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Community Feedback Update - March 11 - Page 6

Forum Index > SC2 General
214 CommentsPost a Reply
Prev 1 4 5 6 7 8 11 Next All
GTR
Profile Blog Joined September 2004
51497 Posts
March 12 2016 05:17 GMT
#101
crossing my fingers the new map pool comes out before round 2 of proleague.
Commentator
Ouija
Profile Joined December 2011
United States129 Posts
March 12 2016 05:36 GMT
#102
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
Profile Joined December 2015
8 Posts
March 12 2016 06:32 GMT
#103
I am a korean. My english is poor.
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
Profile Joined December 2015
8 Posts
Last Edited: 2016-03-12 06:52:47
March 12 2016 06:39 GMT
#104
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
Profile Joined December 2015
8 Posts
Last Edited: 2016-03-12 06:51:52
March 12 2016 06:40 GMT
#105
Well, how do i delete this reply?
I wrote and post this reply by mistake.
Sorry.
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
March 12 2016 06:47 GMT
#106
SC2 is becoming boring again. Flat one dimensional gameplay, with these changes. No options to attack, 10- 15 min no rush games turtle feasts because it's better to sit and defend than to attack. Terran Mech is rank bad in this game, to watch and play against

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
Profile Joined March 2010
United States1324 Posts
March 12 2016 06:53 GMT
#107
I've never seriously thought this before, but with so much of their focus on terran even though they say it's doing fine... really makes you think they care about making them happy more than other races, which they won't even think about design changes for
Can't elope with my cantaloupe
Cyro
Profile Blog Joined June 2011
United Kingdom20319 Posts
Last Edited: 2016-03-12 07:07:05
March 12 2016 06:54 GMT
#108
Thanks for your comments @colossus0445

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.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
colossus0445
Profile Joined December 2015
8 Posts
March 12 2016 07:16 GMT
#109
Thank for your a piece of advice @cyro.
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-
Profile Joined December 2012
Canada393 Posts
March 12 2016 07:27 GMT
#110
an island map? Seriously... Can we get two separate map pools already. One for competitive play where Davie can mess around with all his stupid map ideas and then a normal map pool which isnt completely retarded. That would be great mmmk.
Professional Starcraft 2 Coach & Caster | Message me for more info or business proposals
ETisME
Profile Blog Joined April 2011
12497 Posts
March 12 2016 07:35 GMT
#111
please dont push more tech to lower tier to buff under used unit
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Beelzebub1
Profile Joined May 2015
1004 Posts
March 12 2016 09:13 GMT
#112
Nerfing is lame, why not just try small buffs on specific problem areas with Protoss? Taking away options from Zerg instead of just giving more options to Protoss leads me to believe that David is over thinking the problem and more interested in maintaining the "status quo" of 50% balance across the boards instead of promoting better game play.

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
Profile Joined May 2014
2369 Posts
March 12 2016 09:43 GMT
#113
How about making ovie speed a requirement for drops? This removes that shenanigan of really early drops. To drop at an early-ish timing you need an investiment before you really want speed for scouting. Its a really small nerf but its something.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Cyro
Profile Blog Joined June 2011
United Kingdom20319 Posts
Last Edited: 2016-03-12 09:49:17
March 12 2016 09:45 GMT
#114
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.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Superbanana
Profile Joined May 2014
2369 Posts
March 12 2016 09:51 GMT
#115
On March 12 2016 18:45 Cyro wrote:
Show nested quote +
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?

Show nested quote +
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.

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.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Charoisaur
Profile Joined August 2014
Germany16006 Posts
March 12 2016 10:12 GMT
#116
It seems like DK has no vision or plan for the game at all.
It feels like he is just throwing atound random changes and sticks with the things that get the least hate from the community.
Many of the coolest moments in sc2 happen due to worker harassment
Cyro
Profile Blog Joined June 2011
United Kingdom20319 Posts
Last Edited: 2016-03-12 10:33:20
March 12 2016 10:28 GMT
#117
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
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Tyrhanius
Profile Joined April 2011
France947 Posts
March 12 2016 10:32 GMT
#118
Yeah drop are strong early, and ravagers are, but dk solution is making them useless...

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
Profile Blog Joined June 2011
United Kingdom20319 Posts
Last Edited: 2016-03-12 10:52:52
March 12 2016 10:34 GMT
#119
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
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
March 12 2016 10:52 GMT
#120
Easier banshee speed is going to be super strong imo
Neosteel Enthusiast
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