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Community Feedback Update - February 26 - Page 4

Forum Index > SC2 General
303 CommentsPost a Reply
Prev 1 2 3 4 5 6 14 15 16 Next All
SiaBBo
Profile Joined February 2011
Finland133 Posts
Last Edited: 2016-02-26 20:48:34
February 26 2016 20:47 GMT
#61
Just do something about TvP already. It's ridicilous how Protoss can still play that matchup like ever he wants and going lategame against protoss is not an option. And what about Oracle? I can't figure if there is any other unit that can do so many things that Oracle does. You only need to build one Oracle and you can go safe 3rd base, it kills workers extremely fast, it is a detection, it's like the fastest unit in the game, it can scout enemy's army the whole game using revelation and it can even put some statis traps for extra map control. Oh and if you don't prepare against it you lose. And all this in one unit and you have to build only one during the whole game. Sounds fair?

Oh, and remove the Warp Prism's pickup range already. It makes no sense that it's still in the game.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 26 2016 20:47 GMT
#62
Speaking of Ravager, I really really hope they don't nerf how spammable Corrosive Bile is. Corrosive Bile is a great mechanical skill check for the Zerg and his opponent. Every time it's cast is an opportunity for either player to mess up or make a great play.

I would much prefer a Bile range nerf (to make Ravagers more vulnerable) or a Ravager Warren to delay aggressive timings.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Charoisaur
Profile Joined August 2014
Germany16085 Posts
February 26 2016 20:48 GMT
#63
On February 27 2016 05:42 Elentos wrote:
Show nested quote +
On February 27 2016 05:38 Penev wrote:
So the liberator nerf is of the table? Damn I dislike this multi purpose unit. Especially when combined with tanks. :/

Well, they were only going to nerf the initial range anyway. Considering how strong the unit would still be (especially after the range upgrade) and that the ravager nerf isn't supposed to affect ZvT anymore I think it's fine to not change the range. Might wanna change the other stats instead...

Nerf ultras and adepts and we can talk about a liberator nerf.
Terran needs liberators in their current state to stand a chance against the other races.
Many of the coolest moments in sc2 happen due to worker harassment
Tenks
Profile Joined April 2010
United States3104 Posts
February 26 2016 20:49 GMT
#64
On February 27 2016 05:47 SiaBBo wrote:
Just do something about TvP already. It's ridicilous how Protoss can still play that matchup like ever he wants and going lategame against protoss is not an option. And what about Oracle? I can't figure if there is any other unit that can do so many things that Oracle does. You only need to build one Oracle and you can go safe 3rd base, it kills workers extremely fast, it is a detection, it's like the fastest unit in the game, it can scout enemy's army the whole game using revelation and it can even put some statis traps for extra map control. Oh and if you don't prepare against it you lose. And all this in one unit and you have to build only one during the whole game. Sounds fair?

Oh, and remove the Warp Prism's pickup range already. It makes no sense that it's still in the game.


Wait ... are you saying TvP is Protoss biased?
Wat
PressureSC2
Profile Joined January 2016
122 Posts
Last Edited: 2016-02-27 02:28:20
February 26 2016 20:52 GMT
#65
Should what KR pro feedback is verbalized be the right information to obtain and make a decision with? Or, should what is occurring inside of actual KR pro games at the highest level be the right information to analyze?

If I am a KR pro and my livelihood in the next few tournaments depends on whether a powerful ability is removed, or left in the game for my race - what should I be saying to succeed? "Blizzard, Remove the tankivac it's wrong" and then go grind out my 12 hour training day in the game so that i can pay my bills?

Is what is being said/sold important to adjust gameplay/balance, or the actual game data (watching replays) at the highest level? I am of the view that there could be a gap between the two.
Elentos
Profile Blog Joined February 2015
55589 Posts
February 26 2016 20:55 GMT
#66
On February 27 2016 05:49 Tenks wrote:
Show nested quote +
On February 27 2016 05:47 SiaBBo wrote:
Just do something about TvP already. It's ridicilous how Protoss can still play that matchup like ever he wants and going lategame against protoss is not an option. And what about Oracle? I can't figure if there is any other unit that can do so many things that Oracle does. You only need to build one Oracle and you can go safe 3rd base, it kills workers extremely fast, it is a detection, it's like the fastest unit in the game, it can scout enemy's army the whole game using revelation and it can even put some statis traps for extra map control. Oh and if you don't prepare against it you lose. And all this in one unit and you have to build only one during the whole game. Sounds fair?

Oh, and remove the Warp Prism's pickup range already. It makes no sense that it's still in the game.


Wait ... are you saying TvP is Protoss biased?

Too many Zest games :O
On February 27 2016 05:48 Charoisaur wrote:
Show nested quote +
On February 27 2016 05:42 Elentos wrote:
On February 27 2016 05:38 Penev wrote:
So the liberator nerf is of the table? Damn I dislike this multi purpose unit. Especially when combined with tanks. :/

Well, they were only going to nerf the initial range anyway. Considering how strong the unit would still be (especially after the range upgrade) and that the ravager nerf isn't supposed to affect ZvT anymore I think it's fine to not change the range. Might wanna change the other stats instead...

Nerf ultras and adepts and we can talk about a liberator nerf.
Terran needs liberators in their current state to stand a chance against the other races.

It's just a hypothetical scenario that would only make sense to consider with a tank buff.
Every 60 seconds in Africa, a minute passes.
Talula
Profile Joined March 2015
United States19 Posts
February 26 2016 20:57 GMT
#67
On February 27 2016 05:46 JimmyJRaynor wrote:
Show nested quote +
On February 27 2016 05:36 Tenks wrote:
I found and still find creep to be the most anti-fun mechanic in the game on both sides. Spreading it and clearing it is tedious.


it adds to the "fantasy of zerg" slowly engulfing the entire planet.. not just living on it... but consuming it from the inside out. i like the mechanic and i like how it offers a small advantage.


That is how I see it as well.. adds to the infestation. It is a nuisance for sure, but very "in character" for the Zerg race.

I play Terran, but I love the diversity of the mechanics for all the races.
No Justice, No Peace
PressureSC2
Profile Joined January 2016
122 Posts
Last Edited: 2016-02-27 02:30:08
February 26 2016 21:03 GMT
#68
Mr. Kim,

Please take notice that four out of five factory units are currently under performing in this current LOTV version of SC. Hellions are beautiful of course. We thank you for Hellions.

I have to say that I am a bit concerned that all discussions seem to go as follows:

- Maybe Thors are in need of some help, well maybe not.
- Maybe Cyclones are broken, well, let's wait and see.
- Maybe Tanks should obtain a damage buff, or maybe they shouldn't.

If all three units were new to LOTV, I would be less concerned. Unfortunately, two have been in a mediocre or bad state for quite some time (HOTS). Furthermore, I wouldn't call the fourth unit in need of help, Hellbats, game ending even if you are ahead in economy and/or army supply. Hellbats can be useful at times at KR level play - at best.

Rarely will you hear: "Pro player has an army supply and is moving across the map to end this with an impressive army supply of Hellbat, Cyclone, Thors and Tanks". We are not asking for OP - just for something not too far behind nine barracks power to move out on the map and possibly finish a game when you are significantly ahead of your opponent.

Edit: The widow mine is great but still a niche unit I think. No death ball or push at 200/200 is really having mines unless as support for MMM on many rax with double EB.


Thank you.



Deleted User 291523
Profile Joined December 2012
112 Posts
February 26 2016 21:06 GMT
#69
--- Nuked ---
JimmyJRaynor
Profile Blog Joined April 2010
Canada17708 Posts
February 26 2016 21:18 GMT
#70
On February 27 2016 06:06 woopr wrote:
Show nested quote +
this isn’t a change that needs to be implemented immediately. Therefore, we should take our time to carefully evaluate different options before making a final decision.

it's like getting told your tumor isn't large enough yet so they can't operate

after a few more months of TvT cancer david kim is gonna go with some shitty compromise like picking up sieged tanks in tank mode


no i think its more like entering a thread about SC2 balance and then having to read tumour and cancer analogies.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Nerchio
Profile Joined October 2009
Poland2633 Posts
Last Edited: 2016-02-26 21:21:57
February 26 2016 21:21 GMT
#71
On February 27 2016 05:48 Charoisaur wrote:
Show nested quote +
On February 27 2016 05:42 Elentos wrote:
On February 27 2016 05:38 Penev wrote:
So the liberator nerf is of the table? Damn I dislike this multi purpose unit. Especially when combined with tanks. :/

Well, they were only going to nerf the initial range anyway. Considering how strong the unit would still be (especially after the range upgrade) and that the ravager nerf isn't supposed to affect ZvT anymore I think it's fine to not change the range. Might wanna change the other stats instead...

Nerf ultras and adepts and we can talk about a liberator nerf.
Terran needs liberators in their current state to stand a chance against the other races.

I can say that zerg needs ultras to survive against terran lol
Progamer"I am the best" - Nerchio , 2017.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2016-02-26 21:39:45
February 26 2016 21:37 GMT
#72
On February 27 2016 03:49 Charoisaur wrote:
One time he has agood idea and one week later he's already reverting back on those changes.
Can't describe how disappointed I am, tvt is pure cancer right now and a long delay on tanks won't fix that.
Also the poll showed clearly that the vast majority wants the tank drop gone.


It's been obvious since beta that they really don't give a damn what the players want. Polls were even clearer during beta, and they completed ignored them then. They will do the same again now too.

It shows once again that their stance is a pure PR perspective. It doesn't matter what polls say, if it's anything that sparks any sort of major debate with top players, they will revert, regardless if it's better for the health of the game in the long run. The game is being designed for PR to minimize losses during it's decline, rather than being designed intelligently towards an overall vision of the game that will be approved by the community as a whole.

Come on, are you really surprised? I mean look at how they opened up this weeks update...

On February 27 2016 03:38 purakushi wrote:
It’s awesome how we’re all working towards having a more positive atmosphere towards StarCraft II on various sites and forums. We’re encouraged by the results of our collaboration with all the dedicated players out there who contribute to the StarCraft community on a daily basis. Thanks to you, we’re able to make the game better through weekly updates, balance test maps, and our constructive discussions. A healthy and positive community is vital to our game, especially when it comes to attracting new players and making them feel welcome. Let’s continue to focus on constructive feedback and work towards our goal of continually improving StarCraft II.



Yeah... Because the atmosphere of the community is so positive right now.... In reality it's at one of the lowest points it's been at for the whole life of SC2...

This is PR. They don't give a crap about polls. They don't give a damn about reality. The only thing that care about is that the few players and pro teams who have stuck with them this far don't leave. And that means no major changes. Even though major changes are what the game needs if it ever wants to receive a truly positive reception ever again.

They should be focusing on growth, they even say "attracting new players and making them feel welcome" in the update, but in reality they are focusing on minimizing losses. Absolutely nothing they are doing is focusing on growth of the game. Absolutely nothing they are doing is going to attract new players or make them feel welcome. That should send a message to all of us loud and clear...
Charoisaur
Profile Joined August 2014
Germany16085 Posts
February 26 2016 21:40 GMT
#73
On February 27 2016 06:21 Nerchio wrote:
Show nested quote +
On February 27 2016 05:48 Charoisaur wrote:
On February 27 2016 05:42 Elentos wrote:
On February 27 2016 05:38 Penev wrote:
So the liberator nerf is of the table? Damn I dislike this multi purpose unit. Especially when combined with tanks. :/

Well, they were only going to nerf the initial range anyway. Considering how strong the unit would still be (especially after the range upgrade) and that the ravager nerf isn't supposed to affect ZvT anymore I think it's fine to not change the range. Might wanna change the other stats instead...

Nerf ultras and adepts and we can talk about a liberator nerf.
Terran needs liberators in their current state to stand a chance against the other races.

I can say that zerg needs ultras to survive against terran lol

yeah, all 3 races depend on their "op units" in the current state of the game.
Many of the coolest moments in sc2 happen due to worker harassment
Vanadiel
Profile Joined April 2012
France961 Posts
February 26 2016 21:42 GMT
#74
On February 27 2016 04:15 Charoisaur wrote:
Show nested quote +
On February 27 2016 04:11 90ti wrote:
On February 27 2016 04:00 Charoisaur wrote:
We would obviously want to combo this with more of a damage buff than we have cuttently

I really don't think tanks need even more damage especially not for tvt.
The biggest issue with mech play are vipers in tvz and tempests in tvp.
A further tank buff won't really help against those two units but would make them overpowered against everything else.

So maybe adress blinding cloud by reducing the range of affected units by 5 or 6 so tanks don't get nullified by it and nerf tempests which are currently problematic in every matchup.


GSL showed it pretty well this morning, libs just shred everything and toss's only answer is the worst dps/cost unit in the game that's saving grace is that it outranges it. I think a slight increase to the time for the dropped tank to fire vs removing the mechanic. Make it 3-4 seconds so that in TvT positioning matters and for TvZ, they have a chance of repositioning their army/drones during drop/pickup play

If tempests get nerfed, libs can be nerfed too.
It's bad design anyway that an air unit can only be countered with other air units.


I really don't think tempest needs to be nerfed. Revelation of the oracle is the real problem in my opinion.


Happy to see that tankivacs might stay in the game.
SlammerSC2
Profile Joined April 2013
77 Posts
February 26 2016 22:11 GMT
#75
Blizzard just denied any chance of future Mech play. Now its just gonna be bio i every single terran game. Rip.
RavingRaver
Profile Joined May 2014
Canada57 Posts
February 26 2016 22:14 GMT
#76
I think they should have siege tanks picked up in siege mode and dropped off in tank mode for increased damage instead. The current suggestion to have siege tanks retain their ability to be picked up and dropped off in siege mode with an increased delay and damage is not enough of a change. Also, the original suggestion of having siege tanks not be able to be picked up in siege mode at allis not going to result in Bio/Mech disappearing in exchange for Bio and Mech. It will likely result in Bio, Bio/Mech and Mech all becoming useful compositions.
Xamo
Profile Joined April 2012
Spain886 Posts
February 26 2016 22:41 GMT
#77
On February 27 2016 05:05 Talula wrote:
Show nested quote +
On February 27 2016 04:53 DinoMight wrote:
Disable Medivac Boost while carrying tanks in siege mode? That way you can still save them from Ravagers etc. but if you just pick up all your tanks in TvT his Vikings will get you.

For consistency they'd have to add this to the Thor as well, I guess.

But this should affect like 0% of pro games.


I love this idea! Sounds like a great compromise, and I'm a Terran player.


I also like this one, the medivac could be even slower. It limits the mobility of flying Siege Tanks and makes doom drops riskier, while those cool defensive pick-ups could still be feasible. Combined with a higher delay when shooting, and a damage buff, we could have the best from both options.
My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
February 26 2016 22:42 GMT
#78
For example, if we further increased the time before the Siege Tank can fire, we may be able to get the effect we’re looking for. What if the time it takes to go into siege mode and fire once is equal to the time it takes before a Siege Tank can fire once it’s dropped off by the Medivac while in Siege Mode?


Well I think it needs to be slightly higher. The delay should be doubled from where it is now (so up to 3 seconds from 1.5 seconds).
Xamo
Profile Joined April 2012
Spain886 Posts
February 26 2016 22:48 GMT
#79
On February 27 2016 05:32 Nerchio wrote:
They can nerf ravagers but they need to do something with immortals as well or bring back upgraded infested terrans since spellcasters for zerg are just plain bad to their T/P counterparts

Do you really think the viper is bad? Or is it just the infestor?
My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 26 2016 22:59 GMT
#80
On February 27 2016 07:48 Xamo wrote:
Show nested quote +
On February 27 2016 05:32 Nerchio wrote:
They can nerf ravagers but they need to do something with immortals as well or bring back upgraded infested terrans since spellcasters for zerg are just plain bad to their T/P counterparts

Do you really think the viper is bad? Or is it just the infestor?


The Viper is so strong that it straight up prevents Terran from building half of their units in fear that the Viper will easily shut them down.

Which means Zerg never actually needs to build Vipers.

Which means Vipers feel useless.

It's like Immortals in HOTS PvT, they seem completely useless but if they didn't exist mech might actually be viable (maybe possibly) and then you'd desperately want Immortals.

Long story short, hard counters are bad.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
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