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Feb 10 Proposed Changes: Pro Opinions - Page 7

Forum Index > SC2 General
343 CommentsPost a Reply
Prev 1 5 6 7 8 9 18 Next All
TTBest
Profile Joined September 2013
Germany74 Posts
February 11 2014 22:11 GMT
#121
It is true, if you think about it, the MSC vision nerf is a general nerf for Protoss and pretty heavy. If they nerf the Vision, then Photon Overcharge (the Vision Range), Blink (in TvP), Tempest attacks (15 Attack range, but smaller vision), defending and spotting drops and the scouting overall is being nerfed with it.

Still confused about MMA though. He's quite radical with his requests :D
Metalcore1993
Profile Joined November 2012
New Zealand92 Posts
February 11 2014 22:12 GMT
#122
Amazing response from them all. They all make a lot of sense and although each of them by themselves is lacking in the whole picture for each change for all the races, by combining them all you can formulate a very good idea of the consequences of all the change in all match ups. A lot of these idea's are good, some of them are to extreme but overall positive response for blizz other than anything to do with SH lol. Keep doing these, reading the pro's opinions is very interesting indeed. Scarletts answers were some of my favourite. She gave some pretty good responses
https://twitter.com/MetalcoreSC2 http://www.twitch.tv/metalcore1993
Ossan
Profile Joined November 2012
14 Posts
February 11 2014 22:28 GMT
#123
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.
digmouse
Profile Blog Joined November 2010
China6331 Posts
Last Edited: 2014-02-11 22:33:25
February 11 2014 22:30 GMT
#124
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Jacmert
Profile Blog Joined October 2011
Canada1709 Posts
February 11 2014 22:34 GMT
#125
On February 12 2014 04:19 avilo wrote:
Show nested quote +
On February 12 2014 03:53 NonY wrote:
Big thing about the blink cooldown change is mobility. Blink stalkers are typically pretty safe to explore the map, even when marauders or ling/roach could also be on the field. However, it's the second blink that really gets you to safety when running from those things. If the second blink is delayed 5 seconds, I think it'll force protoss to be much more passive with stalkers. It crosses a threshold where you run a risk of the stalkers getting caught and they all die.

In my opinion, Blizzard clearly isn't just targeting the PvT blink all-ins with the blink change. But why they would want to nerf blink in general is beyond me. Stalkers kinda suck in general. They're a niche unit that becomes viable in a decent number of situations only because of blink.


The problem is right now there's no risk at all to really using blink stalkers in PvT. You can virtually always escape every single time either from the Terran's base after offensive blinks, or you can do the fake blink macro builds and never lose any stalkers but still heavily pressure Terran at no risk whatsoever to yourself.

Making blink require more thought to use and have more risk associated to it will go a long way to help TvP balance because right now the balance of TvP is quite abysmal. There are too, too many PvT openings that have low risks associated with them, blink probably being the one that almost always puts the Protoss player ahead, or at the very worst even which is pretty lame.

The risk is that you've invested heavily into a whole bunch of stalkers which are pretty weak vs bio in the mid to late game, no?
Plat Support Main #believe
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
February 11 2014 22:37 GMT
#126
On February 12 2014 07:30 digmouse wrote:
Show nested quote +
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?
Moderator
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 11 2014 22:43 GMT
#127
On February 12 2014 07:34 Jacmert wrote:
Show nested quote +
On February 12 2014 04:19 avilo wrote:
On February 12 2014 03:53 NonY wrote:
Big thing about the blink cooldown change is mobility. Blink stalkers are typically pretty safe to explore the map, even when marauders or ling/roach could also be on the field. However, it's the second blink that really gets you to safety when running from those things. If the second blink is delayed 5 seconds, I think it'll force protoss to be much more passive with stalkers. It crosses a threshold where you run a risk of the stalkers getting caught and they all die.

In my opinion, Blizzard clearly isn't just targeting the PvT blink all-ins with the blink change. But why they would want to nerf blink in general is beyond me. Stalkers kinda suck in general. They're a niche unit that becomes viable in a decent number of situations only because of blink.


The problem is right now there's no risk at all to really using blink stalkers in PvT. You can virtually always escape every single time either from the Terran's base after offensive blinks, or you can do the fake blink macro builds and never lose any stalkers but still heavily pressure Terran at no risk whatsoever to yourself.

Making blink require more thought to use and have more risk associated to it will go a long way to help TvP balance because right now the balance of TvP is quite abysmal. There are too, too many PvT openings that have low risks associated with them, blink probably being the one that almost always puts the Protoss player ahead, or at the very worst even which is pretty lame.

The risk is that you've invested heavily into a whole bunch of stalkers which are pretty weak vs bio in the mid to late game, no?


No, because having some Stalkers in the late game is fine, and Photon Overcharge shuts down most Terran pressure until then.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Nebuchad
Profile Blog Joined December 2012
Switzerland12524 Posts
Last Edited: 2014-02-11 22:50:06
February 11 2014 22:49 GMT
#128
Mapmaking is one thing, and it does seem like a lot of the maps we currently have are large cliff maps, probably too many out of the total of maps. But I also don't think it should be nigh impossible to win on a map for a certain race just because it has large cliffs. Map diversity ("we should have less maps with large cliffs") is good, map restriction ("it's impossible to have maps with large cliffs") isn't.
No will to live, no wish to die
Lobotomist
Profile Joined May 2010
United States1541 Posts
February 11 2014 22:51 GMT
#129
On February 12 2014 05:53 Pontius Pirate wrote:
The pros are saying it. I think we should have a "pros offer suggestions on how to fix Swarm Hosts" thread, at least to send Blizzard a message.

Here here!
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
February 11 2014 22:52 GMT
#130
On February 12 2014 07:49 Nebuchad wrote:
Mapmaking is one thing, and it does seem like a lot of the maps we currently have are large cliff maps, probably too many out of the total of maps. But I also don't think it should be nigh impossible to win on a map for a certain race just because it has large cliffs. Map diversity ("we should have less maps with large cliffs") is good, map restriction ("it's impossible to have maps with large cliffs") isn't.


Depends. Some conditions for map making always need to be there: need a wallable nat for PvZ, a one ff ramp for PvP, not much surface area for blink allins, reasonable space to defend muta harass, etc etc.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
digmouse
Profile Blog Joined November 2010
China6331 Posts
February 11 2014 23:01 GMT
#131
On February 12 2014 07:37 stuchiu wrote:
Show nested quote +
On February 12 2014 07:30 digmouse wrote:
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?

Well we hit a deadend here.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Deletrious
Profile Joined December 2007
United States458 Posts
February 11 2014 23:03 GMT
#132
So hydralisk out of the gate DPS jumps 14.5 to 16? And final upgrade DPS 18.1 to 20. That seems like a lot of damage, surprised people in this thread don't seem to be talking about it more.
Bow before the Dongjwa.
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
Last Edited: 2014-02-11 23:03:41
February 11 2014 23:03 GMT
#133
On February 12 2014 08:01 digmouse wrote:
Show nested quote +
On February 12 2014 07:37 stuchiu wrote:
On February 12 2014 07:30 digmouse wrote:
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?

Well we hit a deadend here.


We can blame the maps all we want, but in the end we're getting faster balance patches than map updates.
Moderator
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
February 11 2014 23:05 GMT
#134
Wow! Thanks guys. This is a lot.
Celebrating Starcraft since... a long time ago.
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 11 2014 23:09 GMT
#135
On February 12 2014 08:03 stuchiu wrote:
Show nested quote +
On February 12 2014 08:01 digmouse wrote:
On February 12 2014 07:37 stuchiu wrote:
On February 12 2014 07:30 digmouse wrote:
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?

Well we hit a deadend here.


We can blame the maps all we want, but in the end we're getting faster balance patches than map updates.


Everybody keeps saying BW was balanced trough maps and that we should do the same in SC2, but that isn't entirely possible, the issues with DPS density, critical mass and certain spells/units makes map making in SC2 already very restrictive.

Maps can't have be too open because zerg would dominate to hard and protoss would suck, maps can't have too many chokes or narrow corridors or splash units and FF dominate and zergs suck, maps can't have too much air space or mutas are too good. To this list of restrictions we now need to add, maps can't have too mains with too much surface area to blink into. At this rate we'll run out of possible permutations on how to build SC2 maps, its already restrictive as it is.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Orcasgt24
Profile Joined August 2011
Canada3238 Posts
February 11 2014 23:10 GMT
#136
I don't like the Tempest change. I think a better idea for it would be 30+15-25 to Cloaked/Burrowed units.

MSC nerf: Whatever. Vision has never really been a protoss weakness. It will expose the MSC to more damage and thus force some micro. Nothing wrong with that

Hydra buff: No one makes Hydralisks if they can help it. Probably because they suck and need a buff.
In Hearthstone we pray to RNGesus. When Yogg-Saron hits the field, RNGod gets to work
weiliem
Profile Joined January 2008
2073 Posts
February 11 2014 23:10 GMT
#137
Remove Swarmhost and bring back my Ultralist burrow charge! Its 100 times more interesting to watch Ultralisk than swarmhost
Oppa feeding style
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
February 11 2014 23:10 GMT
#138
On February 12 2014 08:03 Deletrious wrote:
So hydralisk out of the gate DPS jumps 14.5 to 16? And final upgrade DPS 18.1 to 20. That seems like a lot of damage, surprised people in this thread don't seem to be talking about it more.



10% increase in dps is really subtle though. The tank got a similar increase and I'm not sure if people really appreciated the difference.
ProgamerAustralian alcohol user follow @iaguzSC2
ZeromuS
Profile Blog Joined October 2010
Canada13412 Posts
February 11 2014 23:19 GMT
#139
On February 12 2014 08:10 ROOTiaguz wrote:
Show nested quote +
On February 12 2014 08:03 Deletrious wrote:
So hydralisk out of the gate DPS jumps 14.5 to 16? And final upgrade DPS 18.1 to 20. That seems like a lot of damage, surprised people in this thread don't seem to be talking about it more.



10% increase in dps is really subtle though. The tank got a similar increase and I'm not sure if people really appreciated the difference.


Its actually better than the current +1. Its basically a free +1 upgrade right out of the gate, so its better for ZvP Hydra pressure into transition builds.

StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
February 11 2014 23:19 GMT
#140
On February 12 2014 05:53 stuchiu wrote:
Show nested quote +
On February 12 2014 05:49 shivver wrote:
If they put that hydra buff through, it will break 2 base immortal style all ins I don't think you will ever see one again.


Who the fuck do you think Parting is?

NOTHING stops the soul train
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
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