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This week's balance test map - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 11 12 13 Next All
Ctesias
Profile Joined December 2012
4595 Posts
December 21 2015 21:01 GMT
#21
While I agree that Adepts need to be looked at, the problem rather seems to be their short cooldown on the shade ability. Not sure how much this will fix.

Ravagers, on the other hand, definitely need to be armored.
Flash | Mvp
SheaR619
Profile Joined October 2010
United States2399 Posts
December 21 2015 21:05 GMT
#22
Terran just has no way to kill Adept fast enough. In engagement, they take way to long to kill and terran army get wrecked. I don't like the change either but there is really no other way that I see. Other solution is just give terran a way to deal with Adept and this change would not be necessary.
I may not be the best, but i will be some day...
Nebuchad
Profile Blog Joined December 2012
Switzerland12060 Posts
December 21 2015 21:07 GMT
#23
Makes me wonder what this game would be like if Blizzard had nerfed speedivacs one month after HotS start.
"It is capitalism that is incentivizing me to lazily explain this to you while at work because I am not rewarded for generating additional value."
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
December 21 2015 21:10 GMT
#24
On December 22 2015 06:01 Ctesias wrote:
While I agree that Adepts need to be looked at, the problem rather seems to be their short cooldown on the shade ability. Not sure how much this will fix.

Ravagers, on the other hand, definitely need to be armored.


No that is bad. Then immortal too strong.

I say maybe reduce corrosive bile damage
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
Naracs_Duc
Profile Joined August 2015
746 Posts
December 21 2015 21:11 GMT
#25
On December 22 2015 06:10 A_needle_jog wrote:
Show nested quote +
On December 22 2015 06:01 Ctesias wrote:
While I agree that Adepts need to be looked at, the problem rather seems to be their short cooldown on the shade ability. Not sure how much this will fix.

Ravagers, on the other hand, definitely need to be armored.


No that is bad. Then immortal too strong.

I say maybe reduce corrosive bile damage


Would Ravagers be too weird as Light Units?
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
December 21 2015 21:17 GMT
#26
On December 22 2015 06:11 Naracs_Duc wrote:
Show nested quote +
On December 22 2015 06:10 A_needle_jog wrote:
On December 22 2015 06:01 Ctesias wrote:
While I agree that Adepts need to be looked at, the problem rather seems to be their short cooldown on the shade ability. Not sure how much this will fix.

Ravagers, on the other hand, definitely need to be armored.


No that is bad. Then immortal too strong.

I say maybe reduce corrosive bile damage


Would Ravagers be too weird as Light Units?


Yeah. They already have very low HP. They have even less HP than roaches. making them either light or armored would destroy them.

125hp unit that cost 3 supply and cannot attack air. not so good

only corrosive bile is bit of problem against buildings maybe
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
Naracs_Duc
Profile Joined August 2015
746 Posts
December 21 2015 21:19 GMT
#27
On December 22 2015 06:17 A_needle_jog wrote:
Show nested quote +
On December 22 2015 06:11 Naracs_Duc wrote:
On December 22 2015 06:10 A_needle_jog wrote:
On December 22 2015 06:01 Ctesias wrote:
While I agree that Adepts need to be looked at, the problem rather seems to be their short cooldown on the shade ability. Not sure how much this will fix.

Ravagers, on the other hand, definitely need to be armored.


No that is bad. Then immortal too strong.

I say maybe reduce corrosive bile damage


Would Ravagers be too weird as Light Units?


Yeah. They already have very low HP. They have even less HP than roaches. making them either light or armored would destroy them.

125hp unit that cost 3 supply and cannot attack air. not so good

only corrosive bile is bit of problem against buildings maybe


More specifically--I was wondering what exactly is out there that would be too good against them? Hellions?
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
December 21 2015 21:23 GMT
#28
On December 22 2015 06:19 Naracs_Duc wrote:
Show nested quote +
On December 22 2015 06:17 A_needle_jog wrote:
On December 22 2015 06:11 Naracs_Duc wrote:
On December 22 2015 06:10 A_needle_jog wrote:
On December 22 2015 06:01 Ctesias wrote:
While I agree that Adepts need to be looked at, the problem rather seems to be their short cooldown on the shade ability. Not sure how much this will fix.

Ravagers, on the other hand, definitely need to be armored.


No that is bad. Then immortal too strong.

I say maybe reduce corrosive bile damage


Would Ravagers be too weird as Light Units?


Yeah. They already have very low HP. They have even less HP than roaches. making them either light or armored would destroy them.

125hp unit that cost 3 supply and cannot attack air. not so good

only corrosive bile is bit of problem against buildings maybe


More specifically--I was wondering what exactly is out there that would be too good against them? Hellions?


Adepts with upgrade is the one that scares me most, because with adept being armored you must go roach.

Ravager strong unit no doubt, but it is already getting nerf in next patch. Takes much longer to build ravager next patch.
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
TheWinks
Profile Joined July 2011
United States572 Posts
December 21 2015 21:26 GMT
#29
On December 22 2015 06:23 A_needle_jog wrote:
Ravager strong unit no doubt, but it is already getting nerf in next patch. Takes much longer to build ravager next patch.

Outside of reactive ravagers, I'm not sure what that actually changes.
Naracs_Duc
Profile Joined August 2015
746 Posts
December 21 2015 21:30 GMT
#30
On December 22 2015 06:23 A_needle_jog wrote:
Show nested quote +
On December 22 2015 06:19 Naracs_Duc wrote:
On December 22 2015 06:17 A_needle_jog wrote:
On December 22 2015 06:11 Naracs_Duc wrote:
On December 22 2015 06:10 A_needle_jog wrote:
On December 22 2015 06:01 Ctesias wrote:
While I agree that Adepts need to be looked at, the problem rather seems to be their short cooldown on the shade ability. Not sure how much this will fix.

Ravagers, on the other hand, definitely need to be armored.


No that is bad. Then immortal too strong.

I say maybe reduce corrosive bile damage


Would Ravagers be too weird as Light Units?


Yeah. They already have very low HP. They have even less HP than roaches. making them either light or armored would destroy them.

125hp unit that cost 3 supply and cannot attack air. not so good

only corrosive bile is bit of problem against buildings maybe


More specifically--I was wondering what exactly is out there that would be too good against them? Hellions?


Adepts with upgrade is the one that scares me most, because with adept being armored you must go roach.

Ravager strong unit no doubt, but it is already getting nerf in next patch. Takes much longer to build ravager next patch.


Oh right! I forgot about Adepts....

nvm--Biological is where its at.
[PkF] Wire
Profile Joined March 2013
France24192 Posts
December 21 2015 21:31 GMT
#31
Nerfing the ability cooldown would be a far better move I think.
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
December 21 2015 21:32 GMT
#32
I don't understand what you people expect. Zerg has no harass or early push. There is only ravager when you play zerg to punish greedy protoss and terran.

Terran harass units :

Reaper
Hellion
Banshee
Liberator


Protoss harass units :

Adepts
Phoenix
Oracle
DT (to little degree)


I want to harass enemy too as zerg
So many zerg nerf next patch and you guys want to butcher zerg even more I don't understand
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
December 21 2015 21:34 GMT
#33
On December 22 2015 06:31 [PkF] Wire wrote:
Nerfing the ability cooldown would be a far better move I think.

That would affect PvZ more than PvT then.
WaffleFriesFoFree
Profile Joined December 2015
2 Posts
December 21 2015 21:35 GMT
#34
I feel like they are missing the point. Both races are kind of bottlenecked into the same compositions over and over mainly bc their other units just aren't viable. BC, Carrier, hellbats, voidrays, colossus, ghost etc. We see the same units every PvT. I feel like instead of nerfing the units that work tinker with the ones that don't.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
December 21 2015 21:36 GMT
#35
so many tears when it was obvious that adepts were OP in PvT. ffs people give it a chance and see. its a balance test map ffs.
Elentos
Profile Blog Joined February 2015
55466 Posts
December 21 2015 21:37 GMT
#36
On December 22 2015 06:34 ZAiNs wrote:
Show nested quote +
On December 22 2015 06:31 [PkF] Wire wrote:
Nerfing the ability cooldown would be a far better move I think.

That would affect PvZ more than PvT then.

Even for Terran it'd be nice. You'd have a bigger window to kill the adept and the chase would be less annoying. I think making them armored in the end just makes them too bad against marauders.
Every 60 seconds in Africa, a minute passes.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
December 21 2015 21:37 GMT
#37
On December 22 2015 06:32 A_needle_jog wrote:
I don't understand what you people expect. Zerg has no harass or early push. There is only ravager when you play zerg to punish greedy protoss and terran.

Terran harass units :

Reaper
Hellion
Banshee
Liberator


Protoss harass units :

Adepts
Phoenix
Oracle
DT (to little degree)


I want to harass enemy too as zerg
So many zerg nerf next patch and you guys want to butcher zerg even more I don't understand


dude, use your speedlings, banes, and ravagers. enough with the childish qq comments.
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
December 21 2015 21:37 GMT
#38
On December 22 2015 06:35 WaffleFriesFoFree wrote:
I feel like they are missing the point. Both races are kind of bottlenecked into the same compositions over and over mainly bc their other units just aren't viable. BC, Carrier, hellbats, voidrays, colossus, ghost etc. We see the same units every PvT. I feel like instead of nerfing the units that work tinker with the ones that don't.



I like that approach much

So many units not playing
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
December 21 2015 21:37 GMT
#39
On December 22 2015 06:37 Golgotha wrote:
Show nested quote +
On December 22 2015 06:32 A_needle_jog wrote:
I don't understand what you people expect. Zerg has no harass or early push. There is only ravager when you play zerg to punish greedy protoss and terran.

Terran harass units :

Reaper
Hellion
Banshee
Liberator


Protoss harass units :

Adepts
Phoenix
Oracle
DT (to little degree)


I want to harass enemy too as zerg
So many zerg nerf next patch and you guys want to butcher zerg even more I don't understand


dude, use your speedlings, banes, and ravagers. enough with the childish qq comments.


go fuck yourself you little shit.


User was warned for this post
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
[PkF] Wire
Profile Joined March 2013
France24192 Posts
December 21 2015 21:38 GMT
#40
On December 22 2015 06:34 ZAiNs wrote:
Show nested quote +
On December 22 2015 06:31 [PkF] Wire wrote:
Nerfing the ability cooldown would be a far better move I think.

That would affect PvZ more than PvT then.

you're probably right. Maybe both changes (armored + longer cooldown) are needed in fact.
Prev 1 2 3 4 5 11 12 13 Next All
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