at a time? It's stupid. Very stupid.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2014-02-11 05:28:32
February 11 2014 05:23 GMT
#631
On February 11 2014 14:10 AnonymousSC2 wrote:
Show nested quote +
On February 11 2014 13:43 pak150 wrote:
Here's a link to a video where Khaldor and Mana discuss the patch changes. Obviously Mana has Protoss point of view, but it's still good content from Khaldor (as usual).


Yeah Mana is extremely biased. He thinks its ok for widowmine drops to kill 1 probe at a time? It's stupid. Very stupid.


I've never fully understood why Widow Mine drops should be even be a part of the game...

Terran players can never fully experience them either, since they don't kill a mass of SCV's in one shot, since they do 40 damage...

It was like BFH. It was never really an issue until Terrans started doing it to each other, then suddenly it became a big issue. Except it was always an issue. I don't know how many times I faced masses of Hellions in TvP trying to kill my workers, dropped or not. Then people do it in TvT, and suddenly it gets changed... it was imbalanced all a long.
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
February 11 2014 05:37 GMT
#632
On February 11 2014 14:23 BronzeKnee wrote:
Show nested quote +
On February 11 2014 14:10 AnonymousSC2 wrote:
On February 11 2014 13:43 pak150 wrote:
Here's a link to a video where Khaldor and Mana discuss the patch changes. Obviously Mana has Protoss point of view, but it's still good content from Khaldor (as usual).


Yeah Mana is extremely biased. He thinks its ok for widowmine drops to kill 1 probe at a time? It's stupid. Very stupid.


I've never fully understood why Widow Mine drops should be even be a part of the game...

Terran players can never fully experience them either, since they don't kill a mass of SCV's in one shot, since they do 40 damage...

It was like BFH. It was never really an issue until Terrans started doing it to each other, then suddenly it became a big issue. Except it was always an issue. I don't know how many times I faced masses of Hellions in TvP trying to kill my workers, dropped or not. Then people do it in TvT, and suddenly it gets changed... it was imbalanced all a long.


ahahahaha

you're funny

because that's totally wrong

Here's what actually happened: http://wiki.teamliquid.net/starcraft2/2011_MLG_Pro_Circuit/Anaheim

Also known as three Terrans going a combined 19-2 against zergs
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
vthree
Profile Joined November 2011
Hong Kong8039 Posts
Last Edited: 2014-02-11 05:46:14
February 11 2014 05:41 GMT
#633
On February 11 2014 14:00 BisuDagger wrote:
Show nested quote +
On February 11 2014 13:11 forsooth wrote:
On February 11 2014 11:56 BisuDagger wrote:
      Blink is one of the cool, micro intensive skills in the game. It is a skill that is clear to see when done flawlessly. I'd be super saddened as a spectator to see it nerfed. It is definitely not the way to go.

      The thing people forget sometimes, is that to some of us Starcraft is a spectator sport. And fixing balance issues wrong can sometimes hurt the experience. Hellbat drops era was one of the most exciting periods of SC2 as a viewer. Innovation was amazing to watch hitting several bases simultaneously and actually had a chance to shine as a micro player. I believe nerfing blink is a step in that wrong direction for spectators.

You have to be joking, the hellbat era was completely ruining TvT. That matchup was pure art in WoL and has become really good again in HotS since the nerf.

4 drops simultaneously wasn't epic to watch? I guess I'm spoiled by watching boxer develop drop play in starcraft 1 and thought I was finally seeing it pioneered for sc2 also. TvT could have been fixed without ruining the epic drop play hellbats offered. As I said in one of my other posts, I would rather strengthen the opponent then weaken the single unit.


Yeah, I think the big issue with hellbat drops was that is pretty much always did damage unless you had 10-15 supply of units sitting right in the minerals lines. Harass defense should be able spotting and reacting and not having units sitting in the mineral lines.

marines drops are a good example, you need 1 or 2 static defense to hold off while your armies comes in. With hellbats, your army had pretty much 0 time to react because they just ignored static defense and kill your workers.


vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 11 2014 05:44 GMT
#634
On February 11 2014 14:37 GTPGlitch wrote:
Show nested quote +
On February 11 2014 14:23 BronzeKnee wrote:
On February 11 2014 14:10 AnonymousSC2 wrote:
On February 11 2014 13:43 pak150 wrote:
Here's a link to a video where Khaldor and Mana discuss the patch changes. Obviously Mana has Protoss point of view, but it's still good content from Khaldor (as usual).


Yeah Mana is extremely biased. He thinks its ok for widowmine drops to kill 1 probe at a time? It's stupid. Very stupid.


I've never fully understood why Widow Mine drops should be even be a part of the game...

Terran players can never fully experience them either, since they don't kill a mass of SCV's in one shot, since they do 40 damage...

It was like BFH. It was never really an issue until Terrans started doing it to each other, then suddenly it became a big issue. Except it was always an issue. I don't know how many times I faced masses of Hellions in TvP trying to kill my workers, dropped or not. Then people do it in TvT, and suddenly it gets changed... it was imbalanced all a long.


ahahahaha

you're funny

because that's totally wrong

Here's what actually happened: http://wiki.teamliquid.net/starcraft2/2011_MLG_Pro_Circuit/Anaheim

Also known as three Terrans going a combined 19-2 against zergs


To be fair, that was MMA, Boxer, Mvp vs mostly NA zergs.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2014-02-11 05:45:42
February 11 2014 05:44 GMT
#635
On February 11 2014 14:05 Whitewing wrote:
Show nested quote +
On February 11 2014 12:40 plogamer wrote:
On February 11 2014 12:34 Whitewing wrote:
On February 11 2014 11:56 plogamer wrote:
On February 11 2014 11:50 Darkhoarse wrote:
The thing is Protoss earlygame is getting hammered pretty hard here. I think just the msc nerf/widow mine buff should be enough, with the blink nerf slightly over the top. Either that or they should just do one of either the msc nerf/blink nerf. Not to mention that blink builds in PvP will start dying off, and we'll be seeing a TON of stargate play.

Hydra change is ok I guess I wish they just made them more durable, but I don't hate it. Tempest change I am unsure of but it doesn't seem completely game breaking.


I don't think it makes stargate play that much stronger - when you watch games currently, it's usually one blink to chase off that pesky oracle. Or blinking back individual stalkers against voids (more often the case it's just one giant blink forward to snipe it if possible). It just means the Protoss has to disengage for 5 seconds more with blink stalkers on retreat against void rays before they can execute blink micro again.

Same with phoenix, it's usually just one blink to chase them off. Phoenix and oracle are fast enough that currently blink isn't enough to chase them down.

And, both Protoss have access to stargate! Phoenix kind of hard counter oracles (oracles being light armored and unable to shoot air). So while game meta might shift, balance should not be an issue given its a mirror match up.


It makes stargate a better choice because it makes blink a weaker choice in general, and therefore less likely to be the initial build choice. The only build that has a build order advantage against stargate is blink.


"Weaker choice in general" is really vague. I pointed out why blink isn't a weaker choice by comparing the proposed nerf against blink's current interaction with each of the Protoss stargate unit.


It makes blink substantially weaker against fast expand builds of any kind, it makes it weaker to defend gateway pressure or all-ins with (since normally, if you defend right, blink finishes shortly after the attack starts and you use micro to barely hold it off), it makes it weaker against robo play, which, while rare, still occasionally happens. It makes blink a weaker opening against people going into Archon/chargelot/immortal midgames, it makes blink weaker vs. everything. It makes blink based attacks and all-ins weaker, and it makes it weaker against void rays.

So yeah, it's a big hit.


And the nexus cannon just suddenly disappeared? Blink is still far superior to non-blink stalkers (in gateway pressure) even with the cooldown increased. Has blink ever been strong against charglot archon? Or even used against that composition? Chargelots negate a lot of blink mobility, unless used to near cliffs (which again means the 5 extra second is a non-issue).

I wouldn't deny that it's a nerf. But let's not make a mountain of a mole hill.
Entropy137
Profile Joined January 2012
Canada215 Posts
February 11 2014 05:46 GMT
#636
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2014-02-11 05:49:56
February 11 2014 05:49 GMT
#637
On February 11 2014 14:46 Entropy137 wrote:
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.


Now this seems like a really legitimate point. But I'm too tired to confirm if blink stalkers in the current patch do indeed barely get away, and heading to bed.
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
February 11 2014 05:51 GMT
#638
On February 11 2014 14:41 vthree wrote:
Show nested quote +
On February 11 2014 14:00 BisuDagger wrote:
On February 11 2014 13:11 forsooth wrote:
On February 11 2014 11:56 BisuDagger wrote:
      Blink is one of the cool, micro intensive skills in the game. It is a skill that is clear to see when done flawlessly. I'd be super saddened as a spectator to see it nerfed. It is definitely not the way to go.

      The thing people forget sometimes, is that to some of us Starcraft is a spectator sport. And fixing balance issues wrong can sometimes hurt the experience. Hellbat drops era was one of the most exciting periods of SC2 as a viewer. Innovation was amazing to watch hitting several bases simultaneously and actually had a chance to shine as a micro player. I believe nerfing blink is a step in that wrong direction for spectators.

You have to be joking, the hellbat era was completely ruining TvT. That matchup was pure art in WoL and has become really good again in HotS since the nerf.

4 drops simultaneously wasn't epic to watch? I guess I'm spoiled by watching boxer develop drop play in starcraft 1 and thought I was finally seeing it pioneered for sc2 also. TvT could have been fixed without ruining the epic drop play hellbats offered. As I said in one of my other posts, I would rather strengthen the opponent then weaken the single unit.


Yeah, I think the big issue with hellbat drops was that is pretty much always did damage unless you had 10-15 supply of units sitting right in the minerals lines. Harass defense should be able spotting and reacting and not having units sitting in the mineral lines.


The big issue was that Hellbats had high HP and high damage output, with their drawback being immobility. Paired with a medivac solves that, and it has no weakness as a harassment unit. Unless you intercept the medivac it was going to do damage no matter what because it was impossible to kill fast enough.

The solution Blizzard chose was to reduce their high damage output, but it nerfed the strategy too hard because two in a 'vac could no longer do damage before SCVs could be pulled. It also nerfed the unit in other situations; they could not longer be used to counter zealots in TvP.

An odd but more reasonable solution for it, in my opinion, would have been to make medivacs unable to boost with hellbats in them. Nerfing their mobility is more in line with the purpose of hellbats (tanky high DPS unit with short range and movement).
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
forsooth
Profile Joined February 2011
United States3648 Posts
Last Edited: 2014-02-11 05:52:45
February 11 2014 05:51 GMT
#639
On February 11 2014 14:00 BisuDagger wrote:
Show nested quote +
On February 11 2014 13:11 forsooth wrote:
On February 11 2014 11:56 BisuDagger wrote:
      Blink is one of the cool, micro intensive skills in the game. It is a skill that is clear to see when done flawlessly. I'd be super saddened as a spectator to see it nerfed. It is definitely not the way to go.

      The thing people forget sometimes, is that to some of us Starcraft is a spectator sport. And fixing balance issues wrong can sometimes hurt the experience. Hellbat drops era was one of the most exciting periods of SC2 as a viewer. Innovation was amazing to watch hitting several bases simultaneously and actually had a chance to shine as a micro player. I believe nerfing blink is a step in that wrong direction for spectators.

You have to be joking, the hellbat era was completely ruining TvT. That matchup was pure art in WoL and has become really good again in HotS since the nerf.

4 drops simultaneously wasn't epic to watch? I guess I'm spoiled by watching boxer develop drop play in starcraft 1 and thought I was finally seeing it pioneered for sc2 also. TvT could have been fixed without ruining the epic drop play hellbats offered. As I said in one of my other posts, I would rather strengthen the opponent then weaken the single unit.

No, it wasn't epic to watch because hellbat drops combined with medivac boost turned the entire matchup into nothing but trying frantically to defend your mineral lines against something that could instantly kill a quarter of your workers if you made a mistake. It took the focus completely off of what makes TvT great, which is the battle for control of space out on the map with siege tanks and the way players focus on trying to circumvent or punch holes in enemy lines. Epic is as far from what hellbats turned TvT into as I can think of. The way Blizzard went about nerfing them was probably not the best solution, but I'll take nerfed hellbats over the way they used to be without a second thought.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
Last Edited: 2014-02-11 05:54:26
February 11 2014 05:52 GMT
#640
On February 11 2014 14:46 Entropy137 wrote:
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.


To be fair, having blink stalkers being always able to get away after targeting down a unit without any way for the terran to respond was kind of weird, especially when protoss has shield regen. Will have to see how it goes, obviously, we don't want protoss to have to lose 3-4 stalkers either. But maybe they will have to plan their retreat path where they can use the terrain.
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