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Upcoming Balance Update - May 3rd - Page 14

Forum Index > SC2 General
285 CommentsPost a Reply
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TKiFenris
Profile Joined October 2012
Canada5 Posts
May 03 2016 18:37 GMT
#261
Thank God. Maybe they'll consider removing siege tank pick up and think about that tank damage increase instead! #hopesanddreams
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
May 03 2016 19:13 GMT
#262
On May 04 2016 03:30 Musicus wrote:
There has been an update. The patch is delayed until May 22 and they want to change the feedback process. They saw that the community is not happy with most changes and there seems to be miscommunication/confusion.

http://us.battle.net/sc2/en/forum/topic/20743714991

Show nested quote +
Hey everyone. We wanted to issue a community feedback update early this week after seeing your feedback around the planned patch we were going to apply today. After reading your feedback, it seemed pretty clear that there is not much support for the proposed changes, so we decided to cancel this week’s balance update and get into more details of what’s happening because community feedback around the changes seems to have changed completely this week. Just a couple weeks ago when we started testing the latest changes, the perception seemed very positive. However, this week, what we’re seeing is completely different. We have some guesses as to why this happened as well as some proposals on how to improve our process going forward, but let’s talk about the specific changes.

Protoss Buff vs. Mutalisks

Previously, this topic seemed to be clearly important to the community, but it seems to have completely changed the other way. Even though Mutalisks are clearly not an issue at the top of pro level, we believed it was a heavy community issue, so we located a change that would have minimal impact at the pro lvl, while looking to help the average skilled player.

We’re not exactly sure why the major switch happened here, but we wonder if a lot of it is the meta game having shifted from Protoss being underpowered against Zerg to the matchup being a lot more even than we initially believed.

Other changes

The other changes we believe are more straight forward. Like many of you point out, we probably didn’t have enough testing time on the other changes and we should gather more feedback over the next week or two before committing to these changes.

Also, there seemed to be less of an understanding as to why we have been moving the way we have with testing out different changes. We wonder if many players out there are getting left behind or stuck in an old line of thinking while another group has moved on. We believe this creates a lot of confusion, and we believe this is a major flaw in our current process which we would like to improve going forward.

Communication Process Improvements

There are a few things that we think we can improve.

First, we believe we can be more proactive about gauging the community’s stance on specific topics. At regular intervals, we would like to begin asking you guys if we are hearing you correctly. This will allow us to double check and make sure there hasn’t been a major change in what the community wants, or that we’re not misunderstanding you.

Second, we can do better on providing a “post-mortem” for our Balance Test Map changes to analyze which changes were effective or not effective. This should also help us keep moving at a similar pace in terms of reasoning.

Third, we will try to be more concise with our messaging to be as clear as possible. Because we tried to get into every detail of every reasoning, we believe this caused some confusion due to how much information we were giving in such short time periods. Instead, we would like to do more updates every week, but each update will be smaller with less details to help with this issue.

If there are more suggestions here, we can definitely look into further improvements to our current process. Thanks for your thoughts and feedback, we’ll have more to discuss as the week continues.

Next Balance Patch

We will have more details coming later this week, and a new test map up early the week after. We are definitely aiming for around 5/22 ~ 5/23 to solidify many of the changes to patch to the live game so let's stay focused both on discussions as well as playtesting as soon as the test map is up early next week. We're pushing very hard on this front not just on the community side but working very heavily with the pro players as well to nail this down.

Besides the issues we're currently working through, the other issues we're currently thinking on are: potential immortal nerfs due to heavy pro player feedback around this being an absolute necessity, potential colossus buffs, and Cyclone changes.

I'd say there is misalignment between what DK wants and what the community wants. Kims solution is often times a band aid, rather then fixing the core problems (Mutas, photon pylons); styles of play that he has a negative bias for(mech); etc.

The communication is also bad because he tries to put this war of vision between him and the SC2 fans on simple miscommunication. He is not wrong or at odds with the player base, we are just confused you see. We are "stuck in an old way of thinking (when we disagree with him)"

And i thought Browder was bad lol
Head Coach Park: "They should buff tanks!"
AmericanUmlaut
Profile Blog Joined November 2010
Germany2577 Posts
May 03 2016 19:35 GMT
#263
Blizzard's decision making on this patch bothers me a lot. I am very much in favor of Blizzard listening to the community's ideas, but I feel like announcing and then aborting a balance patch in the face of community criticism speaks very poorly of their design process. If their process is data-driven, thoroughly thought out and well tested and vetted, then why would they allow their design to be overridden by a hypervocal minority of players? Inversely, if they are coming up with such poorly thought-out patches that SC2 fans without access to their internal testing results or design discussions can immediately come up with such compelling arguments that they drop their patch, then why aren't they putting a better design process in place?

This smacks to me of mob rule and design by committee. There is absolutely a place in design for being open to community feedback and adopting good ideas from the outside, but there has got to be a captain in charge of the ship with a strong vision. I'm very concerned that the SC2 team seems to be lacking that vision and is making major design decisions based on the loudest voices in their community forums.
The frumious Bandersnatch
Charoisaur
Profile Joined August 2014
Germany15955 Posts
May 03 2016 19:43 GMT
#264
I don't think the changes are that bad but many people are frustrated because DK keeps ignoring the real issues like 8 armor ultras, 4 supply tempests, parasitic bomb and tankivacs. every community update a lot of people mention those things but DK keeps ignoring it and doesn't do anything to fix them.
Many of the coolest moments in sc2 happen due to worker harassment
[PkF] Wire
Profile Joined March 2013
France24202 Posts
May 03 2016 20:11 GMT
#265
Good reaction from Blizz. They definitely heard our feedback and it feels great.
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2016-05-03 20:14:31
May 03 2016 20:12 GMT
#266
On May 04 2016 04:43 Charoisaur wrote:
I don't think the changes are that bad but many people are frustrated because DK keeps ignoring the real issues like 8 armor ultras, 4 supply tempests, parasitic bomb and tankivacs. every community update a lot of people mention those things but DK keeps ignoring it and doesn't do anything to fix them.


And once he would tackle those things a lot of people would come out and say that 8 armor ultras are no longer a problem and it's good if pure bio can't deal with them unless the T is already ahead, that tankivacs are awesome and that parabomb is already too weak since the nerf.

The community does not just have one opinion and it's impossible to please everybody. Once they intend to change something after listening to feedback from one side, the other side will come out and complain.

I think the community only agrees on one thing, namely that bandaid changes, like the cannon buff which came out of nowhere, are bad.
Maru and Serral are probably top 5.
NicolasJohnson
Profile Joined April 2016
30 Posts
Last Edited: 2016-05-03 20:33:40
May 03 2016 20:13 GMT
#267
On May 04 2016 04:43 Charoisaur wrote:
I don't think the changes are that bad but many people are frustrated because DK keeps ignoring the real issues like 8 armor ultras, 4 supply tempests, parasitic bomb and tankivacs. every community update a lot of people mention those things but DK keeps ignoring it and doesn't do anything to fix them.


What's the deal with parasitic bomb ? It allows a player of superior skill to beat a full air army. If players of equal skill engage, then the terran player can snipe the vipers (the AI focuses them anyway with the other units) and the protoss player feedbacks them. Without parasitic bomb, the zerg player has to build spores everywhere and turtle, while they don't have the tools to do it cost effectively (since the swarm host has been dismantled, and for good reason).
Clonester
Profile Joined August 2014
Germany2808 Posts
May 03 2016 21:13 GMT
#268
The biggest problem is, that the community often agrees with David on "this needs to be solved" problems:

Swarmhost completly usless, the possibility of mutas forcing P into certain predictable situations, Liberators strong AA and Thors standing usless next to em.

But the solutions of David are often heardbreaking and not understandable:
Cheapter Swarmhosts that take up even more supply are no answer, as Swarmhost are one of the Zerg units you do not throw away to remix in something different but you use them over time again and again.
The Cannons are a really band aid fix, as the problem is not the stuff from protoss that shoots up, but that Mutas can take damage for free and there is no risk for the high reward you get with their harass.
The new Thor does not help agains capital ships. They never get in range of Broodlords, they do not deal enough damage to take out corrupters to protect the nerfed liberators, they cant get into range of the tempest and even the carrier can outmanouver em. As also 30+15 is not enough damage for a 6 supply, 2 sec single target attack. Not to forget that their ground attack gets completly useless against small units in high numbers.

All of these units could be patched, but not in the way David wants em to patch and thus people have been cheering for David to do something, but his solutions... I dont know what he is doing in his internal testing.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
bjornkavist
Profile Blog Joined June 2009
Canada1235 Posts
May 03 2016 21:16 GMT
#269
lmao these changes...
https://soundcloud.com/bbols
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
May 03 2016 21:21 GMT
#270
This game needs more goliaths and less thors.
Charoisaur
Profile Joined August 2014
Germany15955 Posts
May 03 2016 21:34 GMT
#271
On May 04 2016 05:12 Musicus wrote:
Show nested quote +
On May 04 2016 04:43 Charoisaur wrote:
I don't think the changes are that bad but many people are frustrated because DK keeps ignoring the real issues like 8 armor ultras, 4 supply tempests, parasitic bomb and tankivacs. every community update a lot of people mention those things but DK keeps ignoring it and doesn't do anything to fix them.


And once he would tackle those things a lot of people would come out and say that 8 armor ultras are no longer a problem and it's good if pure bio can't deal with them unless the T is already ahead, that tankivacs are awesome and that parabomb is already too weak since the nerf.

The community does not just have one opinion and it's impossible to please everybody. Once they intend to change something after listening to feedback from one side, the other side will come out and complain.

I think the community only agrees on one thing, namely that bandaid changes, like the cannon buff which came out of nowhere, are bad.

of course there will be always people that disagree with certain things but from reading the comments for the community feedback updates those are by far the most complained about issues and with good reason.
Ignoring things a huge part of the community wants to see changed isn't a good idea if you want to keep your playerbase happy.
Many of the coolest moments in sc2 happen due to worker harassment
Charoisaur
Profile Joined August 2014
Germany15955 Posts
Last Edited: 2016-05-03 21:40:29
May 03 2016 21:38 GMT
#272
On May 04 2016 05:13 NicolasJohnson wrote:
Show nested quote +
On May 04 2016 04:43 Charoisaur wrote:
I don't think the changes are that bad but many people are frustrated because DK keeps ignoring the real issues like 8 armor ultras, 4 supply tempests, parasitic bomb and tankivacs. every community update a lot of people mention those things but DK keeps ignoring it and doesn't do anything to fix them.


What's the deal with parasitic bomb ? It allows a player of superior skill to beat a full air army. If players of equal skill engage, then the terran player can snipe the vipers (the AI focuses them anyway with the other units) and the protoss player feedbacks them. Without parasitic bomb, the zerg player has to build spores everywhere and turtle, while they don't have the tools to do it cost effectively (since the swarm host has been dismantled, and for good reason).

parasitic bomb does huge amounts of damage without really allowing for counterplay. splitting only works if the zerg has only a few vipers, when he gets to many vipers no amount of splitting will save your units.
In combination with broodlords which can only be countered by air units this is too strong and encourages cancerous mass air playstyles.
snipe doesn't work if the zerg player pays attention because it gets interrupted by broodlings
Many of the coolest moments in sc2 happen due to worker harassment
NicolasJohnson
Profile Joined April 2016
30 Posts
May 03 2016 21:47 GMT
#273
On May 04 2016 06:38 Charoisaur wrote:
Show nested quote +
On May 04 2016 05:13 NicolasJohnson wrote:
On May 04 2016 04:43 Charoisaur wrote:
I don't think the changes are that bad but many people are frustrated because DK keeps ignoring the real issues like 8 armor ultras, 4 supply tempests, parasitic bomb and tankivacs. every community update a lot of people mention those things but DK keeps ignoring it and doesn't do anything to fix them.


What's the deal with parasitic bomb ? It allows a player of superior skill to beat a full air army. If players of equal skill engage, then the terran player can snipe the vipers (the AI focuses them anyway with the other units) and the protoss player feedbacks them. Without parasitic bomb, the zerg player has to build spores everywhere and turtle, while they don't have the tools to do it cost effectively (since the swarm host has been dismantled, and for good reason).

parasitic bomb does huge amounts of damage without really allowing for counterplay. splitting only works if the zerg has only a few vipers, when he gets to many vipers no amount of splitting will save your units.
In combination with broodlords which can only be countered by air units this is too strong and encourages cancerous mass air playstyles.
snipe doesn't work if the zerg player pays attention because it gets interrupted by broodlings


Oh ok so you talk about it as a problem in a zerg deathball with like queens infestors BLs corruptors and vipers, I get it, but the way I see it, parasitic bomb discourages (a bit) the opponent of going for "cancerous" mass air as you put it , and I don't know any pro zerg who repeateadly goes for mass air, maybe sometimes Snute, but that's not very "zerg". I fully agree with taking parasitic bomb out of the game but then, you should have to take the other air death balls out.

What is more, I don't manage to kill a maxed protoss air army with it (I'm in masters league EU), and neither do the pros I talk to, so I don't think it is that OP.
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
May 03 2016 22:36 GMT
#274
http://us.battle.net/sc2/en/forum/topic/20743714991

Patch seems to have been scrapped? I don't want to make a new thread but there's a new community feedback
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
Cloak
Profile Joined October 2009
United States816 Posts
May 03 2016 23:09 GMT
#275
Post-mortem analysis will alleviate a lot of frustration I feel. Because it's hard to follow the continuity of logic. I was going to suggest it last update, but I guess I forgot to hit post. Kudos to DK for finding a way to help communication. If we know the reasons why something is good or bad from their game design perspective, we can adjust our idea pitches.

It really comes down to how aggressively the game designers feel about changing things. My metric would be BO variety at the expense of win rate or meta stability because I have nothing at stake, but win rates seem to be the dominant litmus test and pro feedback. I just hope the pros aren't just saying it's fine without leaving the safe meta.
The more you know, the less you understand.
seemsgood
Profile Joined January 2016
5527 Posts
May 03 2016 23:15 GMT
#276
Finally....
Some attentions for cyclone.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-05-04 01:22:39
May 04 2016 00:51 GMT
#277
Protoss Buff vs. Mutalisks
Previously, this topic seemed to be clearly important to the community, but it seems to have completely changed the other way. Even though Mutalisks are clearly not an issue at the top of pro level, we believed it was a heavy community issue


Muta has a big effect on the game @ pro level even if they're not seen often. If you were remove the mutalisk tomorrow the PvZ meta would drastically change overnight
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Comedy
Profile Joined March 2016
456 Posts
May 04 2016 01:00 GMT
#278
It's almost like he's just reading through reddit posts and TL threads and is surprised that feedback differs. There are one million different opinions, the community will never have 'One true voice.'

Sector 1 - Design, the best thing he can do is play a lot, and listen to the community to what isnt fun and what is really fun, for both players in the game mind you. (a lot of things in SC currently are fun for one user, but makes other user wanna quit).

Sector 2 - Balance - tweaking units stats and things that impact gameplay immidiately, he's best off listening to Kespa pros only. (The highest level).

The bio air buff to cannons is something that is trying to adress sector 1 with a tool from sector 2. This doesn't work.

The change to liberator air stems from a particular maru game vs leenock game a long time ago, zerg has adapted and moved past the problem. Things are very much up in the air right now - the only thing that should be nerfed or removed is the liberator range. (But this is a sympton of bad design- can end games instantly much like oracles, nydusses,).

the 2 sectors are very overlapping, but David Kim is unable to change design things - so he is completly lost and lacks the tools to fix core problems in my opinion.

We need changes to make gameplay more fun for both players a lot more than we need these tiny balance tweaks. And I have the feeling that David Kim is not the person who can make those changes. And I doubt they will ever happen.
ecnahc
Profile Joined January 2010
United States395 Posts
May 04 2016 02:51 GMT
#279
I just really want DK and his design team to stop trying to influence the "meta" as they call it and focus on what they do best. Even as a person who loves competition and ladder I play the campaign and coop once in a while and there are a ton of unique and fun mechanics in those modes that could migrate to ladder with proper consideration and testing.

The Nova missions come to mind immediately, siege tanks that can hop around with an upgrade? That's awesome! Stimmed hellbats? Pretty fuckin cool and a great way to bridge the bio/mech gap. Reapers with spider mines? Slap that on the armory and suddenly keeping your early game reapers alive is a big deal! You simultaneously encourage players to kill those pesky reapers and encourage terran players to keep them alive. Regardless of meta, balance, or community feedback the SC2 design team has already come up with some great stuff.

David please give yourself and your designers more credit and stop trying to please the vocal minority. People are gonna play starcraft regardless of how angry the forums are because the game is fun, not because it's perfectly fair for every player at every skill level on every map.
inside a cloud of resentment and vanity
SilverBullet
Profile Joined September 2010
Canada79 Posts
May 04 2016 05:24 GMT
#280
Really disappointed that the ultralisk is still in its current form .... This unit is really silly, and the tools to counter it are really awkward for terran.

Would much rather see a terran mid-game nerf if it meant we could get the ultras reverted. They saw action all the time in HOTS and then blizzard decided to HALF marauder damage on them ...
There is no shame in defeat, so long as the spirit remains unconquored
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