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Community Feedback Update - July 21

Forum Index > SC2 General
179 CommentsPost a Reply
1 2 3 4 5 7 8 9 Next All
Inflicted
Profile Blog Joined January 2011
Australia18228 Posts
July 21 2016 17:06 GMT
#1
[image loading]
Source (David "Dayvie" Kim)


Current Map Tweaks
Thank you for your feedback on the proposed map changes. After our considerations and your feedback, we will go ahead with the rock change on Galactic Process, and the additional blocked off path to and from the center area to the outer paths on Dasan Station. We agree that the Zero ground change might not be needed yet since the area to defend early in the game would already be lessened due to the rock change. If there are further changes necessary after the these go in, we can definitely make additional passes as needed, so please let us know what you think.

Queen Scan range fix
We also wanted to let you guys know that the Queen scan range fix is going in today as well. Thank you for your feedback on this.

Balance
Not much has changed here since last week. The overall consensus across our teams, community, and pro players seems to be that it’s too early to make a hard call on where the current state of the game is. If ZvT is problematic, we can definitely look into removing the +light damage of Liberators, and the few things on our radar should also be no surprise: Adept Shade cooldown increase, Warp Prism health nerf, and Ultralisk upgraded armor nerf by 1.

We’ve also pinged KesPA regarding these potential changes and are waiting to hear back as well. So please continue discussions in this area as we are definitely keeping watch.

Other Community Update stuff
We wanted to let you guys know that there were questions regarding what else was discussed at the summit. There were many topics such as what features to work on next, what is the next direction for the multiplayer game of Starcraft 2, esports discussions, etc. but many of our teams are still in the process of drilling down into the details of what the feedback we’ve gotten at the summit would imply going forward. We will definitely have a lot of info to share in the coming months across various fronts of Starcraft 2.

Previous Community Update (July 15)
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Liquipedia"Expert"
TheLordofAwesome
Profile Joined May 2014
Korea (South)2654 Posts
July 21 2016 17:08 GMT
#2
What's the queen scan range fix?
Inflicted
Profile Blog Joined January 2011
Australia18228 Posts
July 21 2016 17:10 GMT
#3
On July 22 2016 02:08 TheLordofAwesome wrote:
What's the queen scan range fix?


https://www.reddit.com/r/starcraft/comments/4smg05/blizzard_forgot_to_increase_the_queens_scan_range/
Liquipedia"Expert"
Noonius
Profile Joined April 2012
Estonia17413 Posts
July 21 2016 17:12 GMT
#4
Adept Shade cooldown increase, Warp Prism health nerf, and Ultralisk upgraded armor nerf by 1


why don't they just do it? They keep fiddling with tiny changes that do not actually fix any problems
Terran forever | Maru hater forever
Charoisaur
Profile Joined August 2014
Germany15953 Posts
Last Edited: 2016-07-21 17:25:45
July 21 2016 17:24 GMT
#5
I like what I read but I think instead of looking into adept shade and warpprisms they should look into tempests.
why would you nerf fun things that promote multitasking but keep boring turtly stuff in the game?
Many of the coolest moments in sc2 happen due to worker harassment
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
Last Edited: 2016-07-21 17:28:43
July 21 2016 17:27 GMT
#6
Adept cooldown starts directly and not after the ability is done (still not fixed)
Adept attack animation starts instant after the shade, ignores the attack cooldown time (still not fixed)
Stasis ward, an energy based spell that doesnt expire (still not fixed)
Tempest still 4 supply
Ultralisks with 8 armor
Nydus that cant be killed
Cyclone 4 supply 120 hp, adept got 150 health, oracle kills a cyclone...

etc.

http://www.twitch.tv/pinokotsbeer
PPN
Profile Joined August 2011
France248 Posts
July 21 2016 17:48 GMT
#7
On July 22 2016 02:27 PinoKotsBeer wrote:
Adept cooldown starts directly and not after the ability is done (still not fixed)
Adept attack animation starts instant after the shade, ignores the attack cooldown time (still not fixed)
Stasis ward, an energy based spell that doesnt expire (still not fixed)


Why do you think those are bugs?
JackONeill
Profile Joined September 2013
861 Posts
July 21 2016 17:49 GMT
#8
The weekly disappointment update.
RaFox17
Profile Joined May 2013
Finland4581 Posts
July 21 2016 17:49 GMT
#9
On July 22 2016 02:27 PinoKotsBeer wrote:
Adept cooldown starts directly and not after the ability is done (still not fixed)
Adept attack animation starts instant after the shade, ignores the attack cooldown time (still not fixed)
Stasis ward, an energy based spell that doesnt expire (still not fixed)
Tempest still 4 supply
Ultralisks with 8 armor
Nydus that cant be killed
Cyclone 4 supply 120 hp, adept got 150 health, oracle kills a cyclone...

etc.


Nydus being invincible before it´s done makes sense. It tunnels underground so being able to kill it by shooting ground makes zero sense. Seeing that zerg does not have much air presence at the moment i think that having stronger nydus is good for the game.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2016-07-21 17:58:46
July 21 2016 17:57 GMT
#10
On July 22 2016 02:49 RaFox17 wrote:
Show nested quote +
On July 22 2016 02:27 PinoKotsBeer wrote:
Adept cooldown starts directly and not after the ability is done (still not fixed)
Adept attack animation starts instant after the shade, ignores the attack cooldown time (still not fixed)
Stasis ward, an energy based spell that doesnt expire (still not fixed)
Tempest still 4 supply
Ultralisks with 8 armor
Nydus that cant be killed
Cyclone 4 supply 120 hp, adept got 150 health, oracle kills a cyclone...

etc.


Nydus being invincible before it´s done makes sense. It tunnels underground so being able to kill it by shooting ground makes zero sense. Seeing that zerg does not have much air presence at the moment i think that having stronger nydus is good for the game.

nydus can also be easily nerfed into oblivion if necessary by either lowering the unload rate, making it non-transfusable, or raising the cost. invincible tunneling isn't really the problem

the problem was in HOTS when all it took to shut down a nydus (which costs gas) was a single zealot warpin
TL+ Member
[PkF] Wire
Profile Joined March 2013
France24202 Posts
July 21 2016 18:04 GMT
#11
I'd be really happy if the adept shade cooldown nerf went through. Not sure about the others, I could understand a shield nerf on the WP. Maybe both nerfs at the same time would be a bit much.

Anyway I like the idea of making very small changes to an overall very solid game.

Looking forward to seeing the conclusions of the community summit. Especially the format of the WCS circuit next year... and hopefully far more KR/foreigners events.
Edowyth
Profile Joined October 2010
United States183 Posts
July 21 2016 18:31 GMT
#12
Warp prism health nerf should really just be a pickup-range nerf of 1 or, at most, 2.

Nerfing the health directly just makes the unit generally worse whereas nerfing the pickup-range allows them to be more vulnerable to good counter-play and allows pros to show off skill by microing more precisely around threats.


The shade should really just be replaced with a flat movement speed. Sure, they'll get slightly less annoying if they're less spammy ... but the fundamental issue of "I can threaten instant-death to workers at 3 places at once with 6 adepts" will always remain as long as the shade is in the game.


A change to snipe (steady targeting):

- 0.5 seconds to cancel the ability by hitting the ghost
- ability takes 2.0 seconds to complete

would be much better than the proposed ultra armor nerf. If Terran had something interesting to transition into that actually reliably deterred or killed ultras, then there'd not be much need for a direct nerf.


The liberator change is less interesting than simply reducing the AoE of the ability. It's pretty large now, but with a smaller AoE, then Muta (or other unit) micro would be a soft counter instead of simply having it be bad versus light air units.
"Q. How do I check a valid [e-]mail address? A. You can't, at least, not in real time. Bummer, eh?" /r/programming
Of course, you could just send them a validation email.
[PkF] Wire
Profile Joined March 2013
France24202 Posts
July 21 2016 18:35 GMT
#13
On July 22 2016 03:31 Edowyth wrote:
Warp prism health nerf should really just be a pickup-range nerf of 1 or, at most, 2.

agree but they won't back-pedal on something they sold as "cool" and introduced as a new feature in lotv. Though maybe what I say isn't true since they're apparently considering nerfing ultra armor.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-07-21 18:41:22
July 21 2016 18:40 GMT
#14
On July 22 2016 02:49 RaFox17 wrote:
Show nested quote +
On July 22 2016 02:27 PinoKotsBeer wrote:
Adept cooldown starts directly and not after the ability is done (still not fixed)
Adept attack animation starts instant after the shade, ignores the attack cooldown time (still not fixed)
Stasis ward, an energy based spell that doesnt expire (still not fixed)
Tempest still 4 supply
Ultralisks with 8 armor
Nydus that cant be killed
Cyclone 4 supply 120 hp, adept got 150 health, oracle kills a cyclone...

etc.


Nydus being invincible before it´s done makes sense. It tunnels underground so being able to kill it by shooting ground makes zero sense. Seeing that zerg does not have much air presence at the moment i think that having stronger nydus is good for the game.


If we're talking about realistic things, there are quite a few unrealistic things in sc2 anyway. How do use stim then get healed by medivac in real life? I think nydus worm shouldn't be invincible because defender should be awarded for quick reaction. You shouldn't punish defender in all cases. You shouldn't fail (being detected in this case) and still do your thing. It's especially annoying when your army is attacking enemy and you're low on resources, then nydus worm is successful because you don't have money for more than 1-2 zealot/stalker/etc.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 21 2016 18:47 GMT
#15
On July 22 2016 02:24 Charoisaur wrote:
I like what I read but I think instead of looking into adept shade and warpprisms they should look into tempests.
why would you nerf fun things that promote multitasking but keep boring turtly stuff in the game?


Tempests are necessary against turtly mass liberator styles, and in PvT you rarely if ever should go over 6 tempests anyways. Tempests are only a problem in ultra-lategame PvZ really.
Lightrush
Profile Joined July 2015
Bulgaria164 Posts
July 21 2016 18:50 GMT
#16
Sounds interesting, but kespa will probably say NO to all of them :/
User was warned for this post
striderx2048
Profile Joined January 2016
6 Posts
July 21 2016 18:51 GMT
#17
On July 22 2016 02:49 RaFox17 wrote:
Show nested quote +

Nydus being invincible before it´s done makes sense. It tunnels underground so being able to kill it by shooting ground makes zero sense. Seeing that zerg does not have much air presence at the moment i think that having stronger nydus is good for the game.


If we're talking about realistic things, there are quite a few unrealistic things in sc2 anyway. How do use stim then get healed by medivac in real life? I think nydus worm shouldn't be invincible because defender should be awarded for quick reaction. You shouldn't punish defender in all cases. You shouldn't fail (being detected in this case) and still do your thing. It's especially annoying when your army is attacking enemy and you're low on resources, then nydus worm is successful because you don't have money for more than 1-2 zealot/stalker/etc.


How about nydus exit being "cloak" but attackable until it is finished?
Charoisaur
Profile Joined August 2014
Germany15953 Posts
July 21 2016 19:01 GMT
#18
On July 22 2016 03:47 ZigguratOfUr wrote:
Show nested quote +
On July 22 2016 02:24 Charoisaur wrote:
I like what I read but I think instead of looking into adept shade and warpprisms they should look into tempests.
why would you nerf fun things that promote multitasking but keep boring turtly stuff in the game?


Tempests are necessary against turtly mass liberator styles, and in PvT you rarely if ever should go over 6 tempests anyways. Tempests are only a problem in ultra-lategame PvZ really.

Lib range should be removed too.
And no there's no downside in massing tempests, the more tempests you have the better.
Many of the coolest moments in sc2 happen due to worker harassment
BEZZiiE
Profile Joined March 2016
6 Posts
Last Edited: 2016-07-21 19:16:08
July 21 2016 19:13 GMT
#19
Honestly i wish blizzard to do something about the battlecruiser for an answer to Ultralisk without nerfing them, it's the only problem in one matchup ZvT.
#FreeLIFE!
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
July 21 2016 19:54 GMT
#20
On July 22 2016 02:12 Noonius wrote:
Show nested quote +
Adept Shade cooldown increase, Warp Prism health nerf, and Ultralisk upgraded armor nerf by 1


why don't they just do it? They keep fiddling with tiny changes that do not actually fix any problems

these are all good changes and the kind of changes I want to see, there aren't major problems imo
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
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