Community Feedback Update - March 11 - Page 6
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GTR
51323 Posts
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Ouija
United States129 Posts
Discussions Around Mech Thanks for many great discussions around this topic. After going through the feedback, our current thought is to focus more on individual mech units first, and diversifying that. As we explore changes in this area, we’ll be able to identify what type of strategies and unit compositions show potential, so we can go from there. The question as to whether bio and mech should be completely split or always mixed will naturally be answered better as we explore individual design improvements. So you will focus on individual mech units besides the tank? Or is that included? Also what the fuck do you mean identify startegies and unit comps that show potential and go from there? That seems like more of the players job, and once you find a comp with "potential" what are your plans? Buffing those units to ensure that, that particular comp or strategy is used? And again I will say as I did in the last update. If you want true strategic diversity for terran you will split the two comps to be stand alone. The potential for mixing will always be there. | ||
colossus0445
8 Posts
but i say that DK should choose overlord drop tech nerfing. because nerfing ravager may effect TvZ not only PvZ. In korea, TVZ is tilled to Terran. So if DK nerf to ravager, even if DK nerf to tank too, TVZ will be more tilled to terran. So i agree to nerf overlord drop tech. | ||
colossus0445
8 Posts
Ravager Cooldown nerf looks to be the strongest in this area. For example, if we go from 10 seconds to 14 seconds on the ability, that’s a big DPS nerf on the ability damage. We definitely want to nerf either Ravager timings or Overlord drops in PvZ, due to strategy diversity on the Protoss side. But we don’t need a simultaneous double nerf. Overlord Tier 1 Drops We saw the strong points many of you brought up in terms of not nerfing Ravagers, and focusing more so on Overlord drops as the first pass. If we were to go this route, we believe moving the requirement from Evolution Chamber to Lair would be the most reasonable, and although this is a huge nerf, we can definitely test this out due to the early game PvZ issue looking pretty clear at this point. Let’s discuss whether we should test a Ravager or Overlord tier 1 drop nerf first, because we’d like to test something as soon as possible on the balance test map so that we can patch to the live game. In fact, many korean user agree to nerfing overlord drop. Thay say that overlord is more problem than raveger in pvz. | ||
colossus0445
8 Posts
I wrote and post this reply by mistake. Sorry. | ||
Topdoller
United Kingdom3860 Posts
This looks like the beginning of the end for this game when i see what they are considering in the above. My love for this game is fading fast | ||
Fig
United States1324 Posts
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Cyro
United Kingdom20274 Posts
I don't think you can delete a post, just write accidental post and it is ok! i wrote much of the same things earlier: change drops first 100% IMO Drop is a way bigger problem for protoss right now IMO - a ravager corrosive bile cooldown nerf would largely affect ZvT, maybe even more than ZvP This update coming only 3 days after the last one was quite sudden and with a different message - maybe the community has been heard more now. | ||
colossus0445
8 Posts
Well... accidental post is not deleted... haha...OMG Well, anyways. I just came to tell about agreement of this week feedback and i vote for overlord drop nerfing instead of ravager nerfing strongly as many korean protoss users. | ||
-HuShang-
Canada393 Posts
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ETisME
12265 Posts
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Beelzebub1
1004 Posts
If Protoss is struggling with early aggression, tune things like the mothership core or cannons or other early defensive buffs, if Protoss is struggling vs. Lurkers, buff things like the Disruptor or even the Colossus or Void Ray (which sucks in LOTV) to help them fight it, give Protoss more options. Moving Overlord drops to Lair will only work if they give it as an upgrade to Overseers, once turrets and a few basic in base defenses go up Overlord drops are almost never worth it and hardly do damage at all in comparison to Terran and Protoss drops. Are we really going to neuter one of the few ways Zerg can attack early on? It's also ridiculously easy to scout. Making Zerg 100% reactive is ridiculous, Overlord Drops will go straight into the trash can like Swarm Hosts if they are moved to lair with no compensation. The Ravager is really just looking like the problem child, for god's sake just make it so Bile doesn't effect buildings so more defensive builds will be viable for Protoss and they can defend and take third bases easier. The news on maps is also maddening, can we just get a separate map pool for competitive ladder and like another map pool where David can test out retarded "fun and interesting" concepts like islands? Islands lol, good luck stopping that from being hopelessly imbalanced and immediately thrown out in the pro scene. | ||
Superbanana
2369 Posts
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Cyro
United Kingdom20274 Posts
It's also ridiculously easy to scout. It's actually not easy to scout every game. How do you consistently scout if a zerg built 8 speedlings or 26 off a hatch gas pool or hatch hatch gas pool opening? How about making ovie speed a requirement for drops? The ones that get overlord speed on close air positions and use it to attack w/ queens and drop micro as well as speedlings would be unaffected. That's very powerful too, not just pure speedling drops. | ||
Superbanana
2369 Posts
On March 12 2016 18:45 Cyro wrote: It's actually not easy to scout every game. How do you consistently scout if a zerg built 8 speedlings or 26 off a hatch gas pool or hatch hatch gas pool opening? The ones that get overlord speed on close air positions and use it to attack w/ queens and drop micro as well as speedlings would be unaffected. That's very powerful too, not just pure speedling drops. Uhm, so the problem is the commited drop (ovie speed, sending and producing queens, losing overlors), the early harass (8 lings in your main) or both? Because its an interesting option for zerg that shoudn't be completely removed if Ulrena is the problem. Its not as strong in other not as close air positions. | ||
Charoisaur
Germany15867 Posts
It feels like he is just throwing atound random changes and sticks with the things that get the least hate from the community. | ||
Cyro
United Kingdom20274 Posts
Uhm, so the problem is the commited drop (ovie speed, sending queens) the early harass (8 lings in your main) or both? 8 speedlings is never a problem, if there are only 8 speedlings on the map then there is no reason to take damage from them Usually Z either gets overlord speed and brings 2 queens with ~10-20 speedlings to the main. Without overlord speed, it's 8-16 lings dropped in the main & more poking at front simultaneously. Both are pretty strong. Seras has a close air spawn too | ||
Tyrhanius
France947 Posts
If you move drop to lair they need a speed buff, or faster unload, or it's will be useless. If they kill the agressive option, Zerg will be back to the boring defensive race with no harass, nor micro option, just macro and get T3 tech, then turtle. Myself, i will just stop playing. I loved the design of the race, but it was a lie, it was never the swarm agressive race, Terran is. It's just a protoss like with bugs... Desappointed. | ||
Cyro
United Kingdom20274 Posts
If they kill the agressive option, Zerg will be back to the boring defensive race Either way we have at least one "boring defensive race" by such logic | ||
FueledUpAndReadyToGo
Netherlands30545 Posts
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