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United Kingdom20274 Posts
On June 12 2016 05:48 Teoita wrote:Show nested quote +On June 12 2016 05:36 Scarlett` wrote:On June 12 2016 03:09 Teoita wrote:On June 12 2016 02:09 Beelzebub1 wrote:On June 12 2016 01:26 pzlama333 wrote: How about keep larva injection for hatchery at 3, but 4 for lair and more for hive? Problem with this is that Zerg is very powerful at Hive tech and very....fragile, not weak or UP or anything, just very fragile in the early game. The larvae buff is asinine, I think an easier solution is just to make Queens a slight bit tougher, either give them a very slight damage buff or maybe give them +1 armor naturally, maybe a slight speed boost on creep even. I think making the stock base defense will allow Zergs to not just die to early game attacks so easily and they will still be hilariously weak in the later stages of the game. I strongly disagree with this notion that Zerg is somehow fragile to early game allins, we aren't in 2010 anymore and Zergs don't die all the time to random all-ins that they barely miss scouting. Zerg may well have problems in the midgame vs Terran and lategame vs Protoss, but i think their early game is just fine. only because we open overlord speed every game in zvp and zvt (which is very expensive for how early you need to get it) Then why do they start changing the cost of that?
I think it's pretty crazy to have overlord speed on hatch tech, one of the most overlooked changes in LOTV. It does cost 100/100 but it's a huge thing - if it wasn't so good, people wouldn't get it. If anything, i think that base overlord speed could be changed for LOTV rather than making it a 50/50 upgrade that everybody got on hatch tech.
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There is a very simple solution to this. Let the 4 larva buff happen and nerf the inject stacking. Thats what it was before and no one ever had a problem with that. The reason why Korean Zerg is struggling vs Terran is because at the top level they were always hitting their injects on time. They didn't need to stack their injects. The original change greatly reduced the amount of larva a top player can produce. Maybe instead of having inject stacking we could have a faster cast rate for injects or even a slightly longer range. Something small to not be able to tip the balances too far.
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On June 12 2016 11:39 Exquisite7 wrote: There is a very simple solution to this. Let the 4 larva buff happen and nerf the inject stacking. Thats what it was before and no one ever had a problem with that. The reason why Korean Zerg is struggling vs Terran is because at the top level they were always hitting their injects on time. They didn't need to stack their injects. The original change greatly reduced the amount of larva a top player can produce. Maybe instead of having inject stacking we could have a faster cast rate for injects or even a slightly longer range. Something small to not be able to tip the balances too far.
Except that no one had a problem with mules or chrono before yet both of those mechanics were nerfed. If they returned larva to 4 that would be similar to giving Terran back old mule or p back old chrono. Can you imagine if either of those mechanics were to have made it into lotv while the others were nerfed?
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How about something about Zerg vs Skytoss? It really is no fun to either play or watch.
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If balance is indeed out of the window atm, I would like to see Blizzard use this opportunity to change some of the designs of the game for the better. -boring units (Hellbats/Tempests) -quality of life (Chrono Boost change to make it similar to Larvae Inject) -Mutalisk lopsided affair (without the appropriate counters, this unit reigns supreme, but with the counters in place, they lose all value.) -Frustrating units (Oracle, Medivac Boost) -Tankivacs (fix TvT and identity) -Making cool interactions: For instance Lurker vs Bio, right now it's not something we see. If perhaps Lurkers did 30 damage to all types, but the Spikes had more delay, after the attack, we could see more cool micro.
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Fact they are looking at a change like number of larva is concerning. That's a big change can't believe at this point that is on the table, should have been figured out in the Beta.
Blizz really has no clue. I also think asking Korean Pro players always sounds so good but those players are the ones that have the most to gain or lose with any changes. In general player feedback is always going to be biased. Just make the game fun, the units cool, and then give it time and things can balance on their own. But with so many bad units and poor design they are constantly looking to patch the game because the players lack the tools(units) to be creative. There is no meta development just a perpetual patching process that lacks because the units in the game are so one dimensional or useless.
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I think it's quite clear in their post they received the feedback of some KR pros about the potential larva buff but are skeptical about it since they're aware of the fact it could have a huge impact on the overall game. So let's not get too carried over here.
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Some suggestions:
TERRAN
Siege Tank: give +10 or +15 damage bonus agaisn't protoss shield, remove tankivacs Medivacs: Increase energy cost for healing bio Liberators: Increase supply to 4 OR radius nerf Cyclone: Lower cost to 150/75/2, increase hp to 150
ZERG
Ravager: Increase morph time to 20s (instead of 9s hots time) Lurker: Reduce range to 8 Ultra: back to 6 armor in total (instead of 8) Nydus: remove invulnerability, lower cost to 150/50
PROTOSS
Warp Prism: Increase cost to 200/100 OR nerf range pickup Sentry: Lower cost to 50/75/2 Phenix: Reduce move speed to 5.5 (instead of 5.95) OR increase creation time to 35s (instead of 25s hots time) Tempest: Increase to 6 supply cost
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On June 12 2016 21:11 [PkF] Wire wrote: I think it's quite clear in their post they received the feedback of some KR pros about the potential larva buff but are skeptical about it since they're aware of the fact it could have a huge impact on the overall game. So let's not get too carried over here. The fact that they're considering it at all is a huge warning sign, especially because they're doing this in response to talking with a handful of unknown pro players that pretty clearly don't have the interests of the game at heart. And then that's the only balance related thing they posted this week too. It feels like it's trying to push the community into accepting a very large zerg buff when the reality on the ground doesn't justify one. Don't be surprised next week when they push a less extreme buff as a 'compromise' when they haven't even made the case that zerg even needs a buff in the first place.
And where's the cyclone fix?
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On June 12 2016 18:18 washikie wrote:Show nested quote +On June 12 2016 11:39 Exquisite7 wrote: There is a very simple solution to this. Let the 4 larva buff happen and nerf the inject stacking. Thats what it was before and no one ever had a problem with that. The reason why Korean Zerg is struggling vs Terran is because at the top level they were always hitting their injects on time. They didn't need to stack their injects. The original change greatly reduced the amount of larva a top player can produce. Maybe instead of having inject stacking we could have a faster cast rate for injects or even a slightly longer range. Something small to not be able to tip the balances too far. Except that no one had a problem with mules or chrono before yet both of those mechanics were nerfed. If they returned larva to 4 that would be similar to giving Terran back old mule or p back old chrono. Can you imagine if either of those mechanics were to have made it into lotv while the others were nerfed?
Ur right, but yet somehow zerg got a way bigger nerf in their mechanics then Terran and Toss got, Zerg injects has a big effect on all eco and production.
Yet everyone seemed fine with that.
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United Kingdom20274 Posts
Phenix: Reduce move speed to 5.5 (instead of 5.95), increase creation time to 35s (instead of 25s hots time)
That would make them have a 0.1 speed disadvantage instead of a 0.35 advantage over Mutalisks. That alone would be a massive change without making them take 1.4x longer to build. You'd just be making the game more about P losing if you don't have enough stargates to handle muta switch rather than actually improving muta v phoenix/protoss interactions (i think the way to go there is more accessible softer counters like improved stalker AA-vs-light, meanwhile nerfing the harder counters like phoenix and liberator AA-light-splash)
Ur right, but yet somehow zerg got a way bigger nerf in their mechanics then Terran and Toss got
Chrono boost effectiveness (in terms of seconds saved per minute) was nerfed by about 1.45x IIRC while also being changed so that you cannot stack or pool the effects any more which was very important for chrono before LOTV. Chrono also takes effect at 0 seconds (unlike the macro mechanics of the other races) which is a big part of its strength. I think that you're underestimating the power of unnerfed chrono here
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On June 13 2016 00:34 MaxTa wrote: Some suggestions:
TERRAN
Siege Tank: give +10 or +15 damage bonus agaisn't protoss shield, remove tankivacs Medivacs: Increase energy cost for healing bio Liberators: Increase supply to 4, radius nerf Cyclone: Lower cost to 150/75/2, increase hp to 150
ZERG
Ravager: Increase morph time to 20s (instead of 9s hots time) Lurker: Reduce range to 8 Ultra: back to 6 armor in total (instead of 8) Nydus: remove invulnerability, lower cost to 150/50
PROTOSS
Warp Prism: Increase cost to 200/100, nerf range pickup Sentry: Lower cost to 50/75/2 Phenix: Reduce move speed to 5.5 (instead of 5.95), increase creation time to 35s (instead of 25s hots time) Tempest: Increase to 6 supply cost I don't understand the P suggestions.
1/ Warp prism : increase cost OR remove range, not both 2/ 50/72 sentry is OP 3/ phoenix would not even do well vs mutas with that
Only 4 makes sense.
Overall I think that's far too many changes for a game that is not so bad currently.
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Honestly I don't think the larva change will work out even close to how they expect it to. I think it will just make bad terrans lose worse but won't actually help zergs beat good terrans. Increasing larva is great and all, but its still too easy for Terran (and to a lesser extend Protoss) to disrupt injecting or kill larva outright. Terran has both reaper grenades and liberators to disrupt queens or kill larva out right, and as long as its much easier for a terran to kill/disrupt larva than it is for Zerg to defend against it increasing larva won't solve the problem at the highest level.
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On June 12 2016 18:18 washikie wrote:Show nested quote +On June 12 2016 11:39 Exquisite7 wrote: There is a very simple solution to this. Let the 4 larva buff happen and nerf the inject stacking. Thats what it was before and no one ever had a problem with that. The reason why Korean Zerg is struggling vs Terran is because at the top level they were always hitting their injects on time. They didn't need to stack their injects. The original change greatly reduced the amount of larva a top player can produce. Maybe instead of having inject stacking we could have a faster cast rate for injects or even a slightly longer range. Something small to not be able to tip the balances too far. Except that no one had a problem with mules or chrono before yet both of those mechanics were nerfed. If they returned larva to 4 that would be similar to giving Terran back old mule or p back old chrono. Can you imagine if either of those mechanics were to have made it into lotv while the others were nerfed?
I think you're missing the point though. The inject stacking was supposed to be a way of balancing the fact that larva count went down from 4 to 3. However at the highest level inject stacking isn't even needed. Therefore Korean Zerg only ever got a nerf in lotv. And there are always other options to increase the rate that Zerg can produce larva at an equal rate in ZvT such as decreasing the spawn time for larva and decreasing the energy cost but keeping it at 3. Or even trying to increase cost of energy and spawn time with 4 larva rate.
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On June 13 2016 03:41 [PkF] Wire wrote:Show nested quote +On June 13 2016 00:34 MaxTa wrote: Some suggestions:
TERRAN
Siege Tank: give +10 or +15 damage bonus agaisn't protoss shield, remove tankivacs Medivacs: Increase energy cost for healing bio Liberators: Increase supply to 4, radius nerf Cyclone: Lower cost to 150/75/2, increase hp to 150
ZERG
Ravager: Increase morph time to 20s (instead of 9s hots time) Lurker: Reduce range to 8 Ultra: back to 6 armor in total (instead of 8) Nydus: remove invulnerability, lower cost to 150/50
PROTOSS
Warp Prism: Increase cost to 200/100, nerf range pickup Sentry: Lower cost to 50/75/2 Phenix: Reduce move speed to 5.5 (instead of 5.95), increase creation time to 35s (instead of 25s hots time) Tempest: Increase to 6 supply cost I don't understand the P suggestions. 1/ Warp prism : increase cost OR remove range, not both 2/ 50/72 sentry is OP 3/ phoenix would not even do well vs mutas with that Only 4 makes sense. Overall I think that's far too many changes for a game that is not so bad currently.
TBH the Tempest change is the only one that makes sense.
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On June 11 2016 04:12 Teoita wrote:The larva change is a really stupid idea. If you aren't sure a change is needed (and imo in this case it isn't), don't make a massive and potentially game breaking one... Show nested quote +On June 11 2016 04:10 Ej_ wrote:On June 11 2016 04:02 Sogetsu wrote: Honestly, the Larvae increase is ABSURD, build a damn Macro Hatch, it is easy enough right now to inject and mass Larvae.
you have to keep in mind that macro hatcheries aren't free, in fact, you can't afford to make a macro hatch before taking your 4th in ZvT They aren't free, but Zergs aren't losing because they lack unit production in the early game, so i don't see what 4 larvae per hatch does that a macro hatch doesn't, except making Zerg revolve entirely too much around hitting perfect injects which a lot of people dislike.
You can stack injects very easily now. You can even shift click queue them up.
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Just make the change in Korea only. If the rest of the world catches up, you can make it global then.
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I'm suggesting tons of changes, of course I would not apply all of them at once... common sense guys... This OR That... Phoenix speed nerf OR creation time nerf, Warp Prism higher cost OR drop range nerf... Pick your bet
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And Pheonix are op, hell you don't even need their range upgrade at this point they just trash almost any air and ground unit... Actually airtoss is OP and has been for a long time and needs a nerf badly...
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I would aslo like to see the medivacs requiring more energy to heal bio or maybe reduce healing rate, this way stim would really have to be used at the right moment and it would also require more medivacs in unit comp, so less liberators...
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