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This week's balance test map - Page 12

Forum Index > SC2 General
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BronzeKnee
Profile Joined March 2011
United States5225 Posts
December 26 2015 16:49 GMT
#221
On December 27 2015 01:48 Elentos wrote:
Show nested quote +
On December 27 2015 01:34 Foxxan wrote:
On December 27 2015 01:04 Bohemond wrote:

HOW does it more than double it? Explain.


Well, let's see.

Vs. Shields
5+5 = 10, will become 10+10 = 20.

Vs Hull
4+4 = 8, will become, 9+9 = 18

8x2 = 16. 18 is more than twice 8.
Mindbogglingly complicated calculations, I know.

As far as adding tanks, a lot of people leave start up tank production directly after the 1st Cyclone comes out. I don't know if it's a top level strat, but I've seen it a bunch.

Adepts will be as squishy vs. bio with this change as stalkers. Changing core unit stats this drastically without other large changes to compensate won't end well.

I understand nothing from this post.


Then you're not trying hard enough.


I don't think it is a lack of effort, rather a lack of education.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2015-12-26 16:53:20
December 26 2015 16:50 GMT
#222
On December 27 2015 01:48 BronzeKnee wrote:
Show nested quote +
On December 26 2015 22:14 Foxxan wrote:
But doesnt zealots->marauders?
Zealots are even buffed and marauders nerfed compared to hots.


Yeah, but Hellbats > Zealots?

See the problem with that kind of simple thinking? Zealots fell out of favor in HOTS in the early game because you needed detection versus Widow Mines and because Zealots are terrible versus Widow Mines. Widow Mine/Liberator/Marauder is going to be awfully difficult to stop if Zealots are going to be the counter to Marauders. And that is without any Hellbats mixed in.

WTF?
PPL say Marauders -> protoss.
So i say Zealots -> marauders. Even with a questionmark.
Please add something to the discussion instead of saying shit that has been said 100 times before.

Also u mentioned NOTHING about the disruptor.
Bohemond
Profile Joined May 2012
United States163 Posts
December 26 2015 16:54 GMT
#223
On December 27 2015 01:34 Foxxan wrote:
Show nested quote +
On December 27 2015 01:04 Bohemond wrote:

HOW does it more than double it? Explain.


Well, let's see.

Vs. Shields
5+5 = 10, will become 10+10 = 20.

Vs Hull
4+4 = 8, will become, 9+9 = 18

8x2 = 16. 18 is more than twice 8.
Mindbogglingly complicated calculations, I know.

As far as adding tanks, a lot of people leave start up tank production directly after the 1st Cyclone comes out. I don't know if it's a top level strat, but I've seen it a bunch.

Adepts will be as squishy vs. bio with this change as stalkers. Changing core unit stats this drastically without other large changes to compensate won't end well.

I understand nothing from this post.



Okay, well then there's nothing I can do for you. Have a nice day. I guess they don't cover arithmetic where you go to school.
BronzeKnee
Profile Joined March 2011
United States5225 Posts
Last Edited: 2015-12-26 17:20:07
December 26 2015 17:02 GMT
#224
On December 27 2015 01:50 Foxxan wrote:
Show nested quote +
On December 27 2015 01:48 BronzeKnee wrote:
On December 26 2015 22:14 Foxxan wrote:
But doesnt zealots->marauders?
Zealots are even buffed and marauders nerfed compared to hots.


Yeah, but Hellbats > Zealots?

See the problem with that kind of simple thinking? Zealots fell out of favor in HOTS in the early game because you needed detection versus Widow Mines and because Zealots are terrible versus Widow Mines. Widow Mine/Liberator/Marauder is going to be awfully difficult to stop if Zealots are going to be the counter to Marauders. And that is without any Hellbats mixed in.

WTF?
PPL say Marauders -> protoss.
So i say Zealots -> marauders. Even with a questionmark.
Please add something to the discussion instead of saying shit that has been said 100 times before.

Also u mentioned NOTHING about the disruptor.


And you mentioned nothing about the SCV... so TAKE THAT...

But seriously, my point was simply that stating Zealots > Marauders or Hellbats > Zealots isn't an argument for why Adepts should be armored or not. Zealots > Marauders been said thousands of times, so I believe it is you who isn't adding to this discussion. Disruptors have nothing to do Adepts and the armored tag either.

And if you played PvT you'd understand how bad Disruptors are versus Terran, because they can just pickup, boost and run.

You want a good reason why Adepts shouldn't be armored? Because it is nerf to Adepts and PvT is close to 50/50 right now in terms of balance (Terran even has the edge) : http://aligulac.com/misc/balance/

If Adepts were so strong, wouldn't Protoss be crushing Terran in terms of win rate? That being said, I think Adepts and Warp Prisms are a bit too strong versus Terran (like I think Widow Mines are a bit too strong versus Protoss), but any Protoss nerf to Adepts should be accompanied by a buff somewhere else to maintain the winrate balance.
MiCroLiFe
Profile Joined March 2012
Norway275 Posts
December 26 2015 17:09 GMT
#225
On December 24 2015 03:40 BronzeKnee wrote:
Show nested quote +
On December 23 2015 23:05 Laserist wrote:
I was very happy to have a useful gateway unit alone without sentry + simcity support but Mr. Kim thinks that marauders should wreck toss gateway like always. If Adept will be armored, then we'll get back to Hots toss anyways, since marauders and roaches will dance on them. I never like to rely on good forcefields + positioning defensively all the with toss gateway army, early to mid game. Adepts were a fresh air.


We can't go back to the old ways. Forcefields were good versus Terrans who moved out without Medivacs, and Terrans wait for Medivacs now. That also means Liberators are on the field.

This change is just bad though. Protoss will still have to rely heavily on Adepts but Marauder/Liberator/Viking is going to be very difficult to stop. I need to go find out how Marauders stack up against Immortals with the change to their attack and change to Immortal's shields.

Adepts, especially in conjunction with Warp Prisms are too strong. But instead of this terrible change, the Shade ability should have a higher cooldown and maybe more of the attack speed should be moved to the upgrade.


terran waits for medivacs now, and that means liberators are on field? What??? ppl normaly at least make 6 medivacs before even makin liberators. if the terran are so stupid and move out whit 2 medivacs ( cant really do that cause adepts warp prism) The 3-4 pylons will crush it.
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
Estancia
Profile Joined July 2011
Korea (South)335 Posts
Last Edited: 2015-12-26 17:15:13
December 26 2015 17:12 GMT
#226
On December 27 2015 01:50 Foxxan wrote:
Show nested quote +
On December 27 2015 01:48 BronzeKnee wrote:
On December 26 2015 22:14 Foxxan wrote:
But doesnt zealots->marauders?
Zealots are even buffed and marauders nerfed compared to hots.


Yeah, but Hellbats > Zealots?

See the problem with that kind of simple thinking? Zealots fell out of favor in HOTS in the early game because you needed detection versus Widow Mines and because Zealots are terrible versus Widow Mines. Widow Mine/Liberator/Marauder is going to be awfully difficult to stop if Zealots are going to be the counter to Marauders. And that is without any Hellbats mixed in.

WTF?
PPL say Marauders -> protoss.
So i say Zealots -> marauders. Even with a questionmark.
Please add something to the discussion instead of saying shit that has been said 100 times before.

Also u mentioned NOTHING about the disruptor.


Lets be honest here, even with charge other than the initial hit zealots are just a meatshield because marauders can kite them forever with stim and concussive shell, while the stalkers and immortals behind struggle to catch up. Without charge zealots are just meatshields, nothing else. Protoss army until T2 cannot deal enough damage in time to beat terran bio (especially with medivac support), which forces them to rush to T3 for aoe damage every single game.

Adept was supposed to help protoss deal with midgame pressure so that they aren't as reliant as AOE in order to survive terran mid game timings, and give stability to protoss play so that they can rely less on gimmicks (2base all-ins, etc). Its light armored, rather high health, cheap and deals massive damage to light units. It can act as a front line meatshield and actually dish out decent damage against the marines in the bioball. Its just that in this state their harrassment is rather too ridiculous. I personally do not think changing adept to armored is the way to go. It just makes stimmed marauders (+ medivac support) hard counter to all protoss units until T3, except chargelots which the marauders can kite very well or deal in other ways such as widow mines. Terran can just put more emphasis on marauder production and it will pretty much overwhelm protoss army if they don't have splash damage.

I remember reading suggestion to reduce adept bonus damage vs light to +12 instead of +13. I think this is the more reasonable choice here; SCVs take one more hit to die so adepts don't delete SCVs as easily, marines without shield can take one more hit from adepts before dying, while marines with shield (which comes out later) take same amount of hits to die. This way, the harrassment potential of adepts are reduced significantly while not affecting its utility in mid game. Also, it doesn't affect other match ups at all, zerglings and hydralisks take same amount of hits to die, and same goes for zealots, dark templars and high templars.
BronzeKnee
Profile Joined March 2011
United States5225 Posts
Last Edited: 2015-12-26 17:20:41
December 26 2015 17:13 GMT
#227
On December 27 2015 02:09 MiCroLiFe wrote:
Show nested quote +
On December 24 2015 03:40 BronzeKnee wrote:
On December 23 2015 23:05 Laserist wrote:
I was very happy to have a useful gateway unit alone without sentry + simcity support but Mr. Kim thinks that marauders should wreck toss gateway like always. If Adept will be armored, then we'll get back to Hots toss anyways, since marauders and roaches will dance on them. I never like to rely on good forcefields + positioning defensively all the with toss gateway army, early to mid game. Adepts were a fresh air.


We can't go back to the old ways. Forcefields were good versus Terrans who moved out without Medivacs, and Terrans wait for Medivacs now. That also means Liberators are on the field.

This change is just bad though. Protoss will still have to rely heavily on Adepts but Marauder/Liberator/Viking is going to be very difficult to stop. I need to go find out how Marauders stack up against Immortals with the change to their attack and change to Immortal's shields.

Adepts, especially in conjunction with Warp Prisms are too strong. But instead of this terrible change, the Shade ability should have a higher cooldown and maybe more of the attack speed should be moved to the upgrade.


terran waits for medivacs now, and that means liberators are on field? What??? ppl normaly at least make 6 medivacs before even makin liberators. if the terran are so stupid and move out whit 2 medivacs ( cant really do that cause adepts warp prism) The 3-4 pylons will crush it.



Lots of people open with early Liberators for harassment. Then they have Liberators before Medivacs and can move out with both. Lots of Terrans also move out to poke with 2 Medivacs or to drop Widow Mines with one while dropping Marines with the other. My point was to say that if Terran has a Starport with a Reactor, they can build Liberators quite easily, though I didn't make that clear enough, my apologies.

But let's pretend what you are saying is completely true, what does your point have to do with Adepts being armored?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2015-12-26 18:03:51
December 26 2015 18:02 GMT
#228
On December 27 2015 02:02 BronzeKnee wrote:
Show nested quote +
On December 27 2015 01:50 Foxxan wrote:
On December 27 2015 01:48 BronzeKnee wrote:
On December 26 2015 22:14 Foxxan wrote:
But doesnt zealots->marauders?
Zealots are even buffed and marauders nerfed compared to hots.


Yeah, but Hellbats > Zealots?

See the problem with that kind of simple thinking? Zealots fell out of favor in HOTS in the early game because you needed detection versus Widow Mines and because Zealots are terrible versus Widow Mines. Widow Mine/Liberator/Marauder is going to be awfully difficult to stop if Zealots are going to be the counter to Marauders. And that is without any Hellbats mixed in.

WTF?
PPL say Marauders -> protoss.
So i say Zealots -> marauders. Even with a questionmark.
Please add something to the discussion instead of saying shit that has been said 100 times before.

Also u mentioned NOTHING about the disruptor.


And you mentioned nothing about the SCV... so TAKE THAT...

But seriously, my point was simply that stating Zealots > Marauders or Hellbats > Zealots isn't an argument for why Adepts should be armored or not. Zealots > Marauders been said thousands of times, so I believe it is you who isn't adding to this discussion. Disruptors have nothing to do Adepts and the armored tag either.

And if you played PvT you'd understand how bad Disruptors are versus Terran, because they can just pickup, boost and run.

You want a good reason why Adepts shouldn't be armored? Because it is nerf to Adepts and PvT is close to 50/50 right now in terms of balance (Terran even has the edge) : http://aligulac.com/misc/balance/

If Adepts were so strong, wouldn't Protoss be crushing Terran in terms of win rate? That being said, I think Adepts and Warp Prisms are a bit too strong versus Terran (like I think Widow Mines are a bit too strong versus Protoss), but any Protoss nerf to Adepts should be accompanied by a buff somewhere else to maintain the winrate balance.

Why mention terran unit combo without even mentioning the new disruptor for protoss.
And how cna that unit suck if terran runs away and leaves liberators, tanks or widowmines left behind.

I believe that unit will get better overtime because protooss will imrpove their micro with their armee.
If not, i believe blizzard will eventunally patch that unit.

Win statistics are pure garbage, please dont bring that crap up.
Toss not having to rely on T3 is good, very good. All i think is it will open up more tech paths for terran in the early game and that might make the entire game different cuz of different timings etc.


BronzeKnee
Profile Joined March 2011
United States5225 Posts
December 26 2015 18:25 GMT
#229
Well, I got baited by a superior troll. Sorry guys I should have bailed on this conversation earlier too.
weikor
Profile Blog Joined March 2011
Austria580 Posts
Last Edited: 2015-12-26 18:37:20
December 26 2015 18:35 GMT
#230
I think terran will already absolutely crush protoss in the lategame at some point (think muta before phoenix range was added).

We have disruptor vs Liberator

Disruptor
- extremely high investment into the first ones (600 gas for the first 2)
- Easily counter microed in low unit count, and fast unit situations.
- terrible at defending multiple locations
+extremely powerful splash damage in large unit fights

Liberator
- No additional investment into the first one, starport is mandatory for terran
+requires specific reaction - forces stalkers or air units, can pull them out of position
+ strongest zoning tool in the game.

Especially the first points about the investmentm will give terran a lot of options on timing pushes. Usually at the start of expansions, the meta hasnt settled enough for timings to be figured out.

Changes that could be made to the adept, or other gatway units

Give them a higher tier upgrade, costing 200/200.
Make adept shade cooldown higher

something along those lines

BronzeKnee
Profile Joined March 2011
United States5225 Posts
Last Edited: 2015-12-26 19:03:48
December 26 2015 19:01 GMT
#231
This test map nerfs the two biggest buffs Protoss got: Adepts and Pylon Overcharge. I'd argue that overall the Disruptor is a nerf because Colossus damage was nerfed, and the Colossus was a much more consistent damage dealer. If those changes go through, then Protoss will suffer even more in non-mirrors, as Protoss is under a 50% winrate in both non-mirrors already.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
December 26 2015 20:07 GMT
#232
On December 27 2015 04:01 BronzeKnee wrote:
This test map nerfs the two biggest buffs Protoss got: Adepts and Pylon Overcharge. I'd argue that overall the Disruptor is a nerf because Colossus damage was nerfed, and the Colossus was a much more consistent damage dealer. If those changes go through, then Protoss will suffer even more in non-mirrors, as Protoss is under a 50% winrate in both non-mirrors already.


I have barely played LotV.

Can you please tell me how colossus damage was nerfed?
BronzeKnee
Profile Joined March 2011
United States5225 Posts
December 26 2015 20:11 GMT
#233
In LotV its base damage is reduced by 20%.

http://wiki.teamliquid.net/starcraft2/Colossus_(Legacy_of_the_Void)
Clipped
Profile Joined August 2010
France122 Posts
December 26 2015 20:17 GMT
#234
On December 27 2015 04:01 BronzeKnee wrote:then Protoss will suffer even more in non-mirrors, as Protoss is under a 50% winrate in both non-mirrors already.
Not true, PvT is 55-45 and while PvZ is pretty bad a lot of it is due to the three terrible maps (lerrilak, prion terraces and central protocol).

SSL 2016 did not use the three named map
GSL pre-season
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2015-12-26 20:47:26
December 26 2015 20:46 GMT
#235
On December 27 2015 05:11 BronzeKnee wrote:
In LotV its base damage is reduced by 20%.

http://wiki.teamliquid.net/starcraft2/Colossus_(Legacy_of_the_Void)

A fully upgraded Collosus now deals 30 damage (15 per beam) instead of its previous 42 damage, because not only its base damage was reduced but also how much damage bonus it gets per upgrade. That is more then 20% reduction.
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
December 26 2015 21:06 GMT
#236
I've got a great adept nerf for you. Won't require any other changes:

Adept shades can no longer path through other units.

Tah dah! All sources of adept stupidity have been removed .
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 26 2015 21:32 GMT
#237
On December 27 2015 01:48 Elentos wrote:
Show nested quote +
On December 27 2015 01:34 Foxxan wrote:
On December 27 2015 01:04 Bohemond wrote:

HOW does it more than double it? Explain.


Well, let's see.

Vs. Shields
5+5 = 10, will become 10+10 = 20.

Vs Hull
4+4 = 8, will become, 9+9 = 18

8x2 = 16. 18 is more than twice 8.
Mindbogglingly complicated calculations, I know.

As far as adding tanks, a lot of people leave start up tank production directly after the 1st Cyclone comes out. I don't know if it's a top level strat, but I've seen it a bunch.

Adepts will be as squishy vs. bio with this change as stalkers. Changing core unit stats this drastically without other large changes to compensate won't end well.

I understand nothing from this post.


Then you're not trying hard enough.

What does hull mean? And what does shield mean?
BronzeKnee
Profile Joined March 2011
United States5225 Posts
Last Edited: 2015-12-26 22:31:32
December 26 2015 21:43 GMT
#238
On December 27 2015 06:06 Qwyn wrote:
I've got a great adept nerf for you. Won't require any other changes:

Adept shades can no longer path through other units.

Tah dah! All sources of adept stupidity have been removed .


That is great idea. Alternative maybe just lengthening the cooldown of the shade ability or moving more the attack speed to the upgrade could work.

Making them armored feels like Blizzard is taking a sledgehammer to a problem that is best solved with scalpel.

On December 27 2015 05:17 Clipped wrote:
Show nested quote +
On December 27 2015 04:01 BronzeKnee wrote:then Protoss will suffer even more in non-mirrors, as Protoss is under a 50% winrate in both non-mirrors already.
Not true, PvT is 55-45 and while PvZ is pretty bad a lot of it is due to the three terrible maps (lerrilak, prion terraces and central protocol).

SSL 2016 did not use the three named map
GSL pre-season


If you're going to use Aligulac results, why cherry pick events when you can see it all here: http://aligulac.com/misc/balance/

And what does that chart say? Protoss has a 49.57% win rate. It will be updated for December at the end of the month and we can track the changes then.

But if we are going to cherry pick from December events, Protoss currently has 22% win rate in NationWars III... http://wiki.teamliquid.net/starcraft2/NationWars_III

Let's wait for everything to be combined before we make inferences that PvT is 55-45.
BronzeKnee
Profile Joined March 2011
United States5225 Posts
Last Edited: 2015-12-26 22:27:19
December 26 2015 22:27 GMT
#239
Double post.
Bohemond
Profile Joined May 2012
United States163 Posts
December 26 2015 22:51 GMT
#240
On December 27 2015 06:32 Foxxan wrote:
Show nested quote +
On December 27 2015 01:48 Elentos wrote:
On December 27 2015 01:34 Foxxan wrote:
On December 27 2015 01:04 Bohemond wrote:

HOW does it more than double it? Explain.


Well, let's see.

Vs. Shields
5+5 = 10, will become 10+10 = 20.

Vs Hull
4+4 = 8, will become, 9+9 = 18

8x2 = 16. 18 is more than twice 8.
Mindbogglingly complicated calculations, I know.

As far as adding tanks, a lot of people leave start up tank production directly after the 1st Cyclone comes out. I don't know if it's a top level strat, but I've seen it a bunch.

Adepts will be as squishy vs. bio with this change as stalkers. Changing core unit stats this drastically without other large changes to compensate won't end well.

I understand nothing from this post.


Then you're not trying hard enough.

What does hull mean? And what does shield mean?


Protoss units have shields. Shields don't benefit from armor values, base or otherwise.
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