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Next Balance Test Map Changes - May 6 - Page 4

Forum Index > SC2 General
172 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-05-07 11:52:52
May 07 2016 11:52 GMT
#61
I think immortal nerf will make sense if colossus is buffed as:
- damage per second is improved as Blizzard suggests
- range is increased by +1

That way, protoss won't be helpless vs lurkers after immortal nerf. Immortal's balance is closely tied to lurker's balance in my opinion. You can't nerf one without the other.
Tyrhanius
Profile Joined April 2011
France947 Posts
May 07 2016 11:59 GMT
#62
On May 07 2016 15:39 NKexquisite wrote:
Cyclone supply increase to what... 4? It's already the most useless 3 supply unit ever created.... As if massing cyclones would be a good strategy in some way... The state of the cyclone is so confusing...

You forget swarm host, at least cyclon help to deal with warp prism and oracle, can hit and run gateway units.

Honestly, i exchange my 4 supply SH vs your 4 supply Cyclon.
A unit which can both target air and ground and zone the units with a great 25dps isn't useless at all, specially if the cost is decreased.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
May 07 2016 12:02 GMT
#63
On May 07 2016 20:52 Shield wrote:
I think immortal nerf will make sense if colossus is buffed as:
- damage per second is improved as Blizzard suggests
- range is increased by +1

That way, protoss won't be helpless vs lurkers after immortal nerf. Immortal's balance is closely tied to lurker's balance in my opinion. You can't nerf one without the other.


That would make Colossi stronger than they were in WoL and HotS, meaning Protoss would go back to Blink Stalker/Colossus deathballs. I'm pretty sure we should avoid that. Colossus armies are inevitably deathballs because Colossi are more expensive and require way more ground support units around them than Immortals do, and Immortals are complemented much more easily with zealot/adept/templar armies which are also good at multiple engagements rather than one big fight.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
May 07 2016 13:12 GMT
#64
On May 07 2016 21:02 Teoita wrote:
Show nested quote +
On May 07 2016 20:52 Shield wrote:
I think immortal nerf will make sense if colossus is buffed as:
- damage per second is improved as Blizzard suggests
- range is increased by +1

That way, protoss won't be helpless vs lurkers after immortal nerf. Immortal's balance is closely tied to lurker's balance in my opinion. You can't nerf one without the other.


That would make Colossi stronger than they were in WoL and HotS, meaning Protoss would go back to Blink Stalker/Colossus deathballs. I'm pretty sure we should avoid that. Colossus armies are inevitably deathballs because Colossi are more expensive and require way more ground support units around them than Immortals do, and Immortals are complemented much more easily with zealot/adept/templar armies which are also good at multiple engagements rather than one big fight.


Yes, hence why I said when immortal nerf would make sense. I'm against immortal nerf.
BaronVonOwn
Profile Joined April 2011
299 Posts
May 07 2016 13:19 GMT
#65
I think increasing colossus attack speed is the wrong change. If you look at most artillery/siege units in Starcraft, they have high damage, low attack speed and low mobility, like the siege tank and reaver. I wish they would normalize the colossus instead of making it like a marine with splash damage.
AvonMexicola
Profile Joined November 2011
Netherlands36 Posts
May 07 2016 13:51 GMT
#66
You poor Terrans with your better army's than ever before sure hate on any Protoss buff, but forget that with a immortal nerf Protoss is completely and utterly fucked against lurkers.
I am getting so tired of being called a guy that plays a skill less a mover race when I have to constantly fight swaths of mm and hydra lurker.
This is what happens to protoss in PvZ when the immortal get's nerfed and the colossus does NOT get a buff. Zerg makes a bunch of hydra's, Zerg turns half of them into lurkers, zerg amoves them into Protosses 3rd and presses the burrow button on the lurkers. GG. No skill required.

But what about Disruptors I hear you say? They counter Lurkers!
Yes 2 disruptors can kill 1 lurker every 21 seconds. So by the time you kill 4 lurkers everything and everyone you know and love as a Protoss is dead, That is if Zerg is playing with one hand and is to lazy to unborrow and burrow said lurkers on a slightly different spot.

So when the Immortal get's nerfed I bet you PvZ is going to change into Protoss desperately doing 2 base all inns vs zerg in a pathetic attempt to kill them before the lurkers come out. Off course we still need this all in to include phoenix because otherwise Muta's will mutilate us to death before the lurkers even come out. Because Terrans unlike marines we have stalkers, they have the ability to make Muta's cry from Laughter at their AA ability.

Life is unfair, kill yourself or get over it
Gwavajuice
Profile Joined June 2014
France1810 Posts
May 07 2016 13:56 GMT
#67
On May 07 2016 20:52 Shield wrote:
I think immortal nerf will make sense if colossus is buffed as:
- damage per second is improved as Blizzard suggests
- range is increased by +1

That way, protoss won't be helpless vs lurkers after immortal nerf. Immortal's balance is closely tied to lurker's balance in my opinion. You can't nerf one without the other.



I totally think the opposite about the colossus range. Reducing it, like just removing thermal lance could guarantee that it is not massed in a death ball style.

For instance, colossus range should remain inferior to lurker's range.

Also, instead of increasing speed (applies to all units) I'd rather see an increase against light, say 12(+3) instead of 12(+1) (hots was 15(+2))

That way it can be used against Dark's mass ling bane mid game - against which stats seemed helpless - but still remains semi useless in late game.

The key imho is to manage to make the coloss a mid game unit only that gets obsolete when the opponent hits tier 3

maybe its armor can be reduced too, to make it too squishy for late game???

Anyway, people saying that bringing colossus back would only mean death balls everywhere again seriously lack imagination....


Dear INno and all the former STX boys.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
May 07 2016 14:01 GMT
#68
On May 07 2016 22:56 Gwavajuice wrote:
Show nested quote +
On May 07 2016 20:52 Shield wrote:
I think immortal nerf will make sense if colossus is buffed as:
- damage per second is improved as Blizzard suggests
- range is increased by +1

That way, protoss won't be helpless vs lurkers after immortal nerf. Immortal's balance is closely tied to lurker's balance in my opinion. You can't nerf one without the other.



I totally think the opposite about the colossus range. Reducing it, like just removing thermal lance could guarantee that it is not massed in a death ball style.

For instance, colossus range should remain inferior to lurker's range.

Also, instead of increasing speed (applies to all units) I'd rather see an increase against light, say 12(+3) instead of 12(+1) (hots was 15(+2))

That way it can be used against Dark's mass ling bane mid game - against which stats seemed helpless - but still remains semi useless in late game.

The key imho is to manage to make the coloss a mid game unit only that gets obsolete when the opponent hits tier 3

maybe its armor can be reduced too, to make it too squishy for late game???

Anyway, people saying that bringing colossus back would only mean death balls everywhere again seriously lack imagination....



Colossi are an immense investment and suck ass in small engagements, so if you take out other options early on (like immortals) you force protoss to do everything in their power to protect their investment, ie mass blink stalker/sentry and deathball it up. It's simply how the unit functions.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Klowney
Profile Joined March 2011
Sweden277 Posts
May 07 2016 14:11 GMT
#69
Why should the lurker outrange it?
Ej_
Profile Blog Joined January 2013
47656 Posts
May 07 2016 14:58 GMT
#70
On May 07 2016 20:42 Teoita wrote:
For the love of everything that's nerdy and awesome in the universe please don't make me build fucking Colossi again, not right after i just started playing again, and having fun because that unit is gone. Please.

Not sure how i feel about the Immortal nerf. On the one hand, it does outshine everything else Protoss has in PvZ...on the other, the matchup seems just fine right now balance wise, so i don't know why zergs (Kespa zergs specifically) are so up in arms about Immortals.

because zerg that isnt named Dark cant win a macro ZvP

its like BL/inf PvZ except the other way around
"Technically the dictionary has zero authority on the meaning or words" - Rodya
highsis
Profile Joined August 2011
259 Posts
May 07 2016 14:59 GMT
#71
Give disruptor + damage against lurkers specifically to 1-shot them and I have no problem with immortals nerf. Remember how pros deemed disruptors not good enough against lurkers.
feanaro
Profile Joined March 2014
United States123 Posts
May 07 2016 15:04 GMT
#72
On May 07 2016 23:01 Teoita wrote:
Show nested quote +
On May 07 2016 22:56 Gwavajuice wrote:
On May 07 2016 20:52 Shield wrote:
I think immortal nerf will make sense if colossus is buffed as:
- damage per second is improved as Blizzard suggests
- range is increased by +1

That way, protoss won't be helpless vs lurkers after immortal nerf. Immortal's balance is closely tied to lurker's balance in my opinion. You can't nerf one without the other.



I totally think the opposite about the colossus range. Reducing it, like just removing thermal lance could guarantee that it is not massed in a death ball style.

For instance, colossus range should remain inferior to lurker's range.

Also, instead of increasing speed (applies to all units) I'd rather see an increase against light, say 12(+3) instead of 12(+1) (hots was 15(+2))

That way it can be used against Dark's mass ling bane mid game - against which stats seemed helpless - but still remains semi useless in late game.

The key imho is to manage to make the coloss a mid game unit only that gets obsolete when the opponent hits tier 3

maybe its armor can be reduced too, to make it too squishy for late game???

Anyway, people saying that bringing colossus back would only mean death balls everywhere again seriously lack imagination....



Colossi are an immense investment and suck ass in small engagements, so if you take out other options early on (like immortals) you force protoss to do everything in their power to protect their investment, ie mass blink stalker/sentry and deathball it up. It's simply how the unit functions.



This is part of the reason I suggested reducing the cost of thermal lance (hell, we already have to sink 200/200 into robotics bay) so that a less powerful colossus would still be viable in the midgame without ruining the lategame.
CheddarToss
Profile Joined September 2015
534 Posts
May 07 2016 15:25 GMT
#73
On May 07 2016 23:58 Ej_ wrote:
Show nested quote +
On May 07 2016 20:42 Teoita wrote:
For the love of everything that's nerdy and awesome in the universe please don't make me build fucking Colossi again, not right after i just started playing again, and having fun because that unit is gone. Please.

Not sure how i feel about the Immortal nerf. On the one hand, it does outshine everything else Protoss has in PvZ...on the other, the matchup seems just fine right now balance wise, so i don't know why zergs (Kespa zergs specifically) are so up in arms about Immortals.

because zerg that isnt named Dark cant win a macro ZvP

its like BL/inf PvZ except the other way around

Actually it's the other way around. Just a couple of days ago Departure beat Zest 3:1 (Kung Fu Cup) and it looked ezpz. Second class Zerg utterly wrecking the best Protoss in the world. That is the state of PvZ balance.
Comedy
Profile Joined March 2016
456 Posts
Last Edited: 2016-05-07 15:34:29
May 07 2016 15:32 GMT
#74
I dont know why immortals are singled out as the problem when it's the late air toss army that's the problem.

Brood lords are pretty good vs immortals right?

If only protoss air didnt shrek everything combined with 1-2 oracles, storm feedback and archons.

Swarmhost I feel very meh about it. when I play Zerg I'm not going to use swarmhosts, the unit has run it's course and just isn't fun. I'd rather see it deleted altogether to get some redemption for 2014.

I'd rather see zerg and protoss air interaction change, or tempest + Broodlord supply both increased. Anything that prevents pvz from getting to that impossible protoss air deathball stage.
Aiobhill
Profile Joined June 2013
Germany283 Posts
May 07 2016 15:38 GMT
#75
On May 08 2016 00:25 CheddarToss wrote:
Show nested quote +
On May 07 2016 23:58 Ej_ wrote:
On May 07 2016 20:42 Teoita wrote:
For the love of everything that's nerdy and awesome in the universe please don't make me build fucking Colossi again, not right after i just started playing again, and having fun because that unit is gone. Please.

Not sure how i feel about the Immortal nerf. On the one hand, it does outshine everything else Protoss has in PvZ...on the other, the matchup seems just fine right now balance wise, so i don't know why zergs (Kespa zergs specifically) are so up in arms about Immortals.

because zerg that isnt named Dark cant win a macro ZvP

its like BL/inf PvZ except the other way around

Actually it's the other way around. Just a couple of days ago Departure beat Zest 3:1 (Kung Fu Cup) and it looked ezpz. Second class Zerg utterly wrecking the best Protoss in the world. That is the state of PvZ balance.


And even, if there are 5 or 15 protoss in Korea, who are able to keep it even against Z; among mortals Protoss clump up in the lower leagues and Z clump up in the higher leagues on a completely unprecedented level. Colossus buff might help with that imbalance, so whoever is against it, at least offer an alternative solution.
Axslav - apm70maphacks - tak3r
InfCereal
Profile Joined December 2011
Canada1759 Posts
May 07 2016 16:24 GMT
#76
On May 07 2016 04:44 Shield wrote:
Show nested quote +

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.


Good luck against immortals then.


Cereal
Clonester
Profile Joined August 2014
Germany2808 Posts
May 07 2016 16:25 GMT
#77
It does not work out.

Without a fresh start, a fresh mind, they will never get anything solid anymore. They stuck so deep in the woods, what they cant find out anymore.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Empirimancer
Profile Joined July 2011
Canada1024 Posts
May 07 2016 16:32 GMT
#78
The Colossus should have been removed, replaced, or reworked into something completely different. In WoL and HotS it bore most of the responsibility for the existence of the Protoss Deathball. It being nerfed into the ground was one of the good things that LotV did, along with the new economy and starting with 12 workers. Please don't bring it back.
emc
Profile Joined September 2010
United States3088 Posts
May 07 2016 16:45 GMT
#79
On May 07 2016 02:40 Charoisaur wrote:
His statements don't sound like he has a lot of confidence in his decisions...


considering his decisions can alter the fate of a pro players destiny or not, I'd say he's hesitant for good reason.
Beelzebub1
Profile Joined May 2015
1004 Posts
May 07 2016 17:11 GMT
#80
On May 07 2016 23:58 Ej_ wrote:
Show nested quote +
On May 07 2016 20:42 Teoita wrote:
For the love of everything that's nerdy and awesome in the universe please don't make me build fucking Colossi again, not right after i just started playing again, and having fun because that unit is gone. Please.

Not sure how i feel about the Immortal nerf. On the one hand, it does outshine everything else Protoss has in PvZ...on the other, the matchup seems just fine right now balance wise, so i don't know why zergs (Kespa zergs specifically) are so up in arms about Immortals.

because zerg that isnt named Dark cant win a macro ZvP

its like BL/inf PvZ except the other way around


I mean, it's not like no top level Zergs are winning at all vs. Protoss, but I would say the Immortal keeps Protoss more then their fair share of strength in the match up being able to (don't flame me please) A move through Lurker armies.

I really don't want to see the Colossus buffed because it's a terrible no skill a move unit, would much rather see Stalkers become more effective general combat units, maybe with some type of 200/200 research ability at Twilight that gives them +1 range or some little extra boost vs. light units so Protoss can stop opening Phoenix and ruining my life?

While I'm talking about the Colossus being a terrible unit, just remove the damn Swarm Host from the game entirely, Zerg needs help with air not with ground or siege ability, if it's not going to be reworked into an anti air unit then just scrap it, the unit isn't fun to play with or against, it's just a failed crap gimmick unit that should have never made it into HOTS beta, let alone made it OUT of the beta.

Buff the Stalker, buff the Infestor, buff the Cyclone, start buffing the units that take skill to use David, not all of the retarded a move splash "good vs. everything" units.
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