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Post Mortem on the Last Test map - May 12 - Page 5

Forum Index > SC2 General
85 CommentsPost a Reply
Prev 1 2 3 4 5 All
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
Last Edited: 2016-05-13 18:54:44
May 13 2016 18:54 GMT
#81
On May 14 2016 03:42 Wrath wrote:
Show nested quote +
On May 13 2016 05:54 Jer99 wrote:


Thor changes
We received a lot of feedback regarding the Thor changes, especially from our Chinese community, in that this change can be seen as a nerf. We totally agree with the suggestion from the CN region to bring back the mode switch on the Thor while keeping the current, stronger numbers for the single target mode. We will make this change in the test map asap.

We also do see the feedback that the current damage buff is not enough. If this is the case, we can continue moving in small steps to continue tweaking it up as needed.

Immortal Barrier change
This seems to be a solid change. Because it only affects the such short duration of the ability being up, we believe this is a solid targeted change to help reduce the effectiveness of Immortals slightly per pro player feedback.

Colossus change
As expected, this one looks to be a fairly small increase in Colossus effectiveness. Because our main goal with this change is to help out non pro players slightly, while having it be a small change at the pro level, we believe we can make this move as a first step and see how it goes.

Liberator change
We definitely agree with many players in that the change may have been slightly too much, so we would like to go from 4 +3light to 5+2light in tomorrow's update in order to test a softer version of this change.

Cyclone changes
This change looks to be solid at the moment, and we can start publically testing this in the next version as well.

Swarm Host changes
We saw a lot of mixed feedback for these changes, but our thought is that we should go forward with a change here to locate how the current role of the unit is. However, we do agree that we should move in smaller steps, so instead of reducing the cost to 150/75 in one go, we wanted to test changing it to 150/100 in tomorrow's test map.

Overall, the direction of the changes appears to be good, so let’s work on fine tuning the specific numbers so that we can aim for an update to the test map as early as tomorrow, and attempt to make a balance update to the live game towards the end of this month. Thank you.


source


... And you call me lazy when it comes to formatting


it's literally formatted exactly the same way it was from the source.

you half-assed a copy paste
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
[PkF] Wire
Profile Joined March 2013
France24238 Posts
May 13 2016 19:29 GMT
#82
On May 14 2016 01:54 Freeborn wrote:
Why is everybody complaining about mass tempest?
Tempest lose to all other anti air in direct fights, are super slow, at the end of the tech tree and they lose really hard vs marines and hydras.

Cyclone has insane damage and can attack all units and is really early tech and swarm host does massive damage without risk of losing the unit.

So many terran whiny kids around here, first time terran is not super dominant and they cry :p

I wonder if you're being serious. Mass tempests is bad but tempests + cannons + HTs is a real problem.

"first time terran is not super dominant and they cry" -> ok you're most likely not being serious.
Wrath
Profile Blog Joined July 2014
3174 Posts
May 13 2016 19:54 GMT
#83
On May 14 2016 03:54 Jer99 wrote:
Show nested quote +
On May 14 2016 03:42 Wrath wrote:
On May 13 2016 05:54 Jer99 wrote:


Thor changes
We received a lot of feedback regarding the Thor changes, especially from our Chinese community, in that this change can be seen as a nerf. We totally agree with the suggestion from the CN region to bring back the mode switch on the Thor while keeping the current, stronger numbers for the single target mode. We will make this change in the test map asap.

We also do see the feedback that the current damage buff is not enough. If this is the case, we can continue moving in small steps to continue tweaking it up as needed.

Immortal Barrier change
This seems to be a solid change. Because it only affects the such short duration of the ability being up, we believe this is a solid targeted change to help reduce the effectiveness of Immortals slightly per pro player feedback.

Colossus change
As expected, this one looks to be a fairly small increase in Colossus effectiveness. Because our main goal with this change is to help out non pro players slightly, while having it be a small change at the pro level, we believe we can make this move as a first step and see how it goes.

Liberator change
We definitely agree with many players in that the change may have been slightly too much, so we would like to go from 4 +3light to 5+2light in tomorrow's update in order to test a softer version of this change.

Cyclone changes
This change looks to be solid at the moment, and we can start publically testing this in the next version as well.

Swarm Host changes
We saw a lot of mixed feedback for these changes, but our thought is that we should go forward with a change here to locate how the current role of the unit is. However, we do agree that we should move in smaller steps, so instead of reducing the cost to 150/75 in one go, we wanted to test changing it to 150/100 in tomorrow's test map.

Overall, the direction of the changes appears to be good, so let’s work on fine tuning the specific numbers so that we can aim for an update to the test map as early as tomorrow, and attempt to make a balance update to the live game towards the end of this month. Thank you.


source


... And you call me lazy when it comes to formatting


it's literally formatted exactly the same way it was from the source.

you half-assed a copy paste


I do the format after the copy paste to ensure no one post it before me. You judge way too quick.
_Croc
Profile Joined August 2013
Norway36 Posts
May 13 2016 19:58 GMT
#84
When is the Siege tank getting buffed?
~~ I am so excited for the tank buff ~~
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2016-05-14 07:44:36
May 14 2016 07:35 GMT
#85
On May 13 2016 19:46 JackONeill wrote:
Show nested quote +
On May 13 2016 18:29 Cloak wrote:
Terrans can much more easily redrop to other bases. I think TY exemplifies this pretty well, where even Zest couldn't handle it in the GSL finals g1. I would also argue Turrets are more desirable than Cannons for your typical harass because of their air DPS, relative cheapness, and air priority are desirable. If Terrans dedicated a Liberator to defense, they could accomplish similar things to MsC, or even a bunker. Protoss is somewhat forced into dedicated AtA when ranged Liberators come along. No Protoss harass unit can do that level of damage with already present ground defense.


1) redrop to their bases : what? How does that remotely compares to fucking warpin??
2) TY stated that protoss is OP atm. And it's fun that you bring up this series that showed everything that was wrong with TvP xD
3) turrets > canons? Really? Against adept harass? Okay then let's drop 4 adepts in a mineral line with a canon and a mineral line with a turret rofl
4) bunker are already used against drop adepts to little efficiency since you can just shade where the bunker doesn't cover the mineral line. And dude no you can't cover a mineral line with a liberator, you can only chase the prism.
And achieve similar things to MsC? Really? Between paying 100/100 to transform all my supplies in 40 dmg high ROF photon canons ? XD

Dude do you even watch starcraft? I'm fine with people arguing that the liberator is OP, because it is and it's the only reason why terrans are still somewhat performing at high level, but don't even start to talk about harass because every single TvP pro game shows a terran in foeutal position early game against protoss harass.


There really isn't any objectivity to your bias or TYs bias. Win rates are as even as can be. And the original point was Adept ghost forces you to defend multiple points, and how does redrop not accomplish the same thing? It's very difficult for Protoss ground to cover the cliff hopping Terran does rather easily with their entire army plus heal.

The primary target against a harass is the air units (Warp Prism or Medivacs) you see the pros target these first, to prevent escape or reinforcement. Turrets have an advantage for having a very high dps/cost ratio. Do you even understand the game you watch?

You don't really see abuse of photon cannons to begin with. Overcharge is just the answer to both Zerg and Terran unit design and macro being more favored to more bases.

Bunkers excellently shut down Adept harass, since they target structures and do poor damage to them. You should be blocking the ghosting anyway. There's a lot of passive reasons Terrans and Zergs just scale better than Protoss, and Protoss has to abuse these explosive spellcasts to compensate.
The more you know, the less you understand.
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2016-05-14 09:48:58
May 14 2016 09:47 GMT
#86
So hovering around with a medivac is comparable to the invulnerable shade. Of course.

And turrets have high dps against air, but in case of adept harass, and with the blink prism, of course protoss players drop on turrets. And if they don't, turrets are so much better at defending adept harass than canons. Of course.

Dude it's impossible to debate with you of this subject if you're gonna say stuff that is obviously false. Every single TvP in GSL/proleague is terran staying at home trying to take 3 bases, with the exception of the occasionnal marine mine drop, while protoss harasses intensively to prevent terran's economy to allow too much liberators on the field.
You're just being silly, and the nail in the coffin has to be "Terrans and Zergs just scale better than Protoss", which in itself shows how biased you are.
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