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We watched all the games from last week, discussed with some professional players, and wanted to get your thoughts on one additional change for the test map coming this week.
Adept armor type changed from Light to Armored.
We were looking for an Adept nerf that wouldn't change much of the ZvP relationships, and mainly nerf them against Terran. We believe this armor type change is a good one since Marauders and Siege Tanks will be stronger versus Adepts, whereas the meaningful unit relationships against the Adept in PvZ wouldn't change much.
We're trying to get the test map out quickly this week, so please let us know your thoughts. Thank you.
Source
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Good to see blizzard reacts on the games while being on holiday.
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I'm pretty sure they discarded this exact change at some point in beta because they felt it wasn't necessary. Interesting. Might make adepts too weak in the midgame and beyond.
If only pros played balance test maps.
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Oh no that is horrible nerf for PvZ. David Kim need to watch Korea ladder where the good players are 
In korea we use ling + baneling against Adept. This is a huuuuuuuuuuge nerf. It is a bigger nerf than people think. Oh god this is so bad. please don't go live. How can i contact david kim and tell him he sooo wrong.
Whyyyyyyyyyyyyyy
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Yea, about that new core unit for protoss...
I dislike this change, makes adepts absolutely useless outside of harass situations PvT (and doesn't even nerf these very significantly). I would have liked to see the shade cooldown nerfed by at least 5 seconds, because it wouldn't make the adept completely useless in army engagements while nerfing their biggest problem (the ability to threaten 2 places at once), which seems to be an issue in PvZ as well.
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I was hoping that weird interaction where your units run towards Disruptor novas as if it were a unit would be addressed. I'm surprised that the bunker change didn't happen.
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Maybe I will actually try laddering again. Didn't see a point to playing T when I would auto lose to any Warp prism / Adept play without playing a total gimmick build order (Cyclone + mass turret wtf is that).
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On December 22 2015 04:51 A_needle_jog wrote:Oh no that is horrible nerf for PvZ. David Kim need to watch Korea ladder where the good players are  In korea we use ling + baneling against Adept. This is a huuuuuuuuuuge nerf. It is a bigger nerf than people think. Oh god this is so bad. please don't go live. How can i contact david kim and tell him he sooo wrong. Whyyyyyyyyyyyyyy 
I don't mean to be rude, but I don't think I've ever seen it work in my PvZs, and until this week my PvZ has been really, really bad.
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On December 22 2015 05:15 StateSC2 wrote:Show nested quote +On December 22 2015 04:51 A_needle_jog wrote:Oh no that is horrible nerf for PvZ. David Kim need to watch Korea ladder where the good players are  In korea we use ling + baneling against Adept. This is a huuuuuuuuuuge nerf. It is a bigger nerf than people think. Oh god this is so bad. please don't go live. How can i contact david kim and tell him he sooo wrong. Whyyyyyyyyyyyyyy  I don't mean to be rude, but I don't think I've ever seen it work in my PvZs, and until this week my PvZ has been really, really bad.
surround with zergling then baneling or follow the adepts with the baneling while zerglings attack adetpts ! 
It works very well. Adept have many life ! 120 or even more (life + shield) ! so hard to kill and they always have time to escape -_-
With 6~ banelings it is easier and fast to deal with
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On December 22 2015 05:18 A_needle_jog wrote:Show nested quote +On December 22 2015 05:15 StateSC2 wrote:On December 22 2015 04:51 A_needle_jog wrote:Oh no that is horrible nerf for PvZ. David Kim need to watch Korea ladder where the good players are  In korea we use ling + baneling against Adept. This is a huuuuuuuuuuge nerf. It is a bigger nerf than people think. Oh god this is so bad. please don't go live. How can i contact david kim and tell him he sooo wrong. Whyyyyyyyyyyyyyy  I don't mean to be rude, but I don't think I've ever seen it work in my PvZs, and until this week my PvZ has been really, really bad. surround with zergling then baneling or follow the adepts with the baneling while zerglings attack adetpts !  It works very well. Adept have many life ! 120 or even more (life + shield) ! so hard to kill and they always have time to escape -_- With 6~ banelings it is easier and fast to deal with 
But if you're already in a position to get a full surround, wouldn't Roaches do the same job more efficiently? I think you should give it a shot!
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On December 22 2015 05:18 A_needle_jog wrote:Show nested quote +On December 22 2015 05:15 StateSC2 wrote:On December 22 2015 04:51 A_needle_jog wrote:Oh no that is horrible nerf for PvZ. David Kim need to watch Korea ladder where the good players are  In korea we use ling + baneling against Adept. This is a huuuuuuuuuuge nerf. It is a bigger nerf than people think. Oh god this is so bad. please don't go live. How can i contact david kim and tell him he sooo wrong. Whyyyyyyyyyyyyyy  I don't mean to be rude, but I don't think I've ever seen it work in my PvZs, and until this week my PvZ has been really, really bad. surround with zergling then baneling or follow the adepts with the baneling while zerglings attack adetpts !  It works very well. Adept have many life ! 120 or even more (life + shield) ! so hard to kill and they always have time to escape -_- With 6~ banelings it is easier and fast to deal with  You're replying to State who is GM on Korea . Even if Banelings are weaker vs Adepts, Lurkers are much stronger against them.
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Damn, I am going adept pheonix immortal in PvT with a 75% winrate and now it not gonna work.
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On December 22 2015 05:21 StateSC2 wrote:Show nested quote +On December 22 2015 05:18 A_needle_jog wrote:On December 22 2015 05:15 StateSC2 wrote:On December 22 2015 04:51 A_needle_jog wrote:Oh no that is horrible nerf for PvZ. David Kim need to watch Korea ladder where the good players are  In korea we use ling + baneling against Adept. This is a huuuuuuuuuuge nerf. It is a bigger nerf than people think. Oh god this is so bad. please don't go live. How can i contact david kim and tell him he sooo wrong. Whyyyyyyyyyyyyyy  I don't mean to be rude, but I don't think I've ever seen it work in my PvZs, and until this week my PvZ has been really, really bad. surround with zergling then baneling or follow the adepts with the baneling while zerglings attack adetpts !  It works very well. Adept have many life ! 120 or even more (life + shield) ! so hard to kill and they always have time to escape -_- With 6~ banelings it is easier and fast to deal with  But if you're already in a position to get a full surround, wouldn't Roaches do the same job more efficiently? I think you should give it a shot!
I love banelings because I do burrow and can handle charge zealots with it.
I don't want to play Roach ravager in ZvZ ZvT and ZvP
sooo~ boring ~.~
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On December 22 2015 05:21 ZAiNs wrote:Show nested quote +On December 22 2015 05:18 A_needle_jog wrote:On December 22 2015 05:15 StateSC2 wrote:On December 22 2015 04:51 A_needle_jog wrote:Oh no that is horrible nerf for PvZ. David Kim need to watch Korea ladder where the good players are  In korea we use ling + baneling against Adept. This is a huuuuuuuuuuge nerf. It is a bigger nerf than people think. Oh god this is so bad. please don't go live. How can i contact david kim and tell him he sooo wrong. Whyyyyyyyyyyyyyy  I don't mean to be rude, but I don't think I've ever seen it work in my PvZs, and until this week my PvZ has been really, really bad. surround with zergling then baneling or follow the adepts with the baneling while zerglings attack adetpts !  It works very well. Adept have many life ! 120 or even more (life + shield) ! so hard to kill and they always have time to escape -_- With 6~ banelings it is easier and fast to deal with  You're replying to State who is GM on Korea  . Even if Banelings are weaker vs Adepts, Lurkers are much stronger against them.
lurker very strong, but too late for timing adepts !
- Pool -> queen -> speed -> lair -> hydralisk den -> lurker den -> morph lurkers 
but lategame lurker very strong yes
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Great change, those changes will put the game in a fine spot. Only ultras remain slightly problematic.
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On December 22 2015 05:25 A_needle_jog wrote:Show nested quote +On December 22 2015 05:21 ZAiNs wrote:On December 22 2015 05:18 A_needle_jog wrote:On December 22 2015 05:15 StateSC2 wrote:On December 22 2015 04:51 A_needle_jog wrote:Oh no that is horrible nerf for PvZ. David Kim need to watch Korea ladder where the good players are  In korea we use ling + baneling against Adept. This is a huuuuuuuuuuge nerf. It is a bigger nerf than people think. Oh god this is so bad. please don't go live. How can i contact david kim and tell him he sooo wrong. Whyyyyyyyyyyyyyy  I don't mean to be rude, but I don't think I've ever seen it work in my PvZs, and until this week my PvZ has been really, really bad. surround with zergling then baneling or follow the adepts with the baneling while zerglings attack adetpts !  It works very well. Adept have many life ! 120 or even more (life + shield) ! so hard to kill and they always have time to escape -_- With 6~ banelings it is easier and fast to deal with  You're replying to State who is GM on Korea  . Even if Banelings are weaker vs Adepts, Lurkers are much stronger against them. lurker very strong, but too late for timing adepts ! - Pool -> queen -> speed -> lair -> hydralisk den -> lurker den -> morph lurkers  but lategame lurker very strong yes  Vs a good player it's impossible to hold Adept upgrade timings (like herO vs Life in GSL pre-season) without Roaches. You can never get a good surround because they can bunch up around the mineral line, and Banelings can be target-fired or they can just split their Adepts a bit and still avoid getting a bad surround vs the Lings.
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On December 22 2015 05:31 ZAiNs wrote:Show nested quote +On December 22 2015 05:25 A_needle_jog wrote:On December 22 2015 05:21 ZAiNs wrote:On December 22 2015 05:18 A_needle_jog wrote:On December 22 2015 05:15 StateSC2 wrote:On December 22 2015 04:51 A_needle_jog wrote:Oh no that is horrible nerf for PvZ. David Kim need to watch Korea ladder where the good players are  In korea we use ling + baneling against Adept. This is a huuuuuuuuuuge nerf. It is a bigger nerf than people think. Oh god this is so bad. please don't go live. How can i contact david kim and tell him he sooo wrong. Whyyyyyyyyyyyyyy  I don't mean to be rude, but I don't think I've ever seen it work in my PvZs, and until this week my PvZ has been really, really bad. surround with zergling then baneling or follow the adepts with the baneling while zerglings attack adetpts !  It works very well. Adept have many life ! 120 or even more (life + shield) ! so hard to kill and they always have time to escape -_- With 6~ banelings it is easier and fast to deal with  You're replying to State who is GM on Korea  . Even if Banelings are weaker vs Adepts, Lurkers are much stronger against them. lurker very strong, but too late for timing adepts ! - Pool -> queen -> speed -> lair -> hydralisk den -> lurker den -> morph lurkers  but lategame lurker very strong yes  Vs a good player it's impossible to hold Adept upgrade timings (like herO vs Life in GSL pre-season) without Roaches. You can never get a good surround because they can bunch up around the mineral line, and Banelings can be target-fired or they can just split their Adepts a bit and still avoid getting a bad surround vs the Lings.
Maybe I need to adept to armored adepts and play roaches in all matches every day 
But it look so wrong. They are like zealots in optical picture, but why armored. I don't like it from a design perspective. They look like light united. They can teleport and phase shift. armored units can't phase shift ! boooo
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An Adept nerf was definitely in the cards, unlike Ravagers where players are getting used to dealing with them and learning to play the more Protoss players practice with Adepts the more worker line damage they seem to be able to inflict. Marines merely tickle them and Marauders already got a damage nerf so armor upgrades will still let them be usable.
Only upset people here are Protoss players, Adept is too good.
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On December 22 2015 05:41 Beelzebub1 wrote: An Adept nerf was definitely in the cards, unlike Ravagers where players are getting used to dealing with them and learning to play the more Protoss players practice with Adepts the more worker line damage they seem to be able to inflict. Marines merely tickle them and Marauders already got a damage nerf so armor upgrades will still let them be usable.
Only upset people here are Protoss players, Adept is too good.
I am upset and I am not Protoss
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Terrible change. Now Marauders hard hard counter both stalkers and adepts. Stim marauders will melt both units in a massive landslide of cost efficiency. Completely unusable unit in PvT with that change.
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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.
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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.
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Makes me wonder what this game would be like if Blizzard had nerfed speedivacs one month after HotS start.
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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?
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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
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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?
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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.
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United States572 Posts
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.
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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.
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Nerfing the ability cooldown would be a far better move I think.
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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
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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.
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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.
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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.
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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.
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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.
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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
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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
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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.
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On December 22 2015 06:37 A_needle_jog wrote:Show nested quote +On December 22 2015 06:37 Golgotha wrote: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. What a well thought-out response. I'm sure he has no counter arguments to that.
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On December 22 2015 06:41 Elentos wrote:Show nested quote +On December 22 2015 06:37 A_needle_jog wrote:On December 22 2015 06:37 Golgotha wrote: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. What a well thought-out response. I'm sure he has no counter arguments to that.
whimps never have. they always dodge and try to avoid fight. they run all life from struggle.
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On December 22 2015 06:43 A_needle_jog wrote:Show nested quote +On December 22 2015 06:41 Elentos wrote:On December 22 2015 06:37 A_needle_jog wrote:On December 22 2015 06:37 Golgotha wrote: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. What a well thought-out response. I'm sure he has no counter arguments to that. whimps never have. they always dodge and try to avoid fight. they run all life from struggle.  At least you're self aware.
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On December 22 2015 06:44 royalroadweed wrote:Show nested quote +On December 22 2015 06:43 A_needle_jog wrote:On December 22 2015 06:41 Elentos wrote:On December 22 2015 06:37 A_needle_jog wrote:On December 22 2015 06:37 Golgotha wrote: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. What a well thought-out response. I'm sure he has no counter arguments to that. whimps never have. they always dodge and try to avoid fight. they run all life from struggle.  At least you're self aware.
This tried to be burn, but failed, because it don't make sense sorry. I am forthright and outspoken. He insult me and I insult back. now he will be like "oh look you are a child" instead of fighting like a man.
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On December 22 2015 06:46 A_needle_jog wrote:Show nested quote +On December 22 2015 06:44 royalroadweed wrote:On December 22 2015 06:43 A_needle_jog wrote:On December 22 2015 06:41 Elentos wrote:On December 22 2015 06:37 A_needle_jog wrote:On December 22 2015 06:37 Golgotha wrote: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. What a well thought-out response. I'm sure he has no counter arguments to that. whimps never have. they always dodge and try to avoid fight. they run all life from struggle.  At least you're self aware. This tried to be burn, but failed, because it don't make sense sorry. I am forthright and outspoken. He insult me and I insult back. now he will be like "oh look you are a child" instead of fighting like a man. Gets called childish then immediately throws a tantrum.
I guess I have to take back you being self aware.
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On December 22 2015 06:49 royalroadweed wrote:Show nested quote +On December 22 2015 06:46 A_needle_jog wrote:On December 22 2015 06:44 royalroadweed wrote:On December 22 2015 06:43 A_needle_jog wrote:On December 22 2015 06:41 Elentos wrote:On December 22 2015 06:37 A_needle_jog wrote:On December 22 2015 06:37 Golgotha wrote: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. What a well thought-out response. I'm sure he has no counter arguments to that. whimps never have. they always dodge and try to avoid fight. they run all life from struggle.  At least you're self aware. This tried to be burn, but failed, because it don't make sense sorry. I am forthright and outspoken. He insult me and I insult back. now he will be like "oh look you are a child" instead of fighting like a man. Gets called childish then immediately throws a tantrum. I guess I have to take back you being self aware.
you are from american states. go back believe in creationism, vote trump, eat hamburger and buy guns.
User was temp banned for this post.
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On December 22 2015 06:46 A_needle_jog wrote: now he will be like "oh look you are a child" instead of fighting like a man.
On December 22 2015 06:51 A_needle_jog wrote: you are from american states. go back believe in creationism, vote trump, eat hamburger and buy guns.
I mean I'm pretty sure you're just a troll but still
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On December 22 2015 06:51 A_needle_jog wrote:Show nested quote +On December 22 2015 06:49 royalroadweed wrote:On December 22 2015 06:46 A_needle_jog wrote:On December 22 2015 06:44 royalroadweed wrote:On December 22 2015 06:43 A_needle_jog wrote:On December 22 2015 06:41 Elentos wrote:On December 22 2015 06:37 A_needle_jog wrote:On December 22 2015 06:37 Golgotha wrote: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. What a well thought-out response. I'm sure he has no counter arguments to that. whimps never have. they always dodge and try to avoid fight. they run all life from struggle.  At least you're self aware. This tried to be burn, but failed, because it don't make sense sorry. I am forthright and outspoken. He insult me and I insult back. now he will be like "oh look you are a child" instead of fighting like a man. Gets called childish then immediately throws a tantrum. I guess I have to take back you being self aware. you are from american states. go back believe in creationism, vote trump, eat hamburger and buy guns. Are you for real? Grow up. FYI I'm not American.
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I think reducing HP and nerfing Warp Prism so it costs 100/100 might be better
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Isn't the problem with adepts is their shade ability, not their ability on the battlefield? Wouldn't it make more sense to change the shade ability, even if it does affect PvZ?
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Other than Siege Tanks and Marauders--what else does this change?
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On December 22 2015 07:30 Naracs_Duc wrote: Other than Siege Tanks and Marauders--what else does this change? They take bonus damage from stalkers and no more bonus damage from other adepts. No more bonus damage from anti-light units (though this is probably barely relevant since most of those are light themselves and not strong enough to kill adepts). Honestly the marauder interaction is probably the single most important one.
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On December 22 2015 07:35 Elentos wrote:Show nested quote +On December 22 2015 07:30 Naracs_Duc wrote: Other than Siege Tanks and Marauders--what else does this change? They take bonus damage from stalkers and no more bonus damage from other adepts. No more bonus damage from anti-light units (though this is probably barely relevant since most of those are light themselves and not strong enough to kill adepts). Honestly the marauder interaction is probably the single most important one.
Edit: Nvm
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I would have preferred:
Give tanks +shields Damage bonus (or Shock-Shells upgrade) Move 30 HP onto Shields on the Adept Change attack speed upgrade on Adept to be +Shields again
This would have given Tanks/Ghosts more of a role in countering Adepts. Changing Adepts to Armored tag will work and allow T to survive the Adept/Prism abuse. But it is a crutch that won't produce any new unit interactions. People were already making Marauders versus Adepts, Marauders will just work better now.
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On December 22 2015 07:30 Naracs_Duc wrote: Other than Siege Tanks and Marauders--what else does this change? Spine crawlers?
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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. Wouldn't it simply work to make the ability uncancellable? You still have your fast shade, you can still attack one spot and teleport out, only you can't do the trick anymore where the opponent needs to be in two spots at the same time.
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The largest issue in TvP is not that Marauder's can't kill adepts, it's the high mobility of the Warp Prism as well as the Adept's being able to quickly warp in and phase to your mineral line within a few seconds. A large discussion back during Legacy's announcement was that the Adept's phase shift felt too much like the Stalker's blink - and while we have seen that they're different, the phase shift forces the Terran army - which is weak when split especially in early game - to split, or worse, follow the shades - and have the shades be cancelled, punishing the Terran for making a "correct' decision. The damage vs light is also a problem.
So instead of this, I wanted to propose a change to the Adept design, keeping it as a solid earlygame unit, with lategame harassment and escape tools.
Adept: Resonating Glaives Removed. Cost remains same as well as tech path - except for the Time, changed from 27 to 31 Damage: 6 (+1) (2 attacks in phase) Range 5 Stats: 75hp / 85shield / 1 (+1) armor Flags: Armored, Biological \ **Light, Psionic
The damage is a special type, instead of being 2 attacks onto one unit, the Adept's missile attacks two different targets. Since the damage is now lower, the Adept can be a useful harassment tool against worker lines, but not cause game ending damage. This attack is only available in the new Shade from the Adept. (see below)
**Change to Psionic Transfer:
Psionic Transfer now turns the Adept into the shade for 5 seconds, replacing the Armored\Bio tag with Light\Psionic. The speed of the shade in the live version is applied to the shade state. The Shade - replacing the Adept, can attack while in this state.
Upgrade from Dark Shrine:
A new upgrade is available from the Dark Shrine for 100m/100g/90sec
This upgrade changes the Psionic Transfer to be cloaked for it's entire duration, enabling further harassment options from the DT Shrine that isn't Dark Templar. But it's only for 5 seconds, so I don't feel like it'd be a problem. If the tech is too late it could be changed to have this applied to the Adept as long as a Dark Shrine is on the map, rather than an upgrade.
With these changes I feel like it keeps the Adept as a decent gateway unit, with early harass mobility (with flag drawbacks, allowing units like Banelings and Hellions to have counterplay versus the Shade), and lategame usage opportunities from the Dark Shrine.
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TL:DR
Slight buff to adept shields, slight nerf to hp and build time, big change to damage/attack - Psionic Transfer no longer creates a fake adept, instead overcharges the adept, allowing it to phase through units and speed up like normal, have two attacks (that attack two targets), but change it's tag from Armored/Bio to Light/Psionic to add counterplay. Upgrade from DT Shrine (or building a DT shrine) cloaks the Adept Shade.
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According to Aligulac PvZ sits under 44%; similar to during the worst time in the bloodlord & infestor era. Now being tested: a protoss nerf. Kim et al are effing hopeless.
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Russian Federation66 Posts
lol, armored adepts will die to marauders, so mass marauders will counter all toss ground except immortals. Better to keep them "light" but reduce their vs-light damage to not 2-shot workers and marines or increase tech required. Or tweak terrans to be able stop them.
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As a Terran player, chasing adepts all around my base for the first 10 minutes is one of the great Christmas miracles of our time. It's the gift that just keeps on giving, or warping into your base. It's a shame David Kim is going to make our Christmas miracle a bit less miracle-like... Fun chasing adepts all over while it lasted.
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On December 22 2015 07:53 Avexyli wrote: **Change to Psionic Transfer:
Psionic Transfer now turns the Adept into the shade for 5 seconds, replacing the Armored\Bio tag with Light\Psionic. The speed of the shade in the live version is applied to the shade state. The Shade - replacing the Adept, can attack while in this state. I kinda like the idea of psionic transfer turning the adept into his shade. It's probably something that's never going to be tested, but still, interesting.
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I don't see the point of making adepts armored. Adepts are fine as part of the Protoss army, they're just too good at early game harass, especially with the warp prism. Add 5 seconds to the shade cooldown and reduce the warp prism pick up range from 7 to 5. Or instead of nerfing the warp prism, buff the cyclone's AA attack.
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This is bad, bad idea.
Terran is already winning slightly more than 50% in the matchup according to Aligulac. I understand that Adepts are too strong early, but a straight nerf will just increase the win percentage of Terran more. The matchup, in terms of win rate is very close to balanced now. Thus, any nerf should be accompanied with a buff somewhere else for either race.
That is how balance works.
On December 22 2015 06:36 Golgotha wrote: 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.
The vast majority of the time, the changes from a balance test map go live. The problem is Blizzard doesn't agree that balance is both sides having an equal chance of winning. Because if they understood that, they would leave TvP alone for now and be focused totally on PvZ which is a disaster for Protoss.
I fully understand that the Adept is too strong bad for the game, but it balances out many of the weak Protoss compositions and it was literally one of the few buffs Protoss got in LOTV (the other big one being the Photon Overcharge change, which just got nerfed).
I play Protoss and I don't like the Adept at all. However it is a key part of the Protoss army now and Marauders running it over means that Protoss will need to build Zealots again, and David Kim talked about how Zealots are a late game unit now... so much for that.
Hydra/Lurker timings are going to be absolutely brutal too. I think I'll just stop playing until Protoss gets some buffs or the meta shifts to where the win % for Protoss is closer to 50% in both matchups.
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I don't see a problem with making adept armored, this could be a good thing. I feel that every zerg should always place a roach warren down regardless in every match up now, so even if you go ling/bane, make a couple roaches/ravagers and be done with it, it's a non-committal tech structure for 150 minerals.
On December 22 2015 06:01 Ctesias wrote: Ravagers, on the other hand, definitely need to be armored.
I don't see a problem here either, it allows phoenix to kill ravagers relatively fast making them a soft counter to ravagers and a more relevant unit in PvZ. In terms of TvZ, meh, I still think seige tanks do just fine against them.
If ravagers are really a problem at the highest levels, I'd almost be in favor of not allowing ravagers to be morphed until zerg gets lair tech.
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I think decreasing Adept's bonus damage to light by 1 looks like a better idea. 10+12 damage will 3-shot a marine or SCV, but it does not really affect PvP and PvZ. Of course protoss can open with +1 attack adept/prism rush, but additional forge and +1 attack will take time to research. Adept is fine in late game, but problem is that they come too early for Terran, which does not have enough units to defend even scouted.
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On December 22 2015 05:07 CannonsNCarriers wrote: Maybe I will actually try laddering again. Didn't see a point to playing T when I would auto lose to any Warp prism / Adept play without playing a total gimmick build order (Cyclone + mass turret wtf is that). I have had success with mass marine into semi fast medivac+liberator.
Normal 1rax reaper, CC into 3fast CC with 1techlab+stim. None-stop production. 14CC into 3 fast rax works to. I usually havel liberators out a bit later than the first prism warp in harass but they are good at chasing it so you do not have to be utterly afraid of a backstab if u decide to move out.
This is against 2base. Against 1base, it holds the all-in to i actually think if u time the baracks etc.
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Adepts being armored means that the zealot will actually have some use and differentiation from them.
Won't change that much about TvP early game because you still make mostly marines until you take a 3rd (unless you're doing a 2 base timing).
Either this or removing the ability to cancel shade (which would make the unit boring) would be the changes I would consider, and I'm happy they're pursuing the former.
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welp, so much for going mass ling bane against protoss
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Sounds like a good change but I wonder if T will still need to make a bunker verse rushes with it.
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On December 22 2015 12:48 BronzeKnee wrote: This is bad, bad idea.
Terran is already winning slightly more than 50% in the matchup according to Aligulac.
Please stop repeating the Aligulac stats that are only through November currently, and LOTV launched November 10. From the small tournament sample size we do have, it's clear that Terran's having major issues in TvP, and players like Polt have echoed this.
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On December 22 2015 13:22 emc wrote:I don't see a problem with making adept armored, this could be a good thing. I feel that every zerg should always place a roach warren down regardless in every match up now, so even if you go ling/bane, make a couple roaches/ravagers and be done with it, it's a non-committal tech structure for 150 minerals. Show nested quote +On December 22 2015 06:01 Ctesias wrote: Ravagers, on the other hand, definitely need to be armored. I don't see a problem here either, it allows phoenix to kill ravagers relatively fast making them a soft counter to ravagers and a more relevant unit in PvZ. In terms of TvZ, meh, I still think seige tanks do just fine against them. If ravagers are really a problem at the highest levels, I'd almost be in favor of not allowing ravagers to be morphed until zerg gets lair tech.
Just as an aside, Ravagers are not light units, so Phoenixes do not do bonus damage to them. And making them armored would not make make Phoenixes any better or worse against them. They don't have any attribute except for biological.
I will be interested to see how the Adept is when armored, but I trust they'll fix things if they swing too far in Terran's favor after this.
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The fundamental problem with Adepts is not their brute power or physical attributes - it is that, when coupled with the ability to completely negate the defender's advantage, in addition to the fact that it has what is effectively a delayed Dagger of Escape, the Adept becomes a ranged Zealot that is incredibly mobile and harassment-friendly. Try and see how good Adepts are in a frontal assault against stimmed bio with Medivac support - they get trashed. The problem is that Protoss has the ability to teleport their units directly into the enemy's base, and this ability comes at an incredibly low tech level - Cybernetics Core + Robotics Facility - which means that Protoss has an early mobile teleportation portal that can ignore the basic rules of an RTS - the terrain advantage of a defender, shorter lines of reinforcement, etc. It means that, coupled with the faster production cycle of Protoss' Warp Gate mechanic, Protoss can easily overwhelm Terran numerically at any place within a short moment's notice and without any impact on Protoss' main army. Compare this with Terran drops - Terran requires the units to already be in existence in order for him to commit to a drop, which means that Terran divides his army into portions when he sends out Medivacs - this is fundamentally different from the Warp Prism, because
1. If the Terran main army is suddenly attacked while the drop is in progress, Terran likely loses because a portion of his troops are out of position - the Protoss main army is not affected by his Warp Prism being out of position, because he has not actually deployed any of the charges on his Warp Gates yet - he can simply warp in at home and defend. Therefore, there is almost no commitment on the part of Protoss to send out Warp Prisms to harass - attacked? No worries, just warp at home? No attack? Hurrah, send my main army to dance in front of his bases while my Warp prisms teleport in waves of Adepts/Zealots to destroy their economy/production
2. Once the Warp Prism is in place - Protoss can instantly teleport 10-20 of his units into place, and continue to do so as long as the Warp Prism is kept alive - Terran Medivacs have a limit on their cargo, and there is no possibility of reinforcement for the drop
The problem is not Adepts. The problem is with Warp Prisms allowing Protoss to negate basic RTS mechanics, and with Warp Gate for distorting the basic rules of RTS production by paying after the cycle.
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How on earth would that change affect pvz? Can't get this whining.
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On December 22 2015 15:31 insitelol wrote: How on earth would that change affect pvz? Can't get this whining.
Banelings no longer deal additional damage to Adepts. Apparently, in Korea Zergling/Banelings are used to deal with early Adept timings.
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for over a week theres been no zerg in korean top10 gm (yes, this does mean a lot atm), korean metagame seems to have changed a lot already, its so hard to judge balance in the off season
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On December 22 2015 15:41 Tsubbi wrote: for over a week theres been no zerg in korean top10 gm (yes, this does mean a lot atm), korean metagame seems to have changed a lot already, its so hard to judge balance in the off season
Theres 2 there right now and there were 4 in top 10 last night
It'd be helpful if you actually checked your facts before spouting such absolute nonsense
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On December 22 2015 15:26 EatingBomber wrote: The fundamental problem with Adepts is not their brute power or physical attributes - it is that, when coupled with the ability to completely negate the defender's advantage, in addition to the fact that it has what is effectively a delayed Dagger of Escape, the Adept becomes a ranged Zealot that is incredibly mobile and harassment-friendly. Try and see how good Adepts are in a frontal assault against stimmed bio with Medivac support - they get trashed. The problem is that Protoss has the ability to teleport their units directly into the enemy's base, and this ability comes at an incredibly low tech level - Cybernetics Core + Robotics Facility - which means that Protoss has an early mobile teleportation portal that can ignore the basic rules of an RTS - the terrain advantage of a defender, shorter lines of reinforcement, etc. It means that, coupled with the faster production cycle of Protoss' Warp Gate mechanic, Protoss can easily overwhelm Terran numerically at any place within a short moment's notice and without any impact on Protoss' main army. Compare this with Terran drops - Terran requires the units to already be in existence in order for him to commit to a drop, which means that Terran divides his army into portions when he sends out Medivacs - this is fundamentally different from the Warp Prism, because
1. If the Terran main army is suddenly attacked while the drop is in progress, Terran likely loses because a portion of his troops are out of position - the Protoss main army is not affected by his Warp Prism being out of position, because he has not actually deployed any of the charges on his Warp Gates yet - he can simply warp in at home and defend. Therefore, there is almost no commitment on the part of Protoss to send out Warp Prisms to harass - attacked? No worries, just warp at home? No attack? Hurrah, send my main army to dance in front of his bases while my Warp prisms teleport in waves of Adepts/Zealots to destroy their economy/production
2. Once the Warp Prism is in place - Protoss can instantly teleport 10-20 of his units into place, and continue to do so as long as the Warp Prism is kept alive - Terran Medivacs have a limit on their cargo, and there is no possibility of reinforcement for the drop
The problem is not Adepts. The problem is with Warp Prisms allowing Protoss to negate basic RTS mechanics, and with Warp Gate for distorting the basic rules of RTS production by paying after the cycle.
Adepts do not get trashed against bio, they only need a few immortals fro support and they wreck bio. They won't anymore though. That is what this patch is changing.
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Russian Federation262 Posts
Well i dislike it as Z and T player. Maybe better to increase warp-in time for Adepts, idk, really have no suggestions, sorry =(
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On December 22 2015 15:26 EatingBomber wrote: Try and see how good Adepts are in a frontal assault against stimmed bio with Medivac support - they get trashed. Few weeks back I saw someone try it in the unit tester. Adepts won.
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I think the larger issue is the timing at which adept attacks can occur. In army v army meshes, they are not too powerful and in fact get weaker if you make them armored units.
Perhaps instead the right angle to approach the problem would be weakening Resonating Glaives or increasing the research time on that upgrade. It would make them easier to fight with Roaches/Marauders in the early game, which is when they appear to be problematic.
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people started to use ghost vs adept too bad........
Blizzard always with the worst solution
The problem with adepts is the shade. It is way too fast. Even if you react properly the shades are miles away, nerfing the speed of that stuff would be a good way to start.
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Adept vs adept wars should be loooong fights now.
I agree this thing needed a nerf but I really don't want to see marauders dominate all protoss ground compositions again. Kinda hoping they try a different way to nerf it. Or make it armored but buff the base damage a bit mabye?
Otherwise it will become a purely harass/early game unit in at least two matchups (PvT and PvP).
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So funny to see the salty protoss player that can't play with an adept monocomposition anymore for the first 10-15 minutes of the game.
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Good change IMO. Help bio and the Tank. Remember Marauders were nerfed in LOTV to.
EDIT: i still think the shade should be killable in some way. Closing in from so far away for free is to much IMO. Maybe make it killable and once it's dead, the ability is reset and you can instantly reuse it.
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I'll add that this change might be very bad for mech in mid-late game when a bunch of Adepts warp in your base, now you respond with fast Hellions, but after the change what do you do?
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My suggestion:
- Remove the 5 second warpin from warp prisms and move it as an upgrade on robotics bay for 100/100.
- Increase the power-radius of warp prism by 1. (optional)
Summary:
I believe the warp prism is already an incredibly strong protoss unit alone with the 6-range pickup. By making the 5-second warpin an upgrade, protoss timings will be easier to identify and respond to without sacrificing gateway unit strength or the aesethetic aspect of warp-tech for warp prisms. ________________________________________________________________________
The reason why the adept is open to nerf/changes is that it appears to be very strong offensively versus terran, and there is also an increased tendency of mass-production of adepts versus zerg in pro-level matches. Yet the adept is still a necessary unit for the macro-oriented and defending protoss, so how do we nerf the adept without nerfing it in the earlygame?
With the warp prism, terran can not use wall-off or other intelligent responses to deal with the threat of earlygame adepts. The warp prism will simply supply with units like they were supplied from home.
Perhaps the problem does not even lie with the adept itself. I believe the warp prism is the invisible grey elephant in the room.
So will protoss warp-prism strategies be killed if it has 11 second warp-in? Not quite. If we compare the cross-race drop-based strategies, we see that only protoss is non-committed. nydus worm, overlord drops and medivac drops all require a time-investment and loss of army/supply at another location while being relatively limited. medivac drops require all supply in both medivac and units to perform a big attack, and nydus network requires a lot of investment plus it has a delayed unload timer. The warp prism, however, is simply a 200 mineral unit capable of delivering 0 or 20 supply of units in an instant. If you somehow get scouted, you simply cancel and get a full reimbursement of resources.
This is a problem. Not only is the warp-prism technologywise relatively cheaper than the other choices, it also has 6-range pickup with great micro potential. As soon as a warp-in is finished, say 8 adepts, the damage is likely already done. With the cancel ability with full resource return, the ability to warp in from the warp prism is essentially instantaenous. An instantaenous nydus worm that is cheaper in cost and tech, so to speak.
Now, I do believe the cancel on warp prism is very interesting and should be kept. It is what differentiates it from other drop options and makes it unique. By making the warp prism warpin at 11 seconds, we can use the cancel mechanic strategically. The result is that protoss will not be able to hit extremely powerful earlygame timings, but in the mid- and lategame he can use it strategically to force units to defend the warpin. With increased warpin range, or even without, we can warp in units outside of static defences and force our opponent to respond to it, perhaps cancelling the warpin if too many units approach the warp prism warpin location.
This would be an extremely interesting mechanic and effectively kill very all-in based warp-prism oriented timings attacks that people struggle with, especially adepts in terran versus protoss.
Protoss will still perform timing/allin oriented strategies, just without the use of a fast warp-in from warp prisms, unless the upgrade is researched. This can be strong, too, as the adept will not be nerfed, or perhaps we might even see gateway buffs. The difference is that terran/zerg will be able to scout it and respond to it with a greater variety and skill.
I think it is time we realize that even with a nerf such as the suggestion above, the warp prism will still be an extremely strong unit with great potential.
Protoss will, at least in the earlygame, rely on proxied pylons or warpins from home to rally to execute attacks. This is absolutely fine. This is what the other races do. As we approach the lategame, we can upgrade the warp prism to get fast warpins so that it becomes a more serious threat in the mid- and lategame that you then can have the right tools to respond to as the defending play.
The warp tech has always been criticized due to the lacking reinforcement thus no defenders advantage, and the combined pylon warpin nerf and now warp prism warpin nerf would fully realize the potential for protoss to become more even with the other races in terms of reinforcements and ground army strength but also keep the cool aesthetic aspect of the warp gate mechanic.
As soon as the test-map goes live I will try to arrange high-level matches just to test the changes. It is an important patch that requires attention.
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I think it's very bad to change the armor of a unit for balance purposes. Imagine if for balance reasons it would be better to tag the ultralisk as unarmored light units... It would be very weird.
Also there are many reasons already listed to explain why armored adepts is a bad idea.
I think they should change the cost of the adept to 75/50 from 100/25. 25 mineral less, 25 more gaz. This would allow protoss players to still play adepts like before but they won't be able to transition on many different things in the same time like oracles. Most of the time adepts push don't straight up kill the opponent but put him behind in tech/economy. Also this change would give the zealot a bigger importance in most match up i think because instead of only making adepts to harass it might be good to spend some on adepts and some on zealots in order to save some gaz for others things.
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On December 22 2015 22:30 FireCake wrote: I think it's very bad to change the armor of a unit for balance purposes. Imagine if for balance reasons it would be better to tag the ultralisk as unarmored light units... It would be very weird.
Also there are many reasons already listed to explain why armored adepts is a bad idea.
I think they should change the cost of the adept to 75/50 from 100/25. 25 mineral less, 25 more gaz. This would allow protoss players to still play adepts like before but they won't be able to transition on many different things in the same time like oracles. Most of the time adepts push don't straight up kill the opponent but put him behind in tech/economy. Also this change would give the zealot a bigger importance in most match up i think because instead of only making adepts to harass it might be good to spend some on adepts and some on zealots in order to save some gaz for others things.
The problem is that it's almost guaranteed damage. It always gets you ahead against terran, except you screw up.
That's something that is as dumb as nydus all ins. There shouldn't be any strategies etc that guarantee something if you execute it correctly, regardless of what the opponent is doing.
Adept and to a (slightly) lesser extend the current nydus both do that.
Not sure if this change is the solution, but i certainly think it could be.
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On December 22 2015 22:58 m4ini wrote:Show nested quote +On December 22 2015 22:30 FireCake wrote: I think it's very bad to change the armor of a unit for balance purposes. Imagine if for balance reasons it would be better to tag the ultralisk as unarmored light units... It would be very weird.
Also there are many reasons already listed to explain why armored adepts is a bad idea.
I think they should change the cost of the adept to 75/50 from 100/25. 25 mineral less, 25 more gaz. This would allow protoss players to still play adepts like before but they won't be able to transition on many different things in the same time like oracles. Most of the time adepts push don't straight up kill the opponent but put him behind in tech/economy. Also this change would give the zealot a bigger importance in most match up i think because instead of only making adepts to harass it might be good to spend some on adepts and some on zealots in order to save some gaz for others things. The problem is that it's almost guaranteed damage. It always gets you ahead against terran, except you screw up. That's something that is as dumb as nydus all ins. There shouldn't be any strategies etc that guarantee something if you execute it correctly, regardless of what the opponent is doing. Adept and to a (slightly) lesser extend the current nydus both do that. Not sure if this change is the solution, but i certainly think it could be. I think something else should be done to fix the "It's always damage" aspect to the adept/warp prism combo. I think they end up becoming too bad against marauders starting in the midgame when they're armored. The consequence of that would be that TvP compositions would have to be more zealot heavy (since they're the only thing from the gateway that doesn't suck against marauders) but zealots are useless without charge in an actual fight against stimmed bio.
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I'd way rather a Shade nerf and maybe a health nerf, too.
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On December 22 2015 23:02 Elentos wrote:Show nested quote +On December 22 2015 22:58 m4ini wrote:On December 22 2015 22:30 FireCake wrote: I think it's very bad to change the armor of a unit for balance purposes. Imagine if for balance reasons it would be better to tag the ultralisk as unarmored light units... It would be very weird.
Also there are many reasons already listed to explain why armored adepts is a bad idea.
I think they should change the cost of the adept to 75/50 from 100/25. 25 mineral less, 25 more gaz. This would allow protoss players to still play adepts like before but they won't be able to transition on many different things in the same time like oracles. Most of the time adepts push don't straight up kill the opponent but put him behind in tech/economy. Also this change would give the zealot a bigger importance in most match up i think because instead of only making adepts to harass it might be good to spend some on adepts and some on zealots in order to save some gaz for others things. The problem is that it's almost guaranteed damage. It always gets you ahead against terran, except you screw up. That's something that is as dumb as nydus all ins. There shouldn't be any strategies etc that guarantee something if you execute it correctly, regardless of what the opponent is doing. Adept and to a (slightly) lesser extend the current nydus both do that. Not sure if this change is the solution, but i certainly think it could be. I think something else should be done to fix the "It's always damage" aspect to the adept/warp prism combo. I think they end up becoming too bad against marauders starting in the midgame when they're armored. The consequence of that would be that TvP compositions would have to be more zealot heavy (since they're the only thing from the gateway that doesn't suck against marauders) but zealots are useless without charge in an actual fight against stimmed bio.
I think it's really worth taking note of how popular mixing in a handful of tanks is in TvP right now as well. Tanks wreck stalkers and with enough marines as a buffer between the Immortals and tanks, I don't really see Protoss holding a three tank midgame push consistently if the tanks can slaughter the Adepts.
As far as Zealots, a handful of widow mines can take care of them in the later midgame.
Regardless, as you say Marauders will wreck any midgame Protoss army. Immortals and Colossus are weaker than HotS. Protoss won't have anything to stop them being overrun by bio timings. Especially since Terran will defend more easily in the early game and have stronger pushes with this change.
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Not to be rude, but since you're doing it again (our last discussion you had the same problem) - you're stating that zealots against a stimmed army are useless. What kind of assumption is that?
If zealots have charge, and the terran doesn't have combat shields, conc shells and stim, the terran army just melts. But it's kind of a "no-argument", you always go charge if you go zealot heavy, the same way you always have stim if you go bio.
I also disagree alot with the idea that protoss needs to counter everything by just building warpgates. Bio isn't played by purely barracks either.
The armor change is also the only change to adept that doesn't touch ZvP at all. Every other change, like warp prism changes etc will touch ZvP as well.
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On December 22 2015 23:15 m4ini wrote: Not to be rude, but since you're doing it again (our last discussion you had the same problem) - you're stating that zealots against a stimmed army are useless. What kind of assumption is that?
If zealots have charge, and the terran doesn't have combat shields, conc shells and stim, the terran army just melts. But it's kind of a "no-argument", you always go charge if you go zealot heavy, the same way you always have stim if you go bio.
I also disagree alot with the idea that protoss needs to counter everything by just building warpgates. Bio isn't played by purely barracks either.
The armor change is also the only change to adept that doesn't touch ZvP at all. Every other change, like warp prism changes etc will touch ZvP as well.
During beta a few people suggested changing the Adept damage to +12 vs. light. That way they kill Marines and SCVs in 3 hits but still kill lings and drones in 2. Sounds like it'd be worth trying at the very least. Won't change their effectiveness vs. marines with combat shields either, so it probably wouldn't weaken their midgame too much.
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On December 22 2015 23:21 Bohemond wrote:Show nested quote +On December 22 2015 23:15 m4ini wrote: Not to be rude, but since you're doing it again (our last discussion you had the same problem) - you're stating that zealots against a stimmed army are useless. What kind of assumption is that?
If zealots have charge, and the terran doesn't have combat shields, conc shells and stim, the terran army just melts. But it's kind of a "no-argument", you always go charge if you go zealot heavy, the same way you always have stim if you go bio.
I also disagree alot with the idea that protoss needs to counter everything by just building warpgates. Bio isn't played by purely barracks either.
The armor change is also the only change to adept that doesn't touch ZvP at all. Every other change, like warp prism changes etc will touch ZvP as well. During beta a few people suggested changing the Adept damage to +12 vs. light. That way they kill Marines and SCVs in 3 hits but still kill lings and drones in 2. Sounds like it'd be worth trying at the very least. Won't change their effectiveness vs. marines with combat shields either, so it probably wouldn't weaken their midgame too much.
Not too bad of an idea, didn't follow beta discussions so i didn't know about it.
Certainly could be a solution as well. That doesn't mean that the armor change shouldn't be tested though, as long as it is on a testmap.
edit: you're right though, could be a better solution - it's the early game where they're ridiculous, not mid/endgame. That change seems smarter.
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On December 22 2015 23:24 m4ini wrote:Show nested quote +On December 22 2015 23:21 Bohemond wrote:On December 22 2015 23:15 m4ini wrote: Not to be rude, but since you're doing it again (our last discussion you had the same problem) - you're stating that zealots against a stimmed army are useless. What kind of assumption is that?
If zealots have charge, and the terran doesn't have combat shields, conc shells and stim, the terran army just melts. But it's kind of a "no-argument", you always go charge if you go zealot heavy, the same way you always have stim if you go bio.
I also disagree alot with the idea that protoss needs to counter everything by just building warpgates. Bio isn't played by purely barracks either.
The armor change is also the only change to adept that doesn't touch ZvP at all. Every other change, like warp prism changes etc will touch ZvP as well. During beta a few people suggested changing the Adept damage to +12 vs. light. That way they kill Marines and SCVs in 3 hits but still kill lings and drones in 2. Sounds like it'd be worth trying at the very least. Won't change their effectiveness vs. marines with combat shields either, so it probably wouldn't weaken their midgame too much. Not too bad of an idea, didn't follow beta discussions so i didn't know about it. Certainly could be a solution as well. That doesn't mean that the armor change shouldn't be tested though, as long as it is on a testmap.
I'd say that the armor change is dumb enough that it doesn't need to be tested.
It's not DT speed buff stupid, but it's pretty bad. Marauder heavy comps backed up by mines will be hellish for Protoss to deal with.
Edit: I think it was a pro's idea to do +12 vs. light, can't remember who though. Wish I could give credit, since I think it's the right band-aid for this dumb unit.
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Nah. Shade speed is fine. Imho. The "dual-pressure" is part of the appeal of the adept, if you can outrun the shade with all units, it's kind of pointless to have shade in the first place.
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On December 22 2015 23:29 m4ini wrote: Nah. Shade speed is fine. Imho. The "dual-pressure" is part of the appeal of the adept, if you can outrun the shade with all units, it's kind of pointless to have shade in the first place. I disagree tbh. If we look at problem 1 of toss, it is that shades are just stupid at how fast they slaughter (especially terran) mineral lines. This is however not just because of its damage (which is good), but largely because of its shade ability and the warp prism which is stupid.
Imo you might even make the shade faster, but then make it uncancellable. Or make it slower. Or what I read here before and I like, make shade an ability of the adept itself, so it turns into a shade temporarily which is a faster, unkillable version of itself, but not one which is in two locations at once. This stupid part where you need to defend two locations against a really effective unit doesn't work.
Problem two is the photon overcharge, which is just a bad mechanism. This is however needed because protoss defense isn't very strong. Partially due to for example warpins, so they can't be too strong since they can just in few seconds warp in a complete round of units in your base. However in addition, the adept can't really use its shade during defense. So if you nerf in whatever way you want their shade, you can boost their stats so they are more useful in defense without being as good in wrecking mineral lines.
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I support those that say that there should be another solution for adepts: Marauder good vs. both stalker & adapts seems bad. Banelings vs. adapts could stay an alternative. (Variety is important for SC2 at this point or ppl get bored again and move on). Adepts being light units in their appearance actually makes sense.
Tanks with bonus damage against shields makes sense to me but probably that would factor in too late. What about this new terran ground unit? Can this somehow be enabled to counter adepts?
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tbh im a terran player myself and i dont think adepts needs a massive nerf... actually i think alot of problems are going back to the mappool. with some good maps i think alot of problems will dissapear...
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I disagree tbh. If we look at problem 1 of toss, it is that shades are just stupid at how fast they slaughter (especially terran) mineral lines. This is however not just because of its damage (which is good), but largely because of its shade ability and the warp prism which is stupid.
Shade has pretty much no impact on how they interact with terran mineral lines. Wall in prevents decent shade "jukes", you can't go from one to the other base by shade.
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I wonder if Blizzard intended for them to simply melt hellbats. The armor change actually makes this interaction much worse, considering hellbats will no longer do bonus damage to adepts, but I guess Blizzard couldn't care less about mech in this matchup. Whether its adepts in the early game or disruptors in the late game, hellbats never stood a chance. Recall, that hellbats are the only component of mech compositions that synergize with tankivacs.
If Blizzard simply wants Terran ground to work more like Protoss ground, where it's gateway units + robo support, then they need to make up their minds already. We love the asymmetry of Starcraft, but asymmetry in this case renders much of the Terran arsenal nderused, if not, completely unused. Design-wise, Terran ground is fragmented by upgrades (very important note, particularly because the short nature of games in LOTV), and even if they weren't, only 2/5 factory units mesh well with bio gameplay (widow mines and now, the tankivac).
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MY GOSH! Finally, now Siege Tanks and Marauders will be useful again in TvP, and even better, Stalkers will be better in PvP, can't wait to see how this change evolves, I hope it makes the game better for good.
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I want to see this tested. Would make early tech in tvp work out well which is needed since now u need to add tons of bio early on incase protoss does a big warpin attack of adepts.
Siegetanks, marauders. Opens up factory.
Marauder heavy comps backed up by mines will be hellish for Protoss to deal with. Which is complete bullshit btw. Heard of the new protoss unit???
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On December 23 2015 00:41 Foxxan wrote:I want to see this tested. Would make early tech in tvp work out well which is needed since now u need to add tons of bio early on incase protoss does a big warpin attack of adepts. Siegetanks, marauders. Opens up factory. Show nested quote +Marauder heavy comps backed up by mines will be hellish for Protoss to deal with. Which is complete bullshit btw. Heard of the new protoss unit???
You think that Disruptors are so strong vs. MMM that Protoss won't have a hard time dealing with bio timing attacks if they no longer can use Adepts? Think of how many Adepts are used in Protoss midgame comps. They don't load up their army with the damn thing because they kinda feel like building it and it's a Wednesday.
This change would be a huge nerf to Adepts in TvP, more than doubling Marauder DPS against them. Imagine if Stalkers weren't armored, think how strong they'd suddenly be against Terran bio compared to how they are now.
Zetter wrote: The new protoss unit has awful synergy with chargelots, which will be the main part of protoss compositions.
And we all know how hard it is for Terran to deal with chargelot heavy comps. http://wiki.teamliquid.net/starcraft2/Widow_Mine_(Legacy_of_the_Void)
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On December 23 2015 00:41 Foxxan wrote:I want to see this tested. Would make early tech in tvp work out well which is needed since now u need to add tons of bio early on incase protoss does a big warpin attack of adepts. Siegetanks, marauders. Opens up factory. Show nested quote +Marauder heavy comps backed up by mines will be hellish for Protoss to deal with. Which is complete bullshit btw. Heard of the new protoss unit???
The new protoss unit has awful synergy with chargelots, which will be the main part of protoss compositions.
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That is a really bad change, zerg will have one less option to counter it while marouder will counter every gateway unit. Why they are so stubborn about the op hp pool & bonus light damage & ridiculous cd on shade?
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I find it weird that nobody has brought up this about the removal of the disruptors bonus damage against shields: Is it a "hidden buff" for PvT and PvZ? The disruptor shots should deal less friendly damage to friendly units (and the disruptor itself) whenever they need to kill stuff that is in their melee range. Or am I missing something?
Yes I know T and Z have no shields lol. The point is that dealing less friendly damage to your own units is a rather nice buff.
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On December 23 2015 01:06 Salteador Neo wrote: I find it weird that nobody has brought up this about the removal of the disruptors bonus damage against shields: Is it a "hidden buff" for PvT and PvZ? The disruptor shots should deal less friendly damage to friendly units (and the disruptor itself) whenever they need to kill stuff that is in their melee range. Or am I missing something? no "hidden buff" for Z and T because they dont have shield armor... yes less friendly damage but main factor is to deny dodgeball fights.
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By the way, nothing about Nydus ? So they're happy about the invincible mechanic ?
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Terrible change. Much rather I would see increase in scv' hp so theyre not 2 shot anymore or lowering pick up range and increasing warp-in time for warp prism (while giving it back as an upgrade).
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On December 23 2015 01:33 Nazara wrote: Terrible change. Much rather I would see increase in scv' hp so theyre not 2 shot anymore or lowering pick up range and increasing warp-in time for warp prism (while giving it back as an upgrade). scvs already have a lot of health, but maybe the attack could be lowered so that it doesn't 2 shot scvs and marines.
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On December 23 2015 01:33 Nazara wrote: Terrible change. Much rather I would see increase in scv' hp so theyre not 2 shot anymore or lowering pick up range and increasing warp-in time for warp prism (while giving it back as an upgrade). While I don't like it either, your change is worse. The issue is Adepts, changing SCVs means they are stronger vs all harass, so you need to change all other harass units to compensate.
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On December 23 2015 01:45 [PkF] Wire wrote:Show nested quote +On December 23 2015 01:33 Nazara wrote: Terrible change. Much rather I would see increase in scv' hp so theyre not 2 shot anymore or lowering pick up range and increasing warp-in time for warp prism (while giving it back as an upgrade). scvs already have a lot of health, but maybe the attack could be lowered so that it doesn't 2 shot scvs and marines.
They have had enough chances to change that fact (during these phases of nerf, buff and now nerf again) and they haven't, so I don't think they ever will. I feel the shade ability and the fact that it 2 shots workers and marines are the "core" points of the unit. And I agree with them.
Also if it 3 shooted marines I think it would be just bad against terran tbh. Would add huge overkill and the rate of fire is so slow.
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On December 23 2015 01:57 Sissors wrote:Show nested quote +On December 23 2015 01:33 Nazara wrote: Terrible change. Much rather I would see increase in scv' hp so theyre not 2 shot anymore or lowering pick up range and increasing warp-in time for warp prism (while giving it back as an upgrade). While I don't like it either, your change is worse. The issue is Adepts, changing SCVs means they are stronger vs all harass, so you need to change all other harass units to compensate. putting It at 47 or 48 t doesn't change anything against hellion, banshee, zealot or the Oracle. The only units affected that you would think about using as a harass is mutas and lings, unless I missed something.
And yes the issue is adepts, including adepts vs workers. Nerfing adepts attack is not the solution, the unit doesn't scale that well into mid-late game. Unless you give it an extra upgrade.
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On December 23 2015 02:39 Nazara wrote:Show nested quote +On December 23 2015 01:57 Sissors wrote:On December 23 2015 01:33 Nazara wrote: Terrible change. Much rather I would see increase in scv' hp so theyre not 2 shot anymore or lowering pick up range and increasing warp-in time for warp prism (while giving it back as an upgrade). While I don't like it either, your change is worse. The issue is Adepts, changing SCVs means they are stronger vs all harass, so you need to change all other harass units to compensate. putting It at 47 or 48 t doesn't change anything against hellion, banshee, zealot or the Oracle. The only units affected that you would think about using as a harass is mutas and lings, unless I missed something. And yes the issue is adepts, including adepts vs workers. Nerfing adepts attack is not the solution, the unit doesn't scale that well into mid-late game. Unless you give it an extra upgrade.
If their attack was changed 10+12, they'd 3 shot workers and marines in the early game, and two shot them as soon as the Protoss gets +1 attack (they'd go from 22 a shot to 24, so even if the Terran is even on upgrades with +1 armor, it's still 2 hits).
If their mid/late is too weak due to this change, make their upgrade something like +50% instead of +45%. This would make them slightly better against non-light units as well.
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On December 23 2015 02:47 Bohemond wrote:Show nested quote +On December 23 2015 02:39 Nazara wrote:On December 23 2015 01:57 Sissors wrote:On December 23 2015 01:33 Nazara wrote: Terrible change. Much rather I would see increase in scv' hp so theyre not 2 shot anymore or lowering pick up range and increasing warp-in time for warp prism (while giving it back as an upgrade). While I don't like it either, your change is worse. The issue is Adepts, changing SCVs means they are stronger vs all harass, so you need to change all other harass units to compensate. putting It at 47 or 48 t doesn't change anything against hellion, banshee, zealot or the Oracle. The only units affected that you would think about using as a harass is mutas and lings, unless I missed something. And yes the issue is adepts, including adepts vs workers. Nerfing adepts attack is not the solution, the unit doesn't scale that well into mid-late game. Unless you give it an extra upgrade. If their mid/late is too weak due to this change, make their upgrade something like +50% instead of +45%. This would make them slightly better against non-light units as well. Or make them scale better with upgrades
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On December 22 2015 14:46 p68 wrote:Show nested quote +On December 22 2015 12:48 BronzeKnee wrote: This is bad, bad idea.
Terran is already winning slightly more than 50% in the matchup according to Aligulac. Please stop repeating the Aligulac stats that are only through November currently, and LOTV launched November 10. From the small tournament sample size we do have, it's clear that Terran's having major issues in TvP, and players like Polt have echoed this.
December stats come out in early January, so we'll see how it pans out very soon. Unless you have some inside knowledge, you're completely guessing and being even more ignorant than I am. My guess is based on 1 month old stats, yours is based on balance whine from Terran players.
Look at the Dreamhack tournament results, there was 27 PvTs. Protoss won 14, Terran won 13. It doesn't get any closer than that. The stats simply don't pan out a huge Protoss advantage, and therefore any Adept nerf should be accompanied with a buff to Protoss or nerf to Terran somewhere else or we risk imbalancing the matchup.
That is how balance works. You take weight off one side, and you need to take weight off the other or the scale isn't balanced.
Unfortunately, Blizzard doesn't care about this, never has. Khaydarin Amulet was removed (and should have been) when PvT was literally 50/50, and Protoss go no other buff to compensate, and the Protoss winrate went in the toilet. This could very well be a repeat performance.
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On December 23 2015 03:07 BronzeKnee wrote:Show nested quote +On December 22 2015 14:46 p68 wrote:On December 22 2015 12:48 BronzeKnee wrote: This is bad, bad idea.
Terran is already winning slightly more than 50% in the matchup according to Aligulac. Please stop repeating the Aligulac stats that are only through November currently, and LOTV launched November 10. From the small tournament sample size we do have, it's clear that Terran's having major issues in TvP, and players like Polt have echoed this. Well December stats come out in early January, so we'll see how it pans out. Unless you have some inside knowledge, you're completely guessing and being even more ignorant than I am to say that TvP is Terran favored. My guess is based on 1 month old stats, yours is based on balance whine from Terran players.
Didn't a whole bunch of korean protoss say adepts are too strong? I thought there was quite a bit of consensus about TvP early game in the korean scene?
And calling it balance whine doesn't make the complaints untrue or contribute anything. It's just an attempt to make a group of people appear immature rather than discuss the real issues. It's kinda like the SC2 version of calling people racist/sexist/unpatriotic in political debates
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On December 23 2015 03:07 BronzeKnee wrote:Show nested quote +On December 22 2015 14:46 p68 wrote:On December 22 2015 12:48 BronzeKnee wrote: This is bad, bad idea.
Terran is already winning slightly more than 50% in the matchup according to Aligulac. Please stop repeating the Aligulac stats that are only through November currently, and LOTV launched November 10. From the small tournament sample size we do have, it's clear that Terran's having major issues in TvP, and players like Polt have echoed this. December stats come out in early January, so we'll see how it pans out very soon. Unless you have some inside knowledge, you're completely guessing and being even more ignorant than I am. My guess is based on 1 month old stats, yours is based on balance whine from Terran players. Look at the Dreamhack tournament results, there was 27 PvTs. Protoss won 14, Terran won 13. It doesn't get any closer than that. The stats simply don't pan out a huge Protoss advantage, and therefore any Adept nerf should be accompanied with a buff to Protoss or nerf to Terran somewhere else or we risk imbalancing the matchup. That is how balance works. You take weight off one side, and you need to take weight off the other or the scale isn't balanced.Unfortunately, Blizzard doesn't care about this, never has. Khaydarin Amulet was removed when PvT was literally 50/50, and Protoss go no other buff to compensate, and the Protoss winrate went in the toilet. This could very well be a repeat performance. That is only true when the game is figured out. At this point there are many things to explore and try out.
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On December 23 2015 03:17 Bohemond wrote:Show nested quote +On December 23 2015 03:07 BronzeKnee wrote:On December 22 2015 14:46 p68 wrote:On December 22 2015 12:48 BronzeKnee wrote: This is bad, bad idea.
Terran is already winning slightly more than 50% in the matchup according to Aligulac. Please stop repeating the Aligulac stats that are only through November currently, and LOTV launched November 10. From the small tournament sample size we do have, it's clear that Terran's having major issues in TvP, and players like Polt have echoed this. Well December stats come out in early January, so we'll see how it pans out. Unless you have some inside knowledge, you're completely guessing and being even more ignorant than I am to say that TvP is Terran favored. My guess is based on 1 month old stats, yours is based on balance whine from Terran players. Didn't a whole bunch of korean protoss say adepts are too strong? I thought there was quite a bit of consensus about TvP early game. And calling it balance whine doesn't make the complaints untrue or contribute anything. It's just an attempt to make a group of people appear immature rather than discuss the real issues. It's kinda like the SC2 version of calling people racist/sexist/unpatriotic in political debates
Adepts are too strong. If you read my OP, I agree with that too. The problem, as I said, is that other parts of Protoss are very weak right now and the Adept is compensating. The Disruptor is pretty bad in TvP, the Colossus got nerfed, the Immortal got nerfed, warp ins got nerfed...
The Adept and Pylon Overcharge are keeping Protoss in the game right now, and both are getting hit. When the winrate is 50/50, what do you think is going to happen?
So I don't disagree with an Adept change, it is just that Protoss needs some other kind of buff so we can keep the winrate where it is.
On December 23 2015 03:19 Sapphire.lux wrote:Show nested quote +On December 23 2015 03:07 BronzeKnee wrote:On December 22 2015 14:46 p68 wrote:On December 22 2015 12:48 BronzeKnee wrote: This is bad, bad idea.
Terran is already winning slightly more than 50% in the matchup according to Aligulac. Please stop repeating the Aligulac stats that are only through November currently, and LOTV launched November 10. From the small tournament sample size we do have, it's clear that Terran's having major issues in TvP, and players like Polt have echoed this. December stats come out in early January, so we'll see how it pans out very soon. Unless you have some inside knowledge, you're completely guessing and being even more ignorant than I am. My guess is based on 1 month old stats, yours is based on balance whine from Terran players. Look at the Dreamhack tournament results, there was 27 PvTs. Protoss won 14, Terran won 13. It doesn't get any closer than that. The stats simply don't pan out a huge Protoss advantage, and therefore any Adept nerf should be accompanied with a buff to Protoss or nerf to Terran somewhere else or we risk imbalancing the matchup. That is how balance works. You take weight off one side, and you need to take weight off the other or the scale isn't balanced.Unfortunately, Blizzard doesn't care about this, never has. Khaydarin Amulet was removed when PvT was literally 50/50, and Protoss go no other buff to compensate, and the Protoss winrate went in the toilet. This could very well be a repeat performance. That is only true when the game is figured out. At this point there are many things to explore and try out.
So what you're telling me is that instead of looking at what is actually happening in reality right now, you'd rather balance the game on what might happen in the future? Or rather, perhaps not do anything, because things might change in the future?
That argument has always been invalid and is just plain dumb. Blizzard used to justify the existence of the 4 Gate and 1-1-1 for so long. And just think about applying that logic to world hunger... "well people are starving right now, but we don't know what is going to happen tomorrow, so why feed them today?"
We only know what we know, and we can only control what we know. So let's control what we know, rather than say "well we can't control what we don't know, so we shouldn't control what we do know." Just screams ignorance.
And it was always the argument for why Mech didn't need a buff. People just hadn't figured it out yet...
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On December 23 2015 00:51 Bohemond wrote:Show nested quote +On December 23 2015 00:41 Foxxan wrote:I want to see this tested. Would make early tech in tvp work out well which is needed since now u need to add tons of bio early on incase protoss does a big warpin attack of adepts. Siegetanks, marauders. Opens up factory. Marauder heavy comps backed up by mines will be hellish for Protoss to deal with. Which is complete bullshit btw. Heard of the new protoss unit??? You think that Disruptors are so strong vs. MMM that Protoss won't have a hard time dealing with bio timing attacks if they no longer can use Adepts? Think of how many Adepts are used in Protoss midgame comps. They don't load up their army with the damn thing because they kinda feel like building it and it's a Wednesday. This change would be a huge nerf to Adepts in TvP, more than doubling Marauder DPS against them. Imagine if Stalkers weren't armored, think how strong they'd suddenly be against Terran bio compared to how they are now. You mentioned NOTHING about timing attacks before. You said specificially that the unit composition was the hard part. Stick to the point!
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On December 23 2015 03:20 BronzeKnee wrote:Show nested quote +On December 23 2015 03:17 Bohemond wrote:On December 23 2015 03:07 BronzeKnee wrote:On December 22 2015 14:46 p68 wrote:On December 22 2015 12:48 BronzeKnee wrote: This is bad, bad idea.
Terran is already winning slightly more than 50% in the matchup according to Aligulac. Please stop repeating the Aligulac stats that are only through November currently, and LOTV launched November 10. From the small tournament sample size we do have, it's clear that Terran's having major issues in TvP, and players like Polt have echoed this. Well December stats come out in early January, so we'll see how it pans out. Unless you have some inside knowledge, you're completely guessing and being even more ignorant than I am to say that TvP is Terran favored. My guess is based on 1 month old stats, yours is based on balance whine from Terran players. Didn't a whole bunch of korean protoss say adepts are too strong? I thought there was quite a bit of consensus about TvP early game. And calling it balance whine doesn't make the complaints untrue or contribute anything. It's just an attempt to make a group of people appear immature rather than discuss the real issues. It's kinda like the SC2 version of calling people racist/sexist/unpatriotic in political debates Adepts are too strong. If you read my OP, I agree with that too. The problem, as I said, is that other parts of Protoss are very weak right now and the Adept is compensating. The Disruptor is pretty bad in TvP, the Colossus got nerfed, the Immortal got nerfed, warp ins got nerfed... The Adept and Pylon Overcharge are keeping Protoss in the game right now, and both are getting hit. When the winrate is 50/50, what do you think is going to happen?So I don't disagree with an Adept change, it is just that Protoss needs some other kind of buff so we can keep the winrate where it is. Show nested quote +On December 23 2015 03:19 Sapphire.lux wrote:On December 23 2015 03:07 BronzeKnee wrote:On December 22 2015 14:46 p68 wrote:On December 22 2015 12:48 BronzeKnee wrote: This is bad, bad idea.
Terran is already winning slightly more than 50% in the matchup according to Aligulac. Please stop repeating the Aligulac stats that are only through November currently, and LOTV launched November 10. From the small tournament sample size we do have, it's clear that Terran's having major issues in TvP, and players like Polt have echoed this. December stats come out in early January, so we'll see how it pans out very soon. Unless you have some inside knowledge, you're completely guessing and being even more ignorant than I am. My guess is based on 1 month old stats, yours is based on balance whine from Terran players. Look at the Dreamhack tournament results, there was 27 PvTs. Protoss won 14, Terran won 13. It doesn't get any closer than that. The stats simply don't pan out a huge Protoss advantage, and therefore any Adept nerf should be accompanied with a buff to Protoss or nerf to Terran somewhere else or we risk imbalancing the matchup. That is how balance works. You take weight off one side, and you need to take weight off the other or the scale isn't balanced.Unfortunately, Blizzard doesn't care about this, never has. Khaydarin Amulet was removed when PvT was literally 50/50, and Protoss go no other buff to compensate, and the Protoss winrate went in the toilet. This could very well be a repeat performance. That is only true when the game is figured out. At this point there are many things to explore and try out. So what you're telling me is that instead of looking at what is actually happening in reality right now, you'd rather balance the game on what might happen in the future. That argument has always been invalid. Blizzard used to justify the existence of the 4 Gate and 1-1-1 for so long. And it was always the argument for why Mech didn't need a buff. People just hadn't figured it out yet... No, you are saying that. I'm saying the opposite. Adepts are broken vs Terran right now and they have to be fixed. There is a huge amount to explore with P play, same with T and Z, and expecting P to find alternate solutions is very much reasonable at this point.
Balance at this point is making sure there are no BS strats going around. Adepts vs Terran is one. So is the nydus IMO.
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On December 23 2015 03:27 Sapphire.lux wrote: Balance at this point is making sure there are no BS strats going around. Adepts vs Terran is one. So is the nydus IMO.
I don't think you understand the definition of balance.
Look at the Dreamhack tournament results, there was 27 PvTs. Protoss won 14, Terran won 13. It doesn't get any closer than that. The stats simply don't pan out a huge Protoss advantage, and therefore any Adept nerf should be accompanied with a buff to Protoss or nerf to Terran somewhere else or we risk imbalancing the matchup.
I'm not saying the Adept isn't too strong, I'm saying that it wouldn't have been 14-13 (as close as possible) if Adepts were armored, and then you have a balance problem, which doesn't exist right now.
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A nerf I'd like to see for the adept is that shade canceling could only happen during the first half of its duration. That would require players to focus on their adepts more while making it so the opposing player doesnt have to follow the shades only for them to cancel after full duration
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On December 23 2015 03:20 BronzeKnee wrote:
And it was always the argument for why Mech didn't need a buff. People just hadn't figured it out yet... Right, now i can't tell if you're just trolling or not. Mech play had the entire of WOL and HOTS to be shown as viable or not, and you compare it to one month of LOTV of one strat being proven to be to strong?
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On December 23 2015 03:29 BronzeKnee wrote:Show nested quote +On December 23 2015 03:27 Sapphire.lux wrote: Balance at this point is making sure there are no BS strats going around. Adepts vs Terran is one. So is the nydus IMO. I don't think you understand the definition of balance. I'm not sure you understand anything TBH. To each his own though.
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On December 23 2015 03:29 Sapphire.lux wrote:Show nested quote +On December 23 2015 03:20 BronzeKnee wrote:
And it was always the argument for why Mech didn't need a buff. People just hadn't figured it out yet... Right, now i can't tell if you're just trolling or not. Mech play had the entire of WOL and HOTS to be shown as viable or not, and you compare it to one month of LOTV of one strat being proven to be to strong?
Well I lived through all of WOL and HOTS, and people complained about Mech quite early in WOL when the maps began getting bigger, and people like you kept saying "you just need to figure it out" and then.... nothing. Years went by.
Just like the 4 Gate or 1-1-1, "people just need to figure it out" and then.... nothing. Months went by.
On December 23 2015 03:30 Sapphire.lux wrote:Show nested quote +On December 23 2015 03:29 BronzeKnee wrote:On December 23 2015 03:27 Sapphire.lux wrote: Balance at this point is making sure there are no BS strats going around. Adepts vs Terran is one. So is the nydus IMO. I don't think you understand the definition of balance. I'm not sure you understand anything TBH. To each his own though.
Then don't listen to me, listen to the dictionary and the results from Dreamhack.
[bal-uh ns] Spell Syllables Synonyms Examples Word Origin noun 1. a state of equilibrium or equipoise; equal distribution of weight, amount, etc.
http://dictionary.reference.com/browse/balance?s=t
Look at the Dreamhack tournament results, there was 27 PvTs. Protoss won 14, Terran won 13. That is, by definition of the word balance, as balanced as it gets with 27 games. There is an equal distribution (as close as possible with 27 games) of wins on both sides. And the Aligulac stats show the same thing.
http://wiki.teamliquid.net/starcraft2/DreamHack_ROCCAT_LotV_Championship
Thus by definition, you are not fighting for balance, you are fighting against it because PvT is balanced.
Any Adept nerf should be accompanied by a Protoss buff or Terran nerf.
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On December 23 2015 03:22 Foxxan wrote:Show nested quote +On December 23 2015 00:51 Bohemond wrote:On December 23 2015 00:41 Foxxan wrote:I want to see this tested. Would make early tech in tvp work out well which is needed since now u need to add tons of bio early on incase protoss does a big warpin attack of adepts. Siegetanks, marauders. Opens up factory. Marauder heavy comps backed up by mines will be hellish for Protoss to deal with. Which is complete bullshit btw. Heard of the new protoss unit??? You think that Disruptors are so strong vs. MMM that Protoss won't have a hard time dealing with bio timing attacks if they no longer can use Adepts? Think of how many Adepts are used in Protoss midgame comps. They don't load up their army with the damn thing because they kinda feel like building it and it's a Wednesday. This change would be a huge nerf to Adepts in TvP, more than doubling Marauder DPS against them. Imagine if Stalkers weren't armored, think how strong they'd suddenly be against Terran bio compared to how they are now. You mentioned NOTHING about timing attacks before. You said specificially that the unit composition was the hard part. Stick to the point!
Are you suggesting that timing attacks don't have a composition of units? Any timing attack will contain units in a combination. I said that it'd be hellish for Protoss to deal with marauder heavy comps if this change goes through (which it won't, since it will break the game). Shockingly, that statement includes timing attacks with marauders, since a timing attack with lots of marauders will be a marauder heavy comp.
Are you actually not capable of understanding that or are you trolling? Marauders would slaughter the Protoss army which, without adepts, would be weaker than it was in HotS.
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On December 23 2015 03:30 Sapphire.lux wrote:Show nested quote +On December 23 2015 03:29 BronzeKnee wrote:On December 23 2015 03:27 Sapphire.lux wrote: Balance at this point is making sure there are no BS strats going around. Adepts vs Terran is one. So is the nydus IMO. I don't think you understand the definition of balance. I'm not sure you understand anything TBH. To each his own though.
If the argument is that the matchup is imbalanced, but the stats shows its balanced--then the matchup is not imbalanced. If the argument is that you are personally annoyed by the game play, then say you are personally annoyed by the gameplay and that its not about balance at all.
Words have meanings, to each his own--but use accurate words to describe your opinions.
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you guys argue about two different things, balance as in 50/50 and balance as in "this and this unit is imbalanced" which leads to bs plays like "don't let xxx get there" or "x race wins with a y all in or z race wins with w all in.
And I bet you both agree that the warp prism adept play is one of those bs strats. Problem is, apart from that protoss doesn't have a lot of other viable strategies.
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I also think the Warp Prism Adept is a BS strat and both sides have abusive strategies and units. The Adept is too strong too, and you make great point saying that Protoss doesn't have a lot of other viable strategies, and that is the real problem with Protoss.
Early game Adept wins are inflating the Protoss win rate, and since PvT is 50/50 right now, it means Protoss is really going to suffer if the Adept is nerfed.
So as I've been saying, an Adept nerf should be accompanied by a buff to Protoss or nerf to Terran to keep things even. I'm not saying the Adept shouldn't nerfed, it should.
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On December 23 2015 03:35 Naracs_Duc wrote:Show nested quote +On December 23 2015 03:30 Sapphire.lux wrote:On December 23 2015 03:29 BronzeKnee wrote:On December 23 2015 03:27 Sapphire.lux wrote: Balance at this point is making sure there are no BS strats going around. Adepts vs Terran is one. So is the nydus IMO. I don't think you understand the definition of balance. I'm not sure you understand anything TBH. To each his own though. If the argument is that the matchup is imbalanced, but the stats shows its balanced--then the matchup is not imbalanced. If the argument is that you are personally annoyed by the game play, then say you are personally annoyed by the gameplay and that its not about balance at all. Words have meanings, to each his own--but use accurate words to describe your opinions. The MU can be reasonably balanced when you have "broken" strats by confining, in this case the T player, to only one build, else they die to the broken strat. This is very bad for the game. We've seen it with blue flame, with the infestor, KA, etc.
The game is very new so it's silly to say that without this Adept stuff being so strong, P is gona end up UP. You just can't know that. Unless you think you know everything Protoss in LOTV and if so, you are wrong 
This is how it always works in such a complicated game like SC. You can take something out and other stuff develops. If say P turns out to be bad vs Terran, then you change other stuff where appropriate, in the spirit of balance AND healthy gameplay.
The argument that in DH Protoss won 14, Terran won 13 and without the Adept Terran would have won much more is wrong because you don't know what other stuff Protoss would have worked on instead. Maybe there is a strat there that is 10 time stronger and without the Adept, Protoss would have had 100%win rate.
You can only fix the problems that you see, not what you imagine. Adepts are a problem and they get fixed, it's as simple as that.
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So as I've been saying, an Adept nerf should be accompanied by a buff to Protoss or nerf to Terran to keep things even. I'm not saying the Adept shouldn't nerfed, it should.
Lol.. There's nothing even. We don't even know how stuff plays out properly, because everything evolves around adepts at the moment.
Apart from the obvious notion that terran nerfs are pretty much out of the question, but feel free to look at DH stats (the ones you cited), and tell me what you nerf for terran that doesn't make TvZ even worse.
edit: not to mention that partings archon/zealot timing already plays completely without adepts, as a sidenote.
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Need a new Medium Armour type that takes half +vs armoured damage and half +vs light damage. Would really help differentiate the Adept from both the Stalker and the Zealot. Before it took a lot of the Zealot spot light, except when you have Charge and I guess now it will steal all the Stalker spot light, except when you have Blink.
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On December 23 2015 03:50 Sapphire.lux wrote:Show nested quote +On December 23 2015 03:35 Naracs_Duc wrote:On December 23 2015 03:30 Sapphire.lux wrote:On December 23 2015 03:29 BronzeKnee wrote:On December 23 2015 03:27 Sapphire.lux wrote: Balance at this point is making sure there are no BS strats going around. Adepts vs Terran is one. So is the nydus IMO. I don't think you understand the definition of balance. I'm not sure you understand anything TBH. To each his own though. If the argument is that the matchup is imbalanced, but the stats shows its balanced--then the matchup is not imbalanced. If the argument is that you are personally annoyed by the game play, then say you are personally annoyed by the gameplay and that its not about balance at all. Words have meanings, to each his own--but use accurate words to describe your opinions. The MU can be reasonably balanced when you have "broken" strats by confining, in this case the T player, to only one build, else they die to the broken strat. This is very bad for the game. We've seen it with blue flame, with the infestor, KA, etc. The game is very new so it's silly to say that without this Adept stuff being so strong, P is gona end up UP. You just can't know that. Unless you think you know everything Protoss in LOTV and if so, you are wrong  This is how it always works in such a complicated game like SC. You can take something out and other stuff develops. If say P turns out to be bad vs Terran, then you change other stuff where appropriate, in the spirit of balance AND healthy gameplay. The argument that in DH Protoss won 14, Terran won 13 and without the Adept Terran would have won much more is wrong because you don't know what other stuff Protoss would have worked on instead. Maybe there is a strat there that is 10 time stronger and without the Adept, Protoss would have had 100%win rate. You can only fix the problems that you see, not what you imagine. Adepts are a problem and they get fixed, it's as simple as that.
Thank you 
I agree with almost everything (My biggest disagreement being Blueflame and KA nerfs) but I think we are definitely close enough to warrant it be agreeing.
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United Kingdom476 Posts
Good to see that the Adept nerf is finally incoming. Less Protoss bullshit on ladder will result from this. If after a while the stats are showing that without OP early game Adepts that Protoss is too weak then Blizzard can look at strengthening something else to compensate.
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On December 23 2015 05:51 DeadByDawn wrote: Good to see that the Adept nerf is finally incoming. Less Protoss bullshit on ladder will result from this. If after a while the stats are showing that without OP early game Adepts that Protoss is too weak then Blizzard can look at strengthening something else to compensate.
There are two ways to balance a scale. One way is to remove pieces on one side, the other is to add pieces on the opposing side.
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Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results.
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On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. This is what nobody should go. Balance patches has been made exactly so in the past 5years. Results?! Maybe better end-results but the game was damn boring, ruined all exciting moments/timings/fights etc.
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I'm not a fan of the Adept armor change. I think it's unnecessary.
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They will be even worse vs Lurkers o.o
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shade should be nerfed significantly or removed so that adept can play less of a gimmick/early harass role and more of the core unit role that protoss needs so desperately
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On December 23 2015 07:12 K_osss wrote: I'm not a fan of the Adept armor change. I think it's unnecessary. I'm torn on it. I definitely think something needs to be done about PvT early game. But it's what a balance test map should be for, shouldn't it ? Testing things. They didn't say the change was going to go through, maybe in the end they'll buff T early game, or do nothing...
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Wouldn't a buff to Viking AA be better than this if the goal is to weaken Warp Prism harass in PvT?
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On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors.
You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %.
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On December 23 2015 08:06 plogamer wrote:Show nested quote +On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %.
If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance.
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They're definitely taking the wrong direction with this change. Adepts are too good in the early game TvP, but they're certainly not too good late game TvP, and pretty much get phased out after a certain point. So why make a change that will completely change the unit's role throughout the entire game, when it's only a certain stage of the game that needs tweaking. Adepts already do no damage to marauders, if marauders to increased damage to them, no one will ever build an adept ever again. Meanwhile, it'll make scouting much harder in PvP, as stalker openings will reign supreme and the days of PvP guessing game s will return.
I'm fairly sure adepts will become a useless unit if they go through with this change, which is frustrating because the adept isn't that good as the game goes on to begin with. I'd much rather see things like increased cool down between shades, reducing the cost of the cyclone etc.. also increase the build time and the cost of warp prisms (seriously, this unit is so good and only costs 200 minerals and no gas??? make the warp prism an actual investment! and delay the timing in which it can hit the terran). They can do so many things that can help us in the problematic stage of the game they're addressing, without ruining the unit in the parts of the game where it doesn't even need tweaking.
Remember when blink stalkers were too strong in TvP? It's not like people will winning 200/200 fights with pure blink stalker, it was a certain part of early game where blink stalkers were too strong. So what did they do? They increased research time for blink, they nerfed the mothership core vision range, they didn't alter the stalkers themselves and nerf them into oblivion. This helped make early game TvP better without affecting the usefulness of the staker as a whole in the other parts of the game. I don't understand why Blizzard wouldn't take the game approach with the adept.
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Would prefer a damage change to something like 12+10 vs light as opposed to the current 10+13 accompanied with a warp prism pick up nerf (reduce range to 1 or 2) and possibly change total HP to be more shield heavy (maybe reverse current health and shields?).
Not a big fan of the armour type change, mostly because it doesn't really look right (they don't look any more armoured than zealots). The main problem with adepts in my mind is that they kill SCVs too fast, their strength in an army isn't particularly extraordinary.
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On December 23 2015 08:10 Naracs_Duc wrote:Show nested quote +On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance.
Mirror matchup count for Terran was low in Korea too.
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On December 23 2015 09:10 plogamer wrote:Show nested quote +On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too.
Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best.
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On December 23 2015 09:34 Naracs_Duc wrote:Show nested quote +On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best.
Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results.
Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count).
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On December 23 2015 10:13 plogamer wrote:Show nested quote +On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count).
I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players.
Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy.
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On December 23 2015 10:17 Naracs_Duc wrote:Show nested quote +On December 23 2015 10:13 plogamer wrote:On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count). I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players. Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy.
By that logic there should be 0 balance patches, period.
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On December 23 2015 15:39 plogamer wrote:Show nested quote +On December 23 2015 10:17 Naracs_Duc wrote:On December 23 2015 10:13 plogamer wrote:On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count). I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players. Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy. By that logic there should be 0 balance patches, period.
Weather or not you agree with him in theory, what he said is the way its done.
If they game were balanced based on anything other than the tip top players, Terran would have been buffed huge amounts since 2012. Non Korean Terrans don't do well and have the lowest earnings. But since Terran units scale better with mechanics (apm, micro, multi-tasking, etc...), the highest skilled Terrans do very well.
Terran as a race has under preformed since 2012, but the top level Terrans have not.
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On December 23 2015 10:17 Naracs_Duc wrote:Show nested quote +On December 23 2015 10:13 plogamer wrote:On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count). I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players. Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy.
So balance should be based on just the top 10 or so players. And then if a single Terran (or Zerg or Protoss) manages to do well, that race is apparantly fine. But when that single player decides to retire, the race needs to be boosted despite nothing having changed?
If you are going to look at the absolute top the sample pool is too small to say anything useful statistically. You will need have a look at a larger group.
Also I don't see any reason why you would want to look only at the few top players, why wouldn't balance matter for the millions who actually provide Blizzard with their income?
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On December 22 2015 05:57 Zanzabarr wrote: Terrible change. Now Marauders hard hard counter both stalkers and adepts. Stim marauders will melt both units in a massive landslide of cost efficiency. Completely unusable unit in PvT with that change. Actually now Marauders counter all gateway units. Not even Chargelots are effective against them when both units are on the field in larger numbers. So, for Protoss, it will be the same all over again: get T3 or die.
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On December 23 2015 08:06 plogamer wrote:Show nested quote +On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %.
There is big difference between 45 and 50. TvZ during broodlord infestor era was about 43-45%, current TvP is at 50%. On other hand PvZ is below 44% in November/december (somehow it's not shifting to 50%)
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On December 23 2015 08:10 Naracs_Duc wrote:Show nested quote +On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance.
They basically divided playerbase into 2 groups now with new WCS system. So i assume only logical step now is to have game balanced also for non Koreans. Otherwise what is the point of this new system.
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On December 23 2015 16:09 CheddarToss wrote:Show nested quote +On December 22 2015 05:57 Zanzabarr wrote: Terrible change. Now Marauders hard hard counter both stalkers and adepts. Stim marauders will melt both units in a massive landslide of cost efficiency. Completely unusable unit in PvT with that change. Actually now Marauders counter all gateway units. Not even Chargelots are effective against them when both units are on the field in larger numbers. So, for Protoss, it will be the same all over again: get T3 or die. Like it is for terran currently. Get liberators or die
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On December 23 2015 17:16 keglu wrote:Show nested quote +On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. They basically divided playerbase into 2 groups now with new WCS system. So i assume only logical step now is to have game balanced also for non Koreans. Otherwise what is the point of this new system. This is a good point. We know that for 5 years now Terran has had a terrible time in the foreigner scene but done well in the Korean one. So with no Korean Terrans at Circuit events will the foreigner scene become a Z/P affair? Will it be balanced around Z/P foreigner level and risk making Korea a Terran heaven? Will they finally make mech viable so a less micro intensive stile can compete? Interesting.
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On December 23 2015 19:46 Sapphire.lux wrote:Show nested quote +On December 23 2015 17:16 keglu wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. They basically divided playerbase into 2 groups now with new WCS system. So i assume only logical step now is to have game balanced also for non Koreans. Otherwise what is the point of this new system. This is a good point. We know that for 5 years now Terran has had a terrible time in the foreigner scene but done well in the Korean one. So with no Korean Terrans at Circuit events will the foreigner scene become a Z/P affair? Will it be balanced around Z/P foreigner level and risk making Korea a Terran heaven? Will they finally make mech viable so a less micro intensive stile can compete? Interesting.
i don't think it is true for Terran since HOTS. At least for european scene i can't decide which group was doing best Bunny/Dayshi/uThermal/Marinelord Snute/Nerchio/Firecake/Serral/ Lilbow/Showtime/Mana/Pitdrogo
I think currently Protoss is more problematic. Koreans doing well but overall PvZ winrates seem bad.
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On December 23 2015 17:31 Charoisaur wrote:Show nested quote +On December 23 2015 16:09 CheddarToss wrote:On December 22 2015 05:57 Zanzabarr wrote: Terrible change. Now Marauders hard hard counter both stalkers and adepts. Stim marauders will melt both units in a massive landslide of cost efficiency. Completely unusable unit in PvT with that change. Actually now Marauders counter all gateway units. Not even Chargelots are effective against them when both units are on the field in larger numbers. So, for Protoss, it will be the same all over again: get T3 or die. Like it is for terran currently. Get liberators or die
I'm sorry but that's not an answer. If terran could already be saved by going T3, then it having also the best T2-T1 will obviously be problematic for the game, as protoss will be forced to try and survive until T3 and reach a state in which... terran is saved again. That's not how it's supposed to work.
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This change is unnecessary. The problem with adepts in PvT is not the lack of damage of Terran units against them or the lack of a hard counter (as Marauders are with this change) but the mobility granted by Psionic Transfer and Warp Prisms.
A better change imo would be this:
Psionic Transfer Projects an invulnerable psionic image that cannot move and cannot attack. While Psionic Transfer is active the adept gains a movement speed bonus and may attack and move through units. After 7 seconds, the adept teleports back to the location of its psionic image. Psionic Transfer may be canceled at any time, and the adept will immediately teleport back to the location of the psionic image. Cooldown: 11s
This ability draws a bit of inspiration from Ekko's ultimate in Legue of Legends (skip to 0:57 to see it in action).
So, with this change, you still have a mobility advantage when using Psionic Transfer which can be used for harassment. For example, during worker harassment psionic transfer gives a group of adepts an option to escape the defending army and hunt down workers.
However, your opponent will always know where a group of Adepts will end up (since the psionic image is a clear visible indicator). This makes it easier for a defending player to position units for defense. For example, if a group of adepts uses psionic transfer for worker harassment, the defending player would be able to move the attacked workers away while positioning the army at the location of the psionic images.
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Actually Turb0Sw4g that could be very interesting, though it's also pretty cool now.
I honestly don't know why David Kim thinks changing Adept to armoured ONLY affects PvT, of course it doesn't...
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Should've been nerfed much faster than this.
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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.
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Russian Federation66 Posts
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. how it change roach-adept interaction?
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Are Terran players who have a problem with the Adept really happy with this nerf? Wouldn't you prefer a longer cooldown on psionic transfer, or -1 to the Adept's damage against light units so they three-shot SCVs instead of two-shotting them, or making psionic transfer a researchable ability, or a reduction of the warp prism's pick up range, or something?
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On December 23 2015 21:46 Nebuchad wrote:Show nested quote +On December 23 2015 17:31 Charoisaur wrote:On December 23 2015 16:09 CheddarToss wrote:On December 22 2015 05:57 Zanzabarr wrote: Terrible change. Now Marauders hard hard counter both stalkers and adepts. Stim marauders will melt both units in a massive landslide of cost efficiency. Completely unusable unit in PvT with that change. Actually now Marauders counter all gateway units. Not even Chargelots are effective against them when both units are on the field in larger numbers. So, for Protoss, it will be the same all over again: get T3 or die. Like it is for terran currently. Get liberators or die I'm sorry but that's not an answer. If terran could already be saved by going T3, then it having also the best T2-T1 will obviously be problematic for the game, as protoss will be forced to try and survive until T3 and reach a state in which... terran is saved again. That's not how it's supposed to work. i don't think that with the marauder nerf and charge buff terran t1/t2 would be superior to protoss t1/t2 even with the adept nerf.
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On December 24 2015 00:15 Charoisaur wrote:Show nested quote +On December 23 2015 21:46 Nebuchad wrote:On December 23 2015 17:31 Charoisaur wrote:On December 23 2015 16:09 CheddarToss wrote:On December 22 2015 05:57 Zanzabarr wrote: Terrible change. Now Marauders hard hard counter both stalkers and adepts. Stim marauders will melt both units in a massive landslide of cost efficiency. Completely unusable unit in PvT with that change. Actually now Marauders counter all gateway units. Not even Chargelots are effective against them when both units are on the field in larger numbers. So, for Protoss, it will be the same all over again: get T3 or die. Like it is for terran currently. Get liberators or die I'm sorry but that's not an answer. If terran could already be saved by going T3, then it having also the best T2-T1 will obviously be problematic for the game, as protoss will be forced to try and survive until T3 and reach a state in which... terran is saved again. That's not how it's supposed to work. i don't think that with the marauder nerf and charge buff terran t1/t2 would be superior to protoss t1/t2 even with the adept nerf.
Well we'll have to see on the test map, I don't know, you're very possibly right. But that's different from what you said earlier =p
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On December 24 2015 00:01 Empirimancer wrote: Are Terran players who have a problem with the Adept really happy with this nerf? Wouldn't you prefer a longer cooldown on psionic transfer, or -1 to the Adept's damage against light units so they three-shot SCVs instead of two-shotting them, or making psionic transfer a researchable ability, or a reduction of the warp prism's pick up range, or something?
I don't really have problems with adepts but imo the proposed change is the best possible change because adepts are only interesting when used for early game harass/pressure. There they have an extremely high skill ceiling and micro potential while in large-scale engagements they are a pure amove unit that is cost-effective against almost all terran ground units. Keeping their strength in early game worker harassment while severely nerfing them in large scale engagements is the perfect change imo. This way they also don't overlap as much with zealots.
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On December 23 2015 23:45 i_am_Nite 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. how it change roach-adept interaction?
My bad, I am a little bit sleepy . No additional interaction regarding roaches.
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This way they also don't overlap as much with zealots. disruptors overlap too much with zealots though.
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On December 24 2015 00:25 Charoisaur wrote:Show nested quote +On December 24 2015 00:01 Empirimancer wrote: Are Terran players who have a problem with the Adept really happy with this nerf? Wouldn't you prefer a longer cooldown on psionic transfer, or -1 to the Adept's damage against light units so they three-shot SCVs instead of two-shotting them, or making psionic transfer a researchable ability, or a reduction of the warp prism's pick up range, or something?
I don't really have problems with adepts but imo the proposed change is the best possible change because adepts are only interesting when used for early game harass/pressure. There they have an extremely high skill ceiling and micro potential while in large-scale engagements they are a pure amove unit that is cost-effective against almost all terran ground units. Keeping their strength in early game worker harassment while severely nerfing them in large scale engagements is the perfect change imo. This way they also don't overlap as much with zealots.
The unit was designed to have a "core unit" role tho, not just for harrassment.
Marauders and roaches fit greatly at the definition of "pure amove units that is cost-effective against almost all protoss ground units".
Adepts are only really good against light units and they are more interesting because of the shade ability imo.
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I think other options would have been more fun, like being able to EMP the Adept or the shade to cancel the ability. Perhaps changing the Cyclone build time, cost and statistics to make it more efficient against light armored ground units. Maybe making the Prism ranged pickup an upgrade at Support Bay, I don't know. Theo posted something along those lines recently and I really liked it.
I personally feel that the Adept isn't too much of a problem as much as the map pool right now currently really emphasizes drop play with large mains and pocket naturals. I don't think MMM needs to be more efficient than it already is against Protoss ground.
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On December 24 2015 00:38 Salteador Neo wrote:Show nested quote +On December 24 2015 00:25 Charoisaur wrote:On December 24 2015 00:01 Empirimancer wrote: Are Terran players who have a problem with the Adept really happy with this nerf? Wouldn't you prefer a longer cooldown on psionic transfer, or -1 to the Adept's damage against light units so they three-shot SCVs instead of two-shotting them, or making psionic transfer a researchable ability, or a reduction of the warp prism's pick up range, or something?
I don't really have problems with adepts but imo the proposed change is the best possible change because adepts are only interesting when used for early game harass/pressure. There they have an extremely high skill ceiling and micro potential while in large-scale engagements they are a pure amove unit that is cost-effective against almost all terran ground units. Keeping their strength in early game worker harassment while severely nerfing them in large scale engagements is the perfect change imo. This way they also don't overlap as much with zealots. The unit was designed to have a "core unit" role tho, not just for harrassment.
and swarmhosts were designed to be a siege breaker... not every unit has to stay in the role they were initially created for.
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On December 24 2015 01:44 Charoisaur wrote:Show nested quote +On December 24 2015 00:38 Salteador Neo wrote:On December 24 2015 00:25 Charoisaur wrote:On December 24 2015 00:01 Empirimancer wrote: Are Terran players who have a problem with the Adept really happy with this nerf? Wouldn't you prefer a longer cooldown on psionic transfer, or -1 to the Adept's damage against light units so they three-shot SCVs instead of two-shotting them, or making psionic transfer a researchable ability, or a reduction of the warp prism's pick up range, or something?
I don't really have problems with adepts but imo the proposed change is the best possible change because adepts are only interesting when used for early game harass/pressure. There they have an extremely high skill ceiling and micro potential while in large-scale engagements they are a pure amove unit that is cost-effective against almost all terran ground units. Keeping their strength in early game worker harassment while severely nerfing them in large scale engagements is the perfect change imo. This way they also don't overlap as much with zealots. The unit was designed to have a "core unit" role tho, not just for harrassment. and swarmhosts were designed to be a siege breaker... not every unit has to stay in the role they were initially created for.
Lol Swarmhost if one of the biggest failures in SC2 design, if not the biggest. Numbers of HotS viewers dropped because of the kind of games it created (me included). You don't wanna compare anything with that shit.
We can't give up on the idea of adept being a core unit just... 7? weeks after release. I can understand some terrans don't like the unit, but c'mon.
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On December 24 2015 02:00 Salteador Neo wrote:Show nested quote +On December 24 2015 01:44 Charoisaur wrote:On December 24 2015 00:38 Salteador Neo wrote:On December 24 2015 00:25 Charoisaur wrote:On December 24 2015 00:01 Empirimancer wrote: Are Terran players who have a problem with the Adept really happy with this nerf? Wouldn't you prefer a longer cooldown on psionic transfer, or -1 to the Adept's damage against light units so they three-shot SCVs instead of two-shotting them, or making psionic transfer a researchable ability, or a reduction of the warp prism's pick up range, or something?
I don't really have problems with adepts but imo the proposed change is the best possible change because adepts are only interesting when used for early game harass/pressure. There they have an extremely high skill ceiling and micro potential while in large-scale engagements they are a pure amove unit that is cost-effective against almost all terran ground units. Keeping their strength in early game worker harassment while severely nerfing them in large scale engagements is the perfect change imo. This way they also don't overlap as much with zealots. The unit was designed to have a "core unit" role tho, not just for harrassment. and swarmhosts were designed to be a siege breaker... not every unit has to stay in the role they were initially created for. Lol Swarmhost if one of the biggest failures in SC2 design, if not the biggest. Numbers of HotS viewers dropped because of the kind of games it created (me included). You don't wanna compare anything with that shit. We can't give up on the idea of adept being a core unit just... 7? weeks after release. I can understand some terrans don't like the unit, but c'mon. Actually the numbers increased. However, they increased for all the wrong reasons imo.
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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.
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The problem of adepts is their harasspotential, not their combat power. If you could tunnel and suicide into bases with marines or zerglings everyone would abuse that 24/7 too. A combatnerf is the wrong approach, the unit's stats arent that great anymore anyways, the shade and warpin are the problems.
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Well, the new Immortals aren't as cost effective as I thought they would be versus Marauders. 14 Marauders cost 1400/350 while 5 Immortals costs 1250/500. I gave the Marauders stim and had them battle, and only a single Immortal survived. And that is without Medivac healing.
Mass Marauder should work pretty well, especially with some Liberators/Hellbats.
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People used Ghosts to counter the earliest aggression of Adepts, back when Adepts had more HP than Snipe dealt damage, now it actually one shots Adepts. Anyone having success with Ghosts? I know you can break Snipe with loading them into the Prism and probably Ghosts aren't that good if the Protoss is not doing Adepts, but I'm scared that this cool interaction won't happen, since this change will make Marauders the counter as opposed to the Ghost.
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On December 24 2015 03:43 Big J wrote: The problem of adepts is their harasspotential, not their combat power. If you could tunnel and suicide into bases with marines or zerglings everyone would abuse that 24/7 too. A combatnerf is the wrong approach, the unit's stats arent that great anymore anyways, the shade and warpin are the problems.
Until the late midgame/late game, when Liberators are out on the field and a critical mass of Medivacs is available, the problem is both. Unmicroed Adept/Immortal/Stalker rolls Terran bio, and the secret to that composition's success is not Immortal/Stalker. (if you need proof, watch ByuN's games vs Neeb and MaNa at Gauntlet earlier this month)
Adepts cost as much as Marauders but have more HP, regenerate half of it without a Medivac (crucial in early engagements), and have have slightly worse DPS against light than Stimmed Marauders have against armored. Without researching anything, and certainly without taking a 10 HP hit every time they want to engage. Their stats are absolutely bloated for their cost. Or compare to Stalkers, 25/25 less cost for 2 less range, exactly the same damage output, and an armor type that means that unlike Stalkers they don't take extra damage from anything.
I don't think making them Armored is the correct solution, though. It's worth trying - anything is - but this runs the risk of making Marauders ubiquitous for Terran in TvP. I would have preferred a straight HP nerf and a DPS nerf (the crucial 2-shot/3-shot difference) that would make Adepts equally less viable against all early compositions.
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On December 24 2015 04:33 ejozl wrote: People used Ghosts to counter the earliest aggression of Adepts, back when Adepts had more HP than Snipe dealt damage, now it actually one shots Adepts. Anyone having success with Ghosts? I know you can break Snipe with loading them into the Prism and probably Ghosts aren't that good if the Protoss is not doing Adepts, but I'm scared that this cool interaction won't happen, since this change will make Marauders the counter as opposed to the Ghost.
Nevermind Warp Prism counter micro, Snipe costs 50 energy now. One Ghost costs double the minerals and four times the gas of one Adept, needs 50 energy minimum, and comes out later from tech lab barracks only. There's just no universe in which a Terran can have enough Ghosts with enough energy each to counter an army of Adepts. Maybe if theyre playing NR15. And I'd that's the case, why aren't you just getting Liberators instead? Terran already has a late game, micro intensive way to fight Adepts.
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On December 24 2015 05:04 pure.Wasted wrote:Show nested quote +On December 24 2015 03:43 Big J wrote: The problem of adepts is their harasspotential, not their combat power. If you could tunnel and suicide into bases with marines or zerglings everyone would abuse that 24/7 too. A combatnerf is the wrong approach, the unit's stats arent that great anymore anyways, the shade and warpin are the problems. Until the late midgame/late game, when Liberators are out on the field and a critical mass of Medivacs is available, the problem is both. Unmicroed Adept/Immortal/Stalker rolls Terran bio, and the secret to that composition's success is not Immortal/Stalker. (if you need proof, watch ByuN's games vs Neeb and MaNa at Gauntlet earlier this month) Adepts cost as much as Marauders but have more HP, regenerate half of it without a Medivac (crucial in early engagements), and have have slightly worse DPS against light than Stimmed Marauders have against armored. Without researching anything, and certainly without taking a 10 HP hit every time they want to engage. Their stats are absolutely bloated for their cost. Or compare to Stalkers, 25/25 less cost for 2 less range, exactly the same damage output, and an armor type that means that unlike Stalkers they don't take extra damage from anything. I don't think making them Armored is the correct solution, though. It's worth trying - anything is - but this runs the risk of making Marauders ubiquitous for Terran in TvP. I would have preferred a straight HP nerf and a DPS nerf (the crucial 2-shot/3-shot difference) that would make Adepts equally less viable against all early compositions.
Adept based play without splash dies in straight combat against classic MMM in the lategame as far as I have seen.
Adepts certainly do not have only slightly worse dps vs light than stimmed marauders vs armored. The difference is massive. Even with their upgrade there is a 35% advantage in that comparison in favor of the stimmed marauder. (which btw loses 20hp per stim) Adept 6.2 (+8.07 vs light) 9 (+11.7) with resonating glaives Marauder 9.3 (+9.3 vs armored) 14 (+14 vs armored) under the influence of stim
Also there is still this unit which has more dps vs light than the adept and more dps against armored than the marauder and shoots air and costs less than either at equal supply which is the much more important component of MMM anyways. The reason why you will always have to rush splash of some form vs Terran. (ok, i guess monoadept beats monomarine; once you bring marauders to take some hits and you kite the adepts will still lose pretty hard) Marine (a single one!) 9.8 14.7 under the influence of stim
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On December 24 2015 09:16 Big J wrote:Show nested quote +On December 24 2015 05:04 pure.Wasted wrote:On December 24 2015 03:43 Big J wrote: The problem of adepts is their harasspotential, not their combat power. If you could tunnel and suicide into bases with marines or zerglings everyone would abuse that 24/7 too. A combatnerf is the wrong approach, the unit's stats arent that great anymore anyways, the shade and warpin are the problems. Until the late midgame/late game, when Liberators are out on the field and a critical mass of Medivacs is available, the problem is both. Unmicroed Adept/Immortal/Stalker rolls Terran bio, and the secret to that composition's success is not Immortal/Stalker. (if you need proof, watch ByuN's games vs Neeb and MaNa at Gauntlet earlier this month) Adepts cost as much as Marauders but have more HP, regenerate half of it without a Medivac (crucial in early engagements), and have have slightly worse DPS against light than Stimmed Marauders have against armored. Without researching anything, and certainly without taking a 10 HP hit every time they want to engage. Their stats are absolutely bloated for their cost. Or compare to Stalkers, 25/25 less cost for 2 less range, exactly the same damage output, and an armor type that means that unlike Stalkers they don't take extra damage from anything. I don't think making them Armored is the correct solution, though. It's worth trying - anything is - but this runs the risk of making Marauders ubiquitous for Terran in TvP. I would have preferred a straight HP nerf and a DPS nerf (the crucial 2-shot/3-shot difference) that would make Adepts equally less viable against all early compositions. Adept based play without splash dies in straight combat against classic MMM in the lategame as far as I have seen.
And I said as much in the first paragraph of my post. The problem is that before a Terran gets to late game he has to play early game and midgame, and Adept base stats are fucking bonkers in the early and mid game. Not just during harassment, but if a Terran wants to pressure the Protoss, or if his MM army gets caught out in the middle of the map. In these situations Adepts stop being fun units that require multitasking to use and defend against, they become Roaches on steroids.
And just to clarify - as far as I can tell (eg from ByuN's games) - Adepts only begin to lose in the late game because there are too many Medivacs outhealing them. If Terran attempts to split his army to do multipronged harassment, splitting the Medivacs, Adepts again become as strong as they were in the early game - which is to say bonkers strong.
Adepts certainly do not have only slightly worse dps vs light than stimmed marauders vs armored. The difference is massive. Even with their upgrade there is a 35% advantage in that comparison in favor of the stimmed marauder. (which btw loses 20hp per stim) Adept 6.2 (+8.07 vs light) 9 (+11.7) with resonating glaives Marauder 9.3 (+9.3 vs armored) 14 (+14 vs armored) under the influence of stim
Don't forget that Marauders get hit by armor twice now, though. So that 9.3+9.3 is actually ~7.3+7.3 against Stalkers (and now Adepts).
Also there is still this unit which has more dps vs light than the adept and more dps against armored than the marauder and shoots air and costs less than either at equal supply which is the much more important component of MMM anyways. The reason why you will always have to rush splash of some form vs Terran. (ok, i guess monoadept beats monomarine; once you bring marauders to take some hits and you kite the adepts will still lose pretty hard) Marine (a single one!) 9.8 14.7 under the influence of stim
Marine DPS is high as hell, i think everyone would agree. Only thing that makes it balanced is how squishy they are. Low HP + clump + other races have better AOE than Terran. They're the quintessential glass cannon.
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On December 24 2015 05:04 pure.Wasted wrote:Show nested quote +On December 24 2015 03:43 Big J wrote: The problem of adepts is their harasspotential, not their combat power. If you could tunnel and suicide into bases with marines or zerglings everyone would abuse that 24/7 too. A combatnerf is the wrong approach, the unit's stats arent that great anymore anyways, the shade and warpin are the problems. Until the late midgame/late game, when Liberators are out on the field and a critical mass of Medivacs is available, the problem is both. Unmicroed Adept/Immortal/Stalker rolls Terran bio, and the secret to that composition's success is not Immortal/Stalker. (if you need proof, watch ByuN's games vs Neeb and MaNa at Gauntlet earlier this month)
I just tested compositions that seemed likely to me in early mid game in the LOTV unit tester:
10 adepts, 6 stalkers, and 2 immortals (2250 minerals and 750 gas) with Resonating Glaives; stalkers positioned behind the adepts at the start of the fight, no other micro.
VS
24 marines, 8 marauders, and 4 medivacs (2400 minerals and 600 gas) with Stim, Combat Shield, and Concussive Shells; stimmed the moment that the first shot was fired, and re-stimmed when the first stim ended, no other micro.
Both armies with 1/1 upgrades.
The result is Terran wins with 6 marines, 7 marauders, and the 4 medivacs left.
If anyone wants to do tests with fewer or different units, let us know how it turns out.
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You know, after watching some pro games today I agree that making Adepts Armored could be bad... Even if I would love to see the Siege Taking making more damage against them, Marauders will simply counter almost all except Zealots in ground (ok and Archons)
I hope wathever move David Kim does, it could makes the game better.
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On December 23 2015 15:49 Sissors wrote:Show nested quote +On December 23 2015 10:17 Naracs_Duc wrote:On December 23 2015 10:13 plogamer wrote:On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count). I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players. Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy. So balance should be based on just the top 10 or so players. And then if a single Terran (or Zerg or Protoss) manages to do well, that race is apparantly fine. But when that single player decides to retire, the race needs to be boosted despite nothing having changed? If you are going to look at the absolute top the sample pool is too small to say anything useful statistically. You will need have a look at a larger group. Also I don't see any reason why you would want to look only at the few top players, why wouldn't balance matter for the millions who actually provide Blizzard with their income?
If a player can show that its possible to do well with the race--then we should not buff the race just because not everyone is as good as him. That's the only way to fix the game based on "balance."
Now, if you would like the game to be fixed based on lower level players--that is not about "balance" but is instead about ease of entry. Those are two very different problems.
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On December 26 2015 17:34 Naracs_Duc wrote:Show nested quote +On December 23 2015 15:49 Sissors wrote:On December 23 2015 10:17 Naracs_Duc wrote:On December 23 2015 10:13 plogamer wrote:On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count). I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players. Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy. So balance should be based on just the top 10 or so players. And then if a single Terran (or Zerg or Protoss) manages to do well, that race is apparantly fine. But when that single player decides to retire, the race needs to be boosted despite nothing having changed? If you are going to look at the absolute top the sample pool is too small to say anything useful statistically. You will need have a look at a larger group. Also I don't see any reason why you would want to look only at the few top players, why wouldn't balance matter for the millions who actually provide Blizzard with their income? If a player can show that its possible to do well with the race--then we should not buff the race just because not everyone is as good as him. That's the only way to fix the game based on "balance." Now, if you would like the game to be fixed based on lower level players--that is not about "balance" but is instead about ease of entry. Those are two very different problems.
That's not right. 1-2 years back I ran GSL simulations with blatantly imbalanced matchups and races and obviously such a race would win many more titles and place higher more frequently but the unfavored race(s) would still win a title from time to time. Ergo, just because someone does fine doesnt mean the balance is fine. What I found was rather that the racial representation and winrates would be directly related to the underlying balance. Having only 1 player keeping up is a strong sign of imbalance if observed over a longer time period.
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On December 26 2015 17:34 Naracs_Duc wrote:Show nested quote +On December 23 2015 15:49 Sissors wrote:On December 23 2015 10:17 Naracs_Duc wrote:On December 23 2015 10:13 plogamer wrote:On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count). I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players. Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy. So balance should be based on just the top 10 or so players. And then if a single Terran (or Zerg or Protoss) manages to do well, that race is apparantly fine. But when that single player decides to retire, the race needs to be boosted despite nothing having changed? If you are going to look at the absolute top the sample pool is too small to say anything useful statistically. You will need have a look at a larger group. Also I don't see any reason why you would want to look only at the few top players, why wouldn't balance matter for the millions who actually provide Blizzard with their income? If a player can show that its possible to do well with the race--then we should not buff the race just because not everyone is as good as him. That's the only way to fix the game based on "balance." Now, if you would like the game to be fixed based on lower level players--that is not about "balance" but is instead about ease of entry. Those are two very different problems. A player that is much better then the rest can overcome balance problems to still win. See Zerg winining the first GSLs while Zerg was obviously not so good as the rest.
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The first priority should be to nerf Parasitic Bomb. I warned Blizzard several times during beta to not let this broken ability go live.
Without Parasitic bomb mech be semi viable on some maps against Zerg. As it is Zerg is more or less auto-win against mech due to this ability since it is not possible to win against broodlord/corruptor supported by mass vipers.
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On December 26 2015 20:54 MockHamill wrote: The first priority should be to nerf Parasitic Bomb. I warned Blizzard several times during beta to not let this broken ability go live.
Without Parasitic bomb mech be semi viable on some maps against Zerg. As it is Zerg is more or less auto-win against mech due to this ability since it is not possible to win against broodlord/corruptor supported by mass vipers.
I honestly don't really like parasite bomber, but if it prevents skymech and skytoss to be viable vs zerg, then at least it's doing its job, although I would have loved to have scourge.
As for overall balance, I would have say that it's still very complicated to say anything about it, Zerg looked extremely strong and protoss very weak when we watched mostly-foreigner play and very small korean cup, but GSL seems to tell a different story for now.
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On December 26 2015 17:34 Naracs_Duc wrote:Show nested quote +On December 23 2015 15:49 Sissors wrote:On December 23 2015 10:17 Naracs_Duc wrote:On December 23 2015 10:13 plogamer wrote:On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count). I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players. Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy. So balance should be based on just the top 10 or so players. And then if a single Terran (or Zerg or Protoss) manages to do well, that race is apparantly fine. But when that single player decides to retire, the race needs to be boosted despite nothing having changed? If you are going to look at the absolute top the sample pool is too small to say anything useful statistically. You will need have a look at a larger group. Also I don't see any reason why you would want to look only at the few top players, why wouldn't balance matter for the millions who actually provide Blizzard with their income? If a player can show that its possible to do well with the race--then we should not buff the race just because not everyone is as good as him. That's the only way to fix the game based on "balance." Now, if you would like the game to be fixed based on lower level players--that is not about "balance" but is instead about ease of entry. Those are two very different problems. Then why would we base it on what the current pro players can do? (Sorry, I wrote plural 'players' there, but obviously a single player is already sufficient for you to balance the game on). Why not just balance it on the potential of the race? So then we can for example start using Archon mode for balance. Even better, use micro bots to figure out balance.
Or you know, make the game fun and balanced for everyone. And of course there are limitations how much you can balance for bronze league. And no, we should not want a horrible imbalanced pro-scene to make bronze a bit more balanced, but at the same time imo it is stupid to cater to only a few players.
Regarding PB: My issue as (former) mech player is that its primary use is helping the Zerg air ball. If I don't want to go skyterran, I still need something to take out broodlords. Vikings would normally be what you want to use, but vikings are exactly what PB counters. PB is not a very effective counter to Battlecruisers. So guess what I do: I make a battlecruiser army. It forces me to go pure sky, since the flying support units (vikings) get anhilated by PB.
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Arent adepts going to be stronger against lings and blings now?
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On December 26 2015 21:59 Moonsalt wrote: Arent adepts going to be stronger against lings and blings now? They'll be the same against lings and better against banes.
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On December 24 2015 10:19 Empirimancer wrote:Show nested quote +On December 24 2015 05:04 pure.Wasted wrote:On December 24 2015 03:43 Big J wrote: The problem of adepts is their harasspotential, not their combat power. If you could tunnel and suicide into bases with marines or zerglings everyone would abuse that 24/7 too. A combatnerf is the wrong approach, the unit's stats arent that great anymore anyways, the shade and warpin are the problems. Until the late midgame/late game, when Liberators are out on the field and a critical mass of Medivacs is available, the problem is both. Unmicroed Adept/Immortal/Stalker rolls Terran bio, and the secret to that composition's success is not Immortal/Stalker. (if you need proof, watch ByuN's games vs Neeb and MaNa at Gauntlet earlier this month) I just tested compositions that seemed likely to me in early mid game in the LOTV unit tester: 10 adepts, 6 stalkers, and 2 immortals (2250 minerals and 750 gas) with Resonating Glaives; stalkers positioned behind the adepts at the start of the fight, no other micro. VS 24 marines, 8 marauders, and 4 medivacs (2400 minerals and 600 gas) with Stim, Combat Shield, and Concussive Shells; stimmed the moment that the first shot was fired, and re-stimmed when the first stim ended, no other micro. Both armies with 1/1 upgrades. The result is Terran wins with 6 marines, 7 marauders, and the 4 medivacs left. If anyone wants to do tests with fewer or different units, let us know how it turns out. you forget that protoss and terran not always have the same army supply at all stages of the game. I don't really know if it's the early third toss can take or the threat of warpprosm attacks forcing terran to play very safe or something else but from my experience at high-master league if I play without liberators and the protoss without splash he just rolls over me in the early-midgame, no matter how well I micro.
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But doesnt zealots->marauders? Zealots are even buffed and marauders nerfed compared to hots.
The way i see it, this will promote more early game tech from terran if adepts gets armored. Such as an early tank or more tanks even.
On live, you need to go heavy bio production from the early game and this is without knowing what toss is really doing. So again, would open up more strategies in the early game.
Also, that new unit on robo, that is good vs marauders isnt it. Many people say marauders will own protoss but i am not quite sure and i am very skeptical cuz ppl usually do bold statements all the time without some kind of evidence.
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On December 26 2015 22:12 Charoisaur wrote:Show nested quote +On December 24 2015 10:19 Empirimancer wrote:On December 24 2015 05:04 pure.Wasted wrote:On December 24 2015 03:43 Big J wrote: The problem of adepts is their harasspotential, not their combat power. If you could tunnel and suicide into bases with marines or zerglings everyone would abuse that 24/7 too. A combatnerf is the wrong approach, the unit's stats arent that great anymore anyways, the shade and warpin are the problems. Until the late midgame/late game, when Liberators are out on the field and a critical mass of Medivacs is available, the problem is both. Unmicroed Adept/Immortal/Stalker rolls Terran bio, and the secret to that composition's success is not Immortal/Stalker. (if you need proof, watch ByuN's games vs Neeb and MaNa at Gauntlet earlier this month) I just tested compositions that seemed likely to me in early mid game in the LOTV unit tester: 10 adepts, 6 stalkers, and 2 immortals (2250 minerals and 750 gas) with Resonating Glaives; stalkers positioned behind the adepts at the start of the fight, no other micro. VS 24 marines, 8 marauders, and 4 medivacs (2400 minerals and 600 gas) with Stim, Combat Shield, and Concussive Shells; stimmed the moment that the first shot was fired, and re-stimmed when the first stim ended, no other micro. Both armies with 1/1 upgrades. The result is Terran wins with 6 marines, 7 marauders, and the 4 medivacs left. If anyone wants to do tests with fewer or different units, let us know how it turns out. you forget that protoss and terran not always have the same army supply at all stages of the game. I don't really know if it's the early third toss can take or the threat of warpprosm attacks forcing terran to play very safe or something else but from my experience at high-master league if I play without liberators and the protoss without splash he just rolls over me, no matter how well I micro. I dont see why toss would have 6stalkers in that combonation. 6chargelots or more adepts probably much better. Also, isnt archons quite alright tanks? Maybe they aint but if they are, kinda good to soak damage.
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On December 26 2015 22:15 Foxxan wrote:Show nested quote +On December 26 2015 22:12 Charoisaur wrote:On December 24 2015 10:19 Empirimancer wrote:On December 24 2015 05:04 pure.Wasted wrote:On December 24 2015 03:43 Big J wrote: The problem of adepts is their harasspotential, not their combat power. If you could tunnel and suicide into bases with marines or zerglings everyone would abuse that 24/7 too. A combatnerf is the wrong approach, the unit's stats arent that great anymore anyways, the shade and warpin are the problems. Until the late midgame/late game, when Liberators are out on the field and a critical mass of Medivacs is available, the problem is both. Unmicroed Adept/Immortal/Stalker rolls Terran bio, and the secret to that composition's success is not Immortal/Stalker. (if you need proof, watch ByuN's games vs Neeb and MaNa at Gauntlet earlier this month) I just tested compositions that seemed likely to me in early mid game in the LOTV unit tester: 10 adepts, 6 stalkers, and 2 immortals (2250 minerals and 750 gas) with Resonating Glaives; stalkers positioned behind the adepts at the start of the fight, no other micro. VS 24 marines, 8 marauders, and 4 medivacs (2400 minerals and 600 gas) with Stim, Combat Shield, and Concussive Shells; stimmed the moment that the first shot was fired, and re-stimmed when the first stim ended, no other micro. Both armies with 1/1 upgrades. The result is Terran wins with 6 marines, 7 marauders, and the 4 medivacs left. If anyone wants to do tests with fewer or different units, let us know how it turns out. you forget that protoss and terran not always have the same army supply at all stages of the game. I don't really know if it's the early third toss can take or the threat of warpprosm attacks forcing terran to play very safe or something else but from my experience at high-master league if I play without liberators and the protoss without splash he just rolls over me, no matter how well I micro. I dont see why toss would have 6stalkers in that combonation. 6chargelots or more adepts probably much better. Also, isnt archons quite alright tanks? Maybe they aint but if they are, kinda good to soak damage. that's true, and because of the warpin mechanic toss has naturally an army supply advantage because their reinforcemrnts are immediately in the fight.
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using banelings vs adepts is an incredible ride if you ask me it's a 75/25 unit that takes time to morph while you're being dealt damage
you need 5 to kill one adept, and there's no guarantee you'll get a hit, nor the splash. if you're in the position where you can afford the larvae and the banelings themselves, along with the surround that's required with the speedlings, you're already in a spot to deal with the harass.
there's a point at which 3-5 adepts are sitting in the gaps between your mineral line and forces you to transfer mining elsewhere for the next 10s.
you're right that banelings deter more warpins and more adept harass, but you're dealing damage to yourself. what are you going to do when they warp in 4 to 8 stalkers as a follow up, and just recall home after they forced the lings?
there were some interesting ways people were coming up with to help deal with adepts. firstly, the cyclone to deal with the 1-base proxy variant with followup oracle. second, walling off between main and natural
often if you can kill the warp prism (which you can) you only have the first wave of 4 to deal with. it's just a dicey build-order situation which only players like TY (or followers) are practicing atm.
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On December 26 2015 22:33 nanaoei wrote: using banelings vs adepts is an incredible ride if you ask me it's a 75/25 unit that takes time to morph while you're being dealt damage. Banelings are 50/25.
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On December 26 2015 22:33 nanaoei wrote: using banelings vs adepts is an incredible ride if you ask me it's a 75/25 unit that takes time to morph while you're being dealt damage
you need 5 to kill one adept, and there's no guarantee you'll get a hit, nor the splash. if you're in the position where you can afford the larvae and the banelings themselves, along with the surround that's required with the speedlings, you're already in a spot to deal with the harass.
there's a point at which 3-5 adepts are sitting in the gaps between your mineral line and forces you to transfer mining elsewhere for the next 10s.
you're right that banelings deter more warpins and more adept harass, but you're dealing damage to yourself. what are you going to do when they warp in 4 to 8 stalkers as a follow up, and just recall home after they forced the lings?
You drop the banelings in the mineral lines. :D
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On December 26 2015 19:31 Big J wrote:Show nested quote +On December 26 2015 17:34 Naracs_Duc wrote:On December 23 2015 15:49 Sissors wrote:On December 23 2015 10:17 Naracs_Duc wrote:On December 23 2015 10:13 plogamer wrote:On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote:On December 23 2015 06:17 keglu wrote: Globally PvT is very close to 50% in november/december so 2 Protoss nerfs for this matchup seem little unexpected. Blizzard should concentrate on PvZ based on results. Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors. You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count). I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players. Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy. So balance should be based on just the top 10 or so players. And then if a single Terran (or Zerg or Protoss) manages to do well, that race is apparantly fine. But when that single player decides to retire, the race needs to be boosted despite nothing having changed? If you are going to look at the absolute top the sample pool is too small to say anything useful statistically. You will need have a look at a larger group. Also I don't see any reason why you would want to look only at the few top players, why wouldn't balance matter for the millions who actually provide Blizzard with their income? If a player can show that its possible to do well with the race--then we should not buff the race just because not everyone is as good as him. That's the only way to fix the game based on "balance." Now, if you would like the game to be fixed based on lower level players--that is not about "balance" but is instead about ease of entry. Those are two very different problems. That's not right. 1-2 years back I ran GSL simulations with blatantly imbalanced matchups and races and obviously such a race would win many more titles and place higher more frequently but the unfavored race(s) would still win a title from time to time. Ergo, just because someone does fine doesnt mean the balance is fine. What I found was rather that the racial representation and winrates would be directly related to the underlying balance. Having only 1 player keeping up is a strong sign of imbalance if observed over a longer time period.
So instead of telling people to strive to be as good as someone just change the game so that lesser players get better results?
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RIP baneling builds vs adepts T_T
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On December 26 2015 23:29 Naracs_Duc wrote:Show nested quote +On December 26 2015 19:31 Big J wrote:On December 26 2015 17:34 Naracs_Duc wrote:On December 23 2015 15:49 Sissors wrote:On December 23 2015 10:17 Naracs_Duc wrote:On December 23 2015 10:13 plogamer wrote:On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote: [quote] Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors.
You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count). I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players. Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy. So balance should be based on just the top 10 or so players. And then if a single Terran (or Zerg or Protoss) manages to do well, that race is apparantly fine. But when that single player decides to retire, the race needs to be boosted despite nothing having changed? If you are going to look at the absolute top the sample pool is too small to say anything useful statistically. You will need have a look at a larger group. Also I don't see any reason why you would want to look only at the few top players, why wouldn't balance matter for the millions who actually provide Blizzard with their income? If a player can show that its possible to do well with the race--then we should not buff the race just because not everyone is as good as him. That's the only way to fix the game based on "balance." Now, if you would like the game to be fixed based on lower level players--that is not about "balance" but is instead about ease of entry. Those are two very different problems. That's not right. 1-2 years back I ran GSL simulations with blatantly imbalanced matchups and races and obviously such a race would win many more titles and place higher more frequently but the unfavored race(s) would still win a title from time to time. Ergo, just because someone does fine doesnt mean the balance is fine. What I found was rather that the racial representation and winrates would be directly related to the underlying balance. Having only 1 player keeping up is a strong sign of imbalance if observed over a longer time period. So instead of telling people to strive to be as good as someone just change the game so that lesser players get better results? No. Instead of telling players they have to be the next Tiger Woods to be allowed to compete you give everyone the same chance regardless of race.
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On December 26 2015 23:29 Naracs_Duc wrote:Show nested quote +On December 26 2015 19:31 Big J wrote:On December 26 2015 17:34 Naracs_Duc wrote:On December 23 2015 15:49 Sissors wrote:On December 23 2015 10:17 Naracs_Duc wrote:On December 23 2015 10:13 plogamer wrote:On December 23 2015 09:34 Naracs_Duc wrote:On December 23 2015 09:10 plogamer wrote:On December 23 2015 08:10 Naracs_Duc wrote:On December 23 2015 08:06 plogamer wrote: [quote] Winrate alone isn't a complete indicator of balance. Winrate has a tendency to shift towards 50% regardless of balance. TvZ winrate near the end of WoL was 45%, not because Brood/infestor was balanced, but because few Terrans in tournaments inflate the winrate %. This was indicated best by mirror matchup statistics. Terrans during Brood/Infestor WoL had the least number of mirrors.
You're somewhat right. PvZ isn't in a good place either. I just find a bone to pick with your obession with pure winrate %. If the goal is balance, then we should only care about the top players who do well. If the goal is coddling foreigners then we need to use a different term than balance. Mirror matchup count for Terran was low in Korea too. Doesn't matter where the person was born. We either balance based on the top players can do, or we balance based on what lesser players can do. Talking about balancing the game because "Not enough Terrans got to TvT" is silly at best. Are you new to the community? Korea has the strongest infrastructure for professional Starcraft II players, and it shows in the results. Going back to my original point: win-rate percentage must be accompanied by other converging lines of evidence - one of them being tournament representation (indicated by mirror-matchup count). I don't think balance should be based on how many people fail to do well. Balanced should be based on the top players. Did Zerg get buffed when Savior was the only one doing well? No--because you don't nerf other races just because more people are better with them. Being hard to play does not mean the design was wrong. Being harder to play simply means you can't be as lazy. So balance should be based on just the top 10 or so players. And then if a single Terran (or Zerg or Protoss) manages to do well, that race is apparantly fine. But when that single player decides to retire, the race needs to be boosted despite nothing having changed? If you are going to look at the absolute top the sample pool is too small to say anything useful statistically. You will need have a look at a larger group. Also I don't see any reason why you would want to look only at the few top players, why wouldn't balance matter for the millions who actually provide Blizzard with their income? If a player can show that its possible to do well with the race--then we should not buff the race just because not everyone is as good as him. That's the only way to fix the game based on "balance." Now, if you would like the game to be fixed based on lower level players--that is not about "balance" but is instead about ease of entry. Those are two very different problems. That's not right. 1-2 years back I ran GSL simulations with blatantly imbalanced matchups and races and obviously such a race would win many more titles and place higher more frequently but the unfavored race(s) would still win a title from time to time. Ergo, just because someone does fine doesnt mean the balance is fine. What I found was rather that the racial representation and winrates would be directly related to the underlying balance. Having only 1 player keeping up is a strong sign of imbalance if observed over a longer time period. So instead of telling people to strive to be as good as someone just change the game so that lesser players get better results? How can there be imbalance if only the winner of GSL is considered, and everyone else is a lesser scrub who should learn to play before he is allowed to have a balanced game? Since it is kinda hard to balance it if there is only one player in the world who is not a scrub.
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On December 26 2015 22:40 RoomOfMush wrote:Show nested quote +On December 26 2015 22:33 nanaoei wrote: using banelings vs adepts is an incredible ride if you ask me it's a 75/25 unit that takes time to morph while you're being dealt damage. Banelings are 50/25.
He's including the cost of the Zergling.
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On December 27 2015 00:04 Vindicare605 wrote:Show nested quote +On December 26 2015 22:40 RoomOfMush wrote:On December 26 2015 22:33 nanaoei wrote: using banelings vs adepts is an incredible ride if you ask me it's a 75/25 unit that takes time to morph while you're being dealt damage. Banelings are 50/25. He's including the cost of the Zergling. 1 zergling is 25 minerals, the morph is 25/25. He's technically correct, although you can't really build individual lings.
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On December 26 2015 22:14 Foxxan wrote: But doesnt zealots->marauders? Zealots are even buffed and marauders nerfed compared to hots.
The way i see it, this will promote more early game tech from terran if adepts gets armored. Such as an early tank or more tanks even.
On live, you need to go heavy bio production from the early game and this is without knowing what toss is really doing. So again, would open up more strategies in the early game.
Also, that new unit on robo, that is good vs marauders isnt it. Many people say marauders will own protoss but i am not quite sure and i am very skeptical cuz ppl usually do bold statements all the time without some kind of evidence.
Widow Mines mixed into the MMM will counter the Zealots. And lots of people already mix in a handful of tanks.
This change more than doubles Marauder DPS against a Protoss core unit. Imagine how gamebreaking that is by thinking if we were talking about another couple of units.
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On December 27 2015 00:33 Bohemond 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.
The way i see it, this will promote more early game tech from terran if adepts gets armored. Such as an early tank or more tanks even.
On live, you need to go heavy bio production from the early game and this is without knowing what toss is really doing. So again, would open up more strategies in the early game.
Also, that new unit on robo, that is good vs marauders isnt it. Many people say marauders will own protoss but i am not quite sure and i am very skeptical cuz ppl usually do bold statements all the time without some kind of evidence.
Widow Mines mixed into the MMM will counter the Zealots. And lots of people already mix in a handful of tanks. This change more than doubles Marauder DPS against a Protoss core unit. Imagine how gamebreaking that is by thinking if we were talking about another couple of units. And disruptors mixed into the adepts will counter the mines. We can do this all day you know. So with this response, Marauders will NOT counter protoss. Next please.
This change more than doubles Marauder DPS against a Protoss core unit HOW does it more than double it? Explain.
And lots of people already mix in a handful of tanks IN THE EARLY GAME? Cuz i was talking about THE AERLY GAME
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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.
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On December 27 2015 01:04 Bohemond wrote: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.
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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.
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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. Then you're not trying hard enough.
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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.
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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.
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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.
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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.
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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.
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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.
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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?
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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.
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Well, I got baited by a superior troll. Sorry guys I should have bailed on this conversation earlier too.
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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
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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.
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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?
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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
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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.
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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 .
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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?
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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.
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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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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  . yeah that has been the obvious change since the introduction of adepts, but blizzard probably wants harass that can access your base no matter what. That has been the whole ideology behind Legacy.
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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  . I suggested this during the beta a long time ago, but I remember people telling me that the shade (that basically becomes a forcefield) would then be abused... and that I was convinced. Can those people remind me of how this shade would be abused ?
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I think it was me that pointed that if shades (were to be blocked by) and blocked units then they would be used to prevent enemy armies from retreating and forcing them to take more damage from disruptors or storm. Also to block ramps but I guess thats something minor.
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On December 27 2015 06:43 BronzeKnee wrote:Show nested quote +On December 27 2015 05:17 Clipped wrote: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_IIILet's wait for everything to be combined before we make inferences that PvT is 55-45. Those are the latest and highest level events, they illustrate the state of the current meta better than any other but nice straw man.
The problem with the adept in PvT is that the unit that is the most effective at countering mineral line harass is also terrible against them in combat. I think the change to armoured is pretty good and it would make sense since it is actually armoured. It's also the only change that I can think of that wont affect PvZ.
Currently it takes 8.54s (28 shots) for two marines to kill an adept and 18.19s (17 shots) for a marauder witch are more expensive (25 more gas) and harder to build (no reactor). After the change it will take the same for the marines and 8.56s (8 shots) for a marauder. The main difference of course is that the marauder is more useful in general against protoss.
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On December 27 2015 20:31 Clipped wrote:Show nested quote +On December 27 2015 06:43 BronzeKnee wrote:On December 27 2015 05:17 Clipped wrote: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_IIILet's wait for everything to be combined before we make inferences that PvT is 55-45. Those are the latest and highest level events, they illustrate the state of the current meta better than any other but nice straw man. The problem with the adept in PvT is that the unit that is the most effective at countering mineral line harass is also terrible against them in combat. I think the change to armoured is pretty good and it would make sense since it is actually armoured. It's also the only change that I can think of that wont affect PvZ. Currently it takes 8.54s (28 shots) for two marines to kill an adept and 18.19s (17 shots) for a marauder witch are more expensive (25 more gas) and harder to build (no reactor). After the change it will take the same for the marines and 8.56s (8 shots) for a marauder. The main difference of course is that the marauder is more useful in general against protoss. So in your opinion it is totally OK that a single rax unit counters all gateway units?
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On December 27 2015 07:51 Bohemond wrote:Show nested quote +On December 27 2015 06:32 Foxxan wrote: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. aha, smart.
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The only 2 things blizzard should fix right now is the parasitic bomb stack, and reduce the starting energy of the MSC to 25 or 0. The other things should wait! I'm seeing things in streams, like a lot of more use of ghost snipe and emps at TvP, liberators pushes at TvZ, or infestors at ZvX, that can mix things up. The playstyles are green, and the meta inexistent. "Evolution is the Solution"
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On December 22 2015 23:28 Bohemond wrote:Show nested quote +On December 22 2015 23:24 m4ini wrote:On December 22 2015 23:21 Bohemond wrote:On December 22 2015 23:15 m4ini wrote: Not to be rude, but since you're doing it again (our last discussion you had the same problem) - you're stating that zealots against a stimmed army are useless. What kind of assumption is that?
If zealots have charge, and the terran doesn't have combat shields, conc shells and stim, the terran army just melts. But it's kind of a "no-argument", you always go charge if you go zealot heavy, the same way you always have stim if you go bio.
I also disagree alot with the idea that protoss needs to counter everything by just building warpgates. Bio isn't played by purely barracks either.
The armor change is also the only change to adept that doesn't touch ZvP at all. Every other change, like warp prism changes etc will touch ZvP as well. During beta a few people suggested changing the Adept damage to +12 vs. light. That way they kill Marines and SCVs in 3 hits but still kill lings and drones in 2. Sounds like it'd be worth trying at the very least. Won't change their effectiveness vs. marines with combat shields either, so it probably wouldn't weaken their midgame too much. Not too bad of an idea, didn't follow beta discussions so i didn't know about it. Certainly could be a solution as well. That doesn't mean that the armor change shouldn't be tested though, as long as it is on a testmap. I'd say that the armor change is dumb enough that it doesn't need to be tested. It's not DT speed buff stupid, but it's pretty bad. Marauder heavy comps backed up by mines will be hellish for Protoss to deal with. Edit: I think it was a pro's idea to do +12 vs. light, can't remember who though. Wish I could give credit, since I think it's the right band-aid for this dumb unit.
+1 to this solution. Marauders shouldn't be the counter to everything protoss has...
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I'm all for an Adept nerf I want to see more longer PvT, but lategame PvT is almost impossible for Protoss to win right now (on reddit someone wanted to bring up the last game between TY and herO which was ended by a Pylon cheese but took some more time for the GG to happen so PLEASE don't use this as an example of a lategame macro PvT), so I would like a buff to Protoss, right now we have Storm and Archons as splash against Terran (noone uses disruptors Terran bio dodges that SOOO easily) so a buff to either one would be nice :D
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On December 27 2015 06:43 BronzeKnee wrote:Show nested quote +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. Show nested quote +On December 27 2015 05:17 Clipped wrote: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_IIILet's wait for everything to be combined before we make inferences that PvT is 55-45.
Meanwhile SSL have 3 terran, 7 protoss, and 6 zerg. 2 GSL preseason won by 2 protoss, and even the protoss player from kespa said that protoss >> terran right now, i dont care about the your stats from aligulac, for me the true story telling is the korean tournaments.
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On December 27 2015 20:31 Clipped wrote:Show nested quote +On December 27 2015 06:43 BronzeKnee wrote:On December 27 2015 05:17 Clipped wrote: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_IIILet's wait for everything to be combined before we make inferences that PvT is 55-45. Those are the latest and highest level events, they illustrate the state of the current meta better than any other but nice straw man. The problem with the adept in PvT is that the unit that is the most effective at countering mineral line harass is also terrible against them in combat. I think the change to armoured is pretty good and it would make sense since it is actually armoured. It's also the only change that I can think of that wont affect PvZ. Currently it takes 8.54s (28 shots) for two marines to kill an adept and 18.19s (17 shots) for a marauder witch are more expensive (25 more gas) and harder to build (no reactor). After the change it will take the same for the marines and 8.56s (8 shots) for a marauder. The main difference of course is that the marauder is more useful in general against protoss.
It's worth noting that the Marauder is dead worthless against Oracles. So giving Terran more incentive to cut early Marines is far from risk-free.
I'm super curious to see how this will pan out for TvP.
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my feedback here
http://us.battle.net/sc2/en/forum/topic/20351865174
TvZ after thor buff makes it seem like mech is playable! vipers no longer counter everything i can put out and gives zerg player a reason to be more careful with their vipers-although banshee/thor/hellbat is incredibly strong due to overseers/spores melting quickly.
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Ahh... PvT is now even more Terran favored according to Aligulac... December was even more favored for Terran than November...
Why does Terran need this again? And if it goes through, what buff is Protoss going to maintain some semblance of balance?
http://aligulac.com/misc/balance/
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Only fools go that hard on the stats right now. What matters to me is how the great armee of terran excels vs a great armee of protoss. There are still alot of learn to play here imo for both sides.
Also, alot of rabbling about this change without even testing it. I think what wasted wrote is also intersting, opening marauders is still far from risk-free.
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On January 02 2016 17:33 Foxxan wrote:
I think what wasted wrote is also intersting, opening marauders is still far from risk-free.
I don't care about the risk to Terran. What I don't want this game to become is another Command and Conquer style RTS, where you just have to mass 1 unit (like prism tanks in RA2), in order to counter everything the other guy is making. Marauders being able to counter the entire gateway tech is simply bad for the game. It is as bad, as 30 damage on hit chargelots, which wrecked most of Z/T compositions by themselves.
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On January 02 2016 16:54 BronzeKnee wrote:Ahh... PvT is now even more Terran favored according to Aligulac... December was even more favored for Terran than November... Why does Terran need this again? And if it goes through, what buff is Protoss going to maintain some semblance of balance? http://aligulac.com/misc/balance/
I don't think we can really call much of balance at this point tho, we have to wait until the pros figure things out (kespa pros transitioned really late) to call it.
That being said this change is stupid, they just need to address the bullshit of early game with WP/adepts and general mass adepts in the early game, not to flat out nerf them.
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The adept problem is more : too much mobility/tankypower/DPS vs light on early game
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Zzzz... I think the Adept is fine. It's just the insanity of Warp Prism pickup range + fast warp-ins that is the problem, which completely destroys the defender's advantage and makes it a low-risk operation to harass with it
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On January 02 2016 23:59 CheddarToss wrote:Show nested quote +On January 02 2016 17:33 Foxxan wrote:
I think what wasted wrote is also intersting, opening marauders is still far from risk-free.
I don't care about the risk to Terran. What I don't want this game to become is another Command and Conquer style RTS, where you just have to mass 1 unit (like prism tanks in RA2), in order to counter everything the other guy is making. Marauders being able to counter the entire gateway tech is simply bad for the game. It is as bad, as 30 damage on hit chargelots, which wrecked most of Z/T compositions by themselves. If you just massed 1 Unit type then you played that game wrong. While strategic depth was hindred because there was no fog of war, there was still more to it than just Massing one Unit. Most people just don´t know this. Really good players played quite different.
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