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Community Feedback Update - January 15 - Page 7

Forum Index > SC2 General
205 CommentsPost a Reply
Prev 1 5 6 7 8 9 11 Next All
Thinh123456
Profile Joined July 2015
70 Posts
Last Edited: 2016-01-17 05:25:20
January 17 2016 05:25 GMT
#121
Making the tank ungieged while picking up is just a mediocre or just another boring band-aid fix compared to siegetank in Hots or Wol. It does solve the problem of mech vs bio in TvT, but it does not solve the problem of turtle mech play or strengthen the power of positioning in TvP or TvZ. The 2 supply tank and removing smart fire, or even removing clumping units are a good way to go...Why the fuck that the dev team always try to ignore it???
JW_DTLA
Profile Joined December 2015
242 Posts
January 17 2016 05:42 GMT
#122
This tank business is ridiculous. If they take out Tankivac play, what are they going to substitute in its place? We are out of beta already. The changes necessary to make T work against Z without Tankivacs would require another beta. Blizz has put themselves in a hole here because the buffs they would need to make to offset nerfing Tankivacs would be too far reaching and affect too many variables for something like a balance test map.

My guess: they don't even touch Tankivacs. This talk goes nowhere. But the adept -1 damage nerf goes through as it should have 6 months ago.
Deathstar
Profile Blog Joined May 2010
9150 Posts
January 17 2016 06:00 GMT
#123
Smart fire is hard coded into the game (Dustin Browder said this I think a long time ago).

However, the tank can be changed in other ways. At a minimal it must do more damage. It is currently a pathetic positional unit.

Tankivac was a hell Mary attempt at creativity and it shows these designers don't know what they're doing.
rip passion
ProBell
Profile Joined May 2012
Thailand145 Posts
January 17 2016 09:13 GMT
#124
I dont understand how characters/units like death knight on wow and adept on sc2 made it in games like this. How do they get paid? its like Im at top level in both games and how they made it live out of PTR/Beta is mindboggling. Whos to blame? I dont think u can point fingers at david only but since hes like the 'lead' aka 'head coach' shouldnt stuff like this have some penalty? How did this happen like weeks into GSL, why is it so hard to tune the # like HP or damage or adept shades' fog of war for example. I was muti rank 1 on wow, quit playing srsly when s5 aka lich king death knight came out...game was so broken for months actually throughout season 5. How could this happen? In the real world in other jobs youd be fired and put to shame. SC2 is considered the most competitive game for most gamers in the world. A lot of us are competitive even casuals play and try to improve even if they dont aim to be the best. Im only low GM level random player and playing protoss adepts make me not want to play and think to myself every single time..."how can a billion dollar blizzard company let this happen? its 2016 please remove completely broken units if things go overboard (like warhounds)" -- better to remove units that make the game imbalanced, dont feel bad your "new" units didnt turn out as balanced as youd like. Players quit because of stuff like this. MLG ESL etc. will never ever have wow tournies again because its not balanced and will keep gettin worse and worse in pvp. Dont do the same to SC2, invest in a MORE competent balance team please.
Hurricaned
Profile Joined October 2011
France126 Posts
January 17 2016 09:18 GMT
#125
Am I the only one thinking the -1 adept damage is just ridiculously useless? When I encounter a 8 gate warp prism adept "all in" (difficult for me to say all in because even if you defend, which you don't, you're behind) it wouldnt change much that the adept did 1 or 2 or 5 damage less. It's just too tanky, too cheap, too slippery. Either nerf the shade cd/speed/duration/make it impossible to cancel, lower the HP, increase the cost, make WP only capable to warp 2 units at once at low speed... But -1 damage feels so stupid to me
Penev
Profile Joined October 2012
28475 Posts
January 17 2016 10:50 GMT
#126
On January 17 2016 18:18 Hurricaned wrote:
Am I the only one thinking the -1 adept damage is just ridiculously useless? When I encounter a 8 gate warp prism adept "all in" (difficult for me to say all in because even if you defend, which you don't, you're behind) it wouldnt change much that the adept did 1 or 2 or 5 damage less. It's just too tanky, too cheap, too slippery. Either nerf the shade cd/speed/duration/make it impossible to cancel, lower the HP, increase the cost, make WP only capable to warp 2 units at once at low speed... But -1 damage feels so stupid to me

I'm not sure about the Adept change myself but the -1 actually does make a difference; It makes it so SCV's and Marines require 3 shots to kill instead of 2. It seems you didn't quite get that.
I Protoss winner, could it be?
RaFox17
Profile Joined May 2013
Finland4581 Posts
Last Edited: 2016-01-17 10:53:55
January 17 2016 10:53 GMT
#127
On January 17 2016 19:50 Penev wrote:
Show nested quote +
On January 17 2016 18:18 Hurricaned wrote:
Am I the only one thinking the -1 adept damage is just ridiculously useless? When I encounter a 8 gate warp prism adept "all in" (difficult for me to say all in because even if you defend, which you don't, you're behind) it wouldnt change much that the adept did 1 or 2 or 5 damage less. It's just too tanky, too cheap, too slippery. Either nerf the shade cd/speed/duration/make it impossible to cancel, lower the HP, increase the cost, make WP only capable to warp 2 units at once at low speed... But -1 damage feels so stupid to me

I'm not sure about the Adept change myself but the -1 actually does make a difference; It makes it so SCV's and Marines require 3 shots to kill instead of 2. It seems you didn't quite get that.

Will it change anything against zerg? WP+adept are quite stupid against Z also.
SheaR619
Profile Joined October 2010
United States2399 Posts
Last Edited: 2016-01-17 11:02:42
January 17 2016 11:02 GMT
#128
On January 17 2016 19:53 RaFox17 wrote:
Show nested quote +
On January 17 2016 19:50 Penev wrote:
On January 17 2016 18:18 Hurricaned wrote:
Am I the only one thinking the -1 adept damage is just ridiculously useless? When I encounter a 8 gate warp prism adept "all in" (difficult for me to say all in because even if you defend, which you don't, you're behind) it wouldnt change much that the adept did 1 or 2 or 5 damage less. It's just too tanky, too cheap, too slippery. Either nerf the shade cd/speed/duration/make it impossible to cancel, lower the HP, increase the cost, make WP only capable to warp 2 units at once at low speed... But -1 damage feels so stupid to me

I'm not sure about the Adept change myself but the -1 actually does make a difference; It makes it so SCV's and Marines require 3 shots to kill instead of 2. It seems you didn't quite get that.

Will it change anything against zerg? WP+adept are quite stupid against Z also.


I think the point of the change is for TvP. I think it pretty much universally accepted that now TvP needs alot of help. The -1 won't affect PvZ which was the point in the first place. Since they are unsure of PvZ atm since NA and euro are saying ZvP is heavily Z favor while protoss are starting to figure it out kinda so it a bit unstable. This change will let it flesh out more since it won't affect PvZ. If it ever does become a problem, they can just reduce it further to also affect PvZ.
I may not be the best, but i will be some day...
Penev
Profile Joined October 2012
28475 Posts
January 17 2016 11:04 GMT
#129
On January 17 2016 19:53 RaFox17 wrote:
Show nested quote +
On January 17 2016 19:50 Penev wrote:
On January 17 2016 18:18 Hurricaned wrote:
Am I the only one thinking the -1 adept damage is just ridiculously useless? When I encounter a 8 gate warp prism adept "all in" (difficult for me to say all in because even if you defend, which you don't, you're behind) it wouldnt change much that the adept did 1 or 2 or 5 damage less. It's just too tanky, too cheap, too slippery. Either nerf the shade cd/speed/duration/make it impossible to cancel, lower the HP, increase the cost, make WP only capable to warp 2 units at once at low speed... But -1 damage feels so stupid to me

I'm not sure about the Adept change myself but the -1 actually does make a difference; It makes it so SCV's and Marines require 3 shots to kill instead of 2. It seems you didn't quite get that.

Will it change anything against zerg? WP+adept are quite stupid against Z also.

Nope
I Protoss winner, could it be?
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2016-01-17 11:24:50
January 17 2016 11:18 GMT
#130
On January 17 2016 18:18 Hurricaned wrote:
Am I the only one thinking the -1 adept damage is just ridiculously useless? When I encounter a 8 gate warp prism adept "all in" (difficult for me to say all in because even if you defend, which you don't, you're behind) it wouldnt change much that the adept did 1 or 2 or 5 damage less. It's just too tanky, too cheap, too slippery. Either nerf the shade cd/speed/duration/make it impossible to cancel, lower the HP, increase the cost, make WP only capable to warp 2 units at once at low speed... But -1 damage feels so stupid to me

It might not be a useless change, but it's certainly an odd one. Balancing a unit so that when they attack they leave their two most common targets with 1 remaining hit point is more like psychologically frustrating players.


On January 17 2016 15:00 Deathstar wrote:
Smart fire is hard coded into the game (Dustin Browder said this I think a long time ago).

However, the tank can be changed in other ways. At a minimal it must do more damage. It is currently a pathetic positional unit.

Tankivac was a hell Mary attempt at creativity and it shows these designers don't know what they're doing.

That's misleading. Smart fire only happens because the projectiles of the siege tank and marine are instant. If you add a very fast projectile the smart fire effects also disappear. It's just a quirk of the engine when it has to process instant projectiles.

Nevertheless, Blizzard will likely never make this change because it goes against some of their principles:

1. Only make conceptual changes to units if they are improvements.
Changing the way that the attack works changes the siege tank's functionality, the tactics and strategies you have to use against it. Blizzard does not want players to have to learn new concepts for frivolous reasons such as abstract reasoning on TL forums, they only want to change the game if people consider it an improvement. The benefits are not clear enough, and furthermore the unit becomes strictly weaker which will force compensations which puts even more tasks on Blizzard's plate.

2. Do not make changes that dumb down the game.
I'm adding it here even though it's a dishonest argument, just because I know that David Kim will use it to justify not making the change if pressed and because most of the people in the community will take him at face value. The idea is that removing "smart fire" makes the game less "smart".

Anyhow, removing smart fire was a nice idea five years ago, but now that the game is so much faster I no longer see the point. One could postulate that the siege tank needs to be yet even more user-friendly if it is to survive. Speed up the transformation, remove the friendly fire, increase the movement speed, remove the minimum radius. If I had to choose between those sort of changes and the one concession of medivac-tank synergy the latter might be the lesser evil. At least it is difficult to use and allows for some cool, if abusive, tactics.
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.
RoomOfMush
Profile Joined March 2015
1296 Posts
January 17 2016 12:12 GMT
#131
On January 17 2016 20:18 Grumbels wrote:
That's misleading. Smart fire only happens because the projectiles of the siege tank and marine are instant. If you add a very fast projectile the smart fire effects also disappear. It's just a quirk of the engine when it has to process instant projectiles.

You dont even need a projectile. The same effect can be achieved by adding a very short wait (0.01 seconds) to the damage output. It still looks and feels like an instant attack but overkill is back. Black Lilium did that in his SC2 balance mod.
nubHunter
Profile Joined July 2014
Spain44 Posts
January 17 2016 12:21 GMT
#132
collosus should be inmune to viper pull so we can see some collosus in pvz
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
January 17 2016 13:08 GMT
#133
On January 17 2016 21:21 nubHunter wrote:
collosus should be inmune to viper pull so we can see some collosus in pvz


I think restrictions and exceptions are bad design.
If they buff collosus then they should make the unit itself slightly better like + bio damage or something.
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
Charoisaur
Profile Joined August 2014
Germany15937 Posts
January 17 2016 13:22 GMT
#134
sometimes people are funny.
First they are angry that blizzard never listens to feedback and even ignore the most discussed topics and when they finally comment on controversial topics they are angry that DK can't get good ideas himself.
this community is ridicolous.
Many of the coolest moments in sc2 happen due to worker harassment
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
January 17 2016 13:52 GMT
#135
On January 17 2016 22:22 Charoisaur wrote:
sometimes people are funny.
First they are angry that blizzard never listens to feedback and even ignore the most discussed topics and when they finally comment on controversial topics they are angry that DK can't get good ideas himself.
this community is ridicolous.


That is because you are generalizing "people".

Have you ever considered that it's not the same people that are angry that blizzard never listens to feedback and the ones that are angry at DK listening to the community?


It is impossible to make everyone happy
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
nubHunter
Profile Joined July 2014
Spain44 Posts
January 17 2016 14:15 GMT
#136
On January 17 2016 22:08 A_needle_jog wrote:
Show nested quote +
On January 17 2016 21:21 nubHunter wrote:
collosus should be inmune to viper pull so we can see some collosus in pvz


I think restrictions and exceptions are bad design.
If they buff collosus then they should make the unit itself slightly better like + bio damage or something.

maybe they should buff collosus damage vs light or something, then they can be countered easily by armored units.
Deathstar
Profile Blog Joined May 2010
9150 Posts
January 17 2016 14:19 GMT
#137
On January 17 2016 21:12 RoomOfMush wrote:
Show nested quote +
On January 17 2016 20:18 Grumbels wrote:
That's misleading. Smart fire only happens because the projectiles of the siege tank and marine are instant. If you add a very fast projectile the smart fire effects also disappear. It's just a quirk of the engine when it has to process instant projectiles.

You dont even need a projectile. The same effect can be achieved by adding a very short wait (0.01 seconds) to the damage output. It still looks and feels like an instant attack but overkill is back. Black Lilium did that in his SC2 balance mod.


Both are good ideas! Pretty mad that none of this was implemented in favor of more damage
rip passion
corydoras
Profile Joined November 2013
161 Posts
Last Edited: 2016-01-17 14:54:48
January 17 2016 14:54 GMT
#138
On January 17 2016 20:18 Grumbels wrote:
Show nested quote +
On January 17 2016 18:18 Hurricaned wrote:
Am I the only one thinking the -1 adept damage is just ridiculously useless? When I encounter a 8 gate warp prism adept "all in" (difficult for me to say all in because even if you defend, which you don't, you're behind) it wouldnt change much that the adept did 1 or 2 or 5 damage less. It's just too tanky, too cheap, too slippery. Either nerf the shade cd/speed/duration/make it impossible to cancel, lower the HP, increase the cost, make WP only capable to warp 2 units at once at low speed... But -1 damage feels so stupid to me

It might not be a useless change, but it's certainly an odd one. Balancing a unit so that when they attack they leave their two most common targets with 1 remaining hit point is more like psychologically frustrating players.


But come on, this is nothing new. Zealots need three swipes to kill lings but +1 reduces it to two swipes. Adepts will just work the same against marines and SCVs. Especially for marines this means significantly more time to deal damage to the attacking adepts.

In other words, adept/WP attacks will be significantly weaker unless the Protoss gets +1 attack, which has huge impact on timings, not to mention another 250/100 investment (fast forge + upgrade).
Adun toridas!
dNa
Profile Blog Joined December 2010
Germany591 Posts
January 17 2016 15:35 GMT
#139
holy shit please don't break TvT again... the matchup is so fucking awesome right now. PLEASE T.T
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-01-17 15:40:28
January 17 2016 15:39 GMT
#140
On January 17 2016 23:15 nubHunter wrote:
Show nested quote +
On January 17 2016 22:08 A_needle_jog wrote:
On January 17 2016 21:21 nubHunter wrote:
collosus should be inmune to viper pull so we can see some collosus in pvz


I think restrictions and exceptions are bad design.
If they buff collosus then they should make the unit itself slightly better like + bio damage or something.

maybe they should buff collosus damage vs light or something, then they can be countered easily by armored units.



Old colossus did about 25-55% more damage depending on upgrade levels + a few other things and it cost the same. Pretty amazing nerf after keeping it for 5 years!
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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