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Call to Action: July 11 Balance Testing - Page 3

Forum Index > SC2 General
215 CommentsPost a Reply
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[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
July 12 2014 10:36 GMT
#41
On July 12 2014 18:28 Teoita wrote:
Why can't the just buff actual lategame Terran units is beyond me...

Me too. But that doesn't mean that there is no good explanation.
You don't choose to play zerg. The zerg choose you.
Pandahunterz
Profile Joined March 2013
Netherlands213 Posts
July 12 2014 10:38 GMT
#42
widowmine is just a crappy designed unit, buffing it till terran is back to early WoL just to nerf all other terran units again won't solve a thing. blizzard just needs to stop trying so hard to make their horrible HotS units work (widowmine, swarmhost, oracle, msc)
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
July 12 2014 10:40 GMT
#43
sad they put the same crap changes in.
On July 12 2014 13:41 ETisME wrote:
Show nested quote +
On July 12 2014 12:59 klipik12 wrote:
On July 12 2014 11:46 ETisME wrote:
too many spells are lacking clear indication of which unit casted that spell.
As in the caster lacks a clear indicator that it casted that spell.


This issue really needs to be fixed because we want to see casters casting spells, not just spells going off everywhere.


Isn't that every spell except fungal, abduct and seeker missile?

Guardian shield, Yamato, infested terran, auto turrets and phoenix lift and Oracle other two spells are great.

All ghost and ht spells have a specific animation as well
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Dingodile
Profile Joined December 2011
4139 Posts
July 12 2014 10:41 GMT
#44
I rather feel Blizz is doing the same as in WoL. Makes the game worse from patch to patch until next addon with intent.
Grubby | ToD | Moon | Lyn | Sky
Pandahunterz
Profile Joined March 2013
Netherlands213 Posts
July 12 2014 10:42 GMT
#45
On July 12 2014 13:59 neverlose9999 wrote:
need to get rid of the energy for battle cruiser and add cooltime for yamato cannon so that terran can get tier 3 units and composition in the late game vs protoss
also please nerf photon overcharge..


Not going to happen, air is privileged to toss and protoss only, DK will make sure of that. Nice idea though would make the game way more interesting!
Pandahunterz
Profile Joined March 2013
Netherlands213 Posts
July 12 2014 10:49 GMT
#46
On July 12 2014 19:34 FueledUpAndReadyToGo wrote:
wow the widowmine buff is not very subtle. RIP my zerglings


not to mention all those gascostly banelings T_T even when you target the mines with your banelings, you will lose some before they arrive just to trade gasinefficient anyway. now you will lose even more rolling on your way to the terran army.
Godwrath
Profile Joined August 2012
Spain10165 Posts
Last Edited: 2014-07-12 10:55:55
July 12 2014 10:55 GMT
#47
On July 12 2014 19:27 Radicalness wrote:
Show nested quote +
On July 12 2014 18:35 Godwrath wrote:
On July 12 2014 18:28 Teoita wrote:
Why can't the just buff actual lategame Terran units is beyond me...

After 4 years neglecting siege tanks or mech play in general, and just buffing or adding synergies for bio, I do not think they really care about terran lategame.


They did buff the tank though ... no longer needs armory for siege-mode in Hots and the rate of fire is quicker. Not enough to make tanks the meta in TvZ and TvP though I guess although Bomber has shown that tanks are still viable, you just need a lot of them and good positioning.

Tanks never required armory for siege mode. And the rate of fire was definitly not what the tank needed (still doing subpar damage against everything, including even shields of armored units). Bomber uses tanks because he hates dying to speed roach aggression, and even though i am a huge fan, he has a much easier time controlling tanks than mines.
Dingodile
Profile Joined December 2011
4139 Posts
July 12 2014 11:05 GMT
#48
They better change the volume of the victory animation, they are so loud as if I watch ads of a userstream. I always get heart attack and no fun/motivation to get another heart attack.
Grubby | ToD | Moon | Lyn | Sky
ejozl
Profile Joined October 2010
Denmark3550 Posts
Last Edited: 2014-07-12 11:23:43
July 12 2014 11:09 GMT
#49
So within an radius the same as a Psionic Storm this new Sentinel Missile now kill Zerglings, Banelings, Sentries, High Templars, Observers, Drones, then within a radius of Fungal Growth it kills Probes, all instantly. Then it further tickles units in an even larger radius.
Seems pretty good for a 75/25 unit. Expect Terran Storm Drops on everything.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Rollora
Profile Joined February 2012
2450 Posts
July 12 2014 11:16 GMT
#50
On July 12 2014 11:45 geokilla wrote:
Show nested quote +
On July 12 2014 11:39 Exarl25 wrote:
Goodbye Probes.

Drones too right?

and let's just pretend there will be TvTs after the patch, so goodbye SCVs
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
July 12 2014 11:18 GMT
#51
On July 12 2014 13:03 Mjolnir wrote:
Show nested quote +
On July 12 2014 12:34 EngrishTeacher wrote:
On July 12 2014 12:32 Twine wrote:
I really think they should buff tanks (building time and damages) instead of mines. It would maybe make TvP interesting with tanks bio against colossus and mines bio vs hts chargelots. And, tanks are less of a random unit than mines.

As for the TW change ... Hell, it's about time.
I'm curious to see how the AA priority will work in TvT (focusins vikings/medivacs instead of tanks, etc..)


Really tired of hearing this argument when people fail to consider TvT. Please do post a viable and not-completely-quirky solution that limits the tank buffs to vs. P and Z only.


So, what's the gripe here? You think tanks would be too strong in TvT if they were buffed? Bio spam would be less effective? Games would turn into positional wars and/or turtles? Is that the fear?

Maybe that's not what your concern is (and if it isn't, please clarify); but if it is well man, I've gotta disagree. TvT was fantastic in BW and tanks shit all over infantry in that one. I think SC2 needs something to mix up the strats. I'd love to see more TvT mech to air strats. I'm tired of bio, bio, bio in every tournament or every game I play on b.net.

Tweaking mines, Thors, and the MC are silly changes. Mines are boring and only facilitate more MMMWM (bio) play (yawn). Thor targeting is ridiculous - where's the micro? That's part of the game! And the MC nerf? Please, all the damage is done in the first 5-10 seconds.

Terran needs a complete overhaul. I agree with those who want to see a tank buff.




Yes, but mech was exciting in BW because how hard to play it was with non-unlimited unit select and non-mulitple building select and so on

Mech in SC2 is mostly just horrible
maru G5L pls
egrimm
Profile Joined September 2011
Poland1201 Posts
July 12 2014 11:18 GMT
#52
Well,
TW change does not matter that much as many mentioned After 5-10 sec its' damage already have been done but decreasing duration still makes sense to me as 30 sec felt too long.
Thor - again small change which won't make a big splash in games I feel. Also I'm not sure if I like removing the "control aspect" to target fire mutalisks during fights even if it would help terrans for more room to micro their other forces.
WM - of course the biggest change. Right now I feel like mines (before this patch) deal too little damage vs Z, especially mutas and lings/blings to remain cost effective. On the hand mines deals with charegelot/ht style a little to well which led P to almost exclusively use colo openings. I believe that good change would be to buff slightly WM splash dmg and on the same time reduce bonus vs shield. It's hard to be specific but that's what test maps are for, right ?
After giving it a thought:
- WM base dmg: 125 -> 150
that way it will always kill at least one zealot/stalker/oracle with one hit but won't affect muta/ling/bling at all.
- Splash radius: 1.5/2/2.5 with dmg somewhere where it is now. I don't know exact numbers neither was able to find them on liquipedia.
- No bonus vs shield
increased radius should help vs mass zealots and zergs generally. If not, we can increase dmg from splash so chargelot/ht won't be OP and TvZ should not be affected AFAIK splash dmg currently is higher than hp of ling/bling.

Also as almost everyone I'm looking forward for some tank buff. I'd suggest:
Siege mode dmg:
from 35 vs light/50 vs armored
to 40 vs light/50 vs armored
That way:
- Zealot will be killed in 4 hits instead of 5
Rest P units won't be affected (aside from probes ;P)

- Marines (with or without CC) will be killed in 2 hits exactly as before.
Difference is only when upgrades come to play and marines stim:
buffed tank with +3 attack vs Marine with +3 armor needs 1 shot to kill a marine.
It is obviously a nerf to bio in TvT but not as severe. However it may also lead bio player vs mech to actually change their comp a bit, as mech player will acquire more tanks and upgrades, to marauder heavy who are not affected by this buff.

- Baneling has 30HP so it will die in one shot regardless
- Zergling
Right now there is only one relationship between ling and tank, where lings have +X armor and tanks have no upgrades then ling are killed in 2 shots instead of 1.
In every other circumstance tanks one shot lings. After the buff tanks will one shot lings always which is a buff to tanks but at least needed as right now tanks are just obliterated by mass lings.

Also I'd like to see some changes to Hellbats like:
- Remove bio tag BUT buff HP slightly to compensate (+10-15 ?)
- Maybe slightly buff dmg (+2-5 ?) BUT reduce speed
That way:
no healing from medivacs -> nerf to hellbat with bio and to hellbat drops but better vs Archons
more HP -> straight buff to mech power (I know that you can of course drop with mech but meching player also want to have vikings so he has to choose between medivacs and vikings)
dmg/speed -> more distinguishable from hellion

My 2 cents
sOs TY PartinG
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
July 12 2014 11:33 GMT
#53
On July 12 2014 20:16 Rollora wrote:
Show nested quote +
On July 12 2014 11:45 geokilla wrote:
On July 12 2014 11:39 Exarl25 wrote:
Goodbye Probes.

Drones too right?

and let's just pretend there will be TvTs after the patch, so goodbye SCVs

45 hp means the 2nd radius wont oneshot
Mura Ma Man, Dark Da Dude, Super Shot Sos!
FeyFey
Profile Joined September 2010
Germany10114 Posts
July 12 2014 11:41 GMT
#54
On July 12 2014 20:16 Rollora wrote:
Show nested quote +
On July 12 2014 11:45 geokilla wrote:
On July 12 2014 11:39 Exarl25 wrote:
Goodbye Probes.

Drones too right?

and let's just pretend there will be TvTs after the patch, so goodbye SCVs


With that radius it doesn't even have to be TvT for that. And goodbye Marines as well.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
July 12 2014 11:49 GMT
#55
On July 12 2014 20:09 ejozl wrote:
So within an radius the same as a Psionic Storm this new Sentinel Missile now kill Zerglings, Banelings, Sentries, High Templars, Observers, Drones, then within a radius of Fungal Growth it kills Probes, all instantly. Then it further tickles units in an even larger radius.
Seems pretty good for a 75/25 unit. Expect Terran Storm Drops on everything.


Also zealots and stalkers because they get +shield bonus damage.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ejozl
Profile Joined October 2010
Denmark3550 Posts
July 12 2014 11:52 GMT
#56
On July 12 2014 20:49 Teoita wrote:
Show nested quote +
On July 12 2014 20:09 ejozl wrote:
So within an radius the same as a Psionic Storm this new Sentinel Missile now kill Zerglings, Banelings, Sentries, High Templars, Observers, Drones, then within a radius of Fungal Growth it kills Probes, all instantly. Then it further tickles units in an even larger radius.
Seems pretty good for a 75/25 unit. Expect Terran Storm Drops on everything.


Also zealots and stalkers because they get +shield bonus damage.

Yes, but that's only the main target. Didn't want to add all the non-changed stuff.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
July 12 2014 11:57 GMT
#57
On July 12 2014 20:52 ejozl wrote:
Show nested quote +
On July 12 2014 20:49 Teoita wrote:
On July 12 2014 20:09 ejozl wrote:
So within an radius the same as a Psionic Storm this new Sentinel Missile now kill Zerglings, Banelings, Sentries, High Templars, Observers, Drones, then within a radius of Fungal Growth it kills Probes, all instantly. Then it further tickles units in an even larger radius.
Seems pretty good for a 75/25 unit. Expect Terran Storm Drops on everything.


Also zealots and stalkers because they get +shield bonus damage.

Yes, but that's only the main target. Didn't want to add all the non-changed stuff.


Ah fair enough. Still a pretty good midgame unit...
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 12 2014 11:59 GMT
#58
On July 12 2014 20:18 egrimm wrote:
Well,
... Also I'm not sure if I like removing the "control aspect" to target fire mutalisks during fights even if it would help terrans for more room to micro their other forces
... Also I'd like to see some changes to Hellbats like:
- Remove bio tag BUT buff HP slightly to compensate (+10-15 ?)
- Maybe slightly buff dmg (+2-5 ?) BUT reduce speed
... My 2 cents

The control aspect of the Thor has not been changed - it has just been made more sensible. T gets Thors against Z mostly, and they do it to counter mutalisks. Hence it is ridiculous that it shoots at ground forces instead. Now you can control it to shoot ground forces when you want to, the most common case of shooting mutalisks is the default. In TvT I assume that it will shoot at ground forces (ie. siege tanks) if nothing in the air is attacking it.

Slower hellbats - have you seen how they waddle around now? I don't think that I would ever build one again if they got slower, and no, transforming, moving, transforming to make up for lack of speed would not be viable in a battle.

Also I don't like people wanting tank buffs against bio who think that the TvT mirror match-up is irrelevant when considering the buffs. The TvT matchup is one of the most interesting, buff tanks and it will be mech v mech only - and we have another matchup where T is pigeon holed into one strategy. TvT is the only T match-up where we get to see nearly every T unit used, including cattlebruisers.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
July 12 2014 12:08 GMT
#59
Buffing tanks doesnt imply making bio not viable in TvT. In fact, bio has mostly been slightly stronger than Mech, so i think there's lots of room to improve tanks in other matchups, while keeping bio viable.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2014-07-12 12:32:37
July 12 2014 12:17 GMT
#60
The mine buff is so idiotic on its current form it hurts my soul. I remember the mine being a "stale and imbalanced unit" with 1.75 radius, so I don't understand how they can think this buff could be alright -I kinda guess they're testing it so that nobody cries when the buff is reduced, but anyway. And still nothing done about +shields damage, because those mines will definitely bury templars openings (not to mention mine drops which will become speed oracle 2.0).

Edit : I'd rather see a buff that's targetting TvZ especially, something like :

- primary target damage remains the same.
- 0-1.25 : 40 (+40).
- 1.25-1.5 : 30(+30).
- 1.5-1.75 : 20(+20).

One shots probes again in a 1.75 radius like it did at the beginning of HotS, and one shots banelings in a 1.5 radius (0.25 short of the original 1.75 that was very strong). 1.75 radius for such a cheap unit is already very large ! 2.5 is HUGE !
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