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On February 13 2016 18:01 Cyro wrote: The 30 damage charge zealot was due to a bug It wasn't a bug, it was a patch from LOTV. Balance Update Patch 2.5.5[2] Charge now deals 30 damage on hit. Charge speed buff reduced to 2.75, down from 2.95
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And it was hilarious. The next patch :
"So we heard your feedback that bio struggled against ultralisks in late game TvZ. After gathering pro players feedback and testing it internally, we're glad to deliver the next LOTV balance patch :
Terran - Marine and marauder : on stim activation, first attack deals twice the damage.
We'll be reading your feedback on this new change !"
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+1 for reaper nerf.
TvT is not fun anymore due to reapers imo.
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Thanks Blizzard for this feedback, I would really like to see an Island-like map in Season 2 map pool. This would lead to unique strategies and moves :D However, I think this won't be easy to balance.
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This was a nice post, I liked their discussion on map archetypes. It would be nice to discuss archetypes or topologies of maps in more detail in general
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I think nerfing ravager is pretty stupid. The problem is not zergs, are protoss. They lack in design. On bnet forums there are really good suggestions to fix pvz without nerfing anything. A guy in a post suggested to remove PO, change MSC to scout/defensive unit with no damage (defensive spells) and to buff units production times ONLY from gateways and not warpgates. this way protoss can defend with units produced locally.
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On February 13 2016 18:26 StarscreamG1 wrote:Show nested quote +On February 13 2016 18:01 Cyro wrote: The 30 damage charge zealot was due to a bug It wasn't a bug, it was a patch from LOTV. Balance Update Patch 2.5.5[2] Charge now deals 30 damage on hit. Charge speed buff reduced to 2.75, down from 2.95
It was bugged during internal testing so the 30 damage wasn't as strong when it was tested.
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On February 13 2016 18:26 StarscreamG1 wrote:Show nested quote +On February 13 2016 18:01 Cyro wrote: The 30 damage charge zealot was due to a bug It wasn't a bug, it was a patch from LOTV. Balance Update Patch 2.5.5[2] Charge now deals 30 damage on hit. Charge speed buff reduced to 2.75, down from 2.95
And if you read through the patch notes you'd realize it was a bug. During internal testing the zealots would *sometimes* hit and deal the 30 damage and *sometimes* it would hit and deal 0 damage, but that wasn't caught until the patch went live. After it went live they hotfixed it, then realized how much that buff actually did and quickly changed it to where its at now.
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If Reapers get nerfed, they better receive some interesting upgrade that would make them viable in mid/late game to compensate for the reduced early presence.
No, I'm not a Terran player 
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These are becoming more of a weekly reminder on why I quit the game.
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On February 13 2016 20:34 WrathSCII wrote: These are becoming more of a weekly reminder on why I quit the game.
The updates are pretty good except for the 3-4 week period in which they decided to only talk about that they consider to, they will put, they have put out a test map for adepts which they will implement, which they have implemented now.
If you don't like the game it's not really up to some weekly balance thoughts blog to change it.
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On February 13 2016 20:19 Tritanis wrote:If Reapers get nerfed, they better receive some interesting upgrade that would make them viable in mid/late game to compensate for the reduced early presence. No, I'm not a Terran player 
no. It's fine to have early game units that don't do much in the later phase of the game + the reaper is in theory insanely useful vs Z and gateway armies if you can use the bomb while doing the rest of the micro. It's probably not possible in 1v1 but in archon mode we could see it.
And mass reaper is both a problem vs Z and T on some maps.
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Maybe it's just me but it seems to be an early point in the balancing phase to put so much emphasis on unusual maps. I think most people would like to have some more discussion around what could be done to make the game better on all historic and current GSL map types. At least a half dozen units could be named as problematic or almost useless.
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I think a simultaneous nerf on obviously necessary units for all three races would work best for the balance.
Consider these changes at the same time: -nerf ultralisk (reduce armor) -remove tankivacs -nerf adepts (longer cooldown, or can only be canceled within first half of shade-time to make it more predictable - introduce 2 stages of shade?)
This way Zerg lategame would have less of an impact and current strength of lurker+ravager would be useful for lategame. Terran early-midgame harass would have one (unfair) option less. Protoss earlygame harass would be less impactfull.
I think these are the most wanted changes for each race and combining these in one update would make better balanced games, in which the army strength scales more consistently.
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What about, I don't know, having good maps ? Let's think about that archetype thing after we get solid maps. For the time being I don't consider that lotv has been tested on a solid ground with the dubious map pools we've had so far. By the way, isn't their conception of island maps just the atrocious Secret Spring ?
Still nothing about Nydus by the way, seems like they really like the invincible Nydus.
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On February 13 2016 19:42 Weltall wrote: I think nerfing ravager is pretty stupid. The problem is not zergs, are protoss. They lack in design. On bnet forums there are really good suggestions to fix pvz without nerfing anything. A guy in a post suggested to remove PO, change MSC to scout/defensive unit with no damage (defensive spells) and to buff units production times ONLY from gateways and not warpgates. this way protoss can defend with units produced locally. Unless there is something new very special with the defensive spells of MSC that can delay an incoming attack, this suggestion looks pretty stupid to me. Faster units production time on gateway won't solve anything because you already should have warpgate by the time ravagers are there, and it never was an issue of building units on time but to be able to afford them in the first place. That's why PO came into play: add DPS for defense because Protoss just cannot afford enough army with decent DPS at that point.
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I think the most interesting point to see is that alot of top terrans are actually trying to figure out TvZ alot. We should give this matchup more time and maybe only change the reaper a little bit.
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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 idea is surprisingly close to an idea i had, in order to make flanking possible on a map. With these flank paths it could be possible to make more impactful plays with fewer units (e.g. especially disruptors), while making the positions at which they can happen more predictable. Due to that comebacks could be more feasible aswell.
Here is a proof of concept i thought about (excuse my paint skills :D)
![[image loading]](http://i.imgur.com/pbeBkdO.jpg) It's just to show that single purpose of flanking. So I neglected basically everything else that's required for a proper sc2map.
All transitions from chokes to wider areas can be thought of as ramps. Those two areas in the upper left and lower right corner are meant to stop "plugging" chokes, while enabling fair fights from positions within range. (So that it's not possible to stand infront of a choke and have a whole army attacking 2-3 units creeping out of that choke - for that the expansions in the midfield(not the minerals though) should maybe be within range of the choke-paths) Also in order to get into the main base a good unit composition would be needed (ground+air). In the midgame, the "battlefronts" would be shifting to the midfield(which should be longer than can be seen here).
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United Kingdom20282 Posts
On February 13 2016 18:26 StarscreamG1 wrote:Show nested quote +On February 13 2016 18:01 Cyro wrote: The 30 damage charge zealot was due to a bug It wasn't a bug, it was a patch from LOTV. Balance Update Patch 2.5.5[2] Charge now deals 30 damage on hit. Charge speed buff reduced to 2.75, down from 2.95
If you were reading any of the dev notes you would know that the damage was only partially applying or not applying most of the time when they wrote the value, then that bug was fixed
Faster units production time on gateway won't solve anything because you already should have warpgate by the time ravagers are there
A lot of the toss defense issue is around 3-8 minutes. Several attacks (involving ling speed or drops) hit before warpgate or just as warpgate happens, when you have a couple to a small handful of gateway units and nothing else. Against those attacks you could often get 3 overcharges before and now only get 1, so you have to play a lot more cautiously against speed and drops. The first 5 minutes of the game is the most important by far and does a lot to the balance and flow of the game
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On February 13 2016 20:34 WrathSCII wrote: These are becoming more of a weekly reminder on why I quit the game.
You always seem to complain so I think it's good for you that you quit the game tbh. That's what I did in the end of wol/hots when turtle play was the best way to play ^_^
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