Balance Test Map Update - February 25 - Page 8
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My_Fake_Plastic_Luv
United States257 Posts
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ohmylanta1003
United States128 Posts
On February 26 2015 06:09 Charoisaur wrote: and there goes any hope of playing mech outside of tvt. it will probably never be a viable strategy as long as DK is the leader of the balance team. he's really doing everything to keep it from being viable. You must be joking. Adding one range to the viper is not going to make mech less viable in ZvT. And with the swarm host change, I personally believe we will see more mech than ever before in pro matches. | ||
Pontius Pirate
United States1557 Posts
On February 26 2015 14:08 My_Fake_Plastic_Luv wrote: From a game play perspective swarm hosts seem a bit too easy as a unit. They're invisible, they spawn free units, you don't have to move them to continue sieging an area, they don't have a huge tech tree (like BLs) and you can make a lot of them without being hardcountered right away. Make them harder to use Blizz and the game will be more interesting. My suggestion, NO BURROW, yet still must be set in siege mode to spawn locust. This way a blob of SHs would have to be spread out nicely in order to have full effect. There's a burrow animation used in the campaign that makes them immobile, but not truly burrowed and stealthed. It would be rather nice to bring that back, and have true burrowing not allow locust spawning. That having been said, people with high APM could just go back into mobile mode and then burrow after spawning the locusts and eat up the cooldown while burrowed, and then pop back up again and semi-burrow to launch another wave. It's only like 4 extra actions in total, but combined with removal of Enduring Locusts (with perhaps a creep movement buff to compensate), it could keep the SH in it's main role, while taking more skill to use, being more fun to play against, and not being able to create long, boring games. | ||
algue
France1436 Posts
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Gwavajuice
France1810 Posts
(failed Bilbo Baggins parody) | ||
deacon.frost
Czech Republic12129 Posts
On February 26 2015 17:20 Gwavajuice wrote: If half the people discussing sc2 balance on forums/reddit/social networks spent half the time they use to write their comments to play test balance map, half the games issues would be solved in less than half the time it needs now. (failed Bilbo Baggins parody) IMHO people are not playing the test maps because they don't believe in Blizzard, there were some test maps where people said "it is a dumb change, don't do this" and they did. Why to play the test maps when they ignore your opinions anyway? ,-) | ||
AxiomBlurr
786 Posts
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zenkicker
257 Posts
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Ragnarork
France9034 Posts
On February 26 2015 16:53 algue wrote: Just checked Liquipedia, WCS end date is "2015". I'm glad to know this patch will be released in 2015. We don't harass Blizzard nearly enough. Let's all take our pitchforks and torches, and follow Commander Aeromi as he goes into battle against the lack of information! | ||
JCoto
Spain574 Posts
And Tempest play through almost all the matches is gone with this changes. Why would you use a 300/200 unit with 10DPS that moves slow and shots even slower (with relatively low micro potential) against lategame (High HP) units)? It's a no-brainer. While Tempest change doesn't change much ZvP interactions (only allowing Broodlord play, which is nice) it renders the unit useless in PvP and PvT. Paired with speed increase for SH and flying locusts, the Tempest has no role to fill. They should consider speed buffs/ damage type rework (25+15vs armor/ 30+20vs massive, 30+30 vs buildings) for the Tempest to be microable and effective when played correctly, and an ability to deal damage. Without that, it's useless, as it would have less pressence in the game than now. IMAO part of this problem is the low speed/"siege" range and HP/armor values of the Broodlord, which makes them a very easy target for any advanced composition and makes them very unviable most of the times. Moving at Carrier speed and having better acceleration than now, they would shine again and Tempests damage vs Massive could be reduced to 20 (30+20), maintaining a position against BCs, Colos and Carriers. I've always thought that the man who wrote +50vs massive for the tempest misunderstood "Total damage vs massive: 50" on a work meeting. However, the Swarm Host update allows (and demands) Thor play to counter it, which is nice, and we have Phoenixes in PvZ, so this might refresh the meta a bit. Now Phoenix Colossus Archon will be very important in PvZ. | ||
ETisME
12328 Posts
Playing these on custom rarely match you with an opponent around your skill plus you don't get a diverse match up stats. Even if they have results and feedback, they arent nearly as useful as they could have been. Sometimes I wonder if it is even better to just push the patch out and force the player to adapt to them and actually see how it goes. | ||
Dingodile
4133 Posts
On February 26 2015 16:53 algue wrote: Just checked Liquipedia, WCS end date is "2015". I'm glad to know this patch will be released in 2015. They want this patch after WCS Season1 finals, which is in march/april this year. | ||
HomeWorld
Romania903 Posts
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Sapphire.lux
Romania2620 Posts
For LOTV they have to remove the SH though. | ||
PinoKotsBeer
Netherlands1385 Posts
On February 26 2015 19:39 HomeWorld wrote: I don't know if it was linked yet, but let's make sure we get a good laugh. https://www.youtube.com/watch?v=mfr9qWZTgnk Only a couple of times in every related topic.... | ||
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Teoita
Italy12246 Posts
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Ramiz1989
12124 Posts
On February 26 2015 20:11 Teoita wrote: The Tempest change has some really serious implications in both PvZ and PvP :O Also in PvT, since it might make BCs viable, which is a good thing. | ||
OtherWorld
France17333 Posts
On February 26 2015 18:45 Ragnarork wrote: We don't harass Blizzard nearly enough. Let's all take our pitchforks and torches, and follow Commander Aeromi as he goes into battle against the lack of information! We shall launch endless waves of free pitchforks at Blizzard. They'll understand how it feels. | ||
Manakin
Austria6 Posts
then locusts will fly and whenever i spawn them this song will be in my head ... gonna be fun | ||
Gwavajuice
France1810 Posts
On February 26 2015 17:55 deacon.frost wrote: IMHO people are not playing the test maps because they don't believe in Blizzard, there were some test maps where people said "it is a dumb change, don't do this" and they did. Why to play the test maps when they ignore your opinions anyway? ,-) First "don't do this it's dumb" is not really quality feedback, second I don't think this is true anyway cause they have been multiple changes tested on balance maps that never came live cause people gave negative feedback. Thing is a solid feedback is needed, with real tests and not just people reading the change log and trying to figure out how it will impact the game. as a side note, the so called "community" is not really relevant, as shown in the #dreampool season, people can massively vote for some changes and then accuse blizzard of being dumb for making these very exact changes. -back to the topic : The SH change is huge, it totally changes the way you play the unit, you have to micro it around, big engagements are not easy to take micro wise (I think the opponent can hit and runway before the locust come into play) but they have a huge harassing power (going to one base and killing it is fast as fuck now). The result is a huge change in the dynamic of the game it's potentially a very good change leading to very fun games, but the big questions are : - how can the other races adapt to this new ultra mobile hit and run unit? - do maps needs to be changed? and how? (esp regarding the 4th and 5th base location ) - are the speed of the SH offcreep, the locust's speed, damage and lifespan ok? This requires a shitload of testing and we can safely assume that any input will be appreciated by Blizzard. But again, it takes time and work, and it's just much harder than just doing nothing and blaming blizzard with #dedgaem bullshit... | ||
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