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Community Feedback Update - February 12 - Page 2

Forum Index > SC2 General
117 CommentsPost a Reply
Prev 1 2 3 4 5 6 Next All
Musicus
Profile Joined August 2011
Germany23576 Posts
February 12 2016 20:21 GMT
#21
So Prion and Ulrena are here to stay?
Maru and Serral are probably top 5.
TheWinks
Profile Joined July 2011
United States572 Posts
February 12 2016 20:29 GMT
#22
On February 13 2016 04:54 ZAiNs wrote:
Show nested quote +
On February 13 2016 04:48 avilo wrote:
Zero mention of mech viability, mass tempest issues, etc. Pretty disappointing "update." They basically have completely killed off mech, it's known why it's not playable atm, and they still refuse to address why it isn't playable or consult with anyone knowledgeable about it.

K.

They literally used the phrase 'mech viability' in the update .

Focusing on mech viability in TvT isn't really focusing on mech viability. If they want mech to be viable they would focus on viability in the non-mirror matchups and allow those changes to filter into TvT and then only worry about mech TvT after it was viable in TvZ and TvP. If you focus on TvT first, you risk harming the other matchups without even improving mech viability in them, and nerfing tankivacs actually does reduce mech viability in non-mirrors.
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
February 12 2016 20:29 GMT
#23
On February 13 2016 05:21 cheekymonkey wrote:
Please don't kill the reaper. It's an interesting unit right now, and reaper openings make the game more entertaining. I fear that blizzard will go overboard with this. Someone suggested making the bomb an upgrade. This would result in 0 usage of this upgrade. No one will make a tech-lab and the invest in an upgrade for a unit that loses its utility very quickly.

Reaper strength is such map dependent as well, and these issues can be balanced through map design. Wide cliffs surrounding the main and natural makes the reaper good, a lot of blockage makes it bad.


Hmm they need some kind of tweak, maybe slower HP regen or more cool down on their ability.
Right now it's really hard to fuck up heavy reaper opening vs Zerg.
Basicly a bit too low risk but high reward, and I think this needs to change a little bit.
ejozl
Profile Joined October 2010
Denmark3485 Posts
Last Edited: 2016-02-12 20:31:47
February 12 2016 20:30 GMT
#24
In TvT is there no viability of making 1-3 Ghosts? I've been playing it some on my off race. Snipe is sick vs Reapers, they fair well vs Hellions and can EMP Cloaked Banshee's.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
andrewlt
Profile Joined August 2009
United States7702 Posts
February 12 2016 20:47 GMT
#25
On February 13 2016 04:02 TheWinks wrote:

Map with Varying Attack Route Considerations
Another idea that we thought was interesting is playing around with the idea of having the main attack path to the opponent be easy to defend, and the alternate attack paths being extremely long by ground. This way, more mobility-based units and/or air unit-based strategies could be more powerful. Here are some detailed points that we’d be trying to hit:

  • This type of map would not be a rush map.
  • The main attack path would be a low ground path that leads up to a small ramp. The defending player would have a big defender’s advantage if they are able to set up at the ramp outside of their base. This area could also be blocked off with buildings and smaller numbers of defensive units.
  • The alternate paths take a much longer travel along by ground, so mobile units would make a heavier usage of these paths.
  • Perhaps different paths could open up in the late game, so that the games on this map don’t drag on too much due to the main attack path being too easy to defend.


And of course, we’ll always be on the lookout for additional suggestions.



For this to work, you need less mobile units to be able to trade more efficiently with more mobile units. This is even more true for ground vs air battles. If ground based anti-air is not efficient enough, then this map is going to end up being air blobs vs air blobs.
Whiskie
Profile Joined February 2016
Canada2 Posts
February 12 2016 20:47 GMT
#26
On February 13 2016 05:30 ejozl wrote:
In TvT is there no viability of making 1-3 Ghosts? I've been playing it some on my off race. Snipe is sick vs Reapers, they fair well vs Hellions and can EMP Cloaked Banshee's.


That seems like it'd delay non-Barracks tech an awful lot. How early are you getting Ghosts out?
Mightygear
Profile Joined November 2015
81 Posts
February 12 2016 20:52 GMT
#27
Yeah more Ulrena :O
Questions ? Hook me up on Twitter MightyGear@TLForum - @SandIsSoTasty
Infiiiniity
Profile Joined April 2015
45 Posts
Last Edited: 2016-02-12 21:13:03
February 12 2016 21:10 GMT
#28
I so hope they nerf Reapers in some way. TvT proxy Reaper is just a damn mess.
Charoisaur
Profile Joined August 2014
Germany16062 Posts
February 12 2016 21:13 GMT
#29
Surprised by their concerns about reapers I haven't found them that strong except maybe on 4 player maps when you scout last.
Many of the coolest moments in sc2 happen due to worker harassment
PPN
Profile Joined August 2011
France248 Posts
February 12 2016 21:30 GMT
#30
On February 13 2016 04:23 blade55555 wrote:
Show nested quote +
On February 13 2016 04:17 ZigguratOfUr wrote:
I hadn't seen that map archetypes post (i.imgur.com). Seems interesting conceptually.

I'm also disappointed that Blizzard is still at the state of thinking there might be a problem in PvZ. Seems like any changes there will be slow to come.


Yeah I think they should do a ravager nerf, at minimum delay the ability. I think that and the adept's ability need longer cool downs. You shouldn't be able to spam it every 5 seconds, make it 15 seconds or something so you can't just mindlessly spam the ability with no consequence really.

I imagine that would help a lot, maybe a damage tweak if needed, but at minimum delay the ability.

Other then that though what do we change for pvz? What do we buff or nerf? I feel like the only possible issue would be ravagers but other then that what other issues are in the match up that people think are actually imbalanced? Would be curious to note.


For me there is at least 2 things that should be changed for PvZ:
- ravagers nerf as suggested
- lurker vP interaction: 1) either movement speed nerf: this unit is already extremely strong in PvZ, I don't think it is normal that it can on top of it run away and reposition so easily. At 4.13 out of creep and 5.37, this supposedly siege unit outruns most of the Protoss army, WTF; 2) or give Protoss collosi 6+4 range with upgrade so that it can outrange such a fast siege unit; 3) or give a range upgrade to disruptor (same reason as 2). I don't really prefer either over another, just want a more obvious counter-play
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2016-02-12 21:32:56
February 12 2016 21:32 GMT
#31
On February 13 2016 05:47 andrewlt wrote:
Show nested quote +
On February 13 2016 04:02 TheWinks wrote:

Map with Varying Attack Route Considerations
Another idea that we thought was interesting is playing around with the idea of having the main attack path to the opponent be easy to defend, and the alternate attack paths being extremely long by ground. This way, more mobility-based units and/or air unit-based strategies could be more powerful. Here are some detailed points that we’d be trying to hit:

  • This type of map would not be a rush map.
  • The main attack path would be a low ground path that leads up to a small ramp. The defending player would have a big defender’s advantage if they are able to set up at the ramp outside of their base. This area could also be blocked off with buildings and smaller numbers of defensive units.
  • The alternate paths take a much longer travel along by ground, so mobile units would make a heavier usage of these paths.
  • Perhaps different paths could open up in the late game, so that the games on this map don’t drag on too much due to the main attack path being too easy to defend.


And of course, we’ll always be on the lookout for additional suggestions.



For this to work, you need less mobile units to be able to trade more efficiently with more mobile units. This is even more true for ground vs air battles. If ground based anti-air is not efficient enough, then this map is going to end up being air blobs vs air blobs.

This is why the strength of air units like the Liberator is such a problem, design-wise. Without a high ground advantage, the way we can create legitimately dynamic maps is limited to begin with. With very powerful air units, this dynamic of attack paths is extremely weakened, because there are less forces at play, beholding you to it. It makes things really difficult for people like me to make this game more interesting.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
BaronVonOwn
Profile Joined April 2011
299 Posts
February 12 2016 21:34 GMT
#32
Yes to island expansions, no to full-on NR20 island maps. Ok, well, it may not hurt to have one in the pool for the sake of variety, and players can just veto it if they dislike that playstyle (just as "macro" / turtle players should be able to veto rush maps).

Hell yes to the idea of maps with short/long rush lanes. I was actually thinking of submitting a map like this for the map contest. Any kind of map that forces players to make strategic choices with regard to placement of defenses and their army could really make the game more interesting. However I worry that any such map design will be totally undercut by the extreme mobility given by warp prisms / nydus / medivac fleets.
wjat
Profile Joined August 2015
385 Posts
February 12 2016 21:39 GMT
#33
Can we remove tankivac from the game already?
H0i
Profile Joined October 2010
Netherlands484 Posts
February 12 2016 21:41 GMT
#34
Instead of nerfing zerg, they should buff protoss' ability to spread out their units and defend multiple bases in some way. Preferably a way which also helps against roaches/ravagers early to midgame.
SiaBBo
Profile Joined February 2011
Finland133 Posts
Last Edited: 2016-02-12 21:46:30
February 12 2016 21:42 GMT
#35

Hopefully they will also change 2v2/3v3/4v4 maps.

On February 13 2016 06:41 H0i wrote:
Instead of nerfing zerg, they should buff protoss' ability to spread out their units and defend multiple bases in some way. Preferably a way which also helps against roaches/ravagers early to midgame.


Yeah it's like Protoss doesn't have warp-in mechanic that can reinforce bases immediately, Photon Overcharge or Mass Recall already.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 12 2016 21:49 GMT
#36
On February 13 2016 06:30 PPN wrote:
Show nested quote +
On February 13 2016 04:23 blade55555 wrote:
On February 13 2016 04:17 ZigguratOfUr wrote:
I hadn't seen that map archetypes post (i.imgur.com). Seems interesting conceptually.

I'm also disappointed that Blizzard is still at the state of thinking there might be a problem in PvZ. Seems like any changes there will be slow to come.


Yeah I think they should do a ravager nerf, at minimum delay the ability. I think that and the adept's ability need longer cool downs. You shouldn't be able to spam it every 5 seconds, make it 15 seconds or something so you can't just mindlessly spam the ability with no consequence really.

I imagine that would help a lot, maybe a damage tweak if needed, but at minimum delay the ability.

Other then that though what do we change for pvz? What do we buff or nerf? I feel like the only possible issue would be ravagers but other then that what other issues are in the match up that people think are actually imbalanced? Would be curious to note.


For me there is at least 2 things that should be changed for PvZ:
- ravagers nerf as suggested
- lurker vP interaction: 1) either movement speed nerf: this unit is already extremely strong in PvZ, I don't think it is normal that it can on top of it run away and reposition so easily. At 4.13 out of creep and 5.37, this supposedly siege unit outruns most of the Protoss army, WTF; 2) or give Protoss collosi 6+4 range with upgrade so that it can outrange such a fast siege unit; 3) or give a range upgrade to disruptor (same reason as 2). I don't really prefer either over another, just want a more obvious counter-play


Hm I really don't see Lurkers as a problem in pvz. Chargelot/archon/immortal is pretty strong versus Lurker based compositions. Let alone if Zerg is being super passive with lots of Lurkers you should be transitioning into Tempests and mass expanding.

I just don't see Lurkers as an issue in pvz unless the toss is going a heavy blink stalker composition, lurkers shred that like nothing.
When I think of something else, something will go here
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 12 2016 21:51 GMT
#37
Regarding maps: blizzard hasn't even looked at some of the maps that have been submitted yet, so it's going to be a while before we get any actual news about that.
Moderatorshe/her
TL+ Member
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
February 12 2016 21:51 GMT
#38
Do ravagers really need their auto-attack? Maybe that would be a better place to mess that wouldn't make it worse against FF or Liberators.
What qxc said.
Deathstar
Profile Blog Joined May 2010
9150 Posts
February 12 2016 21:53 GMT
#39
I'm down for more diverse and interesting maps.
rip passion
PPN
Profile Joined August 2011
France248 Posts
February 12 2016 21:56 GMT
#40
On February 13 2016 06:49 blade55555 wrote:
Show nested quote +
On February 13 2016 06:30 PPN wrote:
On February 13 2016 04:23 blade55555 wrote:
On February 13 2016 04:17 ZigguratOfUr wrote:
I hadn't seen that map archetypes post (i.imgur.com). Seems interesting conceptually.

I'm also disappointed that Blizzard is still at the state of thinking there might be a problem in PvZ. Seems like any changes there will be slow to come.


Yeah I think they should do a ravager nerf, at minimum delay the ability. I think that and the adept's ability need longer cool downs. You shouldn't be able to spam it every 5 seconds, make it 15 seconds or something so you can't just mindlessly spam the ability with no consequence really.

I imagine that would help a lot, maybe a damage tweak if needed, but at minimum delay the ability.

Other then that though what do we change for pvz? What do we buff or nerf? I feel like the only possible issue would be ravagers but other then that what other issues are in the match up that people think are actually imbalanced? Would be curious to note.


For me there is at least 2 things that should be changed for PvZ:
- ravagers nerf as suggested
- lurker vP interaction: 1) either movement speed nerf: this unit is already extremely strong in PvZ, I don't think it is normal that it can on top of it run away and reposition so easily. At 4.13 out of creep and 5.37, this supposedly siege unit outruns most of the Protoss army, WTF; 2) or give Protoss collosi 6+4 range with upgrade so that it can outrange such a fast siege unit; 3) or give a range upgrade to disruptor (same reason as 2). I don't really prefer either over another, just want a more obvious counter-play


Hm I really don't see Lurkers as a problem in pvz. Chargelot/archon/immortal is pretty strong versus Lurker based compositions. Let alone if Zerg is being super passive with lots of Lurkers you should be transitioning into Tempests and mass expanding.

I just don't see Lurkers as an issue in pvz unless the toss is going a heavy blink stalker composition, lurkers shred that like nothing.


Nope, chargelot/archon/immortal are trash vs lurkers. And usually they are not alone, there are some roach/ravagers/hydra in the mix. It only works because you have a few phoenixes from your stargate opening to lift them up, but the window in which you can lift them up is pretty short due to viper's PB. Sure tempest is the endgame solution to about anything. But you have all the time in the world to die before that transition is ready if you keep running away from lurkers and they end up at your doors. This may depend greatly of maps layout I suppose.
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