Oh, and remove the Warp Prism's pickup range already. It makes no sense that it's still in the game.
Community Feedback Update - February 26 - Page 4
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SiaBBo
Finland132 Posts
Oh, and remove the Warp Prism's pickup range already. It makes no sense that it's still in the game. | ||
pure.Wasted
Canada4701 Posts
I would much prefer a Bile range nerf (to make Ravagers more vulnerable) or a Ravager Warren to delay aggressive timings. | ||
Charoisaur
Germany15883 Posts
On February 27 2016 05:42 Elentos wrote: 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. | ||
Tenks
United States3104 Posts
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? | ||
PressureSC2
122 Posts
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
55465 Posts
On February 27 2016 05:49 Tenks wrote: Wait ... are you saying TvP is Protoss biased? Too many Zest games :O On February 27 2016 05:48 Charoisaur wrote: 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. | ||
Talula
United States19 Posts
On February 27 2016 05:46 JimmyJRaynor wrote: 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. | ||
PressureSC2
122 Posts
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. | ||
woopr
United States112 Posts
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 | ||
JimmyJRaynor
Canada16647 Posts
On February 27 2016 06:06 woopr wrote: 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. | ||
Nerchio
Poland2633 Posts
On February 27 2016 05:48 Charoisaur wrote: 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 | ||
Spyridon
United States997 Posts
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
Germany15883 Posts
On February 27 2016 06:21 Nerchio wrote: 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. | ||
Vanadiel
France961 Posts
On February 27 2016 04:15 Charoisaur wrote: 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
77 Posts
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RavingRaver
Canada57 Posts
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Xamo
Spain877 Posts
On February 27 2016 05:05 Talula wrote: 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. | ||
Hider
Denmark9362 Posts
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
Spain877 Posts
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? | ||
pure.Wasted
Canada4701 Posts
On February 27 2016 07:48 Xamo wrote: 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. | ||
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