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Community Feedback Update - February 26 - Page 5

Forum Index > SC2 General
303 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 14 15 16 Next All
Tenks
Profile Joined April 2010
United States3104 Posts
February 26 2016 22:59 GMT
#81
They really do need to fix TvT. It is about as tedious to play as the HotS hellbat bullshit. It is just absolutely no fun with doom drop into counter doom drop.
Wat
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2016-02-26 23:12:46
February 26 2016 23:10 GMT
#82

It’s awesome how we’re all working towards having a more positive atmosphere towards StarCraft II on various sites and forums.
Urgh really? The first thing they say? The attempt to prevent any criticism of their actions just disgusts me. It's pretty clear that they are not a balance/design team anymore, they are just a PR team.
Big J
Profile Joined March 2011
Austria16289 Posts
February 26 2016 23:17 GMT
#83
I don't know David Kim, but what I'm reading is that half of the players defending the tankivac start their posts with "I'm only watching the game". There is a basic understanding issue, a balanced SC2 will always produce great games, the skill level is way too high not to. Even an imbalanced SC2 produces great games on the highest level. But viewers that have no clue about the game and should have no saying then use those games to justify the state of the game. Those games would happen with or without the tankivac.

On the other hand I tune into Nathanias stream for 5 seconds and I hear him complain about him winning by dropping his tankivacs first. Dunno, but the main argument I read from the actual players in favor of the tankivac are balance-concerns, mainly in ZvT, not how incredible fun TvT with tankivacs is.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 26 2016 23:19 GMT
#84
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.


This. It's so stupid to be forced to get tempests in PvT or lose the game. One response only.
MaxTa
Profile Joined February 2016
61 Posts
February 26 2016 23:25 GMT
#85
Well one thing is sure, if they don't remove tankivacs and buff siege tanks like proposed, mech will pretty much never be used both in TvT and TvP. It will pretty much always be what we are seeing right now and that has been figured out already: Bio + tankivacs or liberators.

To me it's already feeling redundant and I'm all for some new fresh builds and meta...If really it's a must to be able to pick up sieged tanks I would make it so they unload unsieged, that way they could at least be saved agaisn't ravagers and they would require more micro and time to siege them up again so it would be fair.

With that said, depending on what they do with tankivacs, the ravagers will also need to be tweaked. There are so many ways to do this: increase their morphing time, require lair, make them armored, increase corrosive bile cooldown, nerf corrosive bile damage... This needs to be tested !
Fran_
Profile Joined June 2010
United States1024 Posts
February 26 2016 23:36 GMT
#86
I'm impressed, this is a very solid community update. I like the reasoning.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
Last Edited: 2016-02-26 23:45:21
February 26 2016 23:36 GMT
#87
My god if they dont buff the damn tank damage... so frustrating...

they claim they want diversity in terran play. You mean marine medivac tank every game???
Elentos
Profile Blog Joined February 2015
55511 Posts
Last Edited: 2016-02-26 23:58:38
February 26 2016 23:42 GMT
#88
On February 27 2016 08:36 Psychobabas wrote:
My god if they dont buff the damn tank damage... so frustrating...

Something tells me they didn't give up on that idea.
On February 27 2016 03:38 purakushi wrote:
try out a version of the Siege Tank where we heavily increase the delay before Siege Tanks can fire after being dropped off by the Medivac while in Siege Mode. We would obviously want to combo this with more of a damage buff than what we have currently.

Can't quite put my finger on it.
Every 60 seconds in Africa, a minute passes.
MaxTa
Profile Joined February 2016
61 Posts
February 26 2016 23:43 GMT
#89
Concerning the liberators, they are like most of the air units slightly too strong at the moment. I'm all for nerfing them a little but I'm afraid decreasing their range will actually render them useless without the upgrade... I would look into increasing their supply cost to 4, reducing their move speed or reducing their attack speed instead...

That being said I would do something similar with the tempest: either increase their supply cost to 6, reduce their attack speed or even make them attack air only.
Spyridon
Profile Joined April 2010
United States997 Posts
February 26 2016 23:43 GMT
#90
On February 27 2016 08:10 Dangermousecatdog wrote:
Show nested quote +

It’s awesome how we’re all working towards having a more positive atmosphere towards StarCraft II on various sites and forums.
Urgh really? The first thing they say? The attempt to prevent any criticism of their actions just disgusts me. It's pretty clear that they are not a balance/design team anymore, they are just a PR team.


Exactly!!

Design went out the window when they admit to choosing inferior design in order to avoid "negative perception from the community" during beta. The transition from Design team to PR team was completed at that point, and we've been screwed ever since.

On February 27 2016 08:36 Psychobabas wrote:
My god if they dont buff the damn tank damage... so frustrating...


Welcome to everyday life when dealing with the SC2 development team.

Makes me so damn frustrated and angry. More than other games. Because SC2 SHOULD be a good game. Blizzard SHOULD have made major changes and turned things around by now. At least some-what. Just like they have did in the past on D2, WC3, D3, and basically every game of theirs except WoW.

Their vanilla games are not always the best reception, but Blizzard usually puts in the work to make each of their games a success. With SC2, I don't know what the hell they are doing anymore...
MaxTa
Profile Joined February 2016
61 Posts
February 26 2016 23:57 GMT
#91
About the Korean pros well, they obviously have a lot of experience and we cannot ignore them, but I think their opinion can be biased simply because their actual life and income depends on the current game design and maps. So of course if they are winning with one strat all the time on the current map pool they will not want any change whatsoever...

The fact is that pretty much all the top T koreans are doing the same exact build which is Bio+ Libs some maybe using tankivas and that's pretty much all we will ever see unless we are willing to make some change...
Elentos
Profile Blog Joined February 2015
55511 Posts
Last Edited: 2016-02-27 00:00:15
February 27 2016 00:00 GMT
#92
On February 27 2016 08:57 MaxTa wrote:
About the Korean pros well, they obviously have a lot of experience and we cannot ignore them, but I think their opinion can be biased simply because their actual life and income depends on the current game design and maps. So of course if they are winning with one strat all the time on the current map pool they will not want any change whatsoever...

The fact is that pretty much all the top T koreans are doing the same exact build which is Bio+ Libs some maybe using tankivas and that's pretty much all we will ever see unless we are willing to make some change...

You're implying that people who disagree with them are somehow not biased for any reason. Which I doubt.
Every 60 seconds in Africa, a minute passes.
MaxTa
Profile Joined February 2016
61 Posts
February 27 2016 00:02 GMT
#93
We're all at least slightly biased but Korean pros making a living out of it are more proned to it, im my opinion
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
February 27 2016 00:06 GMT
#94
Just posting here to say that I think the flying tanks in their current implementation in pro play are really cool, and I don't want them to take away flying tanks. I think the higher damage and longer delay could be cooler tho
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
MaxTa
Profile Joined February 2016
61 Posts
February 27 2016 00:10 GMT
#95
Flying tanks + higher damage would be way too strong though, that's all we would see... It's either we keep everything like it is now or we buff their DPS but adjust accordingly...
imre
Profile Blog Joined November 2011
France9263 Posts
Last Edited: 2016-02-27 00:16:58
February 27 2016 00:14 GMT
#96
On February 27 2016 07:59 Tenks wrote:
They really do need to fix TvT. It is about as tedious to play as the HotS hellbat bullshit. It is just absolutely no fun with doom drop into counter doom drop.


Funny considering we're seing like 1/10 of the doom dropping action that there was in HotS in LotV pro games when both players are going marine/tank. I'd guess that until a certain skill level doom drops are still strong because players are unable to react properly with their own tankivacs.

On February 27 2016 09:02 MaxTa wrote:
We're all at least slightly biased but Korean pros making a living out of it are more proned to it, im my opinion


at least they're not that awful that doom dropping is an issue because I'm pretty sure canon rushing should be an issue somewhere on the ladder too.
Zest fanboy.
Gwavajuice
Profile Joined June 2014
France1810 Posts
February 27 2016 00:27 GMT
#97
Tankivacs are too strong in TvT period. We need a different comp that can fight them on equal foot, to get the variety and strategy back in the match up.

I don't know how you can change this without impacting other match ups too much, though :

-remove them?
-make them slower?
-reduce their dmg?
-buffing another Terran unit?

Whatever, something has to be done, or nobody will want to play not watch TvT in a few monthes.

+ Show Spoiler +
Also, could the people that keep insulting DK and the balance team on every thread just shut the fuck up please?
Dear INno and all the former STX boys.
imre
Profile Blog Joined November 2011
France9263 Posts
February 27 2016 00:29 GMT
#98
On February 27 2016 09:27 Gwavajuice wrote:
Tankivacs are too strong in TvT period. We need a different comp that can fight them on equal foot, to get the variety and strategy back in the match up.

I don't know how you can change this without impacting other match ups too much, though :

-remove them?
-make them slower?
-reduce their dmg?
-buffing another Terran unit?

Whatever, something has to be done, or nobody will want to play not watch TvT in a few monthes.

+ Show Spoiler +
Also, could the people that keep insulting DK and the balance team on every thread just shut the fuck up please?


removing boost or a higher delay between the siege and the volley are two things that don't have monstruous impact vP/Z (even if that means TY vs Solar could no longer be played) and are compatible with a slight tank buff I think, while effectively killing tankivac outside of early game in TvT.
Zest fanboy.
MaxTa
Profile Joined February 2016
61 Posts
February 27 2016 00:42 GMT
#99
Removing boost on certain units seems a bit too weird and breaking the rules. Doom drops will still arrive but with the tanks slightly delayed, I'm not sure it will change the outcome enough...
AaBbCc
Profile Joined February 2016
New Zealand110 Posts
Last Edited: 2016-02-27 01:01:12
February 27 2016 00:56 GMT
#100
T player here.

Personally, I like the Tankivac and would like it to stay, in some form or another. I think most people's preference really comes down to whether they like it as a mechanic or not, rather than anything to do with balance (tank purists vs. those that love fancy micro). Obviously, if it is removed then this will create some issues due to the design of the ravager. The reason I want it to stay is I love the idea of forced counter micro in legacy, even if it's slightly predictable to watch as a viewer sometimes. The reason I love it is because it allows great players for force extra actions out of their opponents and allows the player with better mechanics and multi-tasking to shine, leading to the better player gaining an advantage. The other school of thought though, is that the pick up mechanic takes away from those players with strong tactics and positioning skills. Historically these slower and less mechanically able players were able to compete by cleverly using positioning. It really comes down to what you prefer for your playing/viewing experience.

I admit I do miss the good old positional chess battles of TvT but despite this, it's hard to deny how exciting aLive vs. TY was the other night. I think I'd rather that kind of game than a siege line slug fest any day. Because TvT, rather than TvZ seems to be the area of most concern, I am in favor of a further delay between drop and firing, this will give more advantage to the player who has his tanks pre-sieged and the player with the faster reaction time. A damage buff may not be necessary, however, could result in a return of mech in the TvT meta at least.

I think the ravager-liberator interaction is balanced currently, as is the liberator range. Four shots is too many to kill a liberator. However, ZvP early ravager aggression definitely needs to be addressed. I think a cool-down nerf or a decrease in the amount of damage corrosive bile does to buildings are good starting points for testing, they could also tinker with increasing pylon health but I don't really like this as PO is already so strong.

As for the cyclone, I think it's basic attack should be increased to range 7, to match it's lock-on range. I don't think it's damage should be increased, as it already does plenty of damage while locked and higher damage will promote massing in the mid game, even if the supply cost is increased. A slight armor or health buff to increase survive-ability is probably the way to go.
Life is a meaningless interruption to an otherwise peaceful non-existence.
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