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Community Feedback Update - January 13 - Page 14

Forum Index > SC2 General
293 CommentsPost a Reply
Prev 1 12 13 14 15 Next All
AdrianHealeyy
Profile Joined June 2015
114 Posts
January 15 2016 13:20 GMT
#261
What, no bunker change?
ejozl
Profile Joined October 2010
Denmark3561 Posts
Last Edited: 2016-01-15 13:21:38
January 15 2016 13:20 GMT
#262
On January 15 2016 21:50 Penev wrote:
Show nested quote +
On January 15 2016 21:41 ejozl wrote:
On January 15 2016 21:35 Big J wrote:
Seed's interview was very clever, I hope David Kim listens to it.

All races need nerfs to all sorts of stuff (Zerg probably the most), in PvT the reason Protoss does so well is just that early imbalance beats late imbalance and the adepts win before Terran gets into their zone.

I really hope the gimmick -1dmg patch to adepts works out, because if not there is going to be a nerfhammer to adept-stats when the real problem is the shade.

I'm pretty confident Adepts only really are overpowered when they have the Resonating Blades upgrade. Losing the -1 dmg removes some of the coolness of the early game Adept power imo.
You could reduce it's attack speed value from the upgrade, or maybe when they've just shaded in, make it so they don't have the 45% + attack speed for like 3 seconds or so.

Maybe give it the stimm treatment and increase it's research time

Yeah, I mean it only makes sense. You give a decent unit in the Adept a crackling upgrade at Twilight Council.
Actually it's 45% and Adrenal Glands is 40% and they even talked about nerfing Adrenal Glands in an earlier community update.. Also it's 100/100..
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Bohemond
Profile Joined May 2012
United States163 Posts
Last Edited: 2016-01-15 14:28:02
January 15 2016 14:25 GMT
#263
On January 15 2016 21:47 Big J wrote:
Show nested quote +
On January 15 2016 21:40 GreenHealing wrote:
When I first heard about Adepts, I immediately knew they would be fucking broken. Protoss already had gimmicky shit that opponent could do nothing about it, and then they got that unit that can just move around invulnerably.

Did this really come as a surprise for anyone?

No it's what everybody told them right from the beginning.
  • Micro should be based on stats and movement and carefully designing unit relations, not on abilities.
  • Invulnerability should not be in the game.
  • Units shouldn't be able to move through obstacles.

Over and over again this was reiterated. But then blizzard made a clever PR move, introduced weekly feedback threads and suddenly if you gave negative feedback you were a hater and trying to kill the game.


Yep. All these updates read like a politician's PR press release. It seems like calling people 'negative,' and a 'hater,' or a 'balance whiner,' are the SC2 version of racism or sexual misconduct accusations are for politics - a way for people with no good arguements to shut down debate while maintaining the appearance of moral high ground.

Large corporations and their politics are very similar to governments and their politics. Nobody wants to rock the boat.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
January 15 2016 14:25 GMT
#264
On January 15 2016 22:12 deacon.frost wrote:
Show nested quote +
On January 15 2016 21:51 Sapphire.lux wrote:
On January 15 2016 21:35 Big J wrote:
Seed's interview was very clever, I hope David Kim listens to it.

All races need nerfs to all sorts of stuff (Zerg probably the most), in PvT the reason Protoss does so well is just that early imbalance beats late imbalance and the adepts win before Terran gets into their zone.

I really hope the gimmick -1dmg patch to adepts works out, because if not there is going to be a nerfhammer to adept-stats when the real problem is the shade.

Agree with this.

Maybe make it destructible, or an upgrade or something. The thing is though, like the tankvac, it's the new shiny thing DK made up so he will be very very reluctant to change it.

I'm not that sure that DKim is behind designing new things in the game.

Edit> Unless you meant Dark Knight

I don't know, i thought that after Dustin took a new role with Heroes, David became the new boss of SC2. If he didn't make the design he at least decided what was good and what not.
Head Coach Park: "They should buff tanks!"
B-royal
Profile Joined May 2015
Belgium1330 Posts
January 15 2016 14:53 GMT
#265
On January 15 2016 22:11 Qikz wrote:
I don't understand why (personally) lurkers do bonus vs armored and not light. It'd be much better to have them counter adepts/zealots and marines than what they currently counter. They'd still do well against tanks if you got in close, but they'd also be better against bio which to me is more interesting personally.


Definitely, lurkers should probably do extra damage against biological (?) units.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
royalroadweed
Profile Joined April 2013
United States8301 Posts
January 15 2016 15:00 GMT
#266
On January 15 2016 22:20 AdrianHealeyy wrote:
What, no bunker change?

I was looking forward to individually upgraded neosteel frame bunkers.
"Nerfing Toss can just make them stronger"
Tenks
Profile Joined April 2010
United States3104 Posts
January 15 2016 16:10 GMT
#267
On January 16 2016 00:00 royalroadweed wrote:
Show nested quote +
On January 15 2016 22:20 AdrianHealeyy wrote:
What, no bunker change?

I was looking forward to individually upgraded neosteel frame bunkers.


I wished they explored this in the beta. They made it so OVs can individual upgrade to dropships and I think that is pretty good design.
Wat
p68
Profile Joined November 2015
100 Posts
January 15 2016 17:05 GMT
#268
On January 16 2016 01:10 Tenks wrote:
Show nested quote +
On January 16 2016 00:00 royalroadweed wrote:
On January 15 2016 22:20 AdrianHealeyy wrote:
What, no bunker change?

I was looking forward to individually upgraded neosteel frame bunkers.


I wished they explored this in the beta. They made it so OVs can individual upgrade to dropships and I think that is pretty good design.


Yep. If they're worried about bunker rushes, they can just make it so that it's an ability that unlocks upon building an armory and/or engineering bay.
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2016-01-15 17:10:15
January 15 2016 17:09 GMT
#269
On January 16 2016 02:05 p68 wrote:
Show nested quote +
On January 16 2016 01:10 Tenks wrote:
On January 16 2016 00:00 royalroadweed wrote:
On January 15 2016 22:20 AdrianHealeyy wrote:
What, no bunker change?

I was looking forward to individually upgraded neosteel frame bunkers.


I wished they explored this in the beta. They made it so OVs can individual upgrade to dropships and I think that is pretty good design.


Yep. If they're worried about bunker rushes, they can just make it so that it's an ability that unlocks upon building an armory and/or engineering bay.


Fusion core

the universal solution: if it's broken -> require fusion core
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 15 2016 18:19 GMT
#270
On January 16 2016 01:10 Tenks wrote:
Show nested quote +
On January 16 2016 00:00 royalroadweed wrote:
On January 15 2016 22:20 AdrianHealeyy wrote:
What, no bunker change?

I was looking forward to individually upgraded neosteel frame bunkers.


I wished they explored this in the beta. They made it so OVs can individual upgrade to dropships and I think that is pretty good design.


Individually upgrading bunkers would have to be early game, and then, it wouldn't even solve one of the biggest problems: Terran has almost no way to defend satellite expansions once you get to 5+ bases. PFs don't stop harass, and that's what gets you at that stage. We can't possibly have enough supply at these bases while still defending pushes, executing harass, or pushing effectively. I would love to see some mid--nah, fuck it. Make the shit late game, I don't care. Just some form of anti-ground static defense structure.

Bunker Ideas
Make the neosteel frame upgrade put an AG-only turret on the bunker. Come on, guys. Or, maybe the neosteel frame bunker gives Turrets a transformation ability, so they can transform into an AG-mode (kinda like entering and exiting siege mode, or defender mode, or hellbat mode).

I don't think any buff or modification to Terran's static defense should be accessible during the bunker-rush stage of the game though. Cheese like that is really more of a Protoss thing ; )
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
bObA
Profile Joined May 2012
France300 Posts
January 15 2016 19:00 GMT
#271
On January 16 2016 03:19 TimeSpiral wrote:
Show nested quote +
On January 16 2016 01:10 Tenks wrote:
On January 16 2016 00:00 royalroadweed wrote:
On January 15 2016 22:20 AdrianHealeyy wrote:
What, no bunker change?

I was looking forward to individually upgraded neosteel frame bunkers.


I wished they explored this in the beta. They made it so OVs can individual upgrade to dropships and I think that is pretty good design.


Individually upgrading bunkers would have to be early game, and then, it wouldn't even solve one of the biggest problems: Terran has almost no way to defend satellite expansions once you get to 5+ bases. PFs don't stop harass, and that's what gets you at that stage. We can't possibly have enough supply at these bases while still defending pushes, executing harass, or pushing effectively. I would love to see some mid--nah, fuck it. Make the shit late game, I don't care. Just some form of anti-ground static defense structure.

Bunker Ideas
Make the neosteel frame upgrade put an AG-only turret on the bunker. Come on, guys. Or, maybe the neosteel frame bunker gives Turrets a transformation ability, so they can transform into an AG-mode (kinda like entering and exiting siege mode, or defender mode, or hellbat mode).

I don't think any buff or modification to Terran's static defense should be accessible during the bunker-rush stage of the game though. Cheese like that is really more of a Protoss thing ; )


Really interesting and smart post I really hope David Kim will read this.
Mozdk
Profile Joined October 2010
Denmark6989 Posts
January 15 2016 19:02 GMT
#272
Nerfing adepts (which looks needed) will make the MU last longer. And we will see more lib play. Which P has not been able to deal well with.

It's going to be a whole new match up.

I hope pros figure out something stable. For both sides.

I forsee this change making T heavily favoured. But let's see what it brings. And what happens to the matchup in the first few weeks. There might be undeveloped BS options
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 15 2016 23:29 GMT
#273
On January 16 2016 04:02 Mozdk wrote:
Nerfing adepts (which looks needed) will make the MU last longer. And we will see more lib play. Which P has not been able to deal well with.

It's going to be a whole new match up.

I hope pros figure out something stable. For both sides.

I forsee this change making T heavily favoured. But let's see what it brings. And what happens to the matchup in the first few weeks. There might be undeveloped BS options


The warp prism will still be incredibly strong, it just won't be broken-level OP, like it is now with the Adepts. Though, like many have suggested, the Adept's shade could be the culprit (but it's too beefy and the DPS is too good for that stage of the game, I'd say).

We'll see what happens. Because once Protoss starts building Tempests, things get tricky for Terran real quickly.

On January 16 2016 04:00 bObA wrote:
Show nested quote +
On January 16 2016 03:19 TimeSpiral wrote:
On January 16 2016 01:10 Tenks wrote:
On January 16 2016 00:00 royalroadweed wrote:
On January 15 2016 22:20 AdrianHealeyy wrote:
What, no bunker change?

I was looking forward to individually upgraded neosteel frame bunkers.


I wished they explored this in the beta. They made it so OVs can individual upgrade to dropships and I think that is pretty good design.


Individually upgrading bunkers would have to be early game, and then, it wouldn't even solve one of the biggest problems: Terran has almost no way to defend satellite expansions once you get to 5+ bases. PFs don't stop harass, and that's what gets you at that stage. We can't possibly have enough supply at these bases while still defending pushes, executing harass, or pushing effectively. I would love to see some mid--nah, fuck it. Make the shit late game, I don't care. Just some form of anti-ground static defense structure.

Bunker Ideas
Make the neosteel frame upgrade put an AG-only turret on the bunker. Come on, guys. Or, maybe the neosteel frame bunker gives Turrets a transformation ability, so they can transform into an AG-mode (kinda like entering and exiting siege mode, or defender mode, or hellbat mode).

I don't think any buff or modification to Terran's static defense should be accessible during the bunker-rush stage of the game though. Cheese like that is really more of a Protoss thing ; )


Really interesting and smart post I really hope David Kim will read this.


Can't tell if serious or not ...
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
TheWinks
Profile Joined July 2011
United States572 Posts
January 16 2016 00:15 GMT
#274
Update:

http://us.battle.net/sc2/en/forum/topic/20418543041

We just wanted to quickly update you guys on a few things before the weekend:

1. We agree with your feedback on PvT.

2. Siege tanks going back to tank mode when picked up by Medivacs does seem to be a solid suggestion. We agree with you that Siege Tanks gaining mobility did take away from what the unit is by design, and also agree that this change played the biggest part in making mech not viable in TvT. We can definitely add this to the next balance test map.

3. We're currently aiming for next week to release the balance test map.

4. We would love to get everyone's help in aggressively testing these changes so that we can quickly turn around a balance update as early as the week after next.

Thank you for keeping the discussions really focused on the most critical topics this week!
Phredxor
Profile Joined May 2013
New Zealand15076 Posts
January 16 2016 00:17 GMT
#275
Sounds like Seed got through to them.
TheWinks
Profile Joined July 2011
United States572 Posts
January 16 2016 00:21 GMT
#276
The tank change is too short sighted. Yes it will make mech stronger in TvT but at the expense of potentially breaking TvZ due to the existence of the ravager and actually nerfing terran in TvP, which just boggles the mind.
Big J
Profile Joined March 2011
Austria16289 Posts
January 16 2016 00:21 GMT
#277
Can someone summarize what's going to be on the testmap? Thor, tank, adept, photon overcharge, ravager build time. what else?
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 16 2016 00:27 GMT
#278
On January 16 2016 09:15 TheWinks wrote:
Update:

http://us.battle.net/sc2/en/forum/topic/20418543041

We just wanted to quickly update you guys on a few things before the weekend:

2. Siege tanks going back to tank mode when picked up by Medivacs does seem to be a solid suggestion. We agree with you that Siege Tanks gaining mobility did take away from what the unit is by design, and also agree that this change played the biggest part in making mech not viable in TvT. We can definitely add this to the next balance test map.



FIXED IT:

2. We realized we forgot to nerf Terran. *slaps forehead* Silly us! So, seeing as how many in the community think Tanks might need some love, we decided to nerf them extremely hard. We're hoping this helps with the only balanced matchup Terran has, TvT. See, since we love micro so much, we decided we wanted to double, triple--even quadruple!--the numbers of clicks required to not get utterly pwnd by bile, disruptors, and anything else targeting the tanks. Thanks for your solid suggestion on this.

On a more serious note. If this is the route we're taking, Blizzard, please consider the following:

(1) Nerf firing time after landing (while still sieged) to match the time it takes to siege.
(2) Make it so a tank picked up in siege mode, unsieges in the medivac (hiding it) but then automatically sieges when you drop it.

Yes, doom drops suck in TvT, but losing your tanks from free in TvZ and TvP sucks a lot worse. And if this is the route we're going, medivac micro is already pretty intense. Let's not add two clicks for every dropped tank. The micro burden will be too high.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
ejozl
Profile Joined October 2010
Denmark3561 Posts
Last Edited: 2016-01-16 00:57:44
January 16 2016 00:57 GMT
#279
Siege Tank change was always a good idea. It isn't ONLY a nerf. It's a buff if you use them defensively, since one Medivac can pick up 2 Sieged Tanks, if getting targeted by Corrosive Bile.

Now they just need to do non-stackable Parasitic Bomb, something that the community have also been suggesting for a God awful long time.. and Chrono Boost, fix Chrono Boost.. PLX Kim
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
royalroadweed
Profile Joined April 2013
United States8301 Posts
January 16 2016 01:13 GMT
#280
I hope the tankivac change is followed with a tank damage buff.
"Nerfing Toss can just make them stronger"
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