Community Feedback Update - June 10 - Page 4
Forum Index > SC2 General |
Clonester
Germany2808 Posts
| ||
Musicus
Germany23570 Posts
On June 11 2016 05:37 megatroneo wrote: reddit had a pretty interesting suggestion (credit Scusl) I like this, sounds really cool. Edit: Actually I don't think this change makes a difference. It's not like people will build 3 hives because of this, a macro hatch would still be better than a second hive and gas is too valuable. | ||
DalaiiLameR
42 Posts
i personally have no clue about balance issues, because im only low masters. maybe some people here should also trust in the kespa pros. and to be honest, the latest changes were rly great. no hate plz :D | ||
purakushi
United States3300 Posts
On June 11 2016 05:37 megatroneo wrote: reddit had a pretty interesting suggestion (credit Scusl) Pretty much this, but I don't know if 5 for Hive is necessary. Blizzard can fine tune this to be one of these scenarios: 1. Hatchery 3, Lair 4, Hive 4 2. Hatchery 3, Lair 3, Hive 4 3. Hatchery 3, Lair 4, Hive 4 plus slightly faster larva spawn rate 4. Hatchery 3, Lair 4, Hive 5 (a bit ridiculous) 5. Hatchery 3, Lair/Hive some upgrade to make it 4 (various combinations of above) | ||
TheWinks
United States572 Posts
On June 11 2016 05:35 Musicus wrote: Didn't they explain the way they gather feedback from Korea before? I think KeSPA gathers the opinions of all their players and then delivers the most dominant opinions to Blizz. Anyway it doesn't matter. 4 Larva sounds ridiculous to me, yes. But then please say "KeSPA/Korean pros have no idea what they are doing" or "rofl, Terran > Zerg according to Korea?". If you have to complain, please blame the Koreans instead of blaming Blizzard. Blizzard is just showing us how the Korean feedback looks, they are not agreeing with them. But of course the feedback of the best players in the world does hold some weight. I don't want to blame the Koreans on the whole though. I'd much rather criticize the black box and lack of direct output. For all we know the Korean terrans think this whole idea is completely ludicrous but the stuff making it out of the feedback is zerg leaning somehow. | ||
Musicus
Germany23570 Posts
On June 11 2016 05:49 TheWinks wrote: I don't want to blame the Koreans on the whole though. I'd much rather criticize the black box and lack of direct output. For all we know the Korean terrans think this whole idea is completely ludicrous but the stuff making it out of the feedback is zerg leaning somehow. Well blame Korean zergs then, although Korean Protoss players admitted that P is/was (not sure yet how the barrier nerf affects the game) OP, so Terrans might do the same. Korean Terrans obviously know if their zerg teammates are complaining about ZvT and it doesn't seem like they object or Blizzard would have received their feedback as well. Blame anyone but Blizzard, they are just showing us what they get sent from Korea. | ||
TheWinks
United States572 Posts
On June 11 2016 05:52 Musicus wrote: Blame anyone but Blizzard, they are just showing us what they get sent from Korea. No, the buck stops at Blizzard. They're the ones with the responsibility and the power here. If Kespa feedback is nonsensical, they should take a hardline stance against it. | ||
Musicus
Germany23570 Posts
On June 11 2016 05:55 TheWinks wrote: No, the buck stops at Blizzard. They're the ones with the responsibility and the power here. If Kespa feedback is nonsensical, they should take a hardline stance against it. It's not like they are patching the game just based on this feedback, they are very sceptical and want to get more feedback from all the korean pros, not just zergs. They are doing nothing with this feedback apart from informing us about it. To explore this notion in greater details, we’ve pinged Kespa to get the stance of all the top players in KR to gauge the pro-stance as a whole. We have no actions planned yet, but we wanted to let you know so that we can all watch together to see if the situation actually is bad, and to discuss further moves together if they prove necessary. | ||
![]()
Liquid`Snute
Norway839 Posts
but, i can come up with a bunch of suggestions and alternatives that probably are superior to the larva change/buffing the entire zerg standard macro development hard. ok so: larva buff suggestions hints at the balance issue from kr zergs being an early game complaint. Macro hatches can be afforded pretty easily later on to be honest, so i'll make early game suggestions: Look into: - tankivac properties - medivac movement speed (boost) - medivac unload speed - medivac healing speed - medivac hitpoints. unfortunately a lot of these changes would affect PvT and TvT as well. Queen anti air vs armored buff could also be a consideration, this will affect Liberator/MSC/Voidray/Medivac/Overlord/Warp Prism, so this might not be a bad change for early game defense. one could also add 1-3 seconds on reaper build time, reduce reaper grenade knockback duration/distance and reduce damage slightly. or nerf reaper damage by 1, i prefer nerfing the grenade though. tweaking queen build time is another opportunity but it's a really dangerous thing to start tweaking and not very pleasant i think. Ok, next would be liberator AtG, siege/unsiege speed, radius, range, rate of fire, etc. but i don't think the liberator is that much of an issue right now. if queens do more damage vs armored air, it would be a bit easier to defend against at the very least. Another nerf would be to change the widow mine splash radius slightly (gradual damage radius or just a 10-20% splash size nerf) to preserve more lings/banelings/drones upon impact, for the zergs that for whatever reason play without ravagers still. Hokay i think that anything of this would be more than enough to fix any kind of imbalance kr zergs might be experiencing. Larva from 3 to 4 shouldn't be a thing. it goes against all kinds of common sense at this point. you don't want to buff the standard macro development in every single match-up now, of all times. protoss are already getting nervous and queens are garbage enough in zvz as it is when i first heard this line from kr zergs i thought it was the newest balance meme on the block, didn't think it was serious tbh. but like i mentioned earlier, maybe they know what they're talking about and i'm just an european zerg, so yeah. personally i think the match-up is quite balanced, but certain map features can become disadvantageous for zerg. mostly revolving around 3rax reaper and tankivac strength - so map pool is quite important. on the topic of maps: if you revert to 4 larva it's pretty obvious that maps where you can protect your 3rd well with gasless (dusk towers) will just go completely out of control in favor of zerg. On June 11 2016 05:36 Isarios wrote: Return to us the infestor! Powerful killing fungals. Not tickling toe rot. fungal bile is strong as it is and doesn't need any tweaks, if it's removed from the matchup or if fungal projectile speed/range is nerfed even further i can agree that it will be imbalanced in favor of terran but fungal atm is not underpowered in zvt, only zvp (they need to make it trigger immortal autoshields and maybe add a very minor damage increase vs armored) i just cannot imagine that larva count is the issue in zvt, most players are good at spending their money and aren't exactly at larva shortage ... asking for better early game economy development is basically saying 'my race currently sucks too hard at least until 200/200'... but economy in lotv, larva, was limited for very good reasons since the other races had their macro mechanics nerfed too. right? later on in the game larva does not matter because zergs know how to inject well enough or build a macro hatch. and zvt if it were to be imbalanced is definitely not about saving 300 minerals, it's most likely about medivac strength if i were to make a guess, or about the strength of any of the units i mentioned in my above list. another change i would like to mention is to reduce the recede rate of creep ever so slightly if 2CC TANK or 3CC MMMM allins are identified as a major issue. okay that should be about it i think ![]() | ||
Zulu23
Germany132 Posts
| ||
Elentos
55456 Posts
On June 11 2016 06:03 Liquid`Snute wrote: + Show Spoiler + i think the zvt shown in kr matches so far hasn't been that great, still a lot of inferior choices when it comes to unit compositions and quite a bit of bad zerg play overall, give it more time i'd say. i'm one of the leading zvt players in europe and i see a ton of mistakes in kr zvt matches but at the same time i know that most people reading this won't take my feedback too seriously since i haven't beaten enough kespa players at international events or shown enough dominance in the zvt matchup for now. but, i can come up with a bunch of suggestions and alternatives that probably are superior to the larva change/buffing the entire zerg standard macro development hard. ok so: larva buff suggestions hints at the balance issue from kr zergs being an early game complaint. Macro hatches can be afforded pretty easily later on to be honest, so i'll make early game suggestions: Look into: - tankivac properties - medivac movement speed (boost) - medivac unload speed - medivac healing speed - medivac hitpoints. unfortunately a lot of these changes would affect PvT and TvT as well. Queen anti air vs armored buff could also be a consideration, this will affect Liberator/MSC/Voidray/Medivac/Overlord/Warp Prism, so this might not be a bad change for early game defense. If you wanna go real crazy here, you can buff queen damage vs armored across the board. To help vs tanks, stalkers, immortals, marauders, even early roaches and nydus worm (zvz). If one doesn't want Overlords to be affected by this change, just remove overlord's armored tag. Would also buff overlords vs voidrays which is a welcome change i think, sry protoss, personally i think they die way too fast to voidray buttonpress atm. one could also add 1-3 seconds on reaper build time, reduce reaper grenade knockback duration/distance and reduce damage slightly. or nerf reaper damage by 1, i prefer nerfing the grenade though. tweaking queen build time is another opportunity but it's a really dangerous thing to start tweaking and not very pleasant i think. Ok, next would be liberator AtG, siege/unsiege speed, radius, range, rate of fire, etc. but i don't think the liberator is that much of an issue right now. if queens do more damage vs armored air, it would be a bit easier to defend against at the very least. Another nerf would be to change the widow mine splash radius slightly (gradual damage radius or just a 10-20% splash size nerf) to preserve more lings/banelings/drones upon impact, for the zergs that for whatever reason play without ravagers still. Hokay i think that anything of this would be more than enough to fix any kind of imbalance kr zergs might be experiencing. Larva from 3 to 4 shouldn't be a thing. it goes against all kinds of common sense at this point. you don't want to buff the standard macro development in every single match-up now, of all times. protoss are already getting nervous and queens are garbage enough in zvz as it is when i first heard this line from kr zergs i thought it was the newest balance meme on the block, didn't think it was serious tbh. but like i mentioned earlier, maybe they know what they're talking about and i'm just an european zerg, so yeah. personally i think the match-up is quite balanced, but certain map features can become disadvantageous for zerg. mostly revolving around 3rax reaper and tankivac strength - so map pool is quite important. on the topic of maps: if you revert to 4 larva it's pretty obvious that maps where you can protect your 3rd well with gasless (dusk towers) will just go completely out of control in favor of zerg. On June 11 2016 05:36 Isarios wrote: Return to us the infestor! Powerful killing fungals. Not tickling toe rot. fungal bile is strong as it is and doesn't need any tweaks, if it's removed from the matchup or if fungal projectile speed/range is nerfed even further i can agree that it will be imbalanced in favor of terran but fungal atm is not underpowered in zvt, only zvp (they need to make it trigger immortal autoshields and maybe add a very minor damage increase vs armored) i just cannot imagine that larva count is the issue in zvt, most players are good at spending their money and aren't exactly at larva shortage ... asking for better early game economy development is basically saying 'my race currently sucks too hard at least until 200/200'... but economy in lotv, larva, was limited for very good reasons since the other races had their macro mechanics nerfed too. right? later on in the game larva does not matter because zergs know how to inject well enough or build a macro hatch. and zvt if it were to be imbalanced is definitely not about saving 300 minerals, it's most likely about medivac strength if i were to make a guess, or about the strength of any of the units i mentioned in my above list. another change i would like to mention is to reduce the recede rate of creep ever so slightly if 2CC TANK or 3CC MMMM allins are identified as a major issue. okay that should be about it i think ![]() Out of interest, how do you play ZvT macro games at the moment? | ||
![]()
Liquid`Snute
Norway839 Posts
On June 11 2016 06:14 Elentos wrote: Out of interest, how do you play ZvT macro games at the moment? roach ravager infestor for the most part, occasionally brood lords or ultralisk. muta ling bane can also work on very large maps ![]() | ||
Sogetsu
514 Posts
I agree with your post, and I hope Blizz listen people like you more than koreans asking for free larva buff instead using a macro hatch. | ||
Elentos
55456 Posts
On June 11 2016 06:16 Liquid`Snute wrote: roach ravager infestor for the most part, occasionally brood lords or ultralisk. muta ling bane can also work on very large maps ![]() I wish we could see you play against some good Korean Terrans more often this year. I mean you played like two best of 1s in Shanghai against ByuN and TY but those were on weird maps. I think I agree with you though. Whenever I see Zerg players lose, be it in Korea or EU or wherever, I never feel like it's because they were running out of larva. | ||
Zulu23
Germany132 Posts
Dark vs. Innovation. No clue why one would say that Z has no chance vs. T, today! | ||
Elentos
55456 Posts
On June 11 2016 06:25 Zulu23 wrote: have you seen GSL Code A today? Dark vs. Innovation. No clue why one would say that Z has no chance vs. T, today! The best Zerg in Korea barely won against a Terran whose form we can't gauge. Not really a statement for or against either side. | ||
Penev
28440 Posts
On June 11 2016 06:25 Zulu23 wrote: have you seen GSL Code A today? Dark vs. Innovation. No clue why one would say that Z has no chance vs. T, today! Dark is the Zerg Maru, that's why | ||
Zulu23
Germany132 Posts
Innovation may not at his best form, it may also that the best macro terrans skill set may fit not the late game tvz balance. Maru and TY are very different in play style, they mix dirty stuff in that is definitely not overpowered, too. imho zerg need to play often more agressive early game. | ||
Cyro
United Kingdom20274 Posts
If you wanna go real crazy here, you can buff queen damage vs armored across the board. To help vs tanks, stalkers, immortals, marauders, even early roaches and nydus worm (zvz). If one doesn't want Overlords to be affected by this change, just remove overlord's armored tag. That's pretty horrifying for PvZ. Early queen drop is one of the more powerful all-ins and buffing queen damage against stalkers and all buildings (overcharged pylons etc) while also making overlords take very little damage from the only available anti-air unit at the same time would be bad, i think That would also affect the midgame with overlords dropping units as there is a large reliance on stalkers (which do low damage vs light, moderate damage vs armored) for anti-air Do we also really want to turn queens into the zerg-MSC? The fallout from the WOL queen range buff was one of the worst times in the expansion IMO and queens already have quite a bit of power. | ||
Scarlett`
China2371 Posts
On June 11 2016 06:39 Zulu23 wrote: I mean NO chance is a very drastic statment, right? especially today. Innovation may not at his best form, it may also that the best macro terrans skill set may fit not the late game tvz balance. Maru and TY are very different in play style, they mix dirty stuff in that is definitely not overpowered, too. imho zerg need to play often more agressive early game. Zerg agression is quite weak in lotv compared to hots/wol early game as terrans now open mostly 2 base builds (roach bane etc in hots was targeted to beat 3cc openings for the most part) and tank+medivac can hold almost anything by itself. Most attacks you can do are just counterattacks timed to hit when the terran leaves their base with a drop or ling floods hoping they dont have a wall | ||
| ||