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Community Feedback Update - December 18 - Page 10

Forum Index > SC2 General
261 CommentsPost a Reply
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TheWinks
Profile Joined July 2011
United States572 Posts
December 19 2015 23:47 GMT
#181
The alternatives being too good doesn't inherently mean that lings are bad.
Elentos
Profile Blog Joined February 2015
55510 Posts
December 19 2015 23:48 GMT
#182
On December 20 2015 08:41 Glorfindel! wrote:
Well, you know a unit is broken when the Korean protosses repeats how broken the unit is in PvT, calling the match up a free win

They must be trying to distract us from something even more broken, they'd never do it otherwise. Or they're trying to bargain with Blizzard - adept nerf for Zerg nerf.
Every 60 seconds in Africa, a minute passes.
Penev
Profile Joined October 2012
28469 Posts
December 19 2015 23:57 GMT
#183
On December 20 2015 08:43 Liquid`Ret wrote:
Show nested quote +
On December 20 2015 08:31 PinoKotsBeer wrote:
On December 20 2015 08:14 Liquid`Ret wrote:
I'm pretty sad about adrenal possibly being nerfed.

Was the buff really needed in the first place? or was it to be able to kill adepts etc?
I have no idea tbh, maybe you as a pro can explain it.


they kicked ass in brood war, that's the only reason it felt right to me!

I also don't want to end up having to play roach/ravager infestor in zvt like everyone is doing right now, that style sucks ass fun-wise.... so good lings are in my best interest. Ling/bane is pretty tough as it is with how larva intensive the style is...but.the damn ultra is too good to ignore..i'd rather have really great lings ( mobile/fast unit that is fun to use than 8 armor a-move bricks of units)

Basically everyone is saying keep adrenal but nerf ultra's

Blizz pls
I Protoss winner, could it be?
Elentos
Profile Blog Joined February 2015
55510 Posts
December 19 2015 23:59 GMT
#184
On December 20 2015 08:57 Penev wrote:
Show nested quote +
On December 20 2015 08:43 Liquid`Ret wrote:
On December 20 2015 08:31 PinoKotsBeer wrote:
On December 20 2015 08:14 Liquid`Ret wrote:
I'm pretty sad about adrenal possibly being nerfed.

Was the buff really needed in the first place? or was it to be able to kill adepts etc?
I have no idea tbh, maybe you as a pro can explain it.


they kicked ass in brood war, that's the only reason it felt right to me!

I also don't want to end up having to play roach/ravager infestor in zvt like everyone is doing right now, that style sucks ass fun-wise.... so good lings are in my best interest. Ling/bane is pretty tough as it is with how larva intensive the style is...but.the damn ultra is too good to ignore..i'd rather have really great lings ( mobile/fast unit that is fun to use than 8 armor a-move bricks of units)

Basically everyone is saying keep adrenal but nerf ultra's

Blizz pls

But reddit asked for crackling nerfs last week, how should they know they're supposed to nerf something different this week?
Every 60 seconds in Africa, a minute passes.
Lexender
Profile Joined September 2013
Mexico2626 Posts
December 20 2015 00:19 GMT
#185
On December 20 2015 08:57 Penev wrote:
Show nested quote +
On December 20 2015 08:43 Liquid`Ret wrote:
On December 20 2015 08:31 PinoKotsBeer wrote:
On December 20 2015 08:14 Liquid`Ret wrote:
I'm pretty sad about adrenal possibly being nerfed.

Was the buff really needed in the first place? or was it to be able to kill adepts etc?
I have no idea tbh, maybe you as a pro can explain it.


they kicked ass in brood war, that's the only reason it felt right to me!

I also don't want to end up having to play roach/ravager infestor in zvt like everyone is doing right now, that style sucks ass fun-wise.... so good lings are in my best interest. Ling/bane is pretty tough as it is with how larva intensive the style is...but.the damn ultra is too good to ignore..i'd rather have really great lings ( mobile/fast unit that is fun to use than 8 armor a-move bricks of units)

Basically everyone is saying keep adrenal but nerf ultra's

Blizz pls


They're still stronger than HotS, I mean there it was +18%, +30% is still a hefty buff its not like lings wont be stronger, just a little less stronger.
HeroMystic
Profile Joined March 2011
United States1217 Posts
December 20 2015 00:23 GMT
#186
On December 20 2015 09:19 Lexender wrote:
Show nested quote +
On December 20 2015 08:57 Penev wrote:
On December 20 2015 08:43 Liquid`Ret wrote:
On December 20 2015 08:31 PinoKotsBeer wrote:
On December 20 2015 08:14 Liquid`Ret wrote:
I'm pretty sad about adrenal possibly being nerfed.

Was the buff really needed in the first place? or was it to be able to kill adepts etc?
I have no idea tbh, maybe you as a pro can explain it.


they kicked ass in brood war, that's the only reason it felt right to me!

I also don't want to end up having to play roach/ravager infestor in zvt like everyone is doing right now, that style sucks ass fun-wise.... so good lings are in my best interest. Ling/bane is pretty tough as it is with how larva intensive the style is...but.the damn ultra is too good to ignore..i'd rather have really great lings ( mobile/fast unit that is fun to use than 8 armor a-move bricks of units)

Basically everyone is saying keep adrenal but nerf ultra's

Blizz pls


They're still stronger than HotS, I mean there it was +18%, +30% is still a hefty buff its not like lings wont be stronger, just a little less stronger.


That said, Cracklings got nerfed faster than the original Snipe.
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2015-12-20 01:49:47
December 20 2015 01:48 GMT
#187
On December 20 2015 09:23 HeroMystic wrote:
Show nested quote +
On December 20 2015 09:19 Lexender wrote:
On December 20 2015 08:57 Penev wrote:
On December 20 2015 08:43 Liquid`Ret wrote:
On December 20 2015 08:31 PinoKotsBeer wrote:
On December 20 2015 08:14 Liquid`Ret wrote:
I'm pretty sad about adrenal possibly being nerfed.

Was the buff really needed in the first place? or was it to be able to kill adepts etc?
I have no idea tbh, maybe you as a pro can explain it.


they kicked ass in brood war, that's the only reason it felt right to me!

I also don't want to end up having to play roach/ravager infestor in zvt like everyone is doing right now, that style sucks ass fun-wise.... so good lings are in my best interest. Ling/bane is pretty tough as it is with how larva intensive the style is...but.the damn ultra is too good to ignore..i'd rather have really great lings ( mobile/fast unit that is fun to use than 8 armor a-move bricks of units)

Basically everyone is saying keep adrenal but nerf ultra's

Blizz pls


They're still stronger than HotS, I mean there it was +18%, +30% is still a hefty buff its not like lings wont be stronger, just a little less stronger.


That said, Cracklings got nerfed faster than the original Snipe.

Snipe got nerfed into the ground. You'd have to nerf adrenal to below 18%, where it was still worth researching even if it wasn't a top priority, to have the same impact as the snipe nerf. You would have to make it not worth the resources at all.
Lexender
Profile Joined September 2013
Mexico2626 Posts
Last Edited: 2015-12-20 03:16:26
December 20 2015 03:03 GMT
#188
On December 20 2015 09:23 HeroMystic wrote:
Show nested quote +
On December 20 2015 09:19 Lexender wrote:
On December 20 2015 08:57 Penev wrote:
On December 20 2015 08:43 Liquid`Ret wrote:
On December 20 2015 08:31 PinoKotsBeer wrote:
On December 20 2015 08:14 Liquid`Ret wrote:
I'm pretty sad about adrenal possibly being nerfed.

Was the buff really needed in the first place? or was it to be able to kill adepts etc?
I have no idea tbh, maybe you as a pro can explain it.


they kicked ass in brood war, that's the only reason it felt right to me!

I also don't want to end up having to play roach/ravager infestor in zvt like everyone is doing right now, that style sucks ass fun-wise.... so good lings are in my best interest. Ling/bane is pretty tough as it is with how larva intensive the style is...but.the damn ultra is too good to ignore..i'd rather have really great lings ( mobile/fast unit that is fun to use than 8 armor a-move bricks of units)

Basically everyone is saying keep adrenal but nerf ultra's

Blizz pls


They're still stronger than HotS, I mean there it was +18%, +30% is still a hefty buff its not like lings wont be stronger, just a little less stronger.


That said, Cracklings got nerfed faster than the original Snipe.


It was in the beta right from the start, wich by the way I still dont get, it was ok to buff late game zerglings, but going from 18% to 40% was over the top, Its one of those thing that where done for experimentación and Im guessing only made it to the game because it was rushed.
Charoisaur
Profile Joined August 2014
Germany15911 Posts
December 20 2015 03:08 GMT
#189
Why aren't there polls anymore?
Many of the coolest moments in sc2 happen due to worker harassment
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2015-12-20 11:27:47
December 20 2015 04:42 GMT
#190
On December 19 2015 17:28 Excalibur_Z wrote:
Show nested quote +
On December 19 2015 16:26 paralleluniverse wrote:
On December 19 2015 15:24 Excalibur_Z wrote:
On December 19 2015 13:42 paralleluniverse wrote:
On December 19 2015 11:25 Excalibur_Z wrote:
I'm gonna crosspost what I put on the Bnet forums:

Wow, wow, wow. So much content to go over here.

1. 10 subdivisions per league is a lot. There's going to be a lot of tier changing per player. If you want the rankings to be accurate at a glance, if you want them to be meaningful, they need to also be current.

There is one distinct advantage to no-demotions and that is being able to easily identify smurfs. When you see someone in Diamond playing against a true Bronze, you know that's a player who has intentionally tanked his rating (or is playing unranked, and those two things have a lot of potential overlap). However, this is sidestepped by the Leave League button. The solution here is simple: remove the Leave League button (why is it still there?), and clearly show on the score screen when a player is playing Unranked (change the color of the unranked player's MMR to match his race-specific unranked MMR: red for Terran, purple for Zerg, yellow for Protoss). Only by doing these two things will it still make sense to not have demotions.

2. Bonus pool is in a weird state, because there are still two parallel ranking systems that exist: points and MMR. As long as you're still using points, then it's okay to keep using bonus pool because the points effectively don't matter for accurate matchmaking, but they still do matter for ranking visibility within a tier. The bizarre part is that with tier buckets being so narrow, and because earned bonus pool points follow you across promotions, your current displayed position is even less of an indicator toward progress into the next tier than it currently is. For enthusiasts on Reddit and TL, it's not a big deal because eventually people will figure out the MMR breakpoints per tier, but it still feels wonky to have to consult external sources to figure out the age-old "okay, now how close am I?"

3. Separating Master and GM makes sense in a way, but feels bad at the same time. Assuming bonus pool sticks around, there is no other way to sort players than by points (since bonus pool influences points). GM would necessarily have to be separate because otherwise you would have weird inconsistencies where the #200 player has a lower MMR than the #201 player, but has more points, making them GM. The only way it makes sense to have one fluid league (which I advocate, by the way) is to eliminate bonus pool for Master+ and rank by MMR. In the event that you still need an activity measurement, require a set number of games per week for players in the top 200 (I'd even consider the return of MMR decay for this specific instance). If you're good enough to hit the top 200 but can't fit in 10 games for the week, you would decay some minor amount (or maybe your rating is set equal to the #250 or #300 player?).

The other reason separating Master and GM feels weird is because the MMR threshold for GM is dynamic. Master players don't really have a way of answering "okay, now how close am I?" like they could for lower tiers, even when MMR is published. There's a lot of guess-and-check posting that could be avoided by making that more transparent, and the way you do that is by showing upfront who you have to overthrow in the #200 spot to get promoted. Creating periodic updates to GM league doesn't really address this.

Overall, I'm really excited about these changes, and I'm expecting great things here.

1. You can get the same benefit of being able to detect smurfs simply by displaying their highest league in the season somewhere on the profile or perhaps the portrait border without needing to ditch mid-season demotions.

2. Agree, except for conclusion that it is acceptable that points/ranks are wrong because MMR is right. Both should be right. But at least it's better than the current situation where points/ranks are wrong and MMR is not displayed.

3. If you remove the bonus pool for GM and Masters only, then you haven't eliminated the inconsistency between MMR and points, you've just shifted it from the GM/Master boundary to the Master/Diamond boundary.

Sure, in terms of accuracy and precision, displaying MMR is about as accurate and precise as you can possibly get. However, having 2 parallel ways of ranking, MMR and points/ranks, would be confusing for the average player that doesn't have an extensive knowledge of ranking systems, and the latter system is inaccurate as a skill ranking. That's not to say, don't show MMR, MMR should definitely be shown, but the points/ranks system should also be accurate and the meaning should be made clear to players. When people ask "If MMR is my skill, then what the hell is my point/rank?", how will Blizzard respond? Ideally, the average player should be able to easily answer this question because they clearly understand the meaning of both ways of ranking and the difference between them.


I saw your post in the Bnet thread. All valid complaints and criticisms.

I was definitely wrestling with myself when I was writing that post because I see it from both sides. I think I might make a more consolidated ladder revamp suggestion thread since there's a lot to cover. Simply though, for any ranking system, you want to cover two bases: accuracy and activity.

The bonus pool covered activity in a very interesting way. It's not punishing, it's constructive. What's more, the "soft point debt" that is the bonus pool accumulates gradually which means you can spend it at your own pace. Similarly, there's a lot more granularity. Those are tremendous advantages, and because of that, it doesn't feel like a chore.

They've used negative reinforcement activity models with MMR decay in HotS and War3, and those feel really bad. You had to play X number of games within Y time, and if you didn't, you suffered a penalty. Playing games just to keep the system happy does feel like a chore, and that's a sucky experience.

The downside of the bonus pool is obvious: it manipulates points. By doing that, it impacts ranking accuracy. So that sucks too. But, it sucks less if you have an under-the-hood system that's untouched by this, and therefore retains accuracy, so that's... something.

There's obviously more to it and I may write more in the future, but it's a pretty delicate situation.

Yes, I understand that bonus pool is an attempt to take activity into account. But as I've said, what you really want to know is not activity, but uncertainty about MMR. Activity doesn't matter for the purpose of ranking skill when you know uncertainty about MMR.

As for decay vs bonus pool, decay obviously can't be that bad when you suggested it yourself. In fact, decay has the advantage that people who join the season later don't need to play as many games as an equally skilled person who joined earlier to have the same rank, i.e. these two people with the same MMR, but joined at different times, have the same rank.

But I've moved beyond suggesting decay systems. Instead of, you must play 5 games a week or your rank gets decayed, the possibility of shorter seasons allows for the more elegant solution of, you must play 20 (or some other number) games a season or else you're inactive so that you're not going to get ranked at the end of the season.

Anyway, at least we have MMR now.


Yeah the decay suggestion was just one possible avenue, and I don't know if it's the best one considering it does separate the ladder into Master/the rest like you said. One thing I really hate in ladders is when you have a few players who get really high up and then never play again. The bonus pool handles this in an OK fashion, because eventually other players will surpass them, and those inactive players lose their relative rank but keep their point totals. However, it introduces point inflation which means you have to basically keep a running mental tally of what the current max bonus pool is, what everyone's adjusted points are, how much bonus pool everyone has saved up so you know how close they are to their potential, and it just gets messy quickly. So, I didn't want the bonus pool to be included in a league where the transition between Master and GM is fluid, which means sort it by MMR, but if you sort it by MMR you can have squatters who perch on their high rating and never play again.

I think having some quota for keeping your rank for the season is a decent idea, but it also feels arbitrary at the same time. 20 games, 30 games, 40, whatever it turns out to be, you can still get to whatever that number is and perch. There's no continuous reengagement, and the pressure is temporary. The same is technically true for soft or hard decay systems as well, depending on the frequency (play your 14 games a week and you can breathe easy that week), but they keep you coming back pretty often. One idea I had was similar to the bonus pool, but one that imposes some penalty every time it hits a multiple of like a week unplayed. I don't really know how you would surface this to the player or make it understandable (which is a big problem), but I do like the go-at-your-own-pace aspect and the fact that it takes match quality into account, although spendable on loss seems like an oversight for high-level players so I'd probably make it only spend through wins. I'll run through some more mental iterations until I come up with something that I think is elegant, sensible, and functional.

I would argue that activity is more important than measuring uncertainty (though they have similar goals) for a game because the game needs to be continuously relevant. You need that retention and reengagement for your game to remain healthy. You need a vibrant, vocal community that promotes and recommends your game to others, which drives new installs, which adds more players to the player pool, which reinforces ranking accuracy. Players won't play your game if they think it sucks, and they'll think it sucks if the game's matchmaking accuracy gives them poor quality matches. In that sense, it's cyclical.

I don't think perching will be a big problem if season length is shorter, around 1.5 to 2 months. Sure, someone can play 20 (or whatever number of) games and stop but, firstly, that's not necessarily perching because in those 20 games their rating can go down not just up, and secondly, under any sort of reward/penalty system for activity, it's always possible to play the bare minimum amount of games. People can play the required number of games at the start of the season and stop, but it's always possible that a player plays only at the end of the season, even with bonus pool, and gets their rank locked in for that season. That's also in some sense, perching. The difference is that in the former, the games are massed at the start, the latter the games are massed at the end, and I don't see any particular reason to privilege the start over the end or the end over the start or even a uniform distribution of games throughout the season, especially if seasons are shorter. They'll still have to continuously engage every season to keep that rating.

So what we're talking about here is really "how many games do we want players to play in a season, how do we want them to distribute these games throughout the length of the season, and how do we reward players for doing this?"

For the purpose of skill-based ranking, we should only care about uncertainty about MMR, not about how many games they play or how they are distributed. So one possible way to penalize inactive players is to rank by a quantile of their MMR, and increase uncertainty about MMR when there is inactivity. This makes intuitive sense: the longer a player is inactive, the more uncertain we are of the player's skill, and hence the lower the quantile. In this idea, we are not directly penalizing inactivity, but rather uncertainty. Maybe this solution is technically difficult for Blizzard.

However, you note that for the purposes of engaging people with the game, we should care about how many games people play and how those games are distributed throughout the season. That's the role of progression systems like the leveling system. The level cap should be removed like paragon levels in D3.

If the bonus pool stays (it shouldn't, and I think I would prefer a decay system if I had to choose), it should be significantly reduced. Currently, for a 3 month (90 day) season, the total accrual of bonus pool is 1342 points for Bronze to Diamond and 2314 points for Masters/GM, which is just insane. What % of a player's points should come from activity? I would say 0% to 5%.
Gasi
Profile Joined January 2014
38 Posts
Last Edited: 2015-12-20 10:45:31
December 20 2015 09:39 GMT
#191
Thor AA damage to flat 12

We are looking at ways to get a little more mech play in Terran matchups. Our first attempt at this will be to buff one of the more underused units. While this is effectively a double-damage buff against armored air units, we were noticing in our internal playtests that it doesn’t feel super overpowered. This is probably due to the fact that their damage against armored units was pretty low to begin with, and Thors attack multiple times per hit, making armor also be a big factor as well. However, we also know that internal playtesting doesn’t provide the full picture of a change, so we’d like to test this one out with everyone in order to see if this is in fact the best move for the Thor.


How much more AA does mech players need ? Liberators, vikings, widowmines, pdd ravens not enough ?
Instead of creating more problems maybe a simple revert back to the HOTS's mech upgrades system would be enough, splitting them was a bad decision....

Viper spell damage reduced from 90 to 60

We explored potential design changes as well as numbers tuning in this area, and for now we wonder if tuning the damage down to give more time for opposing players to micro against the ability is better. After this, we will be able to gauge where the ability is, and go from there.


After giving it much thought, i do not think its possible for the parasitic bomb to be balanced, its like the shredder(hots beta) but works on everything and attach itself on the units...the parasitic bomb is essentially a no fly zone in starcraft

I think removal of this ability is the right course of action.

Let vipers spawn scourges for energy. They will work like in BW and will assists corruptors and mutas vs stuff like phoenix, voids, and pdd defenses.

klup
Profile Joined May 2013
France612 Posts
December 20 2015 09:48 GMT
#192
On December 20 2015 18:39 Gasi wrote:
Show nested quote +
Thor AA damage to flat 12

We are looking at ways to get a little more mech play in Terran matchups. Our first attempt at this will be to buff one of the more underused units. While this is effectively a double-damage buff against armored air units, we were noticing in our internal playtests that it doesn’t feel super overpowered. This is probably due to the fact that their damage against armored units was pretty low to begin with, and Thors attack multiple times per hit, making armor also be a big factor as well. However, we also know that internal playtesting doesn’t provide the full picture of a change, so we’d like to test this one out with everyone in order to see if this is in fact the best move for the Thor.


How much more AA does mech players need ? Liberators, vikings, widowmines, pdd ravens not enough ?
Instead of creating more problems maybe a simple revert back to the HOTS's mech upgrades system would be enough, splitting them was a bad decision....


the problem with mech upgrade split is not the cost its more the time and infrastructure to get the thing upgraded that is really annoying. increase cost but merge the damn upgrades
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
December 20 2015 11:44 GMT
#193
On December 20 2015 05:37 HeroMystic wrote:
Show nested quote +
On December 20 2015 02:27 Grumbels wrote:
On December 19 2015 22:35 HeroMystic wrote:
On December 19 2015 22:14 Elentos wrote:
On December 19 2015 22:03 HeroMystic wrote:
On December 19 2015 21:49 Elentos wrote:
On December 19 2015 21:18 Sapphire.lux wrote:
I like the Zerg nerfs, i hate the PO 2 shooting hellions and 1 shooting marines, the Thor buff doesn't do anything for mech viability IMO.

Yeah also, scrap the TankVac already and buff the Tank directly.

I don't see why people keep asking for this. Removing the tank pickup entirely is a nerf to a ridiculous extent. It would mean tanks are at all times vulnerable to ravager shots. It would make them way more vulnerable against adept suicides and stalker blink-ins etc. because you can't save the tank anymore. Where do you want them to buff the tank damage to to compensate for the fact that it gets countered so easily because it can't move? Liberator level but with AoE?


The tank should be saved by good positioning. And it would if it would actually do it's job.

The tank is too slow of LotV without medivacs. Your positioning can be great for how the engagement starts but a few seconds later they'd be better off in a different spot because the actual fight is happening out of range. And you don't actually fix that by increasing its damage. Unless you increase it to a point where massing them becomes almost obscenely strong.


So if Siege Tanks are strong, your opponent works on staying out of it's range... sounds like it's doing it's job to me.

The big picture is, Siege Tanks do not trade efficiently right now, and Tankivacs is a workaround, not a problem solver. The Siege Tank count can't get too high because of the obscene amount of hard counters in this game. Buffing the damage allows it to trade efficiently before dying to good counterplay.

How exactly does one clearly delineate what constitutes a fundamental solution versus a mere workaround? I don't think it's that simple.

Siege tanks did not work in Heart of the Swarm to an appreciable extent and in Legacy of the Void they are much more flexible and useful by giving them synergy with the most ubiquitous terran unit. One main reason to call it a workaround is to restrict oneself by reminiscing about the siege tank's true purpose as derived from Brood War strategy instead of looking at its de facto role in SC2 and thinking of ways to improve it. I feel that if you think that way you are not really contributing to the conversation because the post serves only to foreshadow some larger, substantial criticism of all of Starcraft 2.

Why should the siege tank be an efficient unit? I'm sure it was intended that way, but there are vastly more counters to the unit in this game to make that role difficult to fulfill. Generic counters, which increase the dynamic potential of an army as a whole. There is a general trend in the game to make units more survivable, resilient, reusable and so on which means that a dedicated player can virtually always overcome defensive set-ups that lack commitment. Blizzard's change goes a long way into allowing the siege tank to move with the times to function in this new environment.

There can be specific issues with siege tank pick-up, like the delay to fire or the type of mode active upon returning to the ground and such, but if one conflates those with a larger criticism of the tank's role one's argument might become independent of any tinkering to balance the unit, i.e. one falls outside of the discourse.


You define what is a solution or a workaround by looking at the function of the unit. Siege Tanks are meant to siege areas and hold positions. As stated from someone else, the siege units that compare to this are Brood Lords, Lurkers, Liberators, Disruptors, and Tempest. All aformentioned units you don't attack into unless you're positive that you can break through the contained position, or dismantle the Siege unit. All of these units except the Siege Tank fulfill this solidly. What we have instead is a requirement to have a secondary unit in order for it to function. This is not depth added to the Siege Tank but rather depth added to the Medivac.

What you're saying is being a siege unit isn't the tank's role anymore, when it still is and I don't really think that can be contested. Otherwise, what is it's role supposed to be? A Harass unit? Backline support? If that's the case then you can buff tank mode and increase it's movement speed so it can keep up with Bio. But that would be really silly.

There is a difference between the extreme area control the siege tank offered in Brood War and the more limited artillery support and siege capacity that the unit possesses in Starcraft 2, somewhat independent of the unit's balance. The earlier iteration of the unit, with overkill and higher damage, would be trivially abusable in the Starcraft 2 environment. I think it obvious that the siege tank, in order to adapt it to Starcraft 2 should have balance features such as more power for tank mode, quicker sieging and maybe something like medivac pick-up. Calling the latter "depth added not to the siege tank but to the medivac" is silly by the way. Medivacs are omnipresent and introducing siege tank / medivac synergy therefore adds more to the siege tank than to the already ubiquitous medivac. And yes, maybe it should have a slight damage buff (the oft suggested +dmg to its primary target late-game upgrade?), I won't dispute that.

Unit functionality is a slightly dubious concept regardless since it does not literally exist in the game but is imposed over it by the machinations of the designers and the expectations of the players. This is very typical for Blizzard: create a unit with the intention to fulfill a certain role, only for literally the opposite to happen (swarm hosts). I don't want to call that a healthy sign, since there is an element of designer incompetence here, but speaking more abstractly, if units find a use not in accordance with its design this can illustrate the creative process which happens when you allow the meta game to develop organically. This is a sort of evolutionary process which will shape the actual uses of the units and as you might remember from biology in high school, nobody designed the eye to see, it simply happened that way because it was advantageous; similarly nobody designed the widow mine to synergize with bio units and that did not stop players from theorizing that the widow mine creates symmetry in TvZ by counter balancing the baneling-marine interaction with the zergling-widow mine interaction. At other times Blizzard creates units and then will admit that they have no idea how they are going to be used. This was one of the motivations behind the replicant, which was scrapped when Blizzard started realizing exactly what the effect would be of letting this unit loose on the game.

Now clearly the analogy with evolution breaks down at some point since Blizzard is actively interfering to change outcomes, so that if they were truly determined to turn the siege tank into effective area control they might be able to do so. Nevertheless, their agency is limited, in some ways which are theoretical and others which are self-imposed rules Blizzard has set for themselves. Don't change a unit unless it's a clear upgrade, don't create confusing mechanics, etc.. These are some of Blizzard's commandments, but they are not their only restrictions. They are not God, sometimes the game is too complicated for them to divine what would be exactly the right change to make, or maybe they lack testing or coding resources, or maybe the problem is not pressing enough to be worth the risk of making changes.

This was offered as background to the following point: if the siege tank can be used effectively in the game then it does actually work and if the medivac pick-up lets the unit function more effectively then it's an effective change, all regardless of whether it does not fulfill some Platonic concept of area control since that's merely a fancy of the community: it has a powerful hold on the imagination but it can be abandoned at no cost. The word "effective" serves as a proxy for a variety of more or less statistical considerations, the main ones being balance and usage. They offer something concrete that Blizzard can aim for which can demonstrably improve the game in this fashion. I don't think you can truly fault them for this as designers.

I'd like to see the siege tank in its true glory used for area control too, but it's just more in the line of abstract criticism and what you (and I) consider offenses to good taste, it's very subjective.
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.
JackONeill
Profile Joined September 2013
861 Posts
December 20 2015 12:23 GMT
#194
PO 45 dmg. Of course, you go on holidays blizzard developpement team, you apparently need to cool off.

Reminds me of the 30 dmg zealot charge. Stop taking pills, cut off the booze or something, it's getting embarassing.
Xequecal
Profile Joined October 2010
United States473 Posts
December 20 2015 13:22 GMT
#195
At 50 energy, you can just proxy rax Reaper cheese for a free win vs. Protoss if they made anything less than 3 gates + core before expanding. 1 or 2 gates can't produce units fast enough to be able to whittle the Reaper numbers down until energy is out and you die.
Charoisaur
Profile Joined August 2014
Germany15911 Posts
December 20 2015 13:38 GMT
#196
On December 20 2015 21:23 JackONeill wrote:
PO 45 dmg. Of course, you go on holidays blizzard developpement team, you apparently need to cool off.

Reminds me of the 30 dmg zealot charge. Stop taking pills, cut off the booze or something, it's getting embarassing.

Why is that bad?
It's less dps for more energy than before and one pylon can also be faster sniped than two.
It's still a big nerf.
Many of the coolest moments in sc2 happen due to worker harassment
JackONeill
Profile Joined September 2013
861 Posts
December 20 2015 14:24 GMT
#197
A clic on a pylone now 3shots a banshee. It 4shots a medivac.

Blizzard needs to stop making protoss so gimmicky and retarded.
aQuaSC
Profile Joined August 2011
717 Posts
December 20 2015 14:34 GMT
#198
On December 20 2015 23:24 JackONeill wrote:
A clic on a pylone now 3shots a banshee. It 4shots a medivac.

Blizzard needs to stop making protoss so gimmicky and retarded.


You forget about the fact that Medivacs can move around - what about turrets? They kill Warp Prisms very quickly if flown straight into one or two, would you propose a nerf? If I see a wall of turrets as you see pylons, I just retreat and try to find a different opening - while I agree that overcharge did feel a little bit weird, I like how it prevents some instant game-ending moves that previous installments were riddled with. We'll see if this change will be bad. Change from 25 to 50 energy is definitely a nerf, no matter the damage.
TL+ Member
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
December 20 2015 14:48 GMT
#199
On December 20 2015 23:34 aQuaSC wrote:
Show nested quote +
On December 20 2015 23:24 JackONeill wrote:
A clic on a pylone now 3shots a banshee. It 4shots a medivac.

Blizzard needs to stop making protoss so gimmicky and retarded.


You forget about the fact that Medivacs can move around - what about turrets? They kill Warp Prisms very quickly if flown straight into one or two, would you propose a nerf? If I see a wall of turrets as you see pylons, I just retreat and try to find a different opening - while I agree that overcharge did feel a little bit weird, I like how it prevents some instant game-ending moves that previous installments were riddled with. We'll see if this change will be bad. Change from 25 to 50 energy is definitely a nerf, no matter the damage.


Pylons are supply buildings as well unlike Missile Turrets.

Also, Protoss player (I guess?) speaking about how he likes he's able to prevent some instant game-ending moves feels really funny. May I suggest an option for Terran to prevent game-ending moves too? Like Oracles, Adept/Prism, Blink and such?
aQuaSC
Profile Joined August 2011
717 Posts
Last Edited: 2015-12-20 15:04:17
December 20 2015 15:03 GMT
#200
On December 20 2015 23:48 Everlong wrote:
Show nested quote +
On December 20 2015 23:34 aQuaSC wrote:
On December 20 2015 23:24 JackONeill wrote:
A clic on a pylone now 3shots a banshee. It 4shots a medivac.

Blizzard needs to stop making protoss so gimmicky and retarded.


You forget about the fact that Medivacs can move around - what about turrets? They kill Warp Prisms very quickly if flown straight into one or two, would you propose a nerf? If I see a wall of turrets as you see pylons, I just retreat and try to find a different opening - while I agree that overcharge did feel a little bit weird, I like how it prevents some instant game-ending moves that previous installments were riddled with. We'll see if this change will be bad. Change from 25 to 50 energy is definitely a nerf, no matter the damage.


Pylons are supply buildings as well unlike Missile Turrets.

Also, Protoss player (I guess?) speaking about how he likes he's able to prevent some instant game-ending moves feels really funny. May I suggest an option for Terran to prevent game-ending moves too? Like Oracles, Adept/Prism, Blink and such?


With MULEs removed, I'm all for that. It's funny how some people try to argument an issue with another possible issue. I'm a Protoss player, learning other races, and - attention, attention - I think Adepts are too strong.
TL+ Member
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