Community Feedback Update - March 24 - Page 3
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Avi-Love
Denmark423 Posts
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huller20
United States112 Posts
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AdrianHealeyy
114 Posts
(1 first): half the corrosive bil time (to 5 seconds) ànd half the damage and then: nerf it that way, for example: to 7 seconds. That way: the interaction stays, it can still hit forcefields and requires more skill to effectively use. No? | ||
Ej_
47656 Posts
Stop pushing the banshee speed upgrade, it's stupid. Let people play the game, this isn't Dota by Icefrog. | ||
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DeadByDawn
United Kingdom476 Posts
Banshees do not work well with bio at all. I need reactors on my Starports to build Medivacs, hence I can't build Banshees at all, as building just one to harass would suck. Can't understand people complaining about Mech being much stronger versus Zerg with the Thor 'buff'. Ever heard of mutalisks - without the splash on the Thor they will trash every unit out of the factory (even WMs). Otherwise I am OK with it, especially separate MMRs so that I do not have to worry about my ranking when off-racing. | ||
Comedy
455 Posts
Other changes sound good, but liberator AOE damage might still prove problematic late game. Just like protoss late game air is untouchable by zerg as well. (Zerg anti air weak since parasitic bomb nerf) | ||
Aocowns
Norway6070 Posts
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Spyridon
United States997 Posts
On March 25 2016 07:26 Comedy wrote: Not a fan of the banshee speed upgrade. It's an invisible unit, and invisible units should not be part of mainstream play because they are too gimmicky by nature. Making them so fast that literally nothing can catch them seems like an odd choice. That's how SC2's design is intended, apparently. Just what we need, more volatility w/ units that require a very specific counter to be prepared in advance. On March 25 2016 03:28 H0i wrote: They should really work on protoss, design and balance wise. Why do they keep ignoring protoss? Especially PvZ. Changing zerg is not the solution, changing drops will just make zvz and zvt worse. Increasing the cooldown on bile a bit will not help. Change protoss.Give them more options. The better question is, why do they only work on balance and ignore design? The balance issued are caused by design issues/inconsistencies. But instead of repairing the cause of the problems, they try to repair the symptoms. Funny how Blizzards modern methods are comparable to Western Medicine... In both cases the users sacrifice in order to make the big companies some $$$ | ||
FueledUpAndReadyToGo
Netherlands30548 Posts
I love the 99% and 97% approval rates for the league stuff, shows that it's crazy/sad it took them 2 expansions and a year to change it. But very happy were getting it :D | ||
[PkF] Wire
France24192 Posts
On March 25 2016 07:19 Ej_ wrote: Imho they should try only the drop changes and stop messing around with matchups that aren't broken. Stop pushing the banshee speed upgrade, it's stupid. Let people play the game, this isn't Dota by Icefrog. Agree. Nerf ovie drops and see what happens -I don't even think this is needed, with the upcoming map pool P will be more than fine if you ask me. By the way, nerfing liberators would make T wildly UP in TvP, and no banshee buff that's not plain broken would ever compensate that. | ||
seemsgood
5527 Posts
Liberator ability radius reduction from 5 to 4 After going through the details of reducing the range of the ability and hearing your feedback on the current strength of Liberators, we thought it might be better to go a bit harder on this nerf so that we can also go heavier on the Banshee buff, so that we can potentially get situations where going one or the other unit can be viable instead of it being Liberators all the time. With this change, the total range of Liberators will be nerfed, as well as the damaging area. We hope this change feels more fitting, and once we get the Balance Test Map online we’d love your opinions on how these changes feel. They actually listened to us :O I will mad as fuck if they choose it's anti ground damage. Thor AA damage changed to flat and single target We’re still looking at numbers for this, but we’re thinking something similar to the idea of the Thor’s damage against the ground: High damage per shot with a low rate of fire. With this change, we wonder if we can separate out the Thor’s AA role from units such as the Widow Mine or the Liberator. We considered whether this could overlap with the Viking, and although there will be more overlap than before, there are still many differences between the two units. Between the many obvious differences, the Thor’s resistance to splash damage, and their different flat damage values, the two units will still be in unique places. I agree thor will overlap with the viking but the situation in this game will make both feel unique.For example: In TvP:Viking is more benefit for bios army than thor even you can neutralize thor's immobility by lift it up but it's second force field for terran because you want place it behind bio army to kill air unit,colosuss or it will be immortal's food.Also because it's ground unit,tempest will abuse it's range to pick of terran army and you don't want place it in front line.Tempest is more supply efficient too.Only viking beats it and can micro. In TvZ:You need to address liberator's AA or terran will only build it + ghost.Even viking is losing it's role in this match up right now...Nerf liberator's AA will help you have easier time to determine how much damage needs to be buff for thor.I want the liberator becomes anti light specialist.Air battle is too fast right now,army of both side disappear in a heartbeat.I don't like it. In TvT: LOL.... as long as marine+ medank is standard army comp,viking is definitely useful than thor.... On March 25 2016 04:55 DinoMight wrote: So what are we supposed to build against mass Hellbat Thor now? Thor can'thave both insane air and ground damage and be complimented perfectly by a unit that comes from the same structure and costs no gas. Maybe when we see numbers I can balance whine more. But I don't like that they're fundamentally ruining the game based on Avilo's whining. This idea that the factory needs to have some sort of high single target damage AA is a crutch for lazy play, and an excuse to only make factory units. It has no place in SC2. Those advocating for such a change (and likely for higher siege tank damage, etc..) should really just be playing BW. Otherwise, good job Blizzard. MMR has been something I've wanted for years, and race split MMR just makes sense. DISRUPTOR. | ||
seemsgood
5527 Posts
On March 25 2016 07:25 DeadByDawn wrote: Liberator nerf, Banshee buff does not help in TvP. Liberators are essential in that matchup and nerfing them will make TvP much harder. Banshees do not work well with bio at all. I need reactors on my Starports to build Medivacs, hence I can't build Banshees at all, as building just one to harass would suck. Can't understand people complaining about Mech being much stronger versus Zerg with the Thor 'buff'. Ever heard of mutalisks - without the splash on the Thor they will trash every unit out of the factory (even WMs). Otherwise I am OK with it, especially separate MMRs so that I do not have to worry about my ranking when off-racing. Radius nerf is OK,liberator is still very strong in high number but damage nerf is crucial. | ||
bela.mervado
Hungary376 Posts
On March 25 2016 07:18 AdrianHealeyy wrote: I thought it made more sense to (1 first): half the corrosive bil time (to 5 seconds) ànd half the damage and then: nerf it that way, for example: to 7 seconds. That way: the interaction stays, it can still hit forcefields and requires more skill to effectively use. No? I had the same idea in mind when blizz announced they want a ravager nerf. Actually I'm not sure halving the timeout and damage would be a nerf, this way a zerg can just sit on the rapidfire bile key and pour biles all over the place. It would be harder to avoid. I don't know. | ||
coolmiyo
51 Posts
On March 25 2016 08:02 bela.mervado wrote: I had the same idea in mind when blizz announced they want a ravager nerf. Actually I'm not sure halving the timeout and damage would be a nerf, this way a zerg can just sit on the rapidfire bile key and pour biles all over the place. It would be harder to avoid. I don't know. bullshit idea, zerg would do free damage more often while the other player is moving his units to avoid the fireball. | ||
CheddarToss
534 Posts
On March 25 2016 07:39 [PkF] Wire wrote: Agree. Nerf ovie drops and see what happens -I don't even think this is needed, with the upcoming map pool P will be more than fine if you ask me. By the way, nerfing liberators would make T wildly UP in TvP, and no banshee buff that's not plain broken would ever compensate that. 1 range is a minor nerf and PvT is already slightly Terran favoured. | ||
Elentos
55465 Posts
On March 25 2016 08:20 CheddarToss wrote: 1 range is a minor nerf and PvT is already slightly Terran favoured. It's 1 radius, which will do more than just 1 range in many situations. Regardless, I'm fine with trying it out. And if it turns out TvP gets broken by this change, they can still tweak a unit that is not the liberator. | ||
Psychobabas
2531 Posts
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PressureSC2
122 Posts
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SetGuitarsToKill
Canada28396 Posts
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PressureSC2
122 Posts
The cyclone could fit the AA role just right with a redesign. The thor will never be a reliable good unit because it's so big, clunky, slow and expensive. Nor is the widow mine reliable for obvious reasons. This. | ||
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