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Balance Test Map Soon July 8th - Page 3

Forum Index > SC2 General
631 CommentsPost a Reply
Prev 1 2 3 4 5 30 31 32 Next All
Lorning *
Profile Blog Joined April 2011
Belgica34432 Posts
July 08 2014 17:47 GMT
#41
Time Warp duration decreased from 30 to 15


Hype
Community News
TL+ Member
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 08 2014 17:47 GMT
#42
Everyone arguing about TW and Thors, but guys, the WM buff would be OP as fuck.
Ok for full damage in 1,5 instead of 1,25, that would be the middle between pre and post nerf, but going this far as doing AoE in 2,5 is freaking huge. The WM will be wayyy more OP than before its nerf.
Paljas
Profile Joined October 2011
Germany6926 Posts
July 08 2014 17:48 GMT
#43
meh, i just wish the would nerf PO into the ground. like, give it a super short duration/range and higher energy cost.
that alone could fix TvP and make it more exciting.

TL+ Member
Novacute
Profile Joined September 2011
Australia313 Posts
Last Edited: 2014-07-08 17:53:32
July 08 2014 17:49 GMT
#44
On July 09 2014 02:48 Paljas wrote:
meh, i just wish the would nerf PO into the ground. like, give it a super short duration/range and higher energy cost.
that alone could fix TvP and make it more exciting.



Reckon a range nerf is sufficient. 13 is just too huge for a defensive spell.
RPR_Tempest
Profile Blog Joined February 2011
Australia7799 Posts
July 08 2014 17:50 GMT
#45
Time Warp change is beautiful. Thor change is fine but adding the mine buff will make the marine/medivac/mine/thor combo nigh impossible for a Zerg to defeat. Hopefully if they do buff the mine, it's teeny tiny. Pre nerf mines were absolutely and completely fucked up.
Soundwave, Zerg player from Canberra, Australia. @SoundwaveSC
asongdotnet
Profile Blog Joined March 2012
United States1060 Posts
July 08 2014 17:51 GMT
#46
Thor upgrade is thanks to Bomber.. I was there when he suggested the change to the Blizz eSports folks!
Undead1993
Profile Joined January 2012
Germany17651 Posts
Last Edited: 2014-07-08 17:54:15
July 08 2014 17:51 GMT
#47
i really dislike the thor priority change, because it makes the game easier for terran and they are known to be a micro intensive race.

timewarp, i don't know about that either, maybe the san 4 gate against zerg will completely die off. i think it's way too much to cut half of the duration time. but we already know that blizzard loves to be extreme.

the third one just negates the last patch regarding widow mines doesn't it? i am not sure. but i like buffing the mines, maybe they should consider now getting rid of the extra damage for shield units. not sure how it will work out with that in place, we'll see i guess.
SEKO SEKO SEKO SEKO SEKO
Nebuchad
Profile Blog Joined December 2012
Switzerland12535 Posts
July 08 2014 17:54 GMT
#48
I don't mind this, it's not as good as changing the terran lategame, but it's not like I really expected them to make design decisions now so I'm not really disappointed.
No will to live, no wish to die
Tresher
Profile Joined October 2011
Germany404 Posts
July 08 2014 17:55 GMT
#49
On July 09 2014 02:47 Faust852 wrote:
Everyone arguing about TW and Thors, but guys, the WM buff would be OP as fuck.
Ok for full damage in 1,5 instead of 1,25, that would be the middle between pre and post nerf, but going this far as doing AoE in 2,5 is freaking huge. The WM will be wayyy more OP than before its nerf.

Banelings have pretty big splash too. Its 2.2 for such a cheap unit. And it does full damage in the WHOLE radius.
Extreme Force
Loccstana
Profile Blog Joined November 2012
United States833 Posts
July 08 2014 17:59 GMT
#50
How about returning 250mm cannons to thors? Make it an aoe attack that damages both air and ground with a 50 second cooldown.
[url]http://i.imgur.com/lw2yN.jpg[/url]
Deleted User 137586
Profile Joined January 2011
7859 Posts
July 08 2014 17:59 GMT
#51
I don't expect any noticeable change in balance after these changes. WM could have an impact but not enough banes get the full hit.
Cry 'havoc' and let slip the dogs of war
Loccstana
Profile Blog Joined November 2012
United States833 Posts
July 08 2014 18:00 GMT
#52
On July 09 2014 02:59 Ghanburighan wrote:
I don't expect any noticeable change in balance after these changes. WM could have an impact but not enough banes get the full hit.


They need to reduce widow mine supply to one and also reduce the reload time
[url]http://i.imgur.com/lw2yN.jpg[/url]
Code
Profile Blog Joined June 2009
Canada634 Posts
July 08 2014 18:02 GMT
#53
On July 09 2014 03:00 Loccstana wrote:
Show nested quote +
On July 09 2014 02:59 Ghanburighan wrote:
I don't expect any noticeable change in balance after these changes. WM could have an impact but not enough banes get the full hit.


They need to reduce widow mine supply to one and also reduce the reload time

You would never be able to engage cuz there would be 30 mines everywhere. Its not meant to be a core unit, its a support unit.
Goofinator
Profile Joined September 2013
England45 Posts
July 08 2014 18:03 GMT
#54
As I said in another thread I am convinced that the best nerf for photon overcharge is to make it have a 10 second "power up" time before it activates. This would mean that someone who sees an attack coming in advance can activate overcharge and be safe whereas someone who only sees units when they are in their base has 10 seconds of free damage done against them - this rewards a protoss player who is on top of their scouting while someone who gets caught off guard is punished.
Ctone23
Profile Blog Joined December 2012
United States1841 Posts
July 08 2014 18:03 GMT
#55
On July 09 2014 02:55 Tresher wrote:
Show nested quote +
On July 09 2014 02:47 Faust852 wrote:
Everyone arguing about TW and Thors, but guys, the WM buff would be OP as fuck.
Ok for full damage in 1,5 instead of 1,25, that would be the middle between pre and post nerf, but going this far as doing AoE in 2,5 is freaking huge. The WM will be wayyy more OP than before its nerf.

Banelings have pretty big splash too. Its 2.2 for such a cheap unit. And it does full damage in the WHOLE radius.



I'm scared of the friendly fire WM splash coming my way.
TL+ Member
Foxxan
Profile Joined October 2004
Sweden3427 Posts
July 08 2014 18:06 GMT
#56
On July 09 2014 02:42 Vindicare605 wrote:
Show nested quote +
On July 09 2014 02:38 Musicus wrote:
Hm I wonder if that Thor change does anything.


It doesn't, not at the higher levels anyway.

It just means that Thors when being mixed with Bio forces will default to attacking mutalisks but it also means they'll default to attacking Overlords, Overseers, and Medivacs in TvT which aren't necessarily what you always want.

Like I said before, it's just replacing one kind of annoyance for another.

Not necessarily. Making overlords less priority overall should be an easy fix. Medivacs can have this priority to.
Doublemint
Profile Joined July 2011
Austria8760 Posts
July 08 2014 18:07 GMT
#57
On July 09 2014 03:03 Ctone23 wrote:
Show nested quote +
On July 09 2014 02:55 Tresher wrote:
On July 09 2014 02:47 Faust852 wrote:
Everyone arguing about TW and Thors, but guys, the WM buff would be OP as fuck.
Ok for full damage in 1,5 instead of 1,25, that would be the middle between pre and post nerf, but going this far as doing AoE in 2,5 is freaking huge. The WM will be wayyy more OP than before its nerf.

Banelings have pretty big splash too. Its 2.2 for such a cheap unit. And it does full damage in the WHOLE radius.



I'm scared of the friendly fire WM splash coming my way.


But why?

+ Show Spoiler +
[image loading]
Pride goeth before destruction, and an haughty spirit before the fall.
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2014-07-08 18:08:28
July 08 2014 18:07 GMT
#58
Here's something I've been thinking about recently. What if they buffed tanks vs gateway units specifically? As in: make zealots and stalkers psionic units (sentries already are) and then for example introduce a tank upgrade at the tech lab that increases damage output against psionic units.

Not only could that help vs blink stalker all ins and allow some more breathing room back for map makers, it could also let terrans punish a failed blink all in. Contain-based strategies could make a return, early aggression with tanks might be viable (1-1-1 ?!). AND it would also help zone high templar in the lategame.

If tanks were overall more powerful vs protoss, that would give people a reason to invest in vehicle upgrades earlier -> earlier upgrades for vikings -> better ability to deal with lategame colossus/protoss air transitions -> etc.etc. Of course you'd have to play around with numbers and all to make sure it doesn't break things entirely.

Against zerg I see the problems mostly being their immobility and how easy it is to pick them apart with mutas.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 08 2014 18:08 GMT
#59
These changes should really shake up TvP and bring the much needed variety we've been asking for.

TY Blizz!
Head Coach Park: "They should buff tanks!"
Gwavajuice
Profile Joined June 2014
France1810 Posts
July 08 2014 18:08 GMT
#60
Well, I guess, as a community, we need to stop imagining/theorycrafting and massively go and test this balance map whatever our level is, so we can base our opinion on actual data and give consistent feedback.

I'm just plat but I ll go anyway; hope I ll see you all there
Dear INno and all the former STX boys.
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