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On July 19 2014 22:28 teddyoojo wrote: i just like how every terran is like :
protoss nerf=always good Generalize on, yep. Every Terran is the exact same idiot, they all have the same opinions! None of them wants a fun and fair game!
Fucking Terrans.
Complainers on forums are usually a vocal minority. Also, there's tons of Terrans being very reasonable. I find this post kinda insulting, actually.
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On July 19 2014 22:28 teddyoojo wrote: i just like how every terran is like :
protoss nerf=always good
Only zerg players wants to buff protoss!
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well spoken Snute, i like his honest and intelligent answers
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Some things I want to see: 1) An upgrade that allows Terrans to upgrade Bunkers, giving them turrets on top like in the campaign (but a lot stronger).
2) An overall reduction in production costs for the Siege Tank to 150 minerals, 100 gas, 2 supply, and 40 seconds (maybe even 35-38 seconds). And perhaps an upgrade that gives them 20 damage to Shields (or 20 bonus damage to all units).
3) The return of the Goliath, but I won't hold my breath for that one.
4) A more dynamic creep spread. It should spread and recede much faster than it currently does (the creep on the ground, not the tumor spawn cooldown), though this will kill some early builds, so perhaps making the creep tumors weaker (so that sniping them is a little easier, and early game battles will be for sniping tumors). Maybe make Hellions a little faster (and I mean only a little) so there will be closer micro battles between Hellions and Lings off creep so that a good Terran can continuously try to slow down the creep spread (this will make the early and mid game more important than just turtling up until you're ready to hit your timing). Or maybe make speed Zerglings slower off creep. You might have to add a new Protoss air or ground unit that is very mobile to deal with the new creep spread (since otherwise it will easily get out of hand in PvZ).
5) Potential removal of Warp Gate tech. Honestly, it's just too much mobility. There are times I think it's good, but there are also times I think it's beyond broken (funnily enough, sometimes I think it's good BECAUSE it's broken and would otherwise do very little). Maybe remove Warp Gate and double the size capacity of Warp Prisms? I don't know.
6) Probably a ton of counterbuffs to Zerg. I don't know. At the moment, Protoss is way too supply efficient and has too much mobility with Warp Gate and Zealot/DT harass (versus Terran). To give Terran legitimate lategame transitions, you'd have to give some buffs to Zerg, but then they become too strong against Protoss... I don't know. The game is just horrible. Too many bad design decisions were made along the way. You'd have to heavily remake the game.
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So it seems like the general consensus is:
(A) Some sort of Widow Mine buff might make sense in the TvZ context (maybe or maybe not the full buff suggested). (B) The WM buff (with shield bonus) will promote Turtle/Colossus/Deathball PvT at the expense of more active Templar PvT. (C) The WM buff won't help very much in TvP because it forces Robo styles (against which you don't want many mines). (D) Terran needs some different sort of specifically late game buff for TvP (and perhaps also for TvZ). (E) The Thor buff might be helpful in terms of lowering multitasking requirements, but good players micro them anyway. (F) It's difficult to generalize the pro feedback regarding time warp (some like, some hate, some want a different change).
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I hope they release finally this patch before any other tournaments are broken, see Dreamhack, IEM as well, cause it sucks that unless your name is Teaja you cannot advance to final stages.
I wanted to watch Dreamhack but I wont cause I am tired of Ps and Zs.
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On July 19 2014 23:03 RyLai wrote: Some things I want to see: 1) An upgrade that allows Terrans to upgrade Bunkers, giving them turrets on top like in the campaign (but a lot stronger).
2) An overall reduction in production costs for the Siege Tank to 150 minerals, 100 gas, 2 supply, and 40 seconds (maybe even 35-38 seconds). And perhaps an upgrade that gives them 20 damage to Shields (or 20 bonus damage to all units).
3) The return of the Goliath, but I won't hold my breath for that one.
4) A more dynamic creep spread. It should spread and recede much faster than it currently does (the creep on the ground, not the tumor spawn cooldown), though this will kill some early builds, so perhaps making the creep tumors weaker (so that sniping them is a little easier, and early game battles will be for sniping tumors). Maybe make Hellions a little faster (and I mean only a little) so there will be closer micro battles between Hellions and Lings off creep so that a good Terran can continuously try to slow down the creep spread (this will make the early and mid game more important than just turtling up until you're ready to hit your timing). Or maybe make speed Zerglings slower off creep. You might have to add a new Protoss air or ground unit that is very mobile to deal with the new creep spread (since otherwise it will easily get out of hand in PvZ).
5) Potential removal of Warp Gate tech. Honestly, it's just too much mobility. There are times I think it's good, but there are also times I think it's beyond broken (funnily enough, sometimes I think it's good BECAUSE it's broken and would otherwise do very little). Maybe remove Warp Gate and double the size capacity of Warp Prisms? I don't know.
6) Probably a ton of counterbuffs to Zerg. I don't know. At the moment, Protoss is way too supply efficient and has too much mobility with Warp Gate and Zealot/DT harass (versus Terran). To give Terran legitimate lategame transitions, you'd have to give some buffs to Zerg, but then they become too strong against Protoss... I don't know. The game is just horrible. Too many bad design decisions were made along the way. You'd have to heavily remake the game. No offense to BW nostalgia, but that's the worst thing to ever think of possible.. If you don't believe me - try the SC2 BW mod with unlimited unit selection and multiple buildings, and see how would BW fare in the "modern world"
You basically stated the worst thing possible, if you wanna sit on your ass - fine, that thoroughly "describes" your gameplay attitude, but WG is far better designed than any 2 supply 100 gas tank ever would
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On July 19 2014 09:14 chuiboy wrote: Diamond and below zergs. Prepare for the WM, medivac, bio snowball push. rip D:
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On July 19 2014 23:41 TW wrote: I hope they release finally this patch before any other tournaments are broken, see Dreamhack, IEM as well, cause it sucks that unless your name is Teaja you cannot advance to final stages.
I wanted to watch Dreamhack but I wont cause I am tired of Ps and Zs.
But..Zergs and tosses are just better than terrans..
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On July 19 2014 23:49 VArsovskiSC wrote:Show nested quote +On July 19 2014 23:03 RyLai wrote: Some things I want to see: 1) An upgrade that allows Terrans to upgrade Bunkers, giving them turrets on top like in the campaign (but a lot stronger).
2) An overall reduction in production costs for the Siege Tank to 150 minerals, 100 gas, 2 supply, and 40 seconds (maybe even 35-38 seconds). And perhaps an upgrade that gives them 20 damage to Shields (or 20 bonus damage to all units).
3) The return of the Goliath, but I won't hold my breath for that one.
4) A more dynamic creep spread. It should spread and recede much faster than it currently does (the creep on the ground, not the tumor spawn cooldown), though this will kill some early builds, so perhaps making the creep tumors weaker (so that sniping them is a little easier, and early game battles will be for sniping tumors). Maybe make Hellions a little faster (and I mean only a little) so there will be closer micro battles between Hellions and Lings off creep so that a good Terran can continuously try to slow down the creep spread (this will make the early and mid game more important than just turtling up until you're ready to hit your timing). Or maybe make speed Zerglings slower off creep. You might have to add a new Protoss air or ground unit that is very mobile to deal with the new creep spread (since otherwise it will easily get out of hand in PvZ).
5) Potential removal of Warp Gate tech. Honestly, it's just too much mobility. There are times I think it's good, but there are also times I think it's beyond broken (funnily enough, sometimes I think it's good BECAUSE it's broken and would otherwise do very little). Maybe remove Warp Gate and double the size capacity of Warp Prisms? I don't know.
6) Probably a ton of counterbuffs to Zerg. I don't know. At the moment, Protoss is way too supply efficient and has too much mobility with Warp Gate and Zealot/DT harass (versus Terran). To give Terran legitimate lategame transitions, you'd have to give some buffs to Zerg, but then they become too strong against Protoss... I don't know. The game is just horrible. Too many bad design decisions were made along the way. You'd have to heavily remake the game. No offense to BW nostalgia, but that's the worst thing to ever think of possible.. If you don't believe me - try the SC2 BW mod with unlimited unit selection and multiple buildings, and see how would BW fare in the "modern world" You basically stated the worst thing possible, if you wanna sit on your !@#$%^&* - fine, that thoroughly "describes" your gameplay attitude, but WG is far better designed than any 2 supply 100 gas tank ever would
I agree his suggestions would make the game a lot more passive, which isn't good. Regarding Warpgate, I think there is a difference between overall design concept and the execution of the design.
I think the idea that Blizzard imagined is that you use warptech for mobile harass and to support your army while having Robotech as the core backbone. That's a pretty awesome concept as it would mean that warptech could only do light harass, but in order to really win a battle you would need enough Immortals/Collosus.
However, I think too many of the warpgate units are a bit too strong, which makes various timing attacks really frustrating ot play against. Further, Robo isn't accessible enough as a tech-pattern which means you only have 1 Robo for a big period of the game. I think tbh it would be better if players were "forced" to have more Robo Facitilieis and fewer warpgates.
I think protoss would have felt a ton better as a race if Blizzard had designed protoss in this way;
- Blink Stalkers core stats gets nerfed. Perhaps a slight compensation in a non "straight-up"-engagement way. - Zealots less DPS, more HP (in order to give it a clear role as the "tank" unit" in the compostion. Charge redesigned as well in order to make it more microintensive. - Sentry is kept in the game, but Forcefield removed and instead it has another strong spell which adds countermicro. - Robotics facility cost reduced to 150/50 - Immortal and Collosus becomes more microable/small redesign (various ways to do that) so players are satifised with getting more of them and fewer warptech units instead. - Regarding TvP lategame/ terran mech, I think that's a seperate issue which can be "fixed" by changing terran units
This way, warptech in itself could stay unchanged.
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United States4883 Posts
On July 19 2014 16:17 Loccstana wrote:Show nested quote +On July 19 2014 15:32 SC2John wrote:On July 19 2014 14:03 Loccstana wrote:On July 19 2014 11:29 Universum wrote:On July 19 2014 11:23 Faust852 wrote: People should stop saying that protoss are forced to play colossi atm, this is in no way true. It might be with the future patch, but it's currently not the case at all. Protoss are not forced to play colossi. It's just that it's easier and safer, so they use that. But in no way HT opening are not viable. You should try (At least in Masters league) to get consistant result with templar openings, you would see how inconsistent it vs Robo builds.With a Robo build you can survive a mis-scouted Widow mine drop/play whereas with Templar openings you have no way of defending widow mine harass unless you manage to pick them off before they burrow. Some say '' Well build a robo anyway even if templar opening '', but it delays Charge/Storm sufficiently that you can barely/can't hold the regular timing pushes Terrans are doing atm Sorry but the game does not revolve around you. If you dont want to adapt, its your own fault. Whats wrong with including a robo in your build? Immortal, templar, zealot compositions are very strong against bio, plus you get detection and are able to snipe mines with immortals. There's nothing wrong with opening robo into templar. It's how Protoss played Templar openings throughout all of WoL and the first half of HotS. The only time we really started to see roboless templar play was when blink was so strong. HOWEVER, even with a robo, it's difficult just because the execution of poking out with stalkers to kill mines without getting your observer killed is very very difficult. On top of that, you really can't afford more than 4-6 stalkers in a templar opening because the templar cost sooooooooo much gas. On July 19 2014 14:07 Loccstana wrote:On July 19 2014 14:02 Whitewing wrote:On July 19 2014 13:55 Socup wrote:On July 19 2014 11:29 Universum wrote:On July 19 2014 11:23 Faust852 wrote: People should stop saying that protoss are forced to play colossi atm, this is in no way true. It might be with the future patch, but it's currently not the case at all. Protoss are not forced to play colossi. It's just that it's easier and safer, so they use that. But in no way HT opening are not viable. You should try (At least in Masters league) to get consistant result with templar openings, you would see how inconsistent it vs Robo builds.With a Robo build you can survive a mis-scouted Widow mine drop/play whereas with Templar openings you have no way of defending widow mine harass unless you manage to pick them off before they burrow. Some say '' Well build a robo anyway even if templar opening '', but it delays Charge/Storm sufficiently that you can barely/can't hold the regular timing pushes Terrans are doing atm What? How can that be true? Widow mines dont move when they are burrowed. Storm the area or run drones and build a single cannon. You have a forge for upgrades, right? In the event you need a meatshield to soak up a shot of WM, make an archon. Shields regenerate. On July 19 2014 13:20 Loccstana wrote: Widow mines still dont do enough damage. They need to make it do 125 splash in the entire radius. I want to see games like this:
A few problems. First, the auto-ball feature of SC2 makes it more deadly. I don't recall whether in SC:BW if you separated a few units and then clicked to move to an area, they stayed in formation or not. It can be done to some degree in SC2, but its costly APM that can go into macro or kiting. The WM is still easily visible in the ground without need for an observer. SM's aren't. SM's can detect and kill cloaked units. WM's can't. One of my peeves about the WM is it's lack of micro in a big battle situation. Any interaction with the WM causes the countdown to fire to reset, which essentially makes attempting to use them intelligently useless in most scenarios except mineral line drops or defense against some small time harass. You can't afford to use storms on widow mines unless they're all super clumped up in the same spot and not spread out like they should be, at least not in the mid-game. It takes 2 storms to kill a widow mine, and you need the storms for the bio. During the mid-game against a good terran executing well, if you don't hit at least 2-3 storms on the bio with a chargelot/templar style you just die. Further, if you don't have any zealots left over because they all got killed by mines, you just die. The mines zone the templar out and destroy zealots very well. You can't afford to use emp on high templar unless they're all super clumped up in the same spot and not spread out like they should be, at least not in the mid-game. It takes 2 emps to drain a templar's energy, and you need the emps for the rest of the protoss army. During the mid-game against a good protoss executing well, if you don't hit at least 2-3 emps on the chargelot/templar with a bio/ghost style you just die. Further, if you don't have any bio left over because they all got killed by the templar, you just die. The storms zone the ghosts out and destroy bio very well. This is the most near-sighted and dumb thing I've read on TL. There is never a point in which you are so short on ghost mana (especially after the recent buff), and even then ghosts are still useful for DPS. A HT without energy for storm is a useless unit. The problem with the mine/zealot problem in question is that it's very difficult to clear the mines and zealots/archons just slowly get kited and mined to death. Whitewing put it eloquently with the phrase "hemorrhaging units". The end solution is a lot like the old TvZs. You just keep trading gas units and taking inefficient trades until you can't afford it anymore and the Terran dam breaks over and kills you. The situation that you describe is nothing like templar vs biomine, and it's simply moronic to take that comparison seriously.
ALL THAT SAID, we really need to stop quoting Rain for saying "templar openings are dead", "Mine OP can't play templar anymore", etc., etc. He said something along those lines, but we don't need to take it as far as saying "Rain gave authority that playing templar openings is impossible, so it's absolutely true". And second, that may have just been Rain's view on the situation (who has generally preferred the more classic blink/colossus opening), and it doesn't necessarily give full authority to the statement that NO PROTOSS CAN OPEN TEMPLAR BECAUSE ITS IMPOSSIBLE IMBA IMBA. I think robo -> templar is still viable, but the execution of it is much much harder than it was before. If this patch goes through, I don't think it will really affect the dynamic of this composition war all that much; it will still be difficult as hell to do, but it will probably still be viable with excellent control and the right circumstances. Haven't we proven that colossus builds don't die to SCV pulls by now? Can we not put labels on things as "impossible" just because they're not necessarily popular? (And no, this does not include mech TvP or "The Avilo Build", which are simply nonsensical strategies). "A HT without energy for storm is a useless unit. " - SC2John ![[image loading]](http://www.theuen.com/images/archon.jpg)
The problem with the mine/zealot problem in question is that it's very difficult to clear the mines and zealots/archons just slowly get kited and mined to death.
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On July 19 2014 23:41 TW wrote: I hope they release finally this patch before any other tournaments are broken, see Dreamhack, IEM as well, cause it sucks that unless your name is Teaja you cannot advance to final stages.
I wanted to watch Dreamhack but I wont cause I am tired of Ps and Zs. Dude, I guess you didn't check out Red battlegrounds Atlanta.
TvT finals and no Taeja wasn't even in the finals. /whine why no Z or P in finals gotta balance.
IEM had a pretty much even race distribution and in the quarter finals it was 3P 3Z and 2T, thats actually very balanced.
Dreamhack valencia had a lot less T going into it, the winrate of the terrans in the round of 16 pretty even. Had tons of more zergs look at the last group stage.
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Dude, I guess you didn't check out Red battlegrounds Atlanta. You are not serious about this argument right?
Dreamhack valencia had a lot less T going into it, the winrate of the terrans in the round of 16 pretty even. Had tons of more zergs look at the last group stage.
That's typically what happens when a race is underpowered. There are less players of the UP race who rate them selves "comeptitive" and thus fewer that opt to play in the tournament. Terran is a more played race in general than protoss, but it's easier to become "competitive" as protoss, which means more protoss players participate in tournaments.
When there is a strong selection-proces + the tournament doesn't invite all of the very best players in the world (but only some of the best players), then win/rates become useless. I say Dreamhack Valencia fits those criteria
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On July 19 2014 23:57 Hider wrote:Show nested quote +On July 19 2014 23:49 VArsovskiSC wrote:On July 19 2014 23:03 RyLai wrote: Some things I want to see: 1) An upgrade that allows Terrans to upgrade Bunkers, giving them turrets on top like in the campaign (but a lot stronger).
2) An overall reduction in production costs for the Siege Tank to 150 minerals, 100 gas, 2 supply, and 40 seconds (maybe even 35-38 seconds). And perhaps an upgrade that gives them 20 damage to Shields (or 20 bonus damage to all units).
3) The return of the Goliath, but I won't hold my breath for that one.
4) A more dynamic creep spread. It should spread and recede much faster than it currently does (the creep on the ground, not the tumor spawn cooldown), though this will kill some early builds, so perhaps making the creep tumors weaker (so that sniping them is a little easier, and early game battles will be for sniping tumors). Maybe make Hellions a little faster (and I mean only a little) so there will be closer micro battles between Hellions and Lings off creep so that a good Terran can continuously try to slow down the creep spread (this will make the early and mid game more important than just turtling up until you're ready to hit your timing). Or maybe make speed Zerglings slower off creep. You might have to add a new Protoss air or ground unit that is very mobile to deal with the new creep spread (since otherwise it will easily get out of hand in PvZ).
5) Potential removal of Warp Gate tech. Honestly, it's just too much mobility. There are times I think it's good, but there are also times I think it's beyond broken (funnily enough, sometimes I think it's good BECAUSE it's broken and would otherwise do very little). Maybe remove Warp Gate and double the size capacity of Warp Prisms? I don't know.
6) Probably a ton of counterbuffs to Zerg. I don't know. At the moment, Protoss is way too supply efficient and has too much mobility with Warp Gate and Zealot/DT harass (versus Terran). To give Terran legitimate lategame transitions, you'd have to give some buffs to Zerg, but then they become too strong against Protoss... I don't know. The game is just horrible. Too many bad design decisions were made along the way. You'd have to heavily remake the game. No offense to BW nostalgia, but that's the worst thing to ever think of possible.. If you don't believe me - try the SC2 BW mod with unlimited unit selection and multiple buildings, and see how would BW fare in the "modern world" You basically stated the worst thing possible, if you wanna sit on your !@#$%^&* - fine, that thoroughly "describes" your gameplay attitude, but WG is far better designed than any 2 supply 100 gas tank ever would I agree his suggestions would make the game a lot more passive, which isn't good. Regarding Warpgate, I think there is a difference between overall design concept and the execution of the design. I think the idea that Blizzard imagined is that you use warptech for mobile harass and to support your army while having Robotech as the core backbone. That's a pretty awesome concept as it would mean that warptech could only do light harass, but in order to really win a battle you would need enough Immortals/Collosus. However, I think too many of the warpgate units are a bit too strong, which makes various timing attacks really frustrating ot play against. Further, Robo isn't accessible enough as a tech-pattern which means you only have 1 Robo for a big period of the game. I think tbh it would be better if players were "forced" to have more Robo Facitilieis and fewer warpgates. I think protoss would have felt a ton better as a race if Blizzard had designed protoss in this way; - Blink Stalkers core stats gets nerfed. Perhaps a slight compensation in a non "straight-up"-engagement way. - Zealots less DPS, more HP (in order to give it a clear role as the "tank" unit" in the compostion. Charge redesigned as well in order to make it more microintensive. - Sentry is kept in the game, but Forcefield removed and instead it has another strong spell which adds countermicro. - Robotics facility cost reduced to 150/50 - Immortal and Collosus becomes more microable/small redesign (various ways to do that) so players are satifised with getting more of them and fewer warptech units instead. - Regarding TvP lategame/ terran mech, I think that's a seperate issue which can be "fixed" by changing terran units This way, warptech in itself could stay unchanged. Thanks m8, for once there's something we agreed upon (well partially TBH), rofl :D
I actually thought of swapping the FF with Timewarp (ofc with less radius if it's placed on the Sentry though), lol.. And then tweak the MSC to be a bit more useful in battles before the mid-game comes rather than being useful at home (those 2 alone won't do the trick, but it's somewhat of a start IMO )
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On July 20 2014 00:09 Hider wrote:You are not serious about this argument right? Show nested quote +Dreamhack valencia had a lot less T going into it, the winrate of the terrans in the round of 16 pretty even. Had tons of more zergs look at the last group stage. That's typically what happens when a race is underpowered. There are less players of the UP race who rate them selves "comeptitive" and thus fewer that opt to play in the tournament. Terran is a more played race in general than protoss, but it's easier to become "competitive" as protoss, which means more protoss players participate in tournaments. When there is a strong selection-proces + the tournament doesn't invite all of the very best players in the world (but only some of the best players), then win/rates become useless. I say Dreamhack Valencia fits those criteria I answered the argument "Its so imbalanced right now because two tournaments have few terrans in the semifinals" with "In this recent tournament there were plenty of terrans the whole way".
Please tell me how my argument can be invalid while his is valid, if you use a select few tournaments to prove your point how come I am not allowed to do the same.
I don't understand what point you are trying to make, to me it seems you are disapproving your own point. (If you are trying to argue for the game being very imbalanced)
According to your own argument the reason its few terrans in the later stages of the tournaments is because there are generally less terran players that are good enough to compete on that high level. So you are arguing the winrates are not imbalanced its just terran being harder to play than the other races. Which is true, this is why foreign terrans have such a hard time being successful compared to korean terrans especially compared to ex broodwar terrans that has such solid mechanics.
I agree with you, the winrates are not imbalanced, the terran race is harder to play at the highest level but that has nothing to do with balance. Just boils down to that the races has such different mechanics.
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On July 20 2014 00:43 Shuffleblade wrote:Show nested quote +On July 20 2014 00:09 Hider wrote:Dude, I guess you didn't check out Red battlegrounds Atlanta. You are not serious about this argument right? Dreamhack valencia had a lot less T going into it, the winrate of the terrans in the round of 16 pretty even. Had tons of more zergs look at the last group stage. That's typically what happens when a race is underpowered. There are less players of the UP race who rate them selves "comeptitive" and thus fewer that opt to play in the tournament. Terran is a more played race in general than protoss, but it's easier to become "competitive" as protoss, which means more protoss players participate in tournaments. When there is a strong selection-proces + the tournament doesn't invite all of the very best players in the world (but only some of the best players), then win/rates become useless. I say Dreamhack Valencia fits those criteria I answered the argument "Its so imbalanced right now because two tournaments have few terrans in the semifinals" with "In this recent tournament there were plenty of terrans the whole way". Please tell me how my argument can be invalid while his is valid, if you use a select few tournaments to prove your point how come I am not allowed to do the same. I don't understand what point you are trying to make, to me it seems you are disapproving your own point. (If you are trying to argue for the game being very imbalanced) According to your own argument the reason its few terrans in the later stages of the tournaments is because there are generally less terran players that are good enough to compete on that high level. So you are arguing the winrates are not imbalanced its just terran being harder to play than the other races. Which is true, this is why foreign terrans have such a hard time being successful compared to korean terrans especially compared to ex broodwar terrans that has such solid mechanics. I agree with you, the winrates are not imbalanced, the terran race is harder to play at the highest level but that has nothing to do with balance. Just boils down to that the races has such different mechanics.
I don't select a couple of tournaments to proove any point. I think it's just much better to look at Aliguac representation numbers as sample size is much larger there.
But I just found it very weird you were referring to Red Bull tournament as that had a very special invite-structure. I think if you are going to use tournaments as an example of terrans doing well you need to refer to tournament that doesn't have a very special selection-proces.
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On July 20 2014 00:05 Shuffleblade wrote:Show nested quote +On July 19 2014 23:41 TW wrote: I hope they release finally this patch before any other tournaments are broken, see Dreamhack, IEM as well, cause it sucks that unless your name is Teaja you cannot advance to final stages.
I wanted to watch Dreamhack but I wont cause I am tired of Ps and Zs. Dude, I guess you didn't check out Red battlegrounds Atlanta. TvT finals and no Taeja wasn't even in the finals. /whine why no Z or P in finals gotta balance. IEM had a pretty much even race distribution and in the quarter finals it was 3P 3Z and 2T, thats actually very balanced. Dreamhack valencia had a lot less T going into it, the winrate of the terrans in the round of 16 pretty even. Had tons of more zergs look at the last group stage.
Lol, because the only 3 koreans were Polt Bomber and Violet. And they made top3. There is no more terran in the ro8 of DH Valencia. SO yeah, the final terran contender is again, Taeja.
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On July 20 2014 00:48 Hider wrote:Show nested quote +On July 20 2014 00:43 Shuffleblade wrote:On July 20 2014 00:09 Hider wrote:Dude, I guess you didn't check out Red battlegrounds Atlanta. You are not serious about this argument right? Dreamhack valencia had a lot less T going into it, the winrate of the terrans in the round of 16 pretty even. Had tons of more zergs look at the last group stage. That's typically what happens when a race is underpowered. There are less players of the UP race who rate them selves "comeptitive" and thus fewer that opt to play in the tournament. Terran is a more played race in general than protoss, but it's easier to become "competitive" as protoss, which means more protoss players participate in tournaments. When there is a strong selection-proces + the tournament doesn't invite all of the very best players in the world (but only some of the best players), then win/rates become useless. I say Dreamhack Valencia fits those criteria I answered the argument "Its so imbalanced right now because two tournaments have few terrans in the semifinals" with "In this recent tournament there were plenty of terrans the whole way". Please tell me how my argument can be invalid while his is valid, if you use a select few tournaments to prove your point how come I am not allowed to do the same. I don't understand what point you are trying to make, to me it seems you are disapproving your own point. (If you are trying to argue for the game being very imbalanced) According to your own argument the reason its few terrans in the later stages of the tournaments is because there are generally less terran players that are good enough to compete on that high level. So you are arguing the winrates are not imbalanced its just terran being harder to play than the other races. Which is true, this is why foreign terrans have such a hard time being successful compared to korean terrans especially compared to ex broodwar terrans that has such solid mechanics. I agree with you, the winrates are not imbalanced, the terran race is harder to play at the highest level but that has nothing to do with balance. Just boils down to that the races has such different mechanics. I don't select a couple of tournaments to proove any point. I think it's just much better to look at Aliguac representation numbers as sample size is much larger there. But I just found it very weird you were referring to Red Bull tournament as that had a very special invite-structure. I think if you are going to use tournaments as an example of terrans doing well you need to refer to tournament that doesn't have a very special selection-proces. You are right, didn't think about that. Maybe I'm thinking about it a little bit too simplified, will think about what you've said it makes sense.
Going to be interesting to see what changes that comes through and how it will affect things on the bigger stages.
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mYi_Balloon: " I feel that they understand where all the big issues lie but I feel that they keep patching to the point of no return."
This is exactly how I feel. Every patch they made make gameplay less fun to watch to me (just a viewer point, I never play any e-sport game myself).
IMO if blizzard revert sc2 to WOL beta and then starting again from there might be better.
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"But since I have never seen Blizzard revert their once-applied changes (big ones, at least), I don't think it's ever gonna happen. If I would try to make it short: with whatever balance, Terrans still win tournaments (TaeJa for example), and no person that is not playing Terran, not even Blizzard, will ever agree that Terran players (especially the very top) are a lot better than their Protoss/Zerg counterparts." ...
Play some PvZ dude. It is actually the the best matchup in terms of strategy, adaption and variety, and not only massing bio every game like the TvZ/P matchups. Therefore, I am quite sure playing PvZ requires overall the most skill in SC2 if you do not just refer on splitting marines when talking about skill.
;-)
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