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Balance Test Map Soon July 8th - Page 5

Forum Index > SC2 General
631 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 30 31 32 Next All
Zoku
Profile Joined November 2010
307 Posts
July 08 2014 18:23 GMT
#81
On July 09 2014 02:20 Acer.Scarlett` wrote:
Show nested quote +
On July 09 2014 02:15 DarkPlasmaBall wrote:
I wonder if thor priority will help (I'm Protoss so I don't know TvZ).

Lowering the time warp duration is interesting... I feel that most of the battle will already be over in 15 seconds (or, at least, the opponent will move out of the time warp during that time) so I feel like a decrease in the duration of photon overcharge would make more sense.

Can't really nerf photon overcharge without ruining PvP again


If we are to save TvP, there must be sacrifices.
duckk
Profile Joined March 2013
United States622 Posts
July 08 2014 18:23 GMT
#82
The thor change seems completely random? should ignore buffing the widow mines which are a skilless unit that anyone can use effectively and are completely luck based, and make tanks( a skilled unit) better. Marine tank is more fun to play vs/watch as well IMO.

MSC change is pointless as the damage is basically done in the first 15 seconds anyway...


No raven nerf? -_-
Code
Profile Blog Joined June 2009
Canada634 Posts
Last Edited: 2014-07-08 18:26:42
July 08 2014 18:24 GMT
#83
On July 09 2014 03:23 Zoku wrote:
Show nested quote +
On July 09 2014 02:20 Acer.Scarlett` wrote:
On July 09 2014 02:15 DarkPlasmaBall wrote:
I wonder if thor priority will help (I'm Protoss so I don't know TvZ).

Lowering the time warp duration is interesting... I feel that most of the battle will already be over in 15 seconds (or, at least, the opponent will move out of the time warp during that time) so I feel like a decrease in the duration of photon overcharge would make more sense.

Can't really nerf photon overcharge without ruining PvP again


If we are to save TvP, there must be sacrifices.

Reduce range or duration of Photon Overcharge ... give it bonus damage to shields?

It could even be something like an "activation" time of a few seconds for it to charge up or make the casting range really small so the MSC has to be almost over the Nexus to activate it, and it punishes poor positioning.
Zenbrez
Profile Joined June 2012
Canada5973 Posts
July 08 2014 18:25 GMT
#84
I don't like the mine buff, it's just going to go back to killing 30 per shots like it was prenerf, which are still going to be random because splitting is a higher priority than focus-mine fire.

Love the mama nerf.
Refer to my post.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 08 2014 18:27 GMT
#85
On July 09 2014 02:23 DarkLordOlli wrote:
Like the widow mine buff in TvZ, don't like it in TvP (already strong enough). Terran needs a stronger lategame army to transition to, not even more ability to pressure the protoss in the midgame and deny their third base even longer. That only leads to templar openings dying even more and SCV pulls.
I agree with your assessment. However, I counter propose that widow mine splash radius increase with weapon upgrade. Changes nothing for TvP (unless mech gets big anytime soon) but with mech being more viable in TvZ and armories more common, the +1/2/3 weapons upgrade is actually researched and gives widow mines more presence late game.
Administrator~ Spirit will set you free ~
Sufinsil
Profile Joined January 2011
United States760 Posts
July 08 2014 18:28 GMT
#86
Wonder if they tested Time Warp as a gradual snare vs instant.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-07-08 18:31:56
July 08 2014 18:31 GMT
#87
I agree with your assessment. However, I counter propose that widow mine splash radius increase with weapon upgrade. Changes nothing for TvP (unless mech gets big anytime soon) but with mech being more viable in TvZ and armories more common, the +1/2/3 weapons upgrade is actually researched and gives widow mines more presence late game.


I think you forgot that terran have shared air and mech upgrades and gets weapon upgrades for Vikings.
Also this is just another unncesary "special" rule they would need to add to the game. It's really completley unncesary as they just can reduce splash bonus vs shields. No need to overcomplicate it here.
Novacute
Profile Joined September 2011
Australia313 Posts
Last Edited: 2014-07-08 18:35:59
July 08 2014 18:31 GMT
#88
On July 09 2014 03:23 duckk wrote:
The thor change seems completely random? should ignore buffing the widow mines which are a skilless unit that anyone can use effectively and are completely luck based, and make tanks( a skilled unit) better. Marine tank is more fun to play vs/watch as well IMO.

MSC change is pointless as the damage is basically done in the first 15 seconds anyway...


No raven nerf? -_-


15 seconds is a HUGE difference especially when you consider defense from a Terran perspective. The fact that timewarps disappear faster means MM can be in a better position (concave) for the next warp gate cycle and SCVs can reach the bunkers faster for repair. Often, the difference between holding and losing the game for a Terran is solely dependent on whether the bunkers are standing or not.

In regards to the Ravens, Terrans have no real way of defending against swarmhosts using a mech composition without losing precious gas units. Ravens are the only option that prevents them from taking inefficient trades. If you want them to be nerfed, something has to be done to Swarmhosts.
geokilla
Profile Joined May 2011
Canada8255 Posts
July 08 2014 18:33 GMT
#89
While these are decent to good changes, it still doesn't help the Terran late game or address the core issues of the game.
Cheeseling
Profile Joined March 2012
Ukraine132 Posts
July 08 2014 18:33 GMT
#90
WM range can be terran nerf if you can bait friendly fire with chargelots or lings O_o
renkin
Profile Joined July 2010
France249 Posts
July 08 2014 18:34 GMT
#91
Honestly with all the rant, plus the feedback plus the various balance articles, it doesn't seems like a little balance patch would be enough to fix everything.
Shouldn't they try to start from something fresh like LotV ?
Psychobabas
Profile Blog Joined March 2006
2531 Posts
July 08 2014 18:36 GMT
#92
These changes will do nothing to affect early TvP bullshit. OK, the time warp nerf is nice, but more should be done to the nexus cannon.
xongnox
Profile Joined November 2011
540 Posts
Last Edited: 2014-07-08 18:48:42
July 08 2014 18:38 GMT
#93
Whoaa the mine buff is very big. After the mega over-nerf last time...

Seems definitively like Bli's balance team doesn't have a clue how to calculate an aera from a radius LOL. ( tip : for a circle, it's proportionate to the square of the radius )

Because going to 1.75 to 2.5 is more than doubling the eara, and going from 1.5 to 2 multiply the surface by 1.7.

At this rate mines should probably be OP a bit but friendly fire will be super hurtful nearly every time. So i guess from the test map the well go down a bit on numbers.

Btw a better way to fix mines should be a slight increase in radius + no friendly-fire. Proposed mine change will be strong but mainly random-as-shit, you either blow out Z army or your own marines lol

Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
July 08 2014 18:40 GMT
#94
On July 09 2014 03:23 Zoku wrote:
Show nested quote +
On July 09 2014 02:20 Acer.Scarlett` wrote:
On July 09 2014 02:15 DarkPlasmaBall wrote:
I wonder if thor priority will help (I'm Protoss so I don't know TvZ).

Lowering the time warp duration is interesting... I feel that most of the battle will already be over in 15 seconds (or, at least, the opponent will move out of the time warp during that time) so I feel like a decrease in the duration of photon overcharge would make more sense.

Can't really nerf photon overcharge without ruining PvP again


If we are to save TvP, there must be sacrifices.


Photon overcharge could be changed to 20 flat damage -> 12 dmg + 13 vs shields. IDK JUST A THOUGHT
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 08 2014 18:40 GMT
#95
Mines are really going to hurt vs P now :/

With the big radius increase and the + shields not removed widow mines are going to really suck to play against.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
ejozl
Profile Joined October 2010
Denmark3550 Posts
July 08 2014 18:40 GMT
#96
33% increase in probe killing powers, jesus christ..
AA priority might be helpful, but at highest level they target fire to make the biggest splash on mutas anyhow.
And half duration on Time Warp will weaken the space control element of the spell, which is what I like about the spell the most.
A decrease in effect would weaken the effect of storms, forcefields and colossus splash, a decrease in duration will weaken players who cast well placed Time Warps and longevity in fights.
If there's something Protoss lacks, it's longevity in fights, whereas they excel in burst damage.

I'm not for these changes, I'd rather they differentiate the role of the Widow Mine a little from the role of the Tank, maybe remove +shield damage and give it a bonus to light units and buff Siege Tanks vs armoured units a bit. That way we can see Siege Tanks and Mines in conjunction with each other, +Light damage would be super helpful vs the very devastating Muta clumps and Siege Tanks would see much more play in general.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
mvdunecats
Profile Joined December 2011
United States102 Posts
July 08 2014 18:41 GMT
#97
On July 09 2014 03:34 renkin wrote:
Honestly with all the rant, plus the feedback plus the various balance articles, it doesn't seems like a little balance patch would be enough to fix everything.
Shouldn't they try to start from something fresh like LotV ?

They can do both. Whatever minor patches they put in now doesn't preclude major overhauls in LotV.
TW
Profile Joined March 2012
Poland255 Posts
July 08 2014 18:41 GMT
#98
Hope it is live before code A, but it seems unlikely.
dyDrawer
Profile Joined September 2012
Canada438 Posts
July 08 2014 18:43 GMT
#99
Widow Mine buff: think Templar openings not dead enough? Well now's the final nail in the coffin. On the plus side though, I'm happy with this cuz it'll help Terran against Zerg, and Templar openings are pretty much dead anyways.

Thor priority change: never really thought about it. I think it's a good change and something that's hard to go disastrously wrong (unlike Oracle buffs and so forth).

Time Warp: if we're gonna nerf the effectiveness of this spell by HALF how about we change the energy cost back to 75?
Dear, Rain, PartinG, Trap - "Glory to the Firstborn"
Storm-Giant
Profile Joined March 2012
Spain416 Posts
July 08 2014 18:43 GMT
#100
That radius change is so stupid lol.

As it has been pointed out in previous posts, is going to be double now. Is going to be ridiculous either when it hits the zerg or it hits the terran with friendly fire.

Let alone mention how it will completely wreck Protoss armies with the stupid +shields damage LOL
<3 Rain
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