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Next Balance Test Map Changes - May 6 - Page 2

Forum Index > SC2 General
172 CommentsPost a Reply
Prev 1 2 3 4 5 7 8 9 Next All
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2016-05-06 20:40:40
May 06 2016 20:39 GMT
#21
They might as well remove the collosus and the swarmhost. Collosus is just a boring deathball unit. Swarmhost is just pointless, as any successful harrass with it just invites a push that'll kill the Zerg. Admittedly, the collossus is still seen in pro foreigner games, but I don't see how weakening the immortal would encourage less pheonix play PvZ. It just seems like they have given up on that idea.
feanaro
Profile Joined March 2014
United States123 Posts
May 06 2016 21:24 GMT
#22
My thoughts on the protoss changes:

Collossus: not the correct change. I agree the collosus could use a buff, but a flat dps increase isn't it. A (small) damage buff vs light, possibly accompanied by a slight reduction in base damage, on the other hand, would be nice, and help differentiate it from the immortal. Maybe something like 10 (+5 light) would work. Currently both units suffer from being too good all-round and so end up either overpowered (LotV immortal, HotS collossus) or hardly ever used (LotV collossus). Also: a small cost/time reduction for thermal lance research would also help in getting out effective collosus-based compositions quick enough to defend timings. Right now I see no reason why thermal lance should be a 200/200(100 sec) upgrade.

Immortal: Changing the immortal to be weaker overall will definitely help. An immortal more focused vs roaches and lurkers will help strategic diversity, provided there is a way deal with compositions that the immortal currently counters(ling/hydra/bane timings come to mind). Seeing collossi deal with ling/bane/hydras while immortals are refocused to counter roaches/lurkers would be a nice way to add a little variety to the midgame vs zerg.

Phoenix openings aren't dying anytime soon, since ling, and more recently baneling drops are very difficult to deal with otherwise (oracle into a few void rays set on patrol is pretty much the only other option). The only way to diversify the midgame is to allow for compositions which are not immortal-based to be viable.
ejozl
Profile Joined October 2010
Denmark3449 Posts
May 06 2016 21:26 GMT
#23
I cannot really get behind the Protoss changes, both heavily removes a lot of the needed skill to play with and against the race.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
ihatevideogames
Profile Joined August 2015
570 Posts
May 06 2016 21:28 GMT
#24
Oh boy. I knew it, they're not really gonna try to fix to give a proper ground vs air unit, they're gonna try as hard as they can to keep their gimmicky cyclone in the game.
Just remove the damn lock on and buff range and stats, is it so hard? Why can't terrans we have a decent, non-gimmicky anti air unit?
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
May 06 2016 21:39 GMT
#25
On May 07 2016 06:28 ihatevideogames wrote:
Oh boy. I knew it, they're not really gonna try to fix to give a proper ground vs air unit, they're gonna try as hard as they can to keep their gimmicky cyclone in the game.
Just remove the damn lock on and buff range and stats, is it so hard? Why can't terrans we have a decent, non-gimmicky anti air unit?


You already have decent anti-air units. Marines, widow mines and vikings. Thor is just a bonus. How many options does protoss have vs mutas and how many of them are mobile? Only stalkers, which actually lose to mutas, and phoenixes. Archons are good if mobility isn't a requirement and if zerg doesn't use vipers to mess up with their attack.
ellenpageplss
Profile Joined April 2016
6 Posts
May 06 2016 21:52 GMT
#26
*shudders*
huller20
Profile Joined August 2010
United States112 Posts
May 06 2016 21:57 GMT
#27
Changes are better. I never liked nerfing the colossus into oblivion...still want usable units.
[PkF] Wire
Profile Joined March 2013
France24232 Posts
May 06 2016 22:11 GMT
#28
Very sensible update.
Cyro
Profile Blog Joined June 2011
United Kingdom20319 Posts
Last Edited: 2016-05-06 22:41:08
May 06 2016 22:35 GMT
#29
On May 07 2016 02:31 blade55555 wrote:
Colossus buff huh, sounds horrible .


Colossus is a pretty bad unit atm. It still has the full cost of WOL and HOTS in minerals, gas, tech and supply but it does about 1.5x less damage when you have +3 attack and the opponent has +3 armor.

On May 07 2016 06:26 ejozl wrote:
I cannot really get behind the Protoss changes, both heavily removes a lot of the needed skill to play with and against the race.



We had design changes with the specific goal of making some other stuff easier to play recently. Protoss is quite far from the easiest race at the moment judging by the gameplay and the extremely poor representation (other races 1.5 - 2x more common at master and diamond level)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
epi
Profile Joined January 2010
Canada115 Posts
May 06 2016 22:40 GMT
#30
Liberator air damage seems fine as is. The situation they're talking about fixing requires an absurd amount of Liberators in a late-late-game map split, and Parasitic Bomb/Tempests still handle it fine. It's such a rare occurrence that I don't understand why they're aiming a balance change at it, especially since in pro games, significantly weakening the ability of a Liberator to pressure an early Warp Prism or drop Overlord will almost certainly be more consequential.
Ej_
Profile Blog Joined January 2013
47656 Posts
May 06 2016 22:44 GMT
#31
On May 07 2016 07:35 Cyro wrote:
Show nested quote +
On May 07 2016 02:31 blade55555 wrote:
Colossus buff huh, sounds horrible .


Colossus is a pretty bad unit atm. It still has the full cost of WOL and HOTS in minerals, gas, tech and supply but it does about 1.5x less damage when you have +3 attack and the opponent has +3 armor.

Show nested quote +
On May 07 2016 06:26 ejozl wrote:
I cannot really get behind the Protoss changes, both heavily removes a lot of the needed skill to play with and against the race.



We had design changes with the specific goal of making some other stuff easier to play recently. Protoss is quite far from the easiest race at the moment judging by the gameplay and the extremely poor representation (other races 1.5 - 2x more common at master and diamond level)

but collossus is also a terribly designed unit and it was better for the game when it was effectively gone
"Technically the dictionary has zero authority on the meaning or words" - Rodya
adnap2
Profile Joined December 2014
France26 Posts
Last Edited: 2016-05-06 22:53:09
May 06 2016 22:52 GMT
#32
haha the buff of colossus, toss will have the ultimate ground army if they mix it with disuptor. Its gonna sux in team games :s
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 06 2016 22:58 GMT
#33
Blizzard was on a role for a while, now it seems like it's just downhill.

The part I can't stand about TvZ is the fact Terran MUST make liberators vs the Ultras. Now you're nerfing them vs Armor? Why not just marginally reduce their overall damage to something like +75. Increase the tank damage and nerf the RoF (would also help a lot TvP as what matters is the initial shots fired).

Why can't we just reduce the amount of armor Chitinous plating gives to +3, and make Marauders back like they were in WoL/HoTS? Would still be a substantial nerf to marines from how they fared vs ultras in HoTS.

And increase cyclone supply cost? They're already only good in small numbers (if that), you want to make them even less viable in larger army scenarios?

Why not just make Immortal back to how they were in WoL/HotS as well?

I wouldn't mind a colossi in between HoTS and LotV, but the tone down was appreciated.
seemsgood
Profile Joined January 2016
5527 Posts
May 06 2016 23:01 GMT
#34
They really want to give mothership core/queen for terran.Normally a cyclone has a hard time to fend off warp prism cause protoss army beneath it.But with 2 cyclones,that's not the case.
I hope this buff will help terran against protoss's bullshit.And maybe terran can open with different build.
Thor and liberator change are very good in term of design.If anything wrong,just tweak number.But i want to see it in action first,rather than theorycraft and conclude it doesnt work.
Immortal nerf is needed. Not because balance but because zerg players don't use lurker anymore.
I think with colossus buffed,protoss can go colussus/sentry/archon for L/B/hydra and PICA for lurker/hydra.Unit diversity in this matchup is somehow solved.
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
Last Edited: 2016-05-06 23:13:28
May 06 2016 23:13 GMT
#35
I think it's time for them to redesign Starcraft 2 from the foundations. Mix the best BW units and the best SC2 units and give us a RTS for the ages. Enough of Colossus, Cyclone, Tempest, Swarm Host, Thor. More is not better. Have the balls for it David Kim, it's not a shame, it's a show of competence.
stilt
Profile Joined October 2012
France2752 Posts
Last Edited: 2016-05-06 23:27:59
May 06 2016 23:27 GMT
#36
A nerf of the ultra armor? On the ghost snipe? A tempest at 6 supply?
Or buff on the mine? (and maybe a slightly nerf of liberators AA Attack against light by 1 as I don't like the unit)
The immortal is extremely strong against zerg but in mid game, Toss seems to have some difficulties against terrans even if as a no T or P players, the early and late game seems to heavely favor the protoss race, in fact, a WP nerf seems a better idea, I feel like it is more coherent.
The colossus and SH proposition are awful propositions, this is at least, the only part in which I am 100% sure.
washikie
Profile Joined February 2011
United States752 Posts
May 06 2016 23:35 GMT
#37
Buffing the collosus sounds like a terrible idea. I think it will make p to strong in tvp at the highest level. Sure at the masters level I play at its not a huge problem because Protoss make positional mistakes. But when I watch high level tvp Protoss defense and counter harass tends to be air tight. With a buff to thier mid game aoe(which is collosi's current use) p will be able to get to the tempest ht deathball to easily. With out a change to Terran( no cyclones won't be enough) I predict you will see a return to a hots meta where Terran desperately tries to slow p down and then does a midgame Allin. Since collosi are generraly bad vs scvs you might even reintroduce the dreaded pull the boyz strats. If a collosi buff is neccisary. then Terran will need some kind of compensation since your buffing a unit in an mu that is at best 50-50 right now and might be slightly p favored, (not like bl investor favored but like late hots bio vs ling bane muta slight z favored). Perhaps consider nerfing photon overcharge so although p units are stronger they need more to deffend drops. Or buffing mauraders so that the t army performs better vs a restored collosi. I don't understand why every one talks about the collosi nerfs in lotv but seems to forget one of terran's core units also was nerfed. If p realy needs a buff I would also prefer a more interesting change then restoring the glorifies golden deathball and backtracking from the fun meta we have now where thier is actually a late game because t is only on a marginal clock unlike hots where if a game went 15 minutes or more it was prity much a certainty that p had won unless you were Maru or taija. I tend to try to see things from both sides In terms of balance bye playing random a ton and thinking about both races in each mu but it's hard for me to see anything positive in a collosi buff.
"when life gives Hero lemons he makes carriers" -Artosis
Aiobhill
Profile Joined June 2013
Germany283 Posts
May 07 2016 00:40 GMT
#38
That's the sanest set of ideas posted in quite a while. Add Liberator ground attack nerf, Tankivac nerf, Tank buff and the game might become watchable again.
Axslav - apm70maphacks - tak3r
Skyro
Profile Joined May 2010
United States1823 Posts
May 07 2016 01:24 GMT
#39
I've just trying to imagine how ridiculous mass colossus will look with faster attack speed *PEW PEW PEW*

That said I think one of the holes Protoss' army is AoE +light damage, so the above poster's idea of +light damage would be at least make the unit more strategically interesting while also discouraging mass colossus strategies, especially since it comes from the same production building as the primary anti-armored unit.
sagefreke
Profile Joined August 2010
United States241 Posts
May 07 2016 01:32 GMT
#40
I'm okay with these upcoming changes. Especially the immortals.
yo yo yo
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