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Community Feedback Update - January 15 - Page 6

Forum Index > SC2 General
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BronzeKnee
Profile Joined March 2011
United States5226 Posts
January 16 2016 19:14 GMT
#101
On January 17 2016 04:02 mCon.Hephaistas wrote:
Show nested quote +
On January 17 2016 03:10 ClaudeSc2 wrote:
I like these changes, I think DK and the balance team are doing things the right way. However I have some worries and possible answers to them.
Seige tanks go into tank mode when picked up

1. Excellent for TvT positioning will matter more and comebacks will be more possible because defensive positions mean more.
2. Hard to tell for TvP until other changes are tested
3. Bad for TvZ, as everyone else has stated, Ravagers will become even stronger
Potential solutions: Make ravagers armored and if that's not enough, move them to LAIR (could possibly delay early all ins which may allow Terran more economic openings.


Well ravagers are needed vs liberators, so if you move ravagers to Lair their anti ground mode needs to be moved to fleet beacon.


Still sounds imbalanced in 2vs2 versus Zerg, Protoss rushing for Fleet Beacon and Terran rushing Liberators.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
January 16 2016 19:17 GMT
#102
On January 16 2016 23:45 EEJR wrote:
1) Remove Tankivac completely & give tanks a straight dmg buff, opponents should fear the tankline & not be able to just A-move through it.


What is your solution to Adepts shading on top of tanks? Stalkers blinking on top of tanks? Ravagers shelling tanks that have already fired on Roaches? Blinding Cloud going down and an instant zergling flank followup? Ultralisks having 2000 hp? How do we make these units fear the tankline, when they're capable of closing the distance at a whim?

I've said this before and I'll say it again, with the Meditank, Blizzard inadvertently stumbled into the BEST solution to mech's problems in SC2.

Siege Tanks will never ever function exactly as they did in Brood War. Unless we're prepared to give them 10 extra range, it's impossible. All units in SC2 get into position faster, because movement is so fluid. The Tank's 14 is nowhere near as impressive as it was in BW. And some others - Adepts, Stalkers, Zealots, etc - have movement abilities on top of that.

Not only does this Meditank nerf cripple any followup attempts to keep mech relevant, and buff Ravagers in TvZ, I haven't seen anyone mention how much harder tanks will be to control. In terms of multitasking required, every tank will require an extra two clicks to achieve the exact same result as now.

A much better solution than forcing a re-siege would be to just prolong the delay before a dropped tank can fire. Try adding a whole second. It'll make dropping tanks into Tanks way more dangerous in TvT (what we want), provide a slighter nerf in TvZ, and keep their strength:multitasking ratio from plunging off a cliff.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2016-01-16 21:48:57
January 16 2016 19:36 GMT
#103
On January 17 2016 02:16 TheWinks wrote:
I have a lot of problems with the use of 'the most upvoted post' of a reddit thread to push the tankivac change. Lillekanin's post had more than twice as many upvotes as the comment itself and received no consideration for changes. Zerg and Protoss players don't want mech to be viable against them, so they're going to downvote things that support mech in those matchups. They also don't mind and support things that are going to be terran nerfs in TvP/TvZ. There are plenty of mech units that didn't see changes in lotv that could be touched to improve mech. It just makes sense from a design perspective to buff mech in non-mirror matchups first and let the changes filter back to TvT rather than nerfing things to make mech more viable in TvT.

I fear we're looking at another widow mine nerf with this change because it's not really considering balance, it's purely to 'shake up the meta.' If and only if terran isn't using tankivacs in TvZ/TvP or is completely dominant in TvZ/TvP should tankivac changes be on the table. It's also one of the only useful things terran got in this expansion. Removing it without giving terran something cool in exchange is just depressing.

You should be terrified Blizzard lets reddit have an influence on game design altogether. Have you noticed that recently Blizzard often directly adapts community suggestions? By which I don't mean that they let themselves be inspired by discussions taking place on team liquid, but rather that they just try out whatever garners the most upvotes on reddit while seeming vaguely sensible? The adept change they also cited as being a community suggestion as far as I know (although I did a quick search and couldn't find a source on reddit), as was the recent overlord change, the brood lord abduct immunity in HotS and probably various other things. Someone else might be better at finding specific examples.

Maybe it's some contorted effort to pretend to listen to the community by searching for community posts for justifications for things they wanted to try out anyway, or perhaps they finally stopped caring and decided that giving reddit a voice in the design should at least give them a good scapegoat or what, but it seems a bit dubious and one step short of pandering. I won't deny that some of these suggestions are inoffensive and worth a try, and it's not like Blizzard is arbitrarily picking them out with no regard to how they fit in the game. Nevertheless it's thoroughly questionable from the perspective of wanting to maximally improve the game because the top votes on reddit are not where one can find the best analysis.

Reddit has no memory, people just upvote whatever appeals to the lowest common denominator and then repeat the same process next day. At least on team liquid people develop their points and are given space to create overarching, coherent theories with points and examples, so that over time they can check their ideas against reality. I've seen people here with better track records than Blizzard just because they are given room to adopt a more scientific and analytical attitude.

I'm kinda saying this because I'm annoyed by how Blizzard seems to prefer listening to reddit over TL.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
SirPinky
Profile Joined February 2011
United States525 Posts
January 16 2016 19:55 GMT
#104
"we hear your feedback but we're just going to release balance test map after balance test map...and not really do anything but talk about it."
How much better to get wisdom than gold; to get insight rather than silver!
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2016-01-16 20:12:28
January 16 2016 19:58 GMT
#105
On January 17 2016 04:36 Grumbels wrote:
Show nested quote +
On January 17 2016 02:16 TheWinks wrote:
I have a lot of problems with the use of 'the most upvoted post' of a reddit thread to push the tankivac change. Lillekanin's post had more than twice as many upvotes as the comment itself and received no consideration for changes. Zerg and Protoss players don't want mech to be viable against them, so they're going to downvote things that support mech in those matchups. They also don't mind and support things that are going to be terran nerfs in TvP/TvZ. There are plenty of mech units that didn't see changes in lotv that could be touched to improve mech. It just makes sense from a design perspective to buff mech in non-mirror matchups first and let the changes filter back to TvT rather than nerfing things to make mech more viable in TvT.

I fear we're looking at another widow mine nerf with this change because it's not really considering balance, it's purely to 'shake up the meta.' If and only if terran isn't using tankivacs in TvZ/TvP or is completely dominant in TvZ/TvP should tankivac changes be on the table. It's also one of the only useful things terran got in this expansion. Removing it without giving terran something cool in exchange is just depressing.

Maybe it's some contorted effort to pretend to listen to the community by searching for community posts for justifications for things they wanted to try out anyway, or perhaps they finally stopped caring and decided that giving reddit a voice in the design should at least give them a good scapegoat or what, but it seems a bit dubious and one step short of pandering. I won't deny that some of these suggestions are inoffensive and worth a try, and it's not like Blizzard is arbitrarily picking them out with no regard to how they fit in the game.


The reality is, as obviously problematic as listening to Reddit is, for the reasons you describe, it's still going to help the game right now to do so because that's how fucked certain things are. More than 2 months after release, we still have no idea how the game will look once Adepts, Nydus, PB, Ravagers, and Ultralisks are brought down to reality. In fact only one of those things has a real nerf on the horizon. Even Reddit knows how fucked that is.

And thats not even getting into obviously problematic stuff like Reapers, Steady Targeting, Lurkers, Disruptors, Liberators that will all need tweaks to some degree. And we haven't begun to understand the extent to which LBM doesn't work in LotV. Why? Because it's supplanted by roach ravager into Hive, and when both those options are tuned down, 6 months from now, "oops where LBM?"


I'm kinda saying this because I'm annoyed by how Blizzard seems to prefer listening to reddit over TL.


You're far from alone.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2016-01-16 20:09:42
January 16 2016 20:09 GMT
#106
On January 17 2016 04:58 pure.Wasted wrote:
Show nested quote +
On January 17 2016 04:36 Grumbels wrote:
On January 17 2016 02:16 TheWinks wrote:
I have a lot of problems with the use of 'the most upvoted post' of a reddit thread to push the tankivac change. Lillekanin's post had more than twice as many upvotes as the comment itself and received no consideration for changes. Zerg and Protoss players don't want mech to be viable against them, so they're going to downvote things that support mech in those matchups. They also don't mind and support things that are going to be terran nerfs in TvP/TvZ. There are plenty of mech units that didn't see changes in lotv that could be touched to improve mech. It just makes sense from a design perspective to buff mech in non-mirror matchups first and let the changes filter back to TvT rather than nerfing things to make mech more viable in TvT.

I fear we're looking at another widow mine nerf with this change because it's not really considering balance, it's purely to 'shake up the meta.' If and only if terran isn't using tankivacs in TvZ/TvP or is completely dominant in TvZ/TvP should tankivac changes be on the table. It's also one of the only useful things terran got in this expansion. Removing it without giving terran something cool in exchange is just depressing.

Maybe it's some contorted effort to pretend to listen to the community by searching for community posts for justifications for things they wanted to try out anyway, or perhaps they finally stopped caring and decided that giving reddit a voice in the design should at least give them a good scapegoat or what, but it seems a bit dubious and one step short of pandering. I won't deny that some of these suggestions are inoffensive and worth a try, and it's not like Blizzard is arbitrarily picking them out with no regard to how they fit in the game.


The reality is, as obviously problematic as listening to Reddit is, for the reasons you describe, it's still going to help the game right now to do so because that's how fucked certain things are. More than 2 months after release, we still have no idea how the game will look once Adepts, Nydus, PB, Ravagers, and Ultralisks are brought down to reality. In fact only one of those things has a real nerf on the horizon. Even Reddit knows how fucked that is.

And thats not even getting into obviously problematic stuff like Reapers, Steady Targeting, Lurkers, Disruptors, Liberators that will all need tweaks to some degree. And we haven't begun to understand the extent to which LBM doesn't work in LotV. Why? Because it's supplanted by roach ravager into Hive, and when both those options are tuned down, 6 months from now, "oops where LBM?"


There are things just as "broken" in the game since WoL and HotS. People are only angry at those because they have accepted the others, but imagine if they had introduced the mutalisk just now and everybody had to adjust from strategies that didn't consider zerg being able to produce 10 superfast, healing air units at a time, lolololololololol.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
January 16 2016 20:32 GMT
#107
On January 17 2016 05:09 Big J wrote:
Show nested quote +
On January 17 2016 04:58 pure.Wasted wrote:
On January 17 2016 04:36 Grumbels wrote:
On January 17 2016 02:16 TheWinks wrote:
I have a lot of problems with the use of 'the most upvoted post' of a reddit thread to push the tankivac change. Lillekanin's post had more than twice as many upvotes as the comment itself and received no consideration for changes. Zerg and Protoss players don't want mech to be viable against them, so they're going to downvote things that support mech in those matchups. They also don't mind and support things that are going to be terran nerfs in TvP/TvZ. There are plenty of mech units that didn't see changes in lotv that could be touched to improve mech. It just makes sense from a design perspective to buff mech in non-mirror matchups first and let the changes filter back to TvT rather than nerfing things to make mech more viable in TvT.

I fear we're looking at another widow mine nerf with this change because it's not really considering balance, it's purely to 'shake up the meta.' If and only if terran isn't using tankivacs in TvZ/TvP or is completely dominant in TvZ/TvP should tankivac changes be on the table. It's also one of the only useful things terran got in this expansion. Removing it without giving terran something cool in exchange is just depressing.

Maybe it's some contorted effort to pretend to listen to the community by searching for community posts for justifications for things they wanted to try out anyway, or perhaps they finally stopped caring and decided that giving reddit a voice in the design should at least give them a good scapegoat or what, but it seems a bit dubious and one step short of pandering. I won't deny that some of these suggestions are inoffensive and worth a try, and it's not like Blizzard is arbitrarily picking them out with no regard to how they fit in the game.


The reality is, as obviously problematic as listening to Reddit is, for the reasons you describe, it's still going to help the game right now to do so because that's how fucked certain things are. More than 2 months after release, we still have no idea how the game will look once Adepts, Nydus, PB, Ravagers, and Ultralisks are brought down to reality. In fact only one of those things has a real nerf on the horizon. Even Reddit knows how fucked that is.

And thats not even getting into obviously problematic stuff like Reapers, Steady Targeting, Lurkers, Disruptors, Liberators that will all need tweaks to some degree. And we haven't begun to understand the extent to which LBM doesn't work in LotV. Why? Because it's supplanted by roach ravager into Hive, and when both those options are tuned down, 6 months from now, "oops where LBM?"


There are things just as "broken" in the game since WoL and HotS. People are only angry at those because they have accepted the others, but imagine if they had introduced the mutalisk just now and everybody had to adjust from strategies that didn't consider zerg being able to produce 10 superfast, healing air units at a time, lolololololololol.


Not the same as Ultra, which can be controlled to perfection by someone with two fingers and 10 APM between them.

Not the same as Viper, which single handedly counters two playstyles (mech, sky) between its three abilities.

Not the same as Nydus, which still gets free wins against the best players in the world.

I could go on and on. Steady Targeting has the potential to turn into Seeker Missile 2.0 (according to unnamed Korean Zergs, it already is). Ravagers have become ubiquitous in every single Z MU, and why not? Amazing pressure, decent AOE, hard counters nearly all the units T gets to support MMM.

The only MU where Mutas are anywhere near as problematic as anything I listed is PvZ, and the biggest problem there isn't the muta, it's PB killing the Phoenix.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
ProtossMasterRace
Profile Joined January 2016
57 Posts
January 16 2016 21:08 GMT
#108
On January 17 2016 03:18 fickazzz wrote:
Show nested quote +
3. Bad for TvZ, as everyone else has stated, Ravagers will become even stronger
Potential solutions: Make ravagers armored and if that's not enough, move them to LAIR (could possibly delay early all ins which may allow Terran more economic openings.

But wouldn't that make them way worse in ZvP? immos would deal easily with both, roaches and ravagers.


That is exactly the point, stalkers and immos should deal more damage to them so zerg can't just go 3 base yolo then A move roach ravagers. It's not even just a balance issue it doesn't fucking make sense that ravagers are not armored. They are bigger roaches with more armor kind of. This would also fix the problem with the tank nerf because ravagers wouldn't crush terrans either so easily.
jinjin5000
Profile Joined May 2010
United States1561 Posts
January 16 2016 21:42 GMT
#109
Imo adepts should just get small innate speed buff and get rid of shade. Thats the real kicker in warp prism harass because it could be 2 place at once and shade on top of army with 0 risk.
KingDime
Profile Blog Joined September 2010
Canada750 Posts
January 16 2016 21:50 GMT
#110
It was a thought of mine just a few days ago, you can still cancel the shade and everything but what if you couldn't control the shades after you sent them out. Aka you press somewhere on the minimap/screen and the shades go towards that point but you can't go halfway and draw them back etc.
Doom Guy
Maxie
Profile Joined August 2010
Sweden2653 Posts
January 16 2016 21:53 GMT
#111
What if the shades moved at the same speed as the adepts themselves? Can still shade into stuff, can still cancel, but is not as hard to catch up with it. Also makes them arrive a little later if they went the ground route.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
January 16 2016 21:55 GMT
#112
On January 17 2016 06:42 jinjin5000 wrote:
Imo adepts should just get small innate speed buff and get rid of shade. Thats the real kicker in warp prism harass because it could be 2 place at once and shade on top of army with 0 risk.


Shade is the only interesting thing about Adepts. Take it away and we're left with another Roach.

If anything, the Adept needs to rely on perfect Shade use more, not less, than it does now.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2016-01-16 22:02:33
January 16 2016 21:58 GMT
#113
On January 17 2016 05:32 pure.Wasted wrote:
Show nested quote +
On January 17 2016 05:09 Big J wrote:
On January 17 2016 04:58 pure.Wasted wrote:
On January 17 2016 04:36 Grumbels wrote:
On January 17 2016 02:16 TheWinks wrote:
I have a lot of problems with the use of 'the most upvoted post' of a reddit thread to push the tankivac change. Lillekanin's post had more than twice as many upvotes as the comment itself and received no consideration for changes. Zerg and Protoss players don't want mech to be viable against them, so they're going to downvote things that support mech in those matchups. They also don't mind and support things that are going to be terran nerfs in TvP/TvZ. There are plenty of mech units that didn't see changes in lotv that could be touched to improve mech. It just makes sense from a design perspective to buff mech in non-mirror matchups first and let the changes filter back to TvT rather than nerfing things to make mech more viable in TvT.

I fear we're looking at another widow mine nerf with this change because it's not really considering balance, it's purely to 'shake up the meta.' If and only if terran isn't using tankivacs in TvZ/TvP or is completely dominant in TvZ/TvP should tankivac changes be on the table. It's also one of the only useful things terran got in this expansion. Removing it without giving terran something cool in exchange is just depressing.

Maybe it's some contorted effort to pretend to listen to the community by searching for community posts for justifications for things they wanted to try out anyway, or perhaps they finally stopped caring and decided that giving reddit a voice in the design should at least give them a good scapegoat or what, but it seems a bit dubious and one step short of pandering. I won't deny that some of these suggestions are inoffensive and worth a try, and it's not like Blizzard is arbitrarily picking them out with no regard to how they fit in the game.


The reality is, as obviously problematic as listening to Reddit is, for the reasons you describe, it's still going to help the game right now to do so because that's how fucked certain things are. More than 2 months after release, we still have no idea how the game will look once Adepts, Nydus, PB, Ravagers, and Ultralisks are brought down to reality. In fact only one of those things has a real nerf on the horizon. Even Reddit knows how fucked that is.

And thats not even getting into obviously problematic stuff like Reapers, Steady Targeting, Lurkers, Disruptors, Liberators that will all need tweaks to some degree. And we haven't begun to understand the extent to which LBM doesn't work in LotV. Why? Because it's supplanted by roach ravager into Hive, and when both those options are tuned down, 6 months from now, "oops where LBM?"


There are things just as "broken" in the game since WoL and HotS. People are only angry at those because they have accepted the others, but imagine if they had introduced the mutalisk just now and everybody had to adjust from strategies that didn't consider zerg being able to produce 10 superfast, healing air units at a time, lolololololololol.


Not the same as Ultra, which can be controlled to perfection by someone with two fingers and 10 APM between them.

Not the same as Viper, which single handedly counters two playstyles (mech, sky) between its three abilities.

Not the same as Nydus, which still gets free wins against the best players in the world.

I could go on and on. Steady Targeting has the potential to turn into Seeker Missile 2.0 (according to unnamed Korean Zergs, it already is). Ravagers have become ubiquitous in every single Z MU, and why not? Amazing pressure, decent AOE, hard counters nearly all the units T gets to support MMM.

The only MU where Mutas are anywhere near as problematic as anything I listed is PvZ, and the biggest problem there isn't the muta, it's PB killing the Phoenix.


You see, that's exactly why I say that you have already accepted other "broken" tools in the game. You accuse the Nydus, but the reality is that if you didn't open in exactly the right way in HotS you would have lost to baneling busts 24/7. It's a new dynamic, if you don't do X Zerg might win with a Nydus. Same as in HotS if you didn't open with some form of expansion/factory against Zerg. You say the Ultralisk can be controlled with two fingers and 10APM between them? Ever heard of a hellbat push? Until zergs understood exactly what units they needed when it was also just Terran transforming hellbats and a-moving. You acuse the viper of countering two playstyles at once (which isn't true because vipers don't attack mech at all, I can have all the vipers in the world, against ground units it will always only be the support unit), but have you ever heard of a marine? In HotS zerg had a grand total of 2 costefficient units (baneling and ultralisk) against it.

That's the problem with all these discussions. People have accepted old dynamics, because the game was balanced around them. Then blizzard releases new content that in combination with the old content may break the game and then draw the conclusion the new stuff is too strong. No, that's not the right conclusion. The right conclusion is that the combination of old and new stuff is breaking the game.
If I go back to my mutalisk example, I don't think you understood quite what I said. I said that without the mutalisk the gameplay would have been extremely different in HotS and also the balance. If you then throw in the mutalisk everyone obviously accepts that this unit is the reason the game breaks. But since the mutalisk isn't "new" people have already accepted that Protoss simply can't play heavy ground focused multi-robo builds against zerg. Then they complain that they have trouble with ravagers/lurkers/buffed ultras, though the solution to those is rather simple, i.e. to invest into more units that are really good vs ground. But as I said, that door is closed due to mutas and people have accepted that, which is just arbitrary that you accept that and not the other way around.

I'm not saying all of that stuff you said is fine, but you are just blaming everything that is new like the adept while warpgates exist.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
January 16 2016 22:03 GMT
#114
On January 17 2016 06:42 jinjin5000 wrote:
Imo adepts should just get small innate speed buff and get rid of shade. Thats the real kicker in warp prism harass because it could be 2 place at once and shade on top of army with 0 risk.

There are ways to nerf the shade too: movement speed decrease, increased cooldown, pathing changes, removing the shade canceling functionality, removing invulnerability of shades. Not all of these might be sensible, but they should probably be considered if people identify the problem with the unit as specifically its ability to be in two places at once. .

Furthermore there are some adjustments that could be made to the warp prism. The pick-up range could be reduced a bit to add more vulnerability, the warp prism could get an increase in cost in terms of gas and it could get a small health nerf. With the pick-up range increase the unit has more resilience and so there is scope for compensating survivability nerfs.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Sissors
Profile Joined March 2012
1395 Posts
January 16 2016 22:03 GMT
#115
On January 17 2016 04:17 pure.Wasted wrote:
Show nested quote +
On January 16 2016 23:45 EEJR wrote:
1) Remove Tankivac completely & give tanks a straight dmg buff, opponents should fear the tankline & not be able to just A-move through it.


What is your solution to Adepts shading on top of tanks? Stalkers blinking on top of tanks? Ravagers shelling tanks that have already fired on Roaches? Blinding Cloud going down and an instant zergling flank followup? Ultralisks having 2000 hp? How do we make these units fear the tankline, when they're capable of closing the distance at a whim?

I've said this before and I'll say it again, with the Meditank, Blizzard inadvertently stumbled into the BEST solution to mech's problems in SC2.

Siege Tanks will never ever function exactly as they did in Brood War. Unless we're prepared to give them 10 extra range, it's impossible. All units in SC2 get into position faster, because movement is so fluid. The Tank's 14 is nowhere near as impressive as it was in BW. And some others - Adepts, Stalkers, Zealots, etc - have movement abilities on top of that.

I think this is not necesarily true. Look at Liberators. Yes they are different because they are air, but still. If a toss player sees three tanks guarding a ramp, he will directly think: "Wow three free kills". If he sees three Liberators guarding a ramp, he is going to worry about it. And indeed, blink stalkers would deal with the, but everything else on ground would be pretty suicidal. So really, imo one of the issues is simply tanks not being good enough.

Now specifically your points: Stalkers in general are not an issue for mech in a straight up fight. The issue is with bases which mine out faster, stalker harrasment pretty much should kill a mech player. In general I feel the requirement to defend more bases is good, but then mech does need to have the option to do this. For example with better tanks, so it doesn't just means you lose your SCVs and your tanks, instead of just your SCVs.

Adepts shading on top of tanks: To be fair I simply haven't seen it used to me personally. It is never going to be a nice spot for tanks, but I really wonder with a significant BF hellbat force if it is a good idea. Ravagers shells: More tanks. Ravager shells are nice, no doubt about it. But their strong point is really the early game, when you can target those 2 tanks and they simply die (which is why I go banshees vs zerg). But later on, and again with better tanks, and for example ravagers which are armored, you are taking alot of damage to kill 2 tanks if there are 10 more tanks firing at you.

Blinding cloud: While I hate the PB and think it should be killed, and in game I also have a strong dislike for blinding cloud, I don't feel it is a bad mechanic. It simply forces you to have a viking screen (which you need anyway for when the BLs show up). And lings after blinding cloud are the least of your worries, hellbats will roast them. This is nothing new. Same for ultras by the way, they are not that fast, still a pain to deal with for tanks, but nothing new at the same time. (Their extra armor is irrelevant vs tanks).
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2016-01-16 22:08:25
January 16 2016 22:06 GMT
#116
On January 17 2016 06:58 Big J wrote:
Show nested quote +
On January 17 2016 05:32 pure.Wasted wrote:
On January 17 2016 05:09 Big J wrote:
On January 17 2016 04:58 pure.Wasted wrote:
On January 17 2016 04:36 Grumbels wrote:
On January 17 2016 02:16 TheWinks wrote:
I have a lot of problems with the use of 'the most upvoted post' of a reddit thread to push the tankivac change. Lillekanin's post had more than twice as many upvotes as the comment itself and received no consideration for changes. Zerg and Protoss players don't want mech to be viable against them, so they're going to downvote things that support mech in those matchups. They also don't mind and support things that are going to be terran nerfs in TvP/TvZ. There are plenty of mech units that didn't see changes in lotv that could be touched to improve mech. It just makes sense from a design perspective to buff mech in non-mirror matchups first and let the changes filter back to TvT rather than nerfing things to make mech more viable in TvT.

I fear we're looking at another widow mine nerf with this change because it's not really considering balance, it's purely to 'shake up the meta.' If and only if terran isn't using tankivacs in TvZ/TvP or is completely dominant in TvZ/TvP should tankivac changes be on the table. It's also one of the only useful things terran got in this expansion. Removing it without giving terran something cool in exchange is just depressing.

Maybe it's some contorted effort to pretend to listen to the community by searching for community posts for justifications for things they wanted to try out anyway, or perhaps they finally stopped caring and decided that giving reddit a voice in the design should at least give them a good scapegoat or what, but it seems a bit dubious and one step short of pandering. I won't deny that some of these suggestions are inoffensive and worth a try, and it's not like Blizzard is arbitrarily picking them out with no regard to how they fit in the game.


The reality is, as obviously problematic as listening to Reddit is, for the reasons you describe, it's still going to help the game right now to do so because that's how fucked certain things are. More than 2 months after release, we still have no idea how the game will look once Adepts, Nydus, PB, Ravagers, and Ultralisks are brought down to reality. In fact only one of those things has a real nerf on the horizon. Even Reddit knows how fucked that is.

And thats not even getting into obviously problematic stuff like Reapers, Steady Targeting, Lurkers, Disruptors, Liberators that will all need tweaks to some degree. And we haven't begun to understand the extent to which LBM doesn't work in LotV. Why? Because it's supplanted by roach ravager into Hive, and when both those options are tuned down, 6 months from now, "oops where LBM?"


There are things just as "broken" in the game since WoL and HotS. People are only angry at those because they have accepted the others, but imagine if they had introduced the mutalisk just now and everybody had to adjust from strategies that didn't consider zerg being able to produce 10 superfast, healing air units at a time, lolololololololol.


Not the same as Ultra, which can be controlled to perfection by someone with two fingers and 10 APM between them.

Not the same as Viper, which single handedly counters two playstyles (mech, sky) between its three abilities.

Not the same as Nydus, which still gets free wins against the best players in the world.

I could go on and on. Steady Targeting has the potential to turn into Seeker Missile 2.0 (according to unnamed Korean Zergs, it already is). Ravagers have become ubiquitous in every single Z MU, and why not? Amazing pressure, decent AOE, hard counters nearly all the units T gets to support MMM.

The only MU where Mutas are anywhere near as problematic as anything I listed is PvZ, and the biggest problem there isn't the muta, it's PB killing the Phoenix.


You see, that's exactly why I say that you have already accepted other "broken" tools in the game. You accuse the Nydus, but the reality is that if you didn't open in exactly the right way in HotS you would have lost to baneling busts 24/7. It's a new dynamic, if you don't do X Zerg might win with a Nydus. Same as in HotS if you didn't open with some form of expansion/factory against Zerg. You say the Ultralisk can be controlled with two fingers and 10APM between them? Ever heard of a hellbat push? Until zergs understood exactly what units they needed when it was also just Terran transforming hellbats and a-moving. You acuse the viper of countering two playstyles at once (which isn't true because vipers don't attack mech at all, I can have all the vipers in the world, against ground units it will always only be the support unit), but have you ever heard of a marine? In HotS zerg had a grand total of 2 costefficient units (baneling and ultralisk) against it.

That's the problem with all these discussions. People have accepted old dynamics, because the game was balanced around them. Then blizzard releases new content that in combination with the old content may break the game and then draw the conclusion the new stuff is too strong. No, that's not the right conclusion. The right conclusion is that the combination of old and new stuff is breaking the game.
If I go back to my mutalisk example, I don't think you understood quite what I said. I said that without the mutalisk the gameplay would have been extremely different in HotS and also the balance. If you then throw in the mutalisk everyone obviously accepts that this unit is the reason the game breaks. But since the mutalisk isn't "new" people have already accepted that Protoss simply can't play heavy ground focused multi-robo builds against zerg. Then they complain that they have trouble with ravagers/lurkers/buffed ultras, though the solution to those is rather simple, i.e. to invest into more units that are really good vs ground. But as I said, that door is closed due to mutas and people have accepted that, which is just arbitrary that you accept that and not the other way around.


You're making a lot of assumptions about me.

I'm not OK with the ease of Baneling and Roach busts, not in LotV, not in HotS, and not in WoL. I'm not ok with Oracles. I'm not ok with DTs. I am very consistently against anything that allows a player to say "let's flip a coin, if heads I just win regardless of how you or I execute anything, if tails I'll be ever so slightly behind." I like my SC2 to be like chess, not poker.

The reason I and others like me aren't campaigning against those things is that getting that ball rolling now would take crazy momentum, while there's another thing just like those things adding to those things that people are already geared to be skeptical of. I tolerate roaches even though they make my SC2 experience less pleasant. I don't want to have to tolerate even more things.

As a side note, Banelings are a pretty good unit when they're not being used to all in, so a majority of the time. The only times Nydus Worm is ever not lobotomizingly dumb is when it would have worked exactly the same if it had 100 extra HP and couldn't be transfuse.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Empirimancer
Profile Joined July 2011
Canada1024 Posts
Last Edited: 2016-01-16 22:55:02
January 16 2016 22:12 GMT
#117
On January 17 2016 04:17 pure.Wasted wrote:
Show nested quote +
On January 16 2016 23:45 EEJR wrote:
1) Remove Tankivac completely & give tanks a straight dmg buff, opponents should fear the tankline & not be able to just A-move through it.


What is your solution to Adepts shading on top of tanks? Stalkers blinking on top of tanks? Ravagers shelling tanks that have already fired on Roaches? Blinding Cloud going down and an instant zergling flank followup? Ultralisks having 2000 hp? How do we make these units fear the tankline, when they're capable of closing the distance at a whim?

I've said this before and I'll say it again, with the Meditank, Blizzard inadvertently stumbled into the BEST solution to mech's problems in SC2.

Siege Tanks will never ever function exactly as they did in Brood War. Unless we're prepared to give them 10 extra range, it's impossible. All units in SC2 get into position faster, because movement is so fluid. The Tank's 14 is nowhere near as impressive as it was in BW. And some others - Adepts, Stalkers, Zealots, etc - have movement abilities on top of that.

Not only does this Meditank nerf cripple any followup attempts to keep mech relevant, and buff Ravagers in TvZ, I haven't seen anyone mention how much harder tanks will be to control. In terms of multitasking required, every tank will require an extra two clicks to achieve the exact same result as now.

A much better solution than forcing a re-siege would be to just prolong the delay before a dropped tank can fire. Try adding a whole second. It'll make dropping tanks into Tanks way more dangerous in TvT (what we want), provide a slighter nerf in TvZ, and keep their strength:multitasking ratio from plunging off a cliff.


Quoted for complete truth. Please make sure Blizzard sees this post. Post it on Reddit, since that's what David Kim reads, apparently.


Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
January 16 2016 22:27 GMT
#118
On January 17 2016 06:58 Big J wrote:
Show nested quote +
On January 17 2016 05:32 pure.Wasted wrote:
On January 17 2016 05:09 Big J wrote:
On January 17 2016 04:58 pure.Wasted wrote:
On January 17 2016 04:36 Grumbels wrote:
On January 17 2016 02:16 TheWinks wrote:
I have a lot of problems with the use of 'the most upvoted post' of a reddit thread to push the tankivac change. Lillekanin's post had more than twice as many upvotes as the comment itself and received no consideration for changes. Zerg and Protoss players don't want mech to be viable against them, so they're going to downvote things that support mech in those matchups. They also don't mind and support things that are going to be terran nerfs in TvP/TvZ. There are plenty of mech units that didn't see changes in lotv that could be touched to improve mech. It just makes sense from a design perspective to buff mech in non-mirror matchups first and let the changes filter back to TvT rather than nerfing things to make mech more viable in TvT.

I fear we're looking at another widow mine nerf with this change because it's not really considering balance, it's purely to 'shake up the meta.' If and only if terran isn't using tankivacs in TvZ/TvP or is completely dominant in TvZ/TvP should tankivac changes be on the table. It's also one of the only useful things terran got in this expansion. Removing it without giving terran something cool in exchange is just depressing.

Maybe it's some contorted effort to pretend to listen to the community by searching for community posts for justifications for things they wanted to try out anyway, or perhaps they finally stopped caring and decided that giving reddit a voice in the design should at least give them a good scapegoat or what, but it seems a bit dubious and one step short of pandering. I won't deny that some of these suggestions are inoffensive and worth a try, and it's not like Blizzard is arbitrarily picking them out with no regard to how they fit in the game.


The reality is, as obviously problematic as listening to Reddit is, for the reasons you describe, it's still going to help the game right now to do so because that's how fucked certain things are. More than 2 months after release, we still have no idea how the game will look once Adepts, Nydus, PB, Ravagers, and Ultralisks are brought down to reality. In fact only one of those things has a real nerf on the horizon. Even Reddit knows how fucked that is.

And thats not even getting into obviously problematic stuff like Reapers, Steady Targeting, Lurkers, Disruptors, Liberators that will all need tweaks to some degree. And we haven't begun to understand the extent to which LBM doesn't work in LotV. Why? Because it's supplanted by roach ravager into Hive, and when both those options are tuned down, 6 months from now, "oops where LBM?"


There are things just as "broken" in the game since WoL and HotS. People are only angry at those because they have accepted the others, but imagine if they had introduced the mutalisk just now and everybody had to adjust from strategies that didn't consider zerg being able to produce 10 superfast, healing air units at a time, lolololololololol.


Not the same as Ultra, which can be controlled to perfection by someone with two fingers and 10 APM between them.

Not the same as Viper, which single handedly counters two playstyles (mech, sky) between its three abilities.

Not the same as Nydus, which still gets free wins against the best players in the world.

I could go on and on. Steady Targeting has the potential to turn into Seeker Missile 2.0 (according to unnamed Korean Zergs, it already is). Ravagers have become ubiquitous in every single Z MU, and why not? Amazing pressure, decent AOE, hard counters nearly all the units T gets to support MMM.

The only MU where Mutas are anywhere near as problematic as anything I listed is PvZ, and the biggest problem there isn't the muta, it's PB killing the Phoenix.


You see, that's exactly why I say that you have already accepted other "broken" tools in the game. You accuse the Nydus, but the reality is that if you didn't open in exactly the right way in HotS you would have lost to baneling busts 24/7. It's a new dynamic, if you don't do X Zerg might win with a Nydus. Same as in HotS if you didn't open with some form of expansion/factory against Zerg. You say the Ultralisk can be controlled with two fingers and 10APM between them? Ever heard of a hellbat push? Until zergs understood exactly what units they needed when it was also just Terran transforming hellbats and a-moving. You acuse the viper of countering two playstyles at once (which isn't true because vipers don't attack mech at all, I can have all the vipers in the world, against ground units it will always only be the support unit), but have you ever heard of a marine? In HotS zerg had a grand total of 2 costefficient units (baneling and ultralisk) against it.

That's the problem with all these discussions. People have accepted old dynamics, because the game was balanced around them. Then blizzard releases new content that in combination with the old content may break the game and then draw the conclusion the new stuff is too strong. No, that's not the right conclusion. The right conclusion is that the combination of old and new stuff is breaking the game.
If I go back to my mutalisk example, I don't think you understood quite what I said. I said that without the mutalisk the gameplay would have been extremely different in HotS and also the balance. If you then throw in the mutalisk everyone obviously accepts that this unit is the reason the game breaks. But since the mutalisk isn't "new" people have already accepted that Protoss simply can't play heavy ground focused multi-robo builds against zerg. Then they complain that they have trouble with ravagers/lurkers/buffed ultras, though the solution to those is rather simple, i.e. to invest into more units that are really good vs ground. But as I said, that door is closed due to mutas and people have accepted that, which is just arbitrary that you accept that and not the other way around.

I'm not saying all of that stuff you said is fine, but you are just blaming everything that is new like the adept while warpgates exist.

Personally I still blame warpgates and medivacs. :p

That's why I always say: people can get used to everything. The audience could not stop laughing at how fast the medivac was in one of the first Heart of the Swarm tournaments (an IEM iirc) and there was constant discussion on talk shows about how there should be some drawback to it like an energy cost, because it was so ridiculous. But as life went on, players learned to defend better and nowadays it scarcely registers. And I'm sure that if you ask Avilo he will tell you that ignite afterburners is a necessary tool without which terran would be gimped.

That's what happens per definition to everything in the game which is 'broken': it becomes normalized because Blizzard balances the games and maps around it. It literally can not be problematic because the metagame, the maps and the balance will all adjust based on the most potent units which then take a central role in the main set of viable strategies.

But there are insidious after effects: some units can not keep up and are forgotten, game play dynamics suffer, overall the game loses some of its luster and becomes a little less interesting, diverse, strategic, sensible and whatnot. But they are difficult to notice, sometimes the game merely becomes gradually worse until one day you find yourself no longer enjoying the game for no particular reason whatsoever.

So personally I think it's good to still state that adepts, ultralisks etc. are problematic, that Blizzard should address those units and should not wait for those units to be fully integrated into the game because then it might be too late. I'll gladly still campaign for a medivac nerf, but I don't think my political movement is catching on, but there might be still hope for anti-adept calls to action. :p

Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Big J
Profile Joined March 2011
Austria16289 Posts
January 16 2016 23:49 GMT
#119
On January 17 2016 07:27 Grumbels wrote:
Show nested quote +
On January 17 2016 06:58 Big J wrote:
On January 17 2016 05:32 pure.Wasted wrote:
On January 17 2016 05:09 Big J wrote:
On January 17 2016 04:58 pure.Wasted wrote:
On January 17 2016 04:36 Grumbels wrote:
On January 17 2016 02:16 TheWinks wrote:
I have a lot of problems with the use of 'the most upvoted post' of a reddit thread to push the tankivac change. Lillekanin's post had more than twice as many upvotes as the comment itself and received no consideration for changes. Zerg and Protoss players don't want mech to be viable against them, so they're going to downvote things that support mech in those matchups. They also don't mind and support things that are going to be terran nerfs in TvP/TvZ. There are plenty of mech units that didn't see changes in lotv that could be touched to improve mech. It just makes sense from a design perspective to buff mech in non-mirror matchups first and let the changes filter back to TvT rather than nerfing things to make mech more viable in TvT.

I fear we're looking at another widow mine nerf with this change because it's not really considering balance, it's purely to 'shake up the meta.' If and only if terran isn't using tankivacs in TvZ/TvP or is completely dominant in TvZ/TvP should tankivac changes be on the table. It's also one of the only useful things terran got in this expansion. Removing it without giving terran something cool in exchange is just depressing.

Maybe it's some contorted effort to pretend to listen to the community by searching for community posts for justifications for things they wanted to try out anyway, or perhaps they finally stopped caring and decided that giving reddit a voice in the design should at least give them a good scapegoat or what, but it seems a bit dubious and one step short of pandering. I won't deny that some of these suggestions are inoffensive and worth a try, and it's not like Blizzard is arbitrarily picking them out with no regard to how they fit in the game.


The reality is, as obviously problematic as listening to Reddit is, for the reasons you describe, it's still going to help the game right now to do so because that's how fucked certain things are. More than 2 months after release, we still have no idea how the game will look once Adepts, Nydus, PB, Ravagers, and Ultralisks are brought down to reality. In fact only one of those things has a real nerf on the horizon. Even Reddit knows how fucked that is.

And thats not even getting into obviously problematic stuff like Reapers, Steady Targeting, Lurkers, Disruptors, Liberators that will all need tweaks to some degree. And we haven't begun to understand the extent to which LBM doesn't work in LotV. Why? Because it's supplanted by roach ravager into Hive, and when both those options are tuned down, 6 months from now, "oops where LBM?"


There are things just as "broken" in the game since WoL and HotS. People are only angry at those because they have accepted the others, but imagine if they had introduced the mutalisk just now and everybody had to adjust from strategies that didn't consider zerg being able to produce 10 superfast, healing air units at a time, lolololololololol.


Not the same as Ultra, which can be controlled to perfection by someone with two fingers and 10 APM between them.

Not the same as Viper, which single handedly counters two playstyles (mech, sky) between its three abilities.

Not the same as Nydus, which still gets free wins against the best players in the world.

I could go on and on. Steady Targeting has the potential to turn into Seeker Missile 2.0 (according to unnamed Korean Zergs, it already is). Ravagers have become ubiquitous in every single Z MU, and why not? Amazing pressure, decent AOE, hard counters nearly all the units T gets to support MMM.

The only MU where Mutas are anywhere near as problematic as anything I listed is PvZ, and the biggest problem there isn't the muta, it's PB killing the Phoenix.


You see, that's exactly why I say that you have already accepted other "broken" tools in the game. You accuse the Nydus, but the reality is that if you didn't open in exactly the right way in HotS you would have lost to baneling busts 24/7. It's a new dynamic, if you don't do X Zerg might win with a Nydus. Same as in HotS if you didn't open with some form of expansion/factory against Zerg. You say the Ultralisk can be controlled with two fingers and 10APM between them? Ever heard of a hellbat push? Until zergs understood exactly what units they needed when it was also just Terran transforming hellbats and a-moving. You acuse the viper of countering two playstyles at once (which isn't true because vipers don't attack mech at all, I can have all the vipers in the world, against ground units it will always only be the support unit), but have you ever heard of a marine? In HotS zerg had a grand total of 2 costefficient units (baneling and ultralisk) against it.

That's the problem with all these discussions. People have accepted old dynamics, because the game was balanced around them. Then blizzard releases new content that in combination with the old content may break the game and then draw the conclusion the new stuff is too strong. No, that's not the right conclusion. The right conclusion is that the combination of old and new stuff is breaking the game.
If I go back to my mutalisk example, I don't think you understood quite what I said. I said that without the mutalisk the gameplay would have been extremely different in HotS and also the balance. If you then throw in the mutalisk everyone obviously accepts that this unit is the reason the game breaks. But since the mutalisk isn't "new" people have already accepted that Protoss simply can't play heavy ground focused multi-robo builds against zerg. Then they complain that they have trouble with ravagers/lurkers/buffed ultras, though the solution to those is rather simple, i.e. to invest into more units that are really good vs ground. But as I said, that door is closed due to mutas and people have accepted that, which is just arbitrary that you accept that and not the other way around.

I'm not saying all of that stuff you said is fine, but you are just blaming everything that is new like the adept while warpgates exist.

Personally I still blame warpgates and medivacs. :p

That's why I always say: people can get used to everything. The audience could not stop laughing at how fast the medivac was in one of the first Heart of the Swarm tournaments (an IEM iirc) and there was constant discussion on talk shows about how there should be some drawback to it like an energy cost, because it was so ridiculous. But as life went on, players learned to defend better and nowadays it scarcely registers. And I'm sure that if you ask Avilo he will tell you that ignite afterburners is a necessary tool without which terran would be gimped.

That's what happens per definition to everything in the game which is 'broken': it becomes normalized because Blizzard balances the games and maps around it. It literally can not be problematic because the metagame, the maps and the balance will all adjust based on the most potent units which then take a central role in the main set of viable strategies.

But there are insidious after effects: some units can not keep up and are forgotten, game play dynamics suffer, overall the game loses some of its luster and becomes a little less interesting, diverse, strategic, sensible and whatnot. But they are difficult to notice, sometimes the game merely becomes gradually worse until one day you find yourself no longer enjoying the game for no particular reason whatsoever.

So personally I think it's good to still state that adepts, ultralisks etc. are problematic, that Blizzard should address those units and should not wait for those units to be fully integrated into the game because then it might be too late. I'll gladly still campaign for a medivac nerf, but I don't think my political movement is catching on, but there might be still hope for anti-adept calls to action. :p


Well but in many cases what you will achieve are those insidious after effects. Adept's are Protoss' first and only chance to become a normal race with a normal composition, if blizzard does the right thing and doesnt nerf the stats but the psionic transfer and the prism. Ravagers are a pretty fun unit with good dynamics, but of course they are not as comfy as leaning back against roach/hydra and enjoying a freewin at max while posting on the forums how many alternatives zerg have to muta/ling/bling.

Anyways, I don't think half of the stuff that was mentioned will receive meaningful nerfs and the game will turn out "balanced". If anything with the "dont nerf, buff"-trip the community is on I rather expect blizzard to buff the marine and the medivac than nerfing the ultralisk.
Spyridon
Profile Joined April 2010
United States997 Posts
January 17 2016 01:56 GMT
#120
I find it crazy that people are jumping on to every strength of each race and saying "X that this race has is the problem and Y needs to happen to this units balance to fix the game".

In my opinion, that is just taking each unique strength of each race and saying it's too strong. Those type of changes will NOT fix the game, it will just lead to another flavor of the month unit becoming stronger based on the balance changes.

The real problem with the game? How fast the economic curve scales up. Start of the game is okay if it stayed that way, but you quickly go from 12 workers - 1 saturated base, then 1 saturated base to 2-3, in mere minutes you are at T3 tech.

Think about all the problems being listed in this topic, from Drops to Ravs to Ultras to Adept/WP to PB to Liberators to Ultras. Ever asked yourself, what is the common denominator of all these issues?? The common denominator is the fact that they are all involving some form of T2.5 or T3 unit in the composition. Would ANY of these things be a problem if you didnt have access to those units so early in the game, or in such a high number of those units causing a critical mass where you need to make a very specific hard counter composition to defeat it?
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