• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:31
CEST 13:31
KST 20:31
  • 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
[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Bot on ladder StarCraft Human 'N' AI League an AI researcher's take on the ladder bot BW General Discussion BSL Season 23
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1 [IPSL] IPSL is Back With Winter 26-27!
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9296 users

Balance Test Map Soon July 8th - Page 32

Forum Index > SC2 General
631 CommentsPost a Reply
Prev 1 30 31 32 All
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-07-12 23:03:47
July 12 2014 21:08 GMT
#621
I might be wrong, I took a break from Starbow&SC2 for several months and Starbow probably changed a lot in between. I was specifically thinking of viking missiles being slow, but I noticed those had been changed recently, and maybe other projectiles have been adjusted too.


Oh Vikings missile used to be annoyingly slow. I aree it felt much better with Sc2-missiles as that slow attack speed never really accomplished anything (besides more overkill I guess) as you still couldn't avoid it.


I watched the recent Xiphias casts and constantly had to remind myself that it was played on the highest game speed, it's just that the units and animations all feel a bit slower.


Game is way too slow indeed. It's basically 7% slower, but all that accomplishes is to reduce the skill-cap. The argument that we want to incentvize longer battles is bascially nonsense IMO since that can be accomplished by increasing the HP of certain units/reducing damage. For most units that should be somewhat easy to "rebalance". Reducing the movement speed as well makes the control feel annoying.

I like Sc2 more, but even then I think there is room for improvement. I would like to see large maps as default, and units which are good at harassing/light pressure gets an increase in movement speed, while "killer-units" gets slower. That will increase the defenders advantage, but at the same time incentivize pressure and overall increase the skillcap of controlling units (because there simply is more you can do with the units when they move faster).

It reminds me of WC3 actually, a game that always felt a little bit slow to me when watching (I would watch replays for enjoyment on 2x, and actually YouTube casters sometimes do the same). However, you never notice this slowness while playing because there is enough to do in the game. Similarly, I never played Brood War on the fastest game speeds because I played the game mostly offline and the high speed felt oppressive and too mechanically taxing to me. There was enough to do in the game after all, yet I suspect that if you would watch my replays on the same speed I played them that they would be quite uneventful (and I don't have horrible mechanics or anything). Starcraft II is different though.


Well Wc3 isn't alone here. It seems to me after watching clips of many other RTS, that they generally are a ton slower. That's unfortunate, becasue I actually think that Starcraft has a ton of weakness's to it's overall design. But controlling and moving around with units just seems a ton better than in any other game (at least when you look at it from a competitive POV).


I don't think you can make fungal growth too slow because it's a standard projectile and therefore it needs a certain speed to be believable. EMP is similar. I know the Starbow team has done well with what little resources they have, but I don't think they can be expected to create new spell effects that live up to Blizzard's standards. So I don't mind it too much, but I never thought all the spell effects looked absolutely amazing.


It depends on the radius though. I think you can make it even slower with a 25%-40% larger radius. As I remember it, the speed is around 13 now, but I think you can go down to around 8.Further, it should also slow instead of lock and then deal more damage instead.

For Abduct, here is what could have been done;

- Energy cost reduced to 50 from 75
- Projectile speed of Abduct reduced to around 7.
- A dot shows on a the targetted unit
(perhaps also a casting range increase)

This bascially means that the enemy can pull back his Collosus/immortals/Thors when the enemy casts Abduct to it. Right now Abduct is one of the most lame abilities in the game, but it could easily have a lot of countermicro to it. Second thing to though is get rid of the Viking as the counter AA vs armored counter since that creates some really terrible interactions. What BW did made a ton more sense.

I really feel like there is a ton of potenital for adding countermicro to abilities in Sc2. The game could be fucking awesome if the developers had simply made sure that there actually existed practical countermicro after abilties were casted so it wasn't just about "prebattle micro".
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-07-12 21:42:48
July 12 2014 21:42 GMT
#622
On July 13 2014 06:08 Hider wrote:
Game is way too slow indeed. It's basically 7% slower, but all that accomplishes is to reduce the skill-cap. The argument that we want to incentvize longer battles is bascially nonsense IMO since that can be accomplished by increasing the HP of certain units/reducing damage. For most units that should be somewhat easy to "rebalance". Reducing the movement speed as well makes the control feel annoying.

I don't know, I think it's fine for playing the game. It's an interesting dilemma though: should you balance game speeds keeping spectators in mind, or just players?

Maybe this is funny: I used to campaign for a +20%game-speed-replay-watching mode in WoL beta because I thought this could be a preferable speed to the standard. In retrospect it was a bad idea, but in my defense I was only familiar with "replay of the week" & YouTube casts, not with live e-sports broadcasting. I think we're stuck with watching the game at the same speed it's been played.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-07-12 22:14:00
July 12 2014 22:03 GMT
#623
On July 13 2014 06:42 Grumbels wrote:
Show nested quote +
On July 13 2014 06:08 Hider wrote:
Game is way too slow indeed. It's basically 7% slower, but all that accomplishes is to reduce the skill-cap. The argument that we want to incentvize longer battles is bascially nonsense IMO since that can be accomplished by increasing the HP of certain units/reducing damage. For most units that should be somewhat easy to "rebalance". Reducing the movement speed as well makes the control feel annoying.

I don't know, I think it's fine for playing the game. It's an interesting dilemma though: should you balance game speeds keeping spectators in mind, or just players?

Maybe this is funny: I used to campaign for a +20%game-speed-replay-watching mode in WoL beta because I thought this could be a preferable speed to the standard. In retrospect it was a bad idea, but in my defense I was only familiar with "replay of the week" & YouTube casts, not with live e-sports broadcasting. I think we're stuck with watching the game at the same speed it's been played.


I think both comeptitive players and viewers would like to see units with faster movement speed, but perhaps slightly slower damage values in some situations (as it rewards more micro and slightly longer battles).

Casuals might want to see both slower movement speed damage values. However, I agree with Lalush's argument that you cannot design the games for both casuals and competitve players. You need different "products" for each target group.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 12 2014 22:53 GMT
#624
Reading over the Thor comments, do people not realize Thor targeted AA as priority in WoL? This is just reverting to WoL. They also specifically addressed that it would only target air that aggroed (ie. ground is targeted over ovies or medivacs). I'm assuming Blizzard is smart enough to revert back to this.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
July 12 2014 23:25 GMT
#625
On July 13 2014 07:03 Hider wrote:
Show nested quote +
On July 13 2014 06:42 Grumbels wrote:
On July 13 2014 06:08 Hider wrote:
Game is way too slow indeed. It's basically 7% slower, but all that accomplishes is to reduce the skill-cap. The argument that we want to incentvize longer battles is bascially nonsense IMO since that can be accomplished by increasing the HP of certain units/reducing damage. For most units that should be somewhat easy to "rebalance". Reducing the movement speed as well makes the control feel annoying.

I don't know, I think it's fine for playing the game. It's an interesting dilemma though: should you balance game speeds keeping spectators in mind, or just players?

Maybe this is funny: I used to campaign for a +20%game-speed-replay-watching mode in WoL beta because I thought this could be a preferable speed to the standard. In retrospect it was a bad idea, but in my defense I was only familiar with "replay of the week" & YouTube casts, not with live e-sports broadcasting. I think we're stuck with watching the game at the same speed it's been played.


I think both comeptitive players and viewers would like to see units with faster movement speed, but perhaps slightly slower damage values in some situations (as it rewards more micro and slightly longer battles).

Casuals might want to see both slower movement speed damage values. However, I agree with Lalush's argument that you cannot design the games for both casuals and competitve players. You need different "products" for each target group.

Reminds me of real sports. I'm a part of, say, the recreational sports circuit at university and I've done basketball, football, squash, tennis, volleyball, and it's interesting to note that rules are often different for us compared to professional variants of those games.

With squash we use heavier balls that are less fickle. Our tennis courts are extremely slow. The baskets are lower for basketball, the net is lower for volleyball. With football we play on artificial grass where you can't tackle, the field is smaller and we don't use offside, and we don't have goalies but instead you have to shoot the ball directly into the net.

I'm sure there are more differences, but the point is that casual Starcraft players should not be forced to play on Alterzim Stronghold on the fastest game speeds. There is precedent from many other games after all, even for Brood War I doubt that most players played on fastest for the first few years of its existence, before the only players left playing ladder were too influenced by the Korean scene to care for anything else. But for some reason Blizzard had the brilliant idea to force everyone into the 1v1 ladder scene.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
July 12 2014 23:39 GMT
#626

I'm sure there are more differences, but the point is that casual Starcraft players should not be forced to play on Alterzim Stronghold on the fastest game speeds. There is precedent from many other games after all, even for Brood War I doubt that most players played on fastest for the first few years of its existence, before the only players left playing ladder were too influenced by the Korean scene to care for anything else. But for some reason Blizzard had the brilliant idea to force everyone into the 1v1 ladder scene.


Yes, there should have been a 10 tims larger focus on making the Arcade as casualfriendly as possible, and centered the game around the arcade too a much larger extent. That could have freed up the 1on1 ladder as only something that was relevant for "competitive" players
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 13 2014 02:41 GMT
#627
On July 13 2014 07:53 FabledIntegral wrote:
Reading over the Thor comments, do people not realize Thor targeted AA as priority in WoL? This is just reverting to WoL. They also specifically addressed that it would only target air that aggroed (ie. ground is targeted over ovies or medivacs). I'm assuming Blizzard is smart enough to revert back to this.

After I tested the balance map, I came to realize that the Thors will still prioritize aggressive ground units over passive air. That was basically the key concern for a lot of people. Still, one can't help but feel like this sort of change is just another reduction in micro. A-move is increasingly becoming the more ideal method of engagement, and that upsets me; Thors derping on lings vs. Thors crushing muta flocks was a key indicator of a better player exercising unit control.
Twitter: @iamcaustic
Whitewing
Profile Joined October 2010
United States7483 Posts
July 13 2014 05:31 GMT
#628
On July 13 2014 11:41 iamcaustic wrote:
Show nested quote +
On July 13 2014 07:53 FabledIntegral wrote:
Reading over the Thor comments, do people not realize Thor targeted AA as priority in WoL? This is just reverting to WoL. They also specifically addressed that it would only target air that aggroed (ie. ground is targeted over ovies or medivacs). I'm assuming Blizzard is smart enough to revert back to this.

After I tested the balance map, I came to realize that the Thors will still prioritize aggressive ground units over passive air. That was basically the key concern for a lot of people. Still, one can't help but feel like this sort of change is just another reduction in micro. A-move is increasingly becoming the more ideal method of engagement, and that upsets me; Thors derping on lings vs. Thors crushing muta flocks was a key indicator of a better player exercising unit control.


You're still better off targeting thors on the muta most centralized to try to maximize splash, this is merely so you can actually micro your other units and have the thor not be an idiot at the start of the fight, and so during the fight your thor isn't shooting lings every time it's muta target died.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 13 2014 06:07 GMT
#629
On July 13 2014 14:31 Whitewing wrote:
Show nested quote +
On July 13 2014 11:41 iamcaustic wrote:
On July 13 2014 07:53 FabledIntegral wrote:
Reading over the Thor comments, do people not realize Thor targeted AA as priority in WoL? This is just reverting to WoL. They also specifically addressed that it would only target air that aggroed (ie. ground is targeted over ovies or medivacs). I'm assuming Blizzard is smart enough to revert back to this.

After I tested the balance map, I came to realize that the Thors will still prioritize aggressive ground units over passive air. That was basically the key concern for a lot of people. Still, one can't help but feel like this sort of change is just another reduction in micro. A-move is increasingly becoming the more ideal method of engagement, and that upsets me; Thors derping on lings vs. Thors crushing muta flocks was a key indicator of a better player exercising unit control.


You're still better off targeting thors on the muta most centralized to try to maximize splash, this is merely so you can actually micro your other units and have the thor not be an idiot at the start of the fight, and so during the fight your thor isn't shooting lings every time it's muta target died.

I suppose it depends on the army composition. Bio + Thor, what you're saying makes sense. Mech... right now Thors are the only thing I have to micro, really. Well, aside from placing down a PDD or two.
Twitter: @iamcaustic
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
July 13 2014 09:04 GMT
#630
On July 13 2014 15:07 iamcaustic wrote:
Show nested quote +
On July 13 2014 14:31 Whitewing wrote:
On July 13 2014 11:41 iamcaustic wrote:
On July 13 2014 07:53 FabledIntegral wrote:
Reading over the Thor comments, do people not realize Thor targeted AA as priority in WoL? This is just reverting to WoL. They also specifically addressed that it would only target air that aggroed (ie. ground is targeted over ovies or medivacs). I'm assuming Blizzard is smart enough to revert back to this.

After I tested the balance map, I came to realize that the Thors will still prioritize aggressive ground units over passive air. That was basically the key concern for a lot of people. Still, one can't help but feel like this sort of change is just another reduction in micro. A-move is increasingly becoming the more ideal method of engagement, and that upsets me; Thors derping on lings vs. Thors crushing muta flocks was a key indicator of a better player exercising unit control.


You're still better off targeting thors on the muta most centralized to try to maximize splash, this is merely so you can actually micro your other units and have the thor not be an idiot at the start of the fight, and so during the fight your thor isn't shooting lings every time it's muta target died.

I suppose it depends on the army composition. Bio + Thor, what you're saying makes sense. Mech... right now Thors are the only thing I have to micro, really. Well, aside from placing down a PDD or two.

That's pretty arbitrary micro to add, having thors deliberately target the wrong units so you're forced to retarget.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2014-07-13 19:58:38
July 13 2014 19:48 GMT
#631
On July 13 2014 11:41 iamcaustic wrote:
Show nested quote +
On July 13 2014 07:53 FabledIntegral wrote:
Reading over the Thor comments, do people not realize Thor targeted AA as priority in WoL? This is just reverting to WoL. They also specifically addressed that it would only target air that aggroed (ie. ground is targeted over ovies or medivacs). I'm assuming Blizzard is smart enough to revert back to this.

After I tested the balance map, I came to realize that the Thors will still prioritize aggressive ground units over passive air. That was basically the key concern for a lot of people. Still, one can't help but feel like this sort of change is just another reduction in micro. A-move is increasingly becoming the more ideal method of engagement, and that upsets me; Thors derping on lings vs. Thors crushing muta flocks was a key indicator of a better player exercising unit control.


Not really. Thors barely were effective vs mutas as is. Think about it - Thors had this priority in WoL, mutas were slower AND didn't regen and Thors STILL did not dominate mutas. They were good, and they were mixed in, but they absolutely were not the solution, and that's why so many Terrans still didn't make them in WoL. They were simply neutered in HOTS to be a desperate measure more than anything.

EDIT: Was thinking for the more "standard" bio
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
July 13 2014 20:01 GMT
#632
Yeah, the Thor AI was really annoying. Say the zerg comes to attack you and flies mutas in (a bit stacked but gradually splits them more and more). The Thors won't attack the mutas though, so they waste at least one hit, unless you want to see terrans having to click Mutas at ~10 range away and find that impressive and entertaining to watch. Thors are to zone out mutas, it should start attacking them ASAP, not punish players for not clicking mutas that are 10 units away.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Prev 1 30 31 32 All
Please log in or register to reply.
Live Events Refresh
GSL
08:00
2026 GSTL: Grand Finals
RotterdaM550
CranKy Ducklings SOOP119
SHIN 99
GSL EN (SOOP)0
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 550
LamboSC2 147
SHIN 99
Rex 40
MindelVK 31
StarCraft: Brood War
Britney 36303
EffOrt 721
Mini 579
Rush 391
BeSt 350
Light 209
Last 204
firebathero 190
Barracks 182
Shuttle 148
[ Show more ]
Snow 120
Stork 109
ZerO 93
Yoon 89
Mong 72
ToSsGirL 47
Sea.KH 33
zelot 24
Bale 24
Sharp 23
NaDa 22
sorry 19
HiyA 17
Free 15
JulyZerg 10
ZergMaN 9
Dota 2
Gorgc7336
Dendi270
Counter-Strike
Fnx 562
x6flipin340
Super Smash Bros
Mew2King57
Heroes of the Storm
Trikslyr48
Other Games
gofns23531
B2W.Neo506
Livibee195
ArmadaUGS102
DeMusliM26
ZerO(Twitch)11
Organizations
Dota 2
PGL Dota 2 - Main Stream20908
Other Games
BasetradeTV247
StarCraft: Brood War
Afreeca ASL 226
[ Show 10 non-featured ]
StarCraft 2
• Berry_CruncH196
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• WagamamaTV39
Upcoming Events
Yamato Cup
3h 30m
BSL Open Qualifier
7h 30m
BSL Open Qualifier
7h 30m
OSC
11h 30m
Replay Cast
12h 30m
Afreeca Starleague
22h 30m
Soma vs Jaedong
WardiTV Weekly
23h 30m
Monday Night Weeklies
1d 4h
Sparkling Tuna Cup
1d 22h
Afreeca Starleague
1d 22h
Leta vs Soulkey
[ Show More ]
PiGosaur Cup
2 days
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
4 days
CranKy Ducklings
5 days
Online Event
5 days
FEL
6 days
BSL: Ladder Tournament
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
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 © 2026 TLnet. All Rights Reserved.