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Community Feedback Update - March 31 - Page 6

Forum Index > SC2 General
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Aron Times
Profile Blog Joined March 2011
United States312 Posts
April 01 2016 02:43 GMT
#101
1. Team Colors

Just fucking do it already. I want my yellow marines and yellow siege tanks. I am not a Drone or a Strategist. I am the Eternal.

2. Zerg Reticule

I don't play Zerg much, ever since I switched from Random to Terran, but that's good to know.

3. Map Pool

Thank you. It pleases me so much to hear you actually take a stand instead of bowing down to ESPORTS! pressure. This is exactly my opinion on the standard vs. non-standard map debate. I am of the opinion that each map should be unique, or at least encourage unique playstyles, i.e. standard maps should not exist. Standard maps are good for ESPORTS! but are not necessarily fun or good for the rest of us.

4. Game Balance Changes

I approve of all of these.
"The drums! The drums! The drums! The neverending drumbeat! Open me, you human fool! Open the light and summon me and receive my majesty!"
bela.mervado
Profile Joined December 2008
Hungary417 Posts
April 01 2016 02:45 GMT
#102
i don't know if it's a good idea or not, but
why not have only one attack upgrade for terran ground units (on ebay), which would upgrade all T ground unit attacks (bio and mech), and keep the mech shield, air attack, air shield (separated again) on armory.
this would help with mixing mech with bio, and slow down a later switch to air.

to me it's a bit boring to watch latestalegame tvz with mass liberators so i think some kind of nerf was a good idea.
probably they should consider changing the damage instead of range, so for example libs would 2->3 shot roaches.
maybe with some +armored damage on the thor to help against ultras.

with the changes to thor AA, zergs might try to have more muta, with corruptors trying to hunt down liberators, thors hunting corruptors, and muta killing thors -.-

chipmonklord17
Profile Joined February 2011
United States11944 Posts
April 01 2016 02:58 GMT
#103
I can't believe they're going through with the banshee change and changing ravagers without changing tankivacs. Honestly the only change that makes sense to me is the liberator nerf. The bile cooldown would make sense in a world where tankivacs also get nerfed/removed, but now Zergs now have to wait longer to bile and medivacs can still quickly and effectively grab a tank and move it.

Also please keep AA splash on the thor and take it off the fucking liberator, the unit doesn't need more things it can do well. Its already an amazing AtG defensive tool, reactorable, and isn't too bad AtA. It having splash is just an unnecessary ability that should just stay on the thor
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 01 2016 03:00 GMT
#104
I guess the tank buff disappeared into oblivion?? That was the one big change that I was really looking forward to, but I hope they mention it again in a future update soon.
ㅇㅅㅌㅅ
Ape_Island
Profile Joined February 2016
29 Posts
Last Edited: 2016-04-01 03:42:37
April 01 2016 03:08 GMT
#105
On April 01 2016 09:46 Tresher wrote:
Show nested quote +
On April 01 2016 09:42 Ape_Island wrote:
On April 01 2016 09:21 Tresher wrote:
On April 01 2016 09:16 Ape_Island wrote:
If Marauder were more powerful, wouldn't it solve much of these problems?;
and nerfing Terran in other areas if appropriate.

T and Z wouldn't so easily advance to higher tiers perhaps.



So buffing Bio even more (while it actually needs to be toned down tbh) and nerfing other playstyles (read: Mech) even more?
*buzzer sound*

NO thanks!


Yes, and tank too, returning Terran's main power back to core units.
However, then nerfing the recent additions.


Siege Tanks should be a core Unit in the first place. For Mech that is.
Wtf at nerfing Tanks even more...must be a player that runs head on with A move into Tank lines,then complains that this is not a viable strategy. No words for this.


Buff tank and Marauder I was trying to say: returning the power of Terran
to its core units. Then, if that's strong enough (with mines it probably is),
Liberator nerf wouldn't be unreasonable.

Tosster
Profile Joined August 2011
Poland299 Posts
April 01 2016 03:58 GMT
#106
We do not want every map to be standard, we want couple of playable ones. Right now almost all of these maps are fucking shit (temp incoming?).
MaxTa
Profile Joined February 2016
61 Posts
Last Edited: 2016-04-01 04:32:39
April 01 2016 04:20 GMT
#107
Some suggestions:

TERRAN

- Tankivac: remove tankivac + damage buff to sieged tank
- Liberator: 4 supply cost, radius nerf
- Thor: new upgrade that requires fusion core and give 15 range in AA (similar to Bw goliath range upgrade)
- Cyclone: Lower cost to 150/75/2, Increase Hp to 150

ZERG

- Ravager: Increase corrosive bile cooldown, change to armored, Increase morph time to 20 sec(instead of 9 sec Hots time)
- Lurker: Reduce range to 8
- Nydus: Remove invulnerability, decrease cost to 150/100
- Ultra: 6 armor in total (instead of 8)
- Brood lord: 6 supply cost

PROTOSS

- Warp Prism: Increase cost to 200/100
- Phenix: Reduce move speed to 5.4 (instead of 5.95)
- Voidray: Increase Charge cooldown to 75 sec (instead of 60 sec Hots time)
- Tempest: 6 supply cost
GoSuNamhciR
Profile Joined May 2010
126 Posts
April 01 2016 04:28 GMT
#108
That liberator nerf is going to be rough in TvP but overall fine, but that banshee change is huge, its very likely that terran will get speed over cloak now and there is a real choice of upgrades for the unit. In the right situation the cloak will be better (low tech zerg)

I hope going forward terran is given a viable option against ultralisks or just have their armor get nerfed as TvZ always seems to be a race to beat them or gain a large advantage before ultras or lose.

I like the Thor change as it really has become quite an obsolete unit, its air splash was always pathetic and mainly just used to keep zergs muta play honest, but the liberator was just better at the job and actually a counter to mutas. I just hope they change the targeting priority to ground over air, if they still prioritize mutas for example they are going to be too much of a micro check to use over a more fluid and equally cost effective unit like the liberator or siege tank.

Bile nerf is good for ZvP, but it will hurt a lot in breaking bunker contains ZvT or in the early all in which is just terrible 90% of the time anyway.

I'm really surprised nothing from protoss was looked at in this patch as I kind of felt they needed some changes. I would really like to see build times from gateways (not warpgates) reduced slightly, I feel like terran all ins vs. protoss are a little strong and they hit before warpgate and tend to auto win as is currently vs. any fast nexus build. Last season I finished with a near 90% win rate in TvP just proxying protoss every game at high GM and it really feels broken to me... at least in NA. Just my thoughts.
Ape_Island
Profile Joined February 2016
29 Posts
April 01 2016 04:37 GMT
#109
[B]On April 01 2016 13:28 GoSuNamhciR wrote:
I just hope they change the targeting priority to ground over air, ...


Allowing user to select priority seems fitting on Thor unit.
Xenotolerance
Profile Joined November 2012
United States464 Posts
April 01 2016 04:55 GMT
#110
On April 01 2016 07:51 Big J wrote:
Show nested quote +
On April 01 2016 07:40 Xenotolerance wrote:
On April 01 2016 03:32 SetGuitarsToKill wrote:
First, out of top maps, the ones voted as the 1st place map, the 3rd place map, and the 4th place map don’t seem like standard maps to us, so the conclusions some people have drawn to say that everyone only likes standard maps seems to be inaccurate.


What voting was this, what maps are they referring to?

There was a reddit thread. 1-3 were: Dusk, Orbital, Ulrena.


I can't find the thread - was it a while ago? Was it just ... vote for your favorite ladder maps?

what the fuuuuck

this is so dumb
www.alonetone.com/xenotolerance
TheWinks
Profile Joined July 2011
United States572 Posts
April 01 2016 05:01 GMT
#111
Forcing too many 'creative' maps in order to prevent the meta from being 'stale' is putting the cart before the horse.
Ape_Island
Profile Joined February 2016
29 Posts
Last Edited: 2016-04-01 05:20:10
April 01 2016 05:19 GMT
#112
On April 01 2016 14:01 TheWinks wrote:
Forcing too many 'creative' maps in order to prevent the meta from being 'stale' is putting the cart before the horse.


If you're talking about maps based on balancing Units, I beg to differ.
I think some 'imbalance' in the maps, is of course, adjustable to by the players.
Nothing too extreme, it could add a lot of fun.

If there were, for example, some high ground along a mainstreet, one which
terran players too often would sabotage with siege tanks; knowing that, opposing
players would anticipate and counter the expected itself with the right units
or positioning: i.e., one movement can be countered by another movement by
the other player.

On Shakura's Terran were always tempted to turret up or land siege tanks on one of those
4 rock towers; they got sniped a lot but it was fun.

Don't maps seem kind of, well, bland?? lol

insitelol
Profile Joined August 2012
845 Posts
April 01 2016 05:48 GMT
#113
On April 01 2016 13:20 MaxTa wrote:
Some suggestions:

TERRAN

- Tankivac: remove tankivac + damage buff to sieged tank
- Liberator: 4 supply cost, radius nerf
- Thor: new upgrade that requires fusion core and give 15 range in AA (similar to Bw goliath range upgrade)
- Cyclone: Lower cost to 150/75/2, Increase Hp to 150

ZERG

- Ravager: Increase corrosive bile cooldown, change to armored, Increase morph time to 20 sec(instead of 9 sec Hots time)
- Lurker: Reduce range to 8
- Nydus: Remove invulnerability, decrease cost to 150/100
- Ultra: 6 armor in total (instead of 8)
- Brood lord: 6 supply cost

PROTOSS

- Warp Prism: Increase cost to 200/100
- Phenix: Reduce move speed to 5.4 (instead of 5.95)
- Voidray: Increase Charge cooldown to 75 sec (instead of 60 sec Hots time)
- Tempest: 6 supply cost


Some suggestions:
Learn to play.

User was warned for this post
Less is more.
Charoisaur
Profile Joined August 2014
Germany16101 Posts
April 01 2016 06:01 GMT
#114
On April 01 2016 04:00 Silvana wrote:
They didn't address the posts that basically said something along the lines of

Show nested quote +
standard maps allow for play diversity, because players can explore styles and be creative; in contrast, current "creative" maps (current map pool) force players to play one strategy for every matchup, and thus creating a stagnant meta


I don't play ladder but this seems to have much sense. Do you guys agree with that statement or is it complete bs?? (This situation reminds me to tankivacs in TvT btw)

Exactly.
Many of the coolest moments in sc2 happen due to worker harassment
Tyrhanius
Profile Joined April 2011
France947 Posts
April 01 2016 06:10 GMT
#115
Banshee change is just way too strong, putting the upgrades on armory is already huge, but reducing the cost to 100/100 is just troll.

They want TvZ winrates 70% or what ? TvZ is already very T favor.

You will need very fast mutas, + overseer with speed to counter this... To be countered 1min latter by some marines/liberators while you have sacrified so much economy.

Big J
Profile Joined March 2011
Austria16289 Posts
April 01 2016 06:31 GMT
#116
On April 01 2016 13:55 Xenotolerance wrote:
Show nested quote +
On April 01 2016 07:51 Big J wrote:
On April 01 2016 07:40 Xenotolerance wrote:
On April 01 2016 03:32 SetGuitarsToKill wrote:
First, out of top maps, the ones voted as the 1st place map, the 3rd place map, and the 4th place map don’t seem like standard maps to us, so the conclusions some people have drawn to say that everyone only likes standard maps seems to be inaccurate.


What voting was this, what maps are they referring to?

There was a reddit thread. 1-3 were: Dusk, Orbital, Ulrena.


I can't find the thread - was it a while ago? Was it just ... vote for your favorite ladder maps?

what the fuuuuck

this is so dumb


I think they are referring to this one by TLO. (click the title to get to the straw poll)
Not sure though why David Kim says that Ruins of Serras doesn't seem standard to him. It was probably the most standard map in the last mappool.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
April 01 2016 07:01 GMT
#117
On April 01 2016 03:32 SetGuitarsToKill wrote:
Specifying Team Colors

This is something that we’ve been exploring internally per our community’s request. The initial solution we were considering was to implement a full-featured UI that allowed each player to set his or her color preference, so that whenever possible we can give the customized color. However, we soon recognized that it would be very difficult to guarantee all color preferences in team games and would feel very random in the cases where color preferences are not met.

The solution we’re currently thinking of instead is to allow customization on the option that has preset colors. Currently, the defaults are: Green for a player, Yellow for the player’s allies, and Red for all enemies. By customizing these 3 categories of colors, players would have a clean and simple solution compared to the more complex options.

So the main discussion we should be having on this front is: is the above proposal the best overall solution we can have in this area? If so, we can start working on this task. If not, let’s get discussions going on the best solution, so that we can work towards implementing it in the future.

ME: green.
allies: similar colours in cyan-blue.
opponents: simialr colours in orange-red.

This allows me to immediately spot if I am looking at an ally or an opponent (blueish vs redish), and it allows me to see that the 12 zerglings coming in are actually 6 lings from two different opponents (half red, half orange).
JackONeill
Profile Joined September 2013
861 Posts
April 01 2016 07:46 GMT
#118
Nerfing the liberator means nerfing the terran crutch unit that allows them to have decent winrates. Of course it makes sense, of course it's necessary since the unit is bullshitly strong. However, nerfing the radius instead of the damage is completly idiotic. Also, of course terran needs corroborating buffs to support the nerf of the crutch unit : but buffing banshee speed is a very dumb way to compensate.
14681
Profile Joined February 2013
United Kingdom27 Posts
April 01 2016 08:26 GMT
#119
Specifying Team Colors

This is something that we’ve been exploring internally per our community’s request. The initial solution we were considering was to implement a full-featured UI that allowed each player to set his or her color preference, so that whenever possible we can give the customized color. However, we soon recognized that it would be very difficult to guarantee all color preferences in team games and would feel very random in the cases where color preferences are not met.

The solution we’re currently thinking of instead is to allow customization on the option that has preset colors. Currently, the defaults are: Green for a player, Yellow for the player’s allies, and Red for all enemies. By customizing these 3 categories of colors, players would have a clean and simple solution compared to the more complex options.

So the main discussion we should be having on this front is: is the above proposal the best overall solution we can have in this area? If so, we can start working on this task. If not, let’s get discussions going on the best solution, so that we can work towards implementing it in the future.



As someone who is strongly colourblind, this option is very important. I would like to be able to pick my own colour and pick the colour of my opponent's units (and also allies units if it's a team game, but that is not the biggest deal). Having simply an option to toggle whatever colours have been picked and turn them into just red and green is not great - being able to pick the colours which work best for me is very important. Personally I like red, blue and yellow as the three colours, not red and green (and sometimes I avoid blue because the contrast against the colour of the creep on the minimap is quite hard for me to see).

I would also like to see please an option where you can ramp up the amount of colour on units - a colourblind mode. A specific example here, which causes me a lot of trouble - when the disrupter fires the colour of its centre changes colour (I think green to red?) but for me it is really hard to notice the difference at a glance and I have to look very closely which takes time and is quite an important detail to spot. If we could either change the colour of that (less likely) or have a mode where visual cues like that are more clearly emphasised, that would be very good for me and other colourblind people. If you are in the business of making colour changes Blizzard, please please give this a look! Lots more people are colourblind than people realise, and as someone who is quite badly colourblind just a simple option to specify which colours you personally prefer to tell differences between is very important or a second-rate solution is just to over-emphasise colour in a colourblind mode because often colouration is more subtle when targeted at normal-vision people which is hard to spot quickly, if ever. Thanks!
Teach a man a strat and he's GM for a season; teach a man to stim and he's GM for life.
BalanceEnforcer
Profile Joined February 2016
37 Posts
April 01 2016 08:28 GMT
#120
I think the cost for speed upg should not be lower than a banshee. Id need an explanation to why we would need to push both tech and cost so low? As for corrosive bile i wonder if it would be better to give the ability a number of charges starting with 1 and having recharge timer higher than cooldown making the first timing weaker and the player would need to think a little more later in game and not just have it spammable.
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