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On July 22 2016 04:01 Charoisaur wrote:Show nested quote +On July 22 2016 03:47 ZigguratOfUr wrote: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.
Definitely not true in normal PvT. You don't want more than enough to one-shot liberators (unless your opponent is going mech). You lose too much DPS and mobility if you build more.
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On July 22 2016 04:54 Pokebunny wrote:Show nested quote +On July 22 2016 02:12 Noonius wrote: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 agree the state of the game is pretty good right now and those are exactly the kind of changes we need.
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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.
Anything that can counter a turtle unit by outranging them becomes the new turtle unit. It's a neverending downward spiral.
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On July 22 2016 03:51 striderx2048 wrote:Show nested quote +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? Great suggestion, also it's more realistic : you can't seem the exit until the worm has finished to dig.
On July 22 2016 05:12 [PkF] Wire wrote:Show nested quote +On July 22 2016 04:54 Pokebunny wrote:On July 22 2016 02:12 Noonius wrote: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 agree the state of the game is pretty good right now and those are exactly the kind of changes we need. Not really, see GSL ? No zerg.
All these changes come in the same direction : Shade increase : good for terran. WP nerf : good for terran. Ultra -1 armor : good for terran.
Zerg get only buff for early/mid game ZvP, while if they need buff it's rather to deal vs protoss lategame (honestly never seen pro games where a zerg beat Protoss on late game, but i would be glad if someone has some games to learn how to win vs them).
Sure ZvT is too ultra centric for Zerg but zerg have nothing else that is reliable and good vs terran army. Terran have two counters for ultras, and some may say it's hard to control it's possible. GSL results prove it.
Want less ultras based army to help the casual terran ? Then buff the other things to give zerg a way to play without ultras.
Else just -1 for ultras is just nerfing the weakest race.
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This seemed like a solid update, a mix of needed fixes and things on the radar that will probably be addressed, and the prospect of bigger changes based on summit feedback.
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We were given a tease of potentially large changes coming down from the summit, but I won't hold my breath. With their comments on the state of the game, they still think it looks fine. I hope I end up being wrongfully surprised.
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On July 22 2016 05:27 Tyrhanius wrote:Show nested quote +On July 22 2016 03:51 striderx2048 wrote: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? Great suggestion, also it's more realistic : you can't seem the exit until the worm has finished to dig. Show nested quote +On July 22 2016 05:12 [PkF] Wire wrote:On July 22 2016 04:54 Pokebunny wrote:On July 22 2016 02:12 Noonius wrote: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 agree the state of the game is pretty good right now and those are exactly the kind of changes we need. Not really, see GSL ? No zerg. All these changes come in the same direction : Shade increase : good for terran. WP nerf : good for terran. Ultra -1 armor : good for terran. Zerg get only buff for early/mid game ZvP, while if they need buff it's rather to deal vs protoss lategame (honestly never seen pro games where a zerg beat Protoss on late game, but i would be glad if someone has some games to learn how to win vs them). Sure ZvT is too ultra centric for Zerg but zerg have nothing else that is reliable and good vs terran army. Terran have two counters for ultras, and some may say it's hard to control it's possible. GSL results prove it. Want less ultras based army to help the casual terran ? Then buff the other things to give zerg a way to play without ultras. Else just -1 for ultras is just nerfing the weakest race.
For Terrans that means the game is balanced .
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They completely ignored the necessary tank buff.
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Tempests need a nerf. There's no downside to simply "just making more tempests." IT's as bad as mass ravens was in HOTS, and in HOTS mass ravens was the counter to this infinite late game massing of tempests, but with PDD/Raven nerfs now mass tempests is an autowin if the game "gets there."
It needs to be addressed, and still hasn't been.
The most obvious disappointment is how there's still not even a single word about Mech viability and fixing mech which they broke in LOTV.
What exactly happened at the community summit for there to be not a single mention of mech in their next community update? It's really disappointing. "Big Changes are coming." Where? ?????? When??????
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Flash, Bisu and probably Jaedong are back to Broodwar. Since this is the final version of SC2 and it's boring af, i say give us Broodwar ladder servers so we can have fun again.
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I think this is the 5th time i read the idea of "removing dmg liberator" but still not doing anything, and it's so obvious, dont be afraid blizzard, if u can nerf protoss 20 times, you can nerf 1 terran unit. I agree with other mates, dont remove abilities that show multitask like adept shadow, remove the turtle style from the game, it is boring, and you already show that longer games are killing starcraft (lotv is way faster eco/ and the swarmhosts removal). Try to change some abilities that are already in the game, like the timewarp, who uses it since the patch? I mean queens can moonwalk through the area before the slow effect.. dont kill abilities, just try to change them in a usefull way, not helping turtle like the "gg upgrade" of liberators in tvp. Keep up the good work.
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As a Terran, I hate being on a timer in both TvZ and TvP.
Pro scene be damned, it's just not fucking fun at all to not be able to play the lategame whatsoever.
Also, when was the last time someone made a BC in a pro game? The BC is currently worse than the fucking swarm host.
I still remember the BC damage nerf in early days of WOL, even when noone whined about it.
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BC is not worse than swarm host
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"If ZvT is problematic, we can definitely look into removing the +light damage of Liberators"
Sure, so terran cant beat phoenix and carrier's interceptors anymore. So terran will be even more limited in viable units/builds. Sounds fántástic!!, the joy of seeing more bio games. [sarcasm]
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On July 22 2016 05:12 [PkF] Wire wrote:Show nested quote +On July 22 2016 04:54 Pokebunny wrote:On July 22 2016 02:12 Noonius wrote: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 agree the state of the game is pretty good right now and those are exactly the kind of changes we need.
I agree, and I think the meta still hasn't settled properly, Terrans are definitely starting to work out late gate v zerg a bit better. Almost to the point where the Ultra nerf might not even be necessary. Seeing lots of games where a proper ghost transition will absolutely obliterate Ultras, and then brood lords too. Nerfing the armor 1 point will effectively double the dps of marines against Ultras, I still think when Terran sees Ultras they need to think of tech switching to ghosts, not to just add in a few more marauders and bully their way through. It's hard to see without testing but 1 armor can be a big change.
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Early zvp is still a nightmare for protoss...why not addressing this too..
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On July 22 2016 11:53 Beliskner wrote:Show nested quote +On July 22 2016 05:12 [PkF] Wire wrote:On July 22 2016 04:54 Pokebunny wrote:On July 22 2016 02:12 Noonius wrote: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 agree the state of the game is pretty good right now and those are exactly the kind of changes we need. I agree, and I think the meta still hasn't settled properly, Terrans are definitely starting to work out late gate v zerg a bit better. Almost to the point where the Ultra nerf might not even be necessary. Seeing lots of games where a proper ghost transition will absolutely obliterate Ultras, and then brood lords too. Nerfing the armor 1 point will effectively double the dps of marines against Ultras, I still think when Terran sees Ultras they need to think of tech switching to ghosts, not to just add in a few more marauders and bully their way through. It's hard to see without testing but 1 armor can be a big change.
Ultralisk nerf is 100% necessary. I'm surprised they're not doing -2 aka a full revert to the HOTS ultralisk.
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On July 22 2016 12:33 avilo wrote:Show nested quote +On July 22 2016 11:53 Beliskner wrote:On July 22 2016 05:12 [PkF] Wire wrote:On July 22 2016 04:54 Pokebunny wrote:On July 22 2016 02:12 Noonius wrote: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 agree the state of the game is pretty good right now and those are exactly the kind of changes we need. I agree, and I think the meta still hasn't settled properly, Terrans are definitely starting to work out late gate v zerg a bit better. Almost to the point where the Ultra nerf might not even be necessary. Seeing lots of games where a proper ghost transition will absolutely obliterate Ultras, and then brood lords too. Nerfing the armor 1 point will effectively double the dps of marines against Ultras, I still think when Terran sees Ultras they need to think of tech switching to ghosts, not to just add in a few more marauders and bully their way through. It's hard to see without testing but 1 armor can be a big change. Ultralisk nerf is 100% necessary. I'm surprised they're not doing -2 aka a full revert to the HOTS ultralisk.
You're surprised they're not reverting Ultras back to the point where they were essentially considered a Joke?
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Lol terrans not used to ultras not being complete garbage. Lib ground dmg is still way to strong. The range is ok as long as maps are designed so that it is actually reachable. Difference vs tempests is that they are super massable and cheap.
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On July 22 2016 05:20 andrewlt wrote:Show nested quote +On July 22 2016 03:47 ZigguratOfUr wrote: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. Anything that can counter a turtle unit by outranging them becomes the new turtle unit. It's a neverending downward spiral. Yep. First we had BLs 10 range, then tempests 15 range, not libs 14 range. The same happened with Tank 13 range and SH 75e6 range.
Blizz really has a problem with all this outsieging the siege concept.
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