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On July 31 2016 15:38 SwiftCrane wrote:Show nested quote +On July 31 2016 00:21 JackONeill wrote: Yeah, but as long as we're making suggestions...
TERRAN
- medivac : during afterburners, every attack deals 1.5x more damage to the medivac
Nerfs doom drops and YOLO drops
- reaper : reaper grenade doesn't deal damage, just a stun/bounce effect
The full micro potential, without the abuse
- Widow mine : can't target workers
Kind of a no brainer
- Vikings : able to land and take off while moving, bio tag when landed (to be coherent with hellbat)
A little versatility for the viking
- Thor : 150/150 upgrade, takes a while to research, armory required, allows the thor to attack ground and air simultaneously
Thor will finally be strong in late game to deal with a multitude of threats
- cyclone : 2 population, 150 HP, damage upgrade removed, max lock on range brought down to 12 range from 15. Trains quicker, but still requires tech lab
Cyclone will become the mech footman it was ment to be
- ghost : cost from 200/100 to 50/150
Synergizes better with bio
- tank : remove tankivac, damage from 35+15 to 40+20. Unsieged damage from 15+10 to 15+15.
No brainer too
- liberator : AG damage reduced to 65. Range upgrade removed.
Making the liberator less of the ultimate terran weapon
ZERG
- queen : revert range buff, transfusion energy cost increased to 75
Mass queens => snowball ultra transfuses in late game is stupid
- ravager : ravager den required (T1, 50/50 cost). Able to shoot air with auto attack, auto attack damage from 16 to 14. Bile damage reduced to 40 flat
To compensate for the queen nerf, giving zerg a versatile unit that can finally give zerg options to deal with drops
- ultra : chitinous from +4 to +2, health from 500 to 600
No brainer
- nydus : can attack the nydus during the initial animation if detection is available
No brainer
- SH : complete rework. 150/150, 3 population, moves as fast as a roach without speed. Can build scourges for 10 minerals. Just like a reaver, it can store scourges (up to 4). Scourges have limited life spawn, 40 HPs, move at mutalisk speed, but deal 40 damage (+10 vs light) AoE damage on impact.
SH will be the true zerg AA in mid/late game, instead of a gimmicky harass tool
- viper : parasitic bomb removed. Abduct can't target massive.
PB was a terrible design to begin with. Indirect buff to the battlecruiser
- infestor : HPs up to 120
Will make them less snipable by bio
- broodlord : 10 range instead of 11
no brainer
PROTOSS
- prism : pickup range decreased to 2
no brainer
- adepts : twilight required. 100 hp 60 shield. Shade ability does not give vision, cooldown start at the end of the shading. Shade duration from 7 to 4 seconds.
No brainer
- photon overcharge : reworked. Overcharge targets a pylon, for 50 energy. The pylon gains the ability to heal shields like a medivac, with 7 range, for 15 seconds. No energy limitation. Can be targeted/microed. Can target buildings to protect critical tech structures. Non stackable on a single unit/building. Heals shield at medivac heal rate.
Will make protoss defense more fair. You'll need to have units in place, but an overcharge can help your hold, or heal your army between two engages
- tempest : 6 supply, 10 range, attack speed x1.5, 200/150 HPs
No brainer. With the liberator nerf, tempest will be much better at killing liberators, but much less massable and abusive with the range
- revelation : only applies to a single non massive unit. Gives the protoss vision what the unit sees, plus detection. Opponent still has a visual effect marking the revealed unit.
Not sure about this one, but it seems much more elegant that simply 60 sec reveal on a whole army This! So much this! I agree with 99% of the things in this. Honestly think I could enjoy the game like I did heart of the swarm if these went through! It's 100% troll ideas.
Balance discussion is about making game better, not lobying to turn your race into OP and the other useless...
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On July 30 2016 02:34 CTBM wrote: Only 2 Terran qualified for IEM and only 1 remains because he cheesed 2 games. Yeh guys, seige tanks against zerg are a big problem /s
Given that you thought this was relevant to balance, I'm assuming you have now changed your mind because that terran won the tournament, right?
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If you change the tankivac, please buff tank as was discussed a few months ago.
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On August 01 2016 01:13 Nebuchad wrote:Show nested quote +On July 30 2016 02:34 CTBM wrote: Only 2 Terran qualified for IEM and only 1 remains because he cheesed 2 games. Yeh guys, seige tanks against zerg are a big problem /s Given that you thought this was relevant to balance, I'm assuming you have now changed your mind because that terran won the tournament, right?
bringing up old comment. check.
response irrelevant to original argument. check.
final match-up with a completely different race. check.
don't ever stop doing what you are doing <3
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On August 01 2016 03:35 CTBM wrote:Show nested quote +On August 01 2016 01:13 Nebuchad wrote:On July 30 2016 02:34 CTBM wrote: Only 2 Terran qualified for IEM and only 1 remains because he cheesed 2 games. Yeh guys, seige tanks against zerg are a big problem /s Given that you thought this was relevant to balance, I'm assuming you have now changed your mind because that terran won the tournament, right? bringing up old comment. check. response irrelevant to original argument. check. final match-up with a completely different race. check. don't ever stop doing what you are doing <3
When the original argument is basically "terran is doing badly at IEM so Blizzard's comments about tanks are stupid", it's not irrelevant to wonder if your mind was changed by terran not doing badly at IEM. If it hasn't, it means that you're not assigning the same value to a terran loss than you do to a terran win, which makes your argument not logically consistent.
(=> PM)
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Wow you almost made it through reading a complete sentence, its OK keep trying buddy.
How does lack of Terran in IEM equate to how well they perform IN the tournament?
what does that have to do with Seige tanks and Tankivac problems against Zerg?
Seems to me you're just picking fights as there are way more interesting points of discussion aside from my dumb sarcastic comment yet you still chose mine. flattering but kind of a waste of time.
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On August 01 2016 01:07 Tyrhanius wrote:Show nested quote +On July 31 2016 15:38 SwiftCrane wrote:On July 31 2016 00:21 JackONeill wrote: Yeah, but as long as we're making suggestions...
TERRAN
- medivac : during afterburners, every attack deals 1.5x more damage to the medivac
Nerfs doom drops and YOLO drops
- reaper : reaper grenade doesn't deal damage, just a stun/bounce effect
The full micro potential, without the abuse
- Widow mine : can't target workers
Kind of a no brainer
- Vikings : able to land and take off while moving, bio tag when landed (to be coherent with hellbat)
A little versatility for the viking
- Thor : 150/150 upgrade, takes a while to research, armory required, allows the thor to attack ground and air simultaneously
Thor will finally be strong in late game to deal with a multitude of threats
- cyclone : 2 population, 150 HP, damage upgrade removed, max lock on range brought down to 12 range from 15. Trains quicker, but still requires tech lab
Cyclone will become the mech footman it was ment to be
- ghost : cost from 200/100 to 50/150
Synergizes better with bio
- tank : remove tankivac, damage from 35+15 to 40+20. Unsieged damage from 15+10 to 15+15.
No brainer too
- liberator : AG damage reduced to 65. Range upgrade removed.
Making the liberator less of the ultimate terran weapon
ZERG
- queen : revert range buff, transfusion energy cost increased to 75
Mass queens => snowball ultra transfuses in late game is stupid
- ravager : ravager den required (T1, 50/50 cost). Able to shoot air with auto attack, auto attack damage from 16 to 14. Bile damage reduced to 40 flat
To compensate for the queen nerf, giving zerg a versatile unit that can finally give zerg options to deal with drops
- ultra : chitinous from +4 to +2, health from 500 to 600
No brainer
- nydus : can attack the nydus during the initial animation if detection is available
No brainer
- SH : complete rework. 150/150, 3 population, moves as fast as a roach without speed. Can build scourges for 10 minerals. Just like a reaver, it can store scourges (up to 4). Scourges have limited life spawn, 40 HPs, move at mutalisk speed, but deal 40 damage (+10 vs light) AoE damage on impact.
SH will be the true zerg AA in mid/late game, instead of a gimmicky harass tool
- viper : parasitic bomb removed. Abduct can't target massive.
PB was a terrible design to begin with. Indirect buff to the battlecruiser
- infestor : HPs up to 120
Will make them less snipable by bio
- broodlord : 10 range instead of 11
no brainer
PROTOSS
- prism : pickup range decreased to 2
no brainer
- adepts : twilight required. 100 hp 60 shield. Shade ability does not give vision, cooldown start at the end of the shading. Shade duration from 7 to 4 seconds.
No brainer
- photon overcharge : reworked. Overcharge targets a pylon, for 50 energy. The pylon gains the ability to heal shields like a medivac, with 7 range, for 15 seconds. No energy limitation. Can be targeted/microed. Can target buildings to protect critical tech structures. Non stackable on a single unit/building. Heals shield at medivac heal rate.
Will make protoss defense more fair. You'll need to have units in place, but an overcharge can help your hold, or heal your army between two engages
- tempest : 6 supply, 10 range, attack speed x1.5, 200/150 HPs
No brainer. With the liberator nerf, tempest will be much better at killing liberators, but much less massable and abusive with the range
- revelation : only applies to a single non massive unit. Gives the protoss vision what the unit sees, plus detection. Opponent still has a visual effect marking the revealed unit.
Not sure about this one, but it seems much more elegant that simply 60 sec reveal on a whole army This! So much this! I agree with 99% of the things in this. Honestly think I could enjoy the game like I did heart of the swarm if these went through! It's 100% troll ideas. Balance discussion is about making game better, not lobying to turn your race into OP and the other useless...
Your sentence would actually make sense if that was the case, but he gave buffs and nerfs to every race.
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Please remove tankivac, and make TvT great again!
offtopic: has anyone else noticed that all terran players are literally trump? They build walls, and when the aliens threaten to swarm over/past the wall, terrans make the wall 10 ft higher.
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On August 01 2016 07:30 TheLordofAwesome wrote: Please remove tankivac, and make TvT great again! offtopic: has anyone else noticed that all terran players are literally trump? They build walls, and when the aliens threaten to swarm over/past the wall, terrans make the wall 10 ft higher.
not a fair comparison. Zergs don't need healthcare they just innately heal from any injury.
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It's funny, the more I think about patching and stuff the more I feel like BW was a more self-correcting game. It's so much harder to balance SC2 because of the comeback factor. The whole "LOL let's let the players figure it out" mentality works perfectly in BW just because of how it's designed. I'm not sure it's the case with SC2. Also I can't imagine factoring foreign concerns into balance patching (if they're so good, how about at least one qualifying for a GSL/SSL?).
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What annoys me the most about these weekly community feedback update is that in the Harstem interview, he said that (at the community summit) the dev team understands the problems of the game, but lack the manpower and financial ressources to act on it. But come on, it's blizzard. If they wanted to invest money to make the game better, they would.
It's obviously a commercial decision from blizzard to be extremely cost efficient and cautious with how they patch starcraft, to assure that KESPA and WCS tournaments continue with no bumps. Which means that the dev team has to cover for commercial decisions while faking to solve the game's issues, that they may have identified already very well. That may be why DK is talking about everything : his ladder rankings, the warcraft movie, how fast should they patch the game, etc. Instead of patching stuff that he may very well know is problematic.
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On August 01 2016 13:54 JackONeill wrote: It's obviously a commercial decision from blizzard to be extremely cost efficient and cautious with how they patch starcraft, to assure that KESPA and WCS tournaments continue with no bumps. Which means that the dev team has to cover for commercial decisions while faking to solve the game's issues, that they may have identified already very well. That may be why DK is talking about everything : his ladder rankings, the warcraft movie, how fast should they patch the game, etc. Instead of patching stuff that he may very well know is problematic.
Lee Harvey Oswald is still alive and ducking for cover by a grassy knoll on the Blizzard campus.
Cost Efficient? if they were being cost efficient they woulda pulled the plug on the GSL and WCS 3 years ago. Commercial Decisions? We're lucky SC is Morhaime's favourite game and we're lucky he is so proud about how Blizzard matured as a company when SC1 was being made. Its these things that give us bigger budgets than we deserve because RTS fans spend fuck all.
Run the #s on how many Virtual Tickets+LootBoxes and Blizzcon physical tickets are sold to RTS fans; you'll see where RTS stands. its in a battle for last place with Heroes of the Storm.
Expect a Clash of Clans or Boom Beach style Starcraft game on Tablet announced in less than 2 years. That's where the SC universe is headed because RTS is a bad investment.
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UI Update please!! Make it more sociable, Make spectating easier
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On August 01 2016 10:51 JimmyJRaynor wrote:Show nested quote +On August 01 2016 07:30 TheLordofAwesome wrote: Please remove tankivac, and make TvT great again! offtopic: has anyone else noticed that all terran players are literally trump? They build walls, and when the aliens threaten to swarm over/past the wall, terrans make the wall 10 ft higher. not a fair comparison. Zergs don't need healthcare they just innately heal from any injury. You mean they (and protons to a degree) have universal Healthcare without the need for an expensive premium?
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On August 01 2016 13:54 JackONeill wrote: What annoys me the most about these weekly community feedback update is that in the Harstem interview, he said that (at the community summit) the dev team understands the problems of the game, but lack the manpower and financial ressources to act on it. But come on, it's blizzard. If they wanted to invest money to make the game better, they would.
It's obviously a commercial decision from blizzard to be extremely cost efficient and cautious with how they patch starcraft, to assure that KESPA and WCS tournaments continue with no bumps. Which means that the dev team has to cover for commercial decisions while faking to solve the game's issues, that they may have identified already very well. That may be why DK is talking about everything : his ladder rankings, the warcraft movie, how fast should they patch the game, etc. Instead of patching stuff that he may very well know is problematic.
I've said this before, SC2 isn't making Blizzard any money compared to Hearthstone/OW/WoW so why should they care? They're not Blizzard anymore, they're Activision Blizzard now.
Quote me on this, this time next year we'll still be discussing the same exact issues and frustrations with the game. The few that will still be here, that is.
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On August 01 2016 04:15 CTBM wrote: Wow you almost made it through reading a complete sentence, its OK keep trying buddy.
How does lack of Terran in IEM equate to how well they perform IN the tournament?
what does that have to do with Seige tanks and Tankivac problems against Zerg?
Seems to me you're just picking fights as there are way more interesting points of discussion aside from my dumb sarcastic comment yet you still chose mine. flattering but kind of a waste of time. I like people like you who go to a thread, post some dumb sarcastic shit then continue being dumb and sarcastic when people respond to you. People like you who enjoy attracting attention and picking fights have always been a fixture on the internet forums anyway, why do I bother.
On topic:
I kinda like LotV except tankivacs and sky protoss. Am I the only one who kinda still enjoys playing ZvT in its current state? Like sure it's not as entertaining to watch as LBM vs MMMM but I find it much easier and strategic than LBM, which was more about fast, high-APM tactical moves which I had no hope of replicating with my platinum-level hands anyway.
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Another way to remove tankivac without making tanks useless in TvZ would be to change corrosive bile:
Give it a little bit more AOE, nerf the damage so it doesn't wreck everything static and give it some bonus vs air.
Btw love all the "pipe dream" suggestions. I'm glad I'm not the only one who has those
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On August 01 2016 19:14 Salteador Neo wrote:Another way to remove tankivac without making tanks useless in TvZ would be to change corrosive bile: Give it a little bit more AOE, nerf the damage so it doesn't wreck everything static and give it some bonus vs air. Btw love all the "pipe dream" suggestions. I'm glad I'm not the only one who has those 
They could just remove the ravager all together vOv
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On August 01 2016 15:28 ihatevideogames wrote:Show nested quote +On August 01 2016 13:54 JackONeill wrote: What annoys me the most about these weekly community feedback update is that in the Harstem interview, he said that (at the community summit) the dev team understands the problems of the game, but lack the manpower and financial ressources to act on it. But come on, it's blizzard. If they wanted to invest money to make the game better, they would.
It's obviously a commercial decision from blizzard to be extremely cost efficient and cautious with how they patch starcraft, to assure that KESPA and WCS tournaments continue with no bumps. Which means that the dev team has to cover for commercial decisions while faking to solve the game's issues, that they may have identified already very well. That may be why DK is talking about everything : his ladder rankings, the warcraft movie, how fast should they patch the game, etc. Instead of patching stuff that he may very well know is problematic. I've said this before, SC2 isn't making Blizzard any money compared to Hearthstone/OW/WoW so why should they care? They're not Blizzard anymore, they're Activision Blizzard now. Quote me on this, this time next year we'll still be discussing the same exact issues and frustrations with the game. The few that will still be here, that is.
I don't think money is the issue here. Even though Blizzard is doing almost no money revenue from SC2, it's not like it takes a full team of developers to change things in an editor. Just see how much changes amateur developers have made in the mods, such as Starbow and Heptacraft. I guess DK just isn't sure what to change or if changes are needed at all. They also focus completely on winrates balance and probably aren't willing to try big design changes which is what the community seems to want.
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+ Show Spoiler +On July 30 2016 23:02 IMPrime wrote: Personally I would make a lot of sweeping changes. Essentially, things that have too much combat power/durability for their mobility and cost need to be nerfed (liberator, adept, BANELING *Cough Cough etc.). Things that make it too easy to harass and kill workers. There is absolutely nothing fun in not paying attention to your mini map for 3 seconds and then having half your worker line die. In general, defending harasses is so much harder than executing them (unless you're protoss, then MSC beats every small harass).
While win rates may be becoming more and more even, the game is simply too stressful to be fun. For example, while tankivac is not problematic in tvp, protoss has so much bullshit that you need tankivac to even have a chance in the mu, and tankivac is ruining tvt and is making zvt annoying as well. If you scale down on all the obvious bullshit things, you can also nerf things that are too strong defensively (like MSC and to an extent queens). The important thing to note is that while pros have gotten good at dealing with most of the BS, it is not fun to play against these things that are just instant win buttons if you aren't paying attention for a few seconds to your mini map.
For example, in early HotS hellbats were nerfed in that they took up 4 cargo space in a medivac instead of 2. While pros were getting better at defending hellbat drops, it was simply ridiculous that 4 hellbats could fall out and your worker line would immediately evaporate if you weren't paying attention.
Widow Mine - Cannot lock on to workers (workers can still die in the splash damage) While pros generally don't have trouble not losing that many workers to widow mines, it is still simply annoying to deal with them, particularly since widow mines don't trigger any warnings until half of your workers are gone. It forces opponents to get detection very early because of how quickly widow mines can come out. Compare that to BW vultures where spider mines needed to be researched (and if you rushed out mines, you would have shitty slow vultures, so getting the speed upgrade on top of that would delay any spider mine rushes further), plus spider mines don't trigger on workers. Vultures' basic attack killed workers quickly anyway, but they really needed both upgrades to be at full strength, so not only did it take awhile to get to that point, it was a big commitment to do so. They also die pretty quickly to cannons/dragoons and mutas could chase them away.
Siege Tank - remove tankivac from the game, gain bonus damage to shields (on top of bonus damage to armored, unless this actually can't be programmed, in which case just buff the damage slightly).
Medivac - Afterburners must be researched. It gives too much mobility to the terran army in the midgame, and it makes it too easy to do damage in drops and then get away with most of your units. If terran's lategame gets significant buffs (the thor and BC are totally useless, for example) then you could probably remove afterburners entirely. If you keep terran's lategame units shit you need to make medivacs lategame fast so terrans can actually move around the toss and zerg super armies which tend to be fairly immobile, as terrans have severe issues dealing with toss and zerg lategame.
Liberator - Defender mode must be researched. Again, pros don't lose much (photon overcharge is broken, zergs are getting mass queens, and terrans can make 1 viking quickly), but it is simply a BS thing to deal with. While they still will own mutas, if their ground attack must be researched, making liberators will come with an actual cost and you can't just make a bunch of them without actually scouting.
Ravager - Roach warren must be morphed into a new building (like how hydralisk den must be upgraded into lurker den) before you can morph in ravagers. Being able to kill forcefields has forced protoss to have severely bullshit units/mechanics of their own, as in WoL and HotS tosses were basically forced to rely on forcefields to not instantly die in the earlygame (photon overcharge definitely helped in HotS though) and ravagers throw that out the window with how early they can be made. With tankivac removed they will also kill every terran unless he just rushes stim every game, thus ravagers get nerfed.
Ultralisk - Ultralisk armor upgrade only gives +2 def instead of +4 (would be 6 armor fully upgraded), but their base HP is increased to 650. They completely own terrans but are useless against toss. This change means they don't completely own marines and marauders, and makes them slightly less shitty against immortals. It also makes them slightly better against ghost snipe too.
Queen - revert range buff If the other races are getting weaker at harass, the queen would become too good at stonewalling harass. For example, with medivacs needing to research afterburners, a couple of queens will easily stop a drop while taking nearly zero losses.
Adept - Reduce to 40 shields and 40 health. They completely destroy pvt because they can just shade on top of marines and melt the army in seconds. They kill workers too quickly; even if you have defenses at home they are still guaranteed kills because they randomly have 150 total shields/health (literally the same as a damn zealot) and kill drones/probes in 2 hits (against terrans they mostly have only marines because of how their race is built, so if they don't have a ton of marines at home you just kill the marines and then all the scvs). It gives the protoss far too much freedom and map control because shade is so powerful. Adept harass with shade is so easy to execute relative to how difficult it is to deal with it. They've completely phased zealots out of the picture, and protosses are starting to make fewer and fewer of other units as well. People complain about terrans massing marines, but mass adepts are way worse. At least marines die to AoE and they can't teleport and they're absolute shit until you get stim. There are many ways to try and address these issues, but reducing their health drastically at least separates them from zealots and means that tosses can't just mass adepts so easily. They will become glass cannon harass units, and given that units like the reaper, hellion, and mutas all exist (units that suck in straight up fights but are made to harass workers) there's no reason why the adept can't be molded to fit this role, particularly if the other races are also getting nerfed. Remember that adepts are only 25 gas and can be warped in; there's no reason for them to be so powerful.
Warp prism - Reduce pick up range Warp prisms allow tosses to execute harasses without losing any units. Essentially it's similar to how tankivac makes zvt miserable; terrans can harass them for free and are at no risk of losing the tank or the medivac. Relative to what the defender has to do to stop warp prism harass, it is far too easy to execute this. (late edit: Perhaps changing warp prism to something like 40 shields/160 health could be a nerf, or even something like 10 shields/190 health. This means that warp prisms start taking hull damage earlier which means the harass has to eventually end. At 100 shields coupled with how fast shields regen out of combat, it's too easy for tosses to harass over and over and never be in any danger of losing units or the warp prism)
Mothership core - Alter photon overcharge into a spell that instead temporarily increases the attack speed of units and buildings near the targeted pylon MSC can defend all minor harasses with just 50 energy and pylons that you have to make anyway. But terrans need to make turrets and leave a healthy amount of marines at home, and zergs need to make spores. Toss almost never make cannons, and those extra minerals saved lead to toss getting an early 3rd. Toss is the only race that can't die to cheesy all ins because of PO (while cheesy all ins shouldn't exist in general, it is BS that terrans and zergs can die to cheeses while tosses can't). The change means that tosses can't stonewall all minor harasses and early all ins without dedicating actual resources, but the change actually makes them better at holding mid-lategame attacks which tosses did have some trouble with in pvz (ravagers and lurkers).
Baneling - ???? Wheres the baneling nerf? It fits perfectly into your mold of doing catastrophic damage for virtually no cost and little effort.....
While a lot of people will cry out that I'm bad at the game, git gud, etc., please notice that nearly all of these changes are to make it not as easy to harass and kill workers. I am also not favoring any race; all 3 races are getting notable nerfs. These changes were intended to help slow down the pace of the game and strike a better balance between executing harasses vs defending harasses. I've won many games where I did an easy harass, and it simply shouldn't happen. Looks like we have a biased HoTS fanboy....
I suggest everyone read with trepidation.
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