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Next Balance Test Map Changes - May 6

Forum Index > SC2 General
172 CommentsPost a Reply
1 2 3 4 5 7 8 9 Next All
MockHamill
Profile Joined March 2010
Sweden1798 Posts
May 06 2016 17:10 GMT
#1

Here is what we're exploring, and what we would like to bring out next week. There are a few new changes on top of the changes that we're carrying over from the last balance test map, so let's focus down on testing these changes so that we can aim for a release to live potentially later this month.

Swarm Host cost reduction
We want to really nail down to see if the current role of the Swarm Host is good, and we believe the best way to do it is to do a straight up power buff such as this one.

Liberator AA damage to be focused to be +light
We want to help the situation where mass Liberators are too all round against Air units in the late game.

Thor AA damage to be high, single target, and focused vs. armored

We want to combo this with the Liberator change to give Terran a tool back to help deal with armored air units.

Cyclone supply cost increased, but resource cost reduced.

We’re seeing a lot of community request to resume testing Cyclone changes so we’d like to add this to the list. (Let us know if we’re wrong here)
Goal here is to have them see more play in the early/mid games, but make sure mass Cyclone only strategy isn’t viable in the end game.

Colossus improvement
We want to give back some of the Colossi strength. Goal here isn’t to make Colossi be used in every single game, but we want to have them see play a bit more frequently.
Attack speed buff is what we’re thinking here to help with the overall DPS output.

Immortal Barrier nerf

Due to heavy pro player feedback regarding this ability being the top priority in terms of changes needed to the game, we’d like to test this out.
We’re currently thinking of reducing the amount absorbed when Barrier is up.

Source
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Shin_Gouki
Profile Blog Joined June 2009
United States313 Posts
May 06 2016 17:22 GMT
#2
It's like a bunch of ranchers trying to catch their cattle which escaped from the barn. Blizzard is trying to tackle so many things at once without much precision as to each of their choices. They need to narrow the voices they're trying to appease >.>
Death comes in many forms
Charoisaur
Profile Joined August 2014
Germany16103 Posts
May 06 2016 17:23 GMT
#3
The collossus nerf was imo the only improvement from HotS. Now they are even backpedaling on that
Many of the coolest moments in sc2 happen due to worker harassment
digmouse
Profile Blog Joined November 2010
China6333 Posts
May 06 2016 17:26 GMT
#4
Lol what. Don't know what to say at this point.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Beelzebub1
Profile Joined May 2015
1005 Posts
May 06 2016 17:29 GMT
#5
Swarm Host - The new change makes it a gimmick unit usable in extremely rare situations, I guess it's better then nothing, but the Host's role in the game is still strong and weird.

Liberator - I mean better then nothing, it was OP as hell, now it's only OP as hell vs Mutalisks, at least dedicated anti-air units like the Corruptor can finally bring it down without suffering massive casualties.

Thor - Can't tell if overall nerf or buff to mech, I don't play Terran but I haven't heard any Terran players jump for joy over the change.

Cyclone - What is with all of the supply increases? Just make the damn thing worth building, it will only be massed if it becomes a core unit or totally broken then appropriate changes can be made from there.

Colossus - Would rather then Disruptor get worked on, it's infinitely more interesting to watch and play against then the Colossus.

Immortal - This unit is and has been over performing, now that Protoss is finding some serious strength in the meta it needs to be nerfed, having a ground unit that can a move roll over any Zerg ground composition (and I'm assuming it's pretty damn good vs. Terran as well) isn't good for the game. Just make sure you guys don't completely neuter Protoss ground armies in the process, we need more ground play and less air play in general.

Still lots of work to do, Infestors and Ghosts are still barely worth the investment with Infestation Pit being merely a stepping stone to Hive and not a viable tech route, Siege Tanks still (amazingly) haven't been buffed in place of tankivacs being removed/nerfed, Disruptors are still wonky, Oracle spells last WAY too damn long for how cheap and easy to use they are and Stalkers are still complete garbage in the late game.

But at least he's getting there, I would say David is finally doing a decent job.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
May 06 2016 17:31 GMT
#6
Colossus buff huh, sounds horrible .
When I think of something else, something will go here
Beelzebub1
Profile Joined May 2015
1005 Posts
May 06 2016 17:33 GMT
#7
On May 07 2016 02:23 Charoisaur wrote:
The collossus nerf was imo the only improvement from HotS. Now they are even backpedaling on that


I agree with this but death balling is much weaker in LOTV which was where the Colossus shined, I'm okay with at least making it semi viable., especially if the dreaded Immortal get's it's well deserved nerf.

I don't know about Terran but Zerg's have had plenty of practice dealing with the Colossus and there's lots of ways to counter it, especially with Liberators being in the game now.
Ryu3600
Profile Joined January 2016
Canada470 Posts
Last Edited: 2016-05-06 17:45:34
May 06 2016 17:35 GMT
#8
I think the Cyclone should get a small health boost it dies so easily vs blink stalker and it only serves one purpose honestly this may seem imba but what if the lock on had tiny splash damage? or if it kills a unit the lock-on has its cooldown refreshed? (My grammar and sentence formatting is probably really bad this is only my 2nd comment ever haha) EDIT: I think the Cyclone could be used with the hellion early on as a harassment unit and if it were to get the lockon buff the damage on it is fine but I think hellion cyclone would be a really effective harassment as 1 cyclone could target down things like stalkers or roaches and hellions could get lings etc however I think the cool-down refresh should have a small recharge but I think the immortal nerf is a good idea, Thors however their change isn't that good imo people who play factory mech can't hold off mutas with cyclones, further more you need a bunch of liberators (like 4-6) Before the mutas actually back off
Maru is the best Terran ever.
Charoisaur
Profile Joined August 2014
Germany16103 Posts
May 06 2016 17:40 GMT
#9
His statements don't sound like he has a lot of confidence in his decisions...
Many of the coolest moments in sc2 happen due to worker harassment
MockHamill
Profile Joined March 2010
Sweden1798 Posts
May 06 2016 17:56 GMT
#10
I agree with all the changes except the swarm host cost reduction. Just remove the unit from the game, Zerg is a complete race with lots of powerful tools without it. There is basically no need for this unit to be in the game, it does not add anything interesting.
Ctesias
Profile Joined December 2012
4595 Posts
May 06 2016 18:16 GMT
#11
I think it would be better if they just sat back and really thought about what their goal is with tuning and balancing. These half-hearted proposals that don't have a clear point don't give much confidence in their planning - especially when they keep being called back.
Flash | Mvp
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
May 06 2016 18:41 GMT
#12
Colossus improvement
"We want to give back some of the Colossi strength. Goal here isn’t to make Colossi be used in every single game, but we want to have them see play a bit more frequently.
Attack speed buff is what we’re thinking here to help with the overall DPS output."

Are they insane, bringing back that dreadful unit has to be the worst decision ever. "A move" deathballs here we come again

Fig
Profile Joined March 2010
United States1324 Posts
May 06 2016 18:46 GMT
#13
One of the points here is to be more transparent. I think it's a great thing to be constantly getting updates about their thinking. Another point is that they're actually using the balance test maps to TEST now, rather than just putting everything they test into the game without a second thought.

It makes sense for them to not have complete confidence at this point because it no longer is up to just them. They've included the whole of the Starcraft 2 community in this process, and that is a great place to start. This all seems like progress to me.
Can't elope with my cantaloupe
Edowyth
Profile Joined October 2010
United States183 Posts
May 06 2016 18:52 GMT
#14
On May 07 2016 03:16 Ctesias wrote:
I think it would be better if they just sat back and really thought about what their goal is with tuning and balancing. These half-hearted proposals that don't have a clear point don't give much confidence in their planning - especially when they keep being called back.


I've become convinced that they don't actually have any designs for the game.

It's just "let's look at possibilities!" without any clear set of goals. Disorganized and completely unplanned.
"Q. How do I check a valid [e-]mail address? A. You can't, at least, not in real time. Bummer, eh?" /r/programming
Of course, you could just send them a validation email.
Krieg1
Profile Joined May 2016
14 Posts
May 06 2016 19:04 GMT
#15
Colossus most boring unit.. better remove it
BaronVonOwn
Profile Joined April 2011
299 Posts
May 06 2016 19:07 GMT
#16
Call me crazy but I think it's an improvement that they're listening to the community. If they did that 4 years ago this game would be in a much better place right now.
PinoKotsBeer
Profile Joined February 2014
Netherlands1387 Posts
Last Edited: 2016-05-06 19:15:05
May 06 2016 19:07 GMT
#17
Nice, more and more AOE buffs for toss. Glad the Thor "buff" is equal useful...
http://www.twitch.tv/pinokotsbeer
Zulu23
Profile Joined August 2011
Germany132 Posts
May 06 2016 19:08 GMT
#18
Colossus is just another a-move noskill unit, boring to watch. boring to play, easy to counter.
No need to keep it in the game, just like the BC.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
May 06 2016 19:44 GMT
#19

Immortal Barrier nerf
Due to heavy pro player feedback regarding this ability being the top priority in terms of changes needed to the game, we’d like to test this out.
We’re currently thinking of reducing the amount absorbed when Barrier is up.


Good luck against lurkers and ultralisks then.
usopsama
Profile Joined April 2008
6502 Posts
Last Edited: 2016-05-06 19:53:44
May 06 2016 19:47 GMT
#20
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