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Community Feedback Update 7/29

Forum Index > SC2 General
162 CommentsPost a Reply
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TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-07-29 17:37:12
July 29 2016 17:24 GMT
#1
[image loading]
Source (David "Dayvie" Kim)


Patching quickly or slowly

We noticed a lot of discussion around whether it’s good to balance patch often or almost never do a balance patch. Interestingly, our community looked to be leaning towards the second option. Compared to say like last year, this is the opposite of what we’re seeing from the community side. We’ve also seen this go back and forth heavily among the pros. For example, when Kespa pros first came in, we were getting heavy feedback that we can never patch the game because pro players will always figure out everything on their own + there is no reason to ever patch the game. These days, we almost never hear this type of feedback from pro players.

Our stance on this definitely used to lean towards almost never patching the game back in wings or early days of HotS, but towards the end of HotS and start of LotV, this line of thought has changed due to more experience. The correct answer we believe to this question is that it really depends on the issue.

For example, if something is seen as overpowered but makes for fun games, we can wait longer to see if players find their own solutions. A good example of this is if things like Marine drops or Ravagers are seen as overpowered, we can wait a bit longer to see if players find their own solutions. The reason is that units or strategies that promote more action within the game can create more fun both in terms of playing and watching.

On the flip side, for the Brood Lord / Infestor situation we saw back in Wings, we believe we needed to act much quicker due to how stale each game becomes. The Swarm Host issue back in HotS was the same sort of issue, and that’s why we made a move to nerf the unit even when top Korean pro players at the time were saying there was no balance problem with Swarm Hosts (since we mostly only saw the stalemate games outside of KR).

And like we’ve discussed in the past couple weeks, we believe the current issues we are looking at such as the Ultralisk, Adept, Liberator, or Warp Prism are all issues within the first category. So while we definitely should work towards discussing or testing potential solutions in case they do turn out to be overpowered, these are definitely issues that we can take our time to evaluate while giving players the time they need to potentially figure out their own solutions.

So in this specific scenario we can wait for the pro feedback to confirm the list of changes, and then go through with the balance test map right away even if it means we’re not patching to the live game right away.

Pro feedback regarding proposed changes

Because Kespa is preparing for the Proleague finals in IEM Shanghai this weekend, they haven’t gotten around to pinging all of their players yet, but we will definitely let you guys know when this comes in next week. However, after having a brief conversation with them yesterday, they seem to have the most issues with Siege Tanks being dropped in Siege mode from Medivacs and the problems it causes for TvZ. We’ll definitely make sure to pay close attention to both the proleague finals as well as the IEM games this weekend.

Previous Community Update (July 15)
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Creager
Profile Joined February 2011
Germany1889 Posts
July 29 2016 17:30 GMT
#2
Remove Tankivacs and make TvT truly great again!
... einmal mit Profis spielen!
CTBM
Profile Joined December 2015
United Kingdom13 Posts
July 29 2016 17:34 GMT
#3
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
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
July 29 2016 17:34 GMT
#4
"For example, if something is seen as overpowered but makes for fun games"

Tell us how TvZ/P late game is fun for the terran player?
http://www.twitch.tv/pinokotsbeer
blade55555
Profile Blog Joined March 2009
United States17423 Posts
July 29 2016 17:35 GMT
#5
I would love it if flying tanks were removed. I feel like it would make ling/bane better then it is now. My only concern with it is siege tanks being shit in tvz. Not sure if that will happen, but that is my only concern. I don't want that option to be removed, but we shall see.
When I think of something else, something will go here
Beelzebub1
Profile Joined May 2015
1004 Posts
Last Edited: 2016-07-29 17:39:52
July 29 2016 17:36 GMT
#6
I guess I understand the lack of movement since the PL finals are coming up, but I believe there is still alot of issues that seem swept under the rug, since balance is only half of David's job the other half being design I'm wondering when anything of any substance will get brought to the light.

- tankivacs being problematic (I mean obviously) while the tank itself isn't all that great, especially late game vs Zerg and totally worthless vs. Protoss 5 long years later.

- Aerial armies almost unanimously being stronger in any situation to ground armies (leads to defensive turtle games)

- Ultralisks rofl stomping bio but being utterly useless vs Protoss is a weird dynamic for a tier 3 unit

- Liberators cancelling out the amazing skill and micro it takes to use Mutalisks in ZvT is just bad/lazy design

- Liberators being mandatory for Terrans against Protoss doesn't feel very fun or strategic for Terrans

- Mech being worse then it's ever been (Soo many hard counters, Vipers, Immortals, Chargelots, any air unit besides Mutalisks really) creating a serious lack of diversity in Terran play. 5 years later of bio bio bio bio bio bio OP Skyterran bio bio bio bio is not good for viewership.

- The Cyclone being the new retard unit in the game next to the Swarm Host due to having unbalance able gimmick ability instead of just good raw stats. Just make the unit a foot man for mech or something it has zero role or identity in the Terran army.

- All spell casters suck besides the High Templar and Viper, Ghosts and Ravens are unwieldy at best and Infestors are a very very fragile easy to focus down 150 gas sink while the High Templar is a standard unit in every match up.

- Vikings and Banshees being pushed to the way side because the Liberator does both of their jobs better then them (Just like the Adept making Stalkers and Zealots seem like a waste of supply)

I don't know maybe I'm just splitting hairs because I watch and play the game all the time but these all feel like design issues that if rectified would make the game have alot more depth to it.
Kvarc
Profile Joined April 2014
7 Posts
July 29 2016 17:38 GMT
#7
With turtle mech? plz no
Huge fun of Enourmous Gabe
Rincewind
Profile Joined April 2016
2 Posts
July 29 2016 17:42 GMT
#8
I think it would be nice if thinks like mech would get more viable or units that are not really played atm in most matchups like Bcs, Carriers, Ravens or Shs... Or abilitys that have no real use atm like Neural Parasite or upgrades like Gravitic Boosters or High Capacity Fuel Tanks... These things are not reallly played atm so why not change them so they are being used again.
petro1987
Profile Joined May 2009
Brazil374 Posts
July 29 2016 17:50 GMT
#9
I think tanks are very hard to balance at this point. Without tankivacs, they would be just too weak, even weaker than the HoTS version, because they added additional counters. They could try to add some damage, like they did in a previous balance test map, but tanks would still be too vulnerable vs ravagers and other counters.

One way to address tanks is to do what many people have suggested before: 1) Increase the damage a bit 40 (60 vs armored) and 2) tanks can be picked up sieged, but are dropped unsieged, transitioning to sieged state (which takes some seconds).

I guess this would be a good alternative to try.
Traitorwtf
Profile Joined May 2016
Russian Federation15 Posts
Last Edited: 2016-07-29 17:58:37
July 29 2016 17:57 GMT
#10
There is a clearly problem with current state of TvP. Main problems are:
- Adepts with Warp Prism. It is just strange when Protoss kills 7-10 workers with 4 adepts even if they are being targeted. While at the same time Protoss can defend 1 Medivac drop with 8 marines with single Mothership Core alone and it deals usually 0 worker kills.
- DT's with Warp Prism. This combination is totally broken. You use scan -> WP just picks DT. Scan over -> DT dropped again... and again... and again. You can't deal with it without great economic damage. Even Maru and TY died many times to that thing or were put far behind and then killed by Protoss death ball

I really do not understand current position of David. He completely ignores facts. Every single terran struggles nowadays against protoss if they have the same level of skill
geokilla
Profile Joined May 2011
Canada8224 Posts
July 29 2016 17:58 GMT
#11
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

The skill level at IEM isn't exactly high.
TheWinks
Profile Joined July 2011
United States572 Posts
July 29 2016 18:00 GMT
#12
The tankivac is a necessary evil in non-mirrors, especially in LotV thanks to the existence of things like ravagers and adepts. It needs the mobility because everything else has insane mobility. The amount of dps you'd have to give the tank in order to justify building them in TvZ/TvP would be crazy, because you would have to put it at a level that guarantees a certain amount of damage before they just die. And that would truly wreck TvT.

How would you even deal with ravager rushes without the tankivac? Open really fast defensive banshee every game and then get nothing done against buffed AA queens after holding off the rush/if the rush never comes?
Executer08
Profile Joined June 2015
Germany163 Posts
July 29 2016 18:04 GMT
#13
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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.
"You have the image of being a robotic, stoic player among foreign fans. What do you think about that?" - "I don’t think it’s incorrect." || letodSWAG
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
Last Edited: 2016-07-29 18:08:46
July 29 2016 18:07 GMT
#14
Remove Tankivacs would fix so much of the game. You can buff them in some other way but please god they shouldn't be that mobile.

You can give the ravager a heavy nerf to go with it if you must.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
CTBM
Profile Joined December 2015
United Kingdom13 Posts
July 29 2016 18:11 GMT
#15
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


Foreign Zergs are currently stronger than Korean zergs atm i'm not sure i see your point.
TheWinks
Profile Joined July 2011
United States572 Posts
July 29 2016 18:13 GMT
#16
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.

'Korean zergs have always been weaker in relation to the other races in lotv.'
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
July 29 2016 18:13 GMT
#17
560 words with no content, Mr Kim should be a politician
Beelzebub1
Profile Joined May 2015
1004 Posts
July 29 2016 18:22 GMT
#18
On July 30 2016 03:07 SetGuitarsToKill wrote:
Remove Tankivacs would fix so much of the game. You can buff them in some other way but please god they shouldn't be that mobile.

You can give the ravager a heavy nerf to go with it if you must.


More like a redesign for Corrosive Bile, any ability that hard counters another unit to the point where it necessitates a crazy gimmick change (like tanks being able to be picked up) needs the redesign in the first place.

Ravagers fucking suck as straight combat units as well, they are only good because Bile can win games outright (as if SC2 really needed more of that right?)
Nebuchad
Profile Blog Joined December 2012
Switzerland12054 Posts
July 29 2016 18:24 GMT
#19
On July 30 2016 03:13 Topdoller wrote:
560 words with no content, Mr Kim should be a politician


He is.
"It is capitalism that is incentivizing me to lazily explain this to you while at work because I am not rewarded for generating additional value."
Heyjoray
Profile Joined September 2015
240 Posts
July 29 2016 18:33 GMT
#20
On July 30 2016 03:11 CTBM wrote:
Show nested quote +
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


Foreign Zergs are currently stronger than Korean zergs atm i'm not sure i see your point.

Post evidence
Noonius
Profile Joined April 2012
Estonia17413 Posts
July 29 2016 18:35 GMT
#21
according to them they acted quickly when it came to BL/infestor in wol and HS in hots? Oh David, you sweet innocent summer child.
Also "fixing" tankivacs in tvz will be hilarious. Yes, make it even easier for zergs to lolligag into hive and ultras
Terran forever | Maru hater forever
spown
Profile Joined October 2015
38 Posts
July 29 2016 18:43 GMT
#22
oh ok ultralisks are funny, everything is ok then
Slayers_MMA is my hero
CTBM
Profile Joined December 2015
United Kingdom13 Posts
Last Edited: 2016-07-29 18:46:51
July 29 2016 18:45 GMT
#23
On July 30 2016 03:33 Heyjoray wrote:
Show nested quote +
On July 30 2016 03:11 CTBM wrote:
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


Foreign Zergs are currently stronger than Korean zergs atm i'm not sure i see your point.

Post evidence


http://us.battle.net/forums/en/sc2/topic/20747776254
RaFox17
Profile Joined May 2013
Finland4581 Posts
July 29 2016 18:49 GMT
#24
On July 30 2016 03:45 CTBM wrote:
Show nested quote +
On July 30 2016 03:33 Heyjoray wrote:
On July 30 2016 03:11 CTBM wrote:
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


Foreign Zergs are currently stronger than Korean zergs atm i'm not sure i see your point.

Post evidence


http://us.battle.net/forums/en/sc2/topic/20747776254

That does not proof that foreign zerg´s are better than korean ones. That only tells that one thinks that foreign zerg´s play a better style than them.
Heyjoray
Profile Joined September 2015
240 Posts
Last Edited: 2016-07-29 18:50:53
July 29 2016 18:50 GMT
#25
On July 30 2016 03:45 CTBM wrote:
Show nested quote +
On July 30 2016 03:33 Heyjoray wrote:
On July 30 2016 03:11 CTBM wrote:
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


Foreign Zergs are currently stronger than Korean zergs atm i'm not sure i see your point.

Post evidence


http://us.battle.net/forums/en/sc2/topic/20747776254

Thats an opinion. You have to show foreigner zergs beating a shitton of korean terrans
CTBM
Profile Joined December 2015
United Kingdom13 Posts
July 29 2016 18:52 GMT
#26
yeh ok, wait only 2 zergs in top 13 kr standings how did that happen
BamBam
Profile Blog Joined November 2009
745 Posts
July 29 2016 19:06 GMT
#27
On July 30 2016 03:50 Heyjoray wrote:
Show nested quote +
On July 30 2016 03:45 CTBM wrote:
On July 30 2016 03:33 Heyjoray wrote:
On July 30 2016 03:11 CTBM wrote:
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


Foreign Zergs are currently stronger than Korean zergs atm i'm not sure i see your point.

Post evidence


http://us.battle.net/forums/en/sc2/topic/20747776254

Thats an opinion. You have to show foreigner zergs beating a shitton of korean terrans


How about you show korean zergs beating a shitton of korean terrans?

"two is way better than twice as one" - artosis
geokilla
Profile Joined May 2011
Canada8224 Posts
July 29 2016 19:09 GMT
#28
On July 30 2016 03:11 CTBM wrote:
Show nested quote +
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


Foreign Zergs are currently stronger than Korean zergs atm i'm not sure i see your point.

You mean foreign Terrans are weak therefore foreign Zergs appear stronger.
petro1987
Profile Joined May 2009
Brazil374 Posts
July 29 2016 19:10 GMT
#29
I think the worst part of the communication is that most of the time subjects are dropped without any sensible explanation. For instance, this tankivac discussion already happened a few months ago (they even did a balance test map for it) and the subject was essentially dropped because "some kespa pros" did not like the idea. Now, it reappears out of nowhere. Anyone that is following the community feedback updates regularly is starting to wonder if they are actually trying to get anything done or if this is just PR.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2016-07-29 19:13:13
July 29 2016 19:12 GMT
#30
On July 30 2016 03:35 Noonius wrote:
according to them they acted quickly when it came to BL/infestor in wol and HS in hots? Oh David, you sweet innocent summer child.
Also "fixing" tankivacs in tvz will be hilarious. Yes, make it even easier for zergs to lolligag into hive and ultras


No, you misread the post. They said they should have moved faster. They don't think they moved fast enough on those problems. Or at least that's how I read it. I guess I can see the interpretation of them saying they moved fast.

When I think of something else, something will go here
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2016-07-29 19:37:15
July 29 2016 19:23 GMT
#31
Wait, what? Blizzard is noticing that things are happening OUTSIDE of korea, and that maybe korean pros aren't always right?

Also, weekly disappointment update. Was anything discussed in the communit summit?

Blizzard : "you want things to change?"
Community : "Yaaaaay !!!"
Blizzard : "Then let's talk about how frequently you want things to change ! But we'll still be stalling for no reason liberator prism adept ravager tankivac changes."
Noonius
Profile Joined April 2012
Estonia17413 Posts
July 29 2016 19:23 GMT
#32
On July 30 2016 04:12 blade55555 wrote:
Show nested quote +
On July 30 2016 03:35 Noonius wrote:
according to them they acted quickly when it came to BL/infestor in wol and HS in hots? Oh David, you sweet innocent summer child.
Also "fixing" tankivacs in tvz will be hilarious. Yes, make it even easier for zergs to lolligag into hive and ultras


No, you misread the post. They said they should have moved faster. They don't think they moved fast enough on those problems. Or at least that's how I read it. I guess I can see the interpretation of them saying they moved fast.



indeed, it appears the wording threw me off
Terran forever | Maru hater forever
[PkF] Wire
Profile Joined March 2013
France24192 Posts
July 29 2016 19:32 GMT
#33
Definitely "almost never"... once the game has reached a good state -and we're close to this, give me a shade cooldown and a tempest supply increase and I think we're good to go. Then let the meta evolve and the players shape it out in beautiful and unexpected ways.

I'm disappointed so far no community update has really talked about the things that were discussed during the community summit. For instance, I can't wait to know what the plans for next season WCS are. Will Korean leagues continue ? Only 4 tourneys a year ? What about Proleague ? How do you intend to create more foreigner / Korean interaction ? And so on... I think those issues matter far much than balance issues that are negligible atm.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
July 29 2016 20:10 GMT
#34
We will keep a close eye on...We noticed that... Foreign opinion different that korean... X tournament had X result.
Not sure if patch is too quick. Maybe wait. We will keep a close eye on...We noticed that... Foreign opinion different that korean... X tournament had X result. Not sure if patch is too quick. Maybe wait.We will keep a close eye on...We noticed that... Foreign opinion different that korean... X tournament had X result. Not sure if patch is too quick. Maybe wait.We will keep a close eye on...We noticed that... Foreign opinion different that korean... X tournament had X result.
Not sure if patch is too quick. Maybe wait.

blah blah blah

fucking do something maybe???
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 29 2016 20:13 GMT
#35
I know non pro player feedback mean nothing but

"Siege Tanks being dropped in Siege mode from Medivacs and the problems it causes for TvZ." is something you've been tolled about since beta; it killed mech TvT also.

I always write negative things in this update threads, so i'll make an effort to say something positive.

The game is going in the perfect direction to keep it's status and trend. Blizzard is being super consistent.
Head Coach Park: "They should buff tanks!"
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
July 29 2016 20:16 GMT
#36
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


uthermal won with 2 factory tanks because snute was sitting on roach ravager for too long, tankivaks isn't the reason.
ejozl
Profile Joined October 2010
Denmark3340 Posts
July 29 2016 20:24 GMT
#37
I think Siege Tanks dropped should take 3 seconds to deploy and you can buff the Siege Tank from 35 -> 40 damage vs non-armoured.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Thaniri
Profile Blog Joined March 2011
1264 Posts
Last Edited: 2016-07-29 20:29:52
July 29 2016 20:29 GMT
#38
On July 30 2016 02:30 Creager wrote:
Remove Tankivacs and make TvT truly great again!


Here here!
Mlord
Profile Joined February 2013
France135 Posts
July 29 2016 20:31 GMT
#39
I'm not sure how david kim and his team can consider doing a balance patch when we have two totally different map pool in korea and foreigner scene, considering the foreigner one is worse for terran than the past one, it seems very dumb to say that korean tvz is still tough for zerg playing on almost the same map since the start of the year, + korean boyz started to use queen more this last week, they are doing better than before
I'm surprised they speak more about TvZ than protoss in term of balance to
Progamer
coolmiyo
Profile Joined February 2016
51 Posts
July 29 2016 20:48 GMT
#40
please do something about reaper nade, it is retarded how 50% terrans abuse of reaper in ladder.
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
July 29 2016 21:05 GMT
#41
On July 30 2016 03:07 SetGuitarsToKill wrote:
Remove Tankivacs would fix so much of the game. You can buff them in some other way but please god they shouldn't be that mobile.

You can give the ravager a heavy nerf to go with it if you must.


they can't remove on of the main features of the lotv, and it will reduce defensive ability of siege tanks which is defensive unit naturally.
Beelzebub1
Profile Joined May 2015
1004 Posts
July 29 2016 21:18 GMT
#42
On July 30 2016 05:13 Sapphire.lux wrote:
I know non pro player feedback mean nothing but

"Siege Tanks being dropped in Siege mode from Medivacs and the problems it causes for TvZ." is something you've been tolled about since beta; it killed mech TvT also.

I always write negative things in this update threads, so i'll make an effort to say something positive.

The game is going in the perfect direction to keep it's status and trend. Blizzard is being super consistent.


+1 This game is never going to survive with David Kim at the head of the team, sad to say but 5 years later we all know it's true, he maintains a 50% balance status quo with no vision for the future of the game, so many things that can be ironed out that don't even get brought up it's a damn shame.
sc2_him
Profile Joined June 2016
2 Posts
July 29 2016 21:24 GMT
#43
It's been a month+ since the last test map.I am not saying patch just a test map. In that period we could have explored at least 2 potential changes to the game even if they weren't implemented we could have iterated over many different solutions with those changes and let the community come up with different solutions. We need test maps every 2-3 weeks,patches are the result of many iterations in testing.I think that it's really bad for the game that blizzard is just willing to test many changes internally leaving the community out of the loop in regards to specific changes and test maps.I hope this approach changes in the coming weeks so we don't feel ignored and that our feedback is getting ignored.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2016-07-29 21:36:14
July 29 2016 21:32 GMT
#44
On July 30 2016 02:34 PinoKotsBeer wrote:
"For example, if something is seen as overpowered but makes for fun games"

Tell us how TvZ/P late game is fun for the terran player?

Late game is fun for Terran because Ultralisks and Immortals can wreck your faces and send you back to the main menu so that you can start your next game more quickly.

Sarcasm aside, I really want to see Terran late-game become viable again. The only way for that to happen is a buff to Siege Tanks and Mech anti-air, and a reversal of the many LotV buffs and nerfs that made TvX feel BS in the first place.
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
July 29 2016 22:02 GMT
#45
Not gonna lie, I despised tankivacs at the beginning but I'm kinda use to them now and I have to admit, I get really excited watching players like Byun micro their tanks against Zerg.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
dragoon
Profile Joined December 2010
United States695 Posts
July 29 2016 22:11 GMT
#46
there was a time when i could go to TL forums and people wouldn't shit post about balance.

that time is not now.

now on to something relevant! looking forward to hopefully some tank changes as the ability completely changes ZvT and TvT and not for the better. obviously there would have to be some changes made to ravager/bile but we can cross that bridge when we get there. glad to see them making changes w some fundamental problems with the game (imo)
i love you
404AlphaSquad
Profile Joined October 2011
839 Posts
July 29 2016 23:12 GMT
#47
Nearly a year later: Tankivacs still a problem, like in the Beta. But DK says that they act quickly. Yeah I am glad I stopped playing this game.
aka Kalevi
spydog
Profile Joined July 2010
United States21 Posts
July 29 2016 23:29 GMT
#48
I'm just a noob, but Terran feels like the weakest race at the moment and the only change brought up would be another nerf to Terran units? I'm confused.
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
July 29 2016 23:32 GMT
#49
On July 30 2016 05:31 Mlord wrote:
I'm not sure how david kim and his team can consider doing a balance patch when we have two totally different map pool in korea and foreigner scene, considering the foreigner one is worse for terran than the past one, it seems very dumb to say that korean tvz is still tough for zerg playing on almost the same map since the start of the year, + korean boyz started to use queen more this last week, they are doing better than before
I'm surprised they speak more about TvZ than protoss in term of balance to


zerg is just much more popular race, more crying mouths - more attention, uncle kim rolled up his sleeves.
Solar424
Profile Blog Joined June 2013
United States4001 Posts
July 29 2016 23:37 GMT
#50
On July 30 2016 08:32 SCHWARZENEGGER wrote:
Show nested quote +
On July 30 2016 05:31 Mlord wrote:
I'm not sure how david kim and his team can consider doing a balance patch when we have two totally different map pool in korea and foreigner scene, considering the foreigner one is worse for terran than the past one, it seems very dumb to say that korean tvz is still tough for zerg playing on almost the same map since the start of the year, + korean boyz started to use queen more this last week, they are doing better than before
I'm surprised they speak more about TvZ than protoss in term of balance to


zerg is just much more popular race, more crying mouths - more attention, uncle kim rolled up his sleeves.

Zerg isn't "much more popular" than the other races, it's second behind Terran. Terran players also tend to whine much more than others, just look in any of these community feedback update threads.
ihatevideogames
Profile Joined August 2015
570 Posts
July 29 2016 23:43 GMT
#51
They need to add a lategame capital ship unit for Terran.

Also, what the fuck is a 'Cyclone'?
Charoisaur
Profile Joined August 2014
Germany15883 Posts
July 29 2016 23:50 GMT
#52
Wait what? Ultralisks make for fun games? Why is it then that tvz is a shadow of its former self and every game comes down to a pre-hive allin?
Many of the coolest moments in sc2 happen due to worker harassment
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
July 29 2016 23:52 GMT
#53
On July 30 2016 03:45 CTBM wrote:
Show nested quote +
On July 30 2016 03:33 Heyjoray wrote:
On July 30 2016 03:11 CTBM wrote:
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


Foreign Zergs are currently stronger than Korean zergs atm i'm not sure i see your point.

Post evidence


http://us.battle.net/forums/en/sc2/topic/20747776254

Thanks for linking. Interesting!
Not the first time koreans copy ideas from foreigners, which especially happens early on in expansions. But, and this seems to be the consensus in the replies of your link as well, copying Snute's style doesn't mean that Snute is a better player than Solar. The overall mechanics are probably at a significantly higher level in KR. With the current tournament system we see very few games between foreigners and koreans unfortunately, but I personally doubt that Snute or Nerchio (or Scarlett or Stephano or whoever you think is best) would be able to go far in GSL (let alone qualify), or maintain a 50%+ winrate over many games in pro league.
xTJx
Profile Joined May 2014
Brazil419 Posts
July 29 2016 23:55 GMT
#54
Blizzard running out of cheap excuses. Why the hell would they want to patch slowly, considering the game situation? Waiting for more people to leave SC2? And because of what? A warp prism nerf?

Just say in our faces the truth; the company is no longer interested in investing in the game. They own us at least this much after all this years standing their bullshit.
No prejudices, i hate everyone equally.
Beliskner
Profile Joined August 2015
111 Posts
July 29 2016 23:57 GMT
#55
I'm not sure we need to mess with the drop pick/up mechanic again. It feels like if Zerg plays correctly they can really crush down hard on tanks and while the pickup mechanic is strong it really only allows for an exciting balance. As much hate tankivacs get I really like watching good players micro them.

I think the main problem Zerg has is that Terran can boost from one position to another before the Zerg can really respond/setup.

I think doing something like not allowing medivacs to boost while holding a tank would be better. It might reduce the volatility of TvT and help Zerg stay in a good position against them.
Charoisaur
Profile Joined August 2014
Germany15883 Posts
July 29 2016 23:58 GMT
#56
On July 30 2016 02:36 Beelzebub1 wrote:
I guess I understand the lack of movement since the PL finals are coming up, but I believe there is still alot of issues that seem swept under the rug, since balance is only half of David's job the other half being design I'm wondering when anything of any substance will get brought to the light.

- tankivacs being problematic (I mean obviously) while the tank itself isn't all that great, especially late game vs Zerg and totally worthless vs. Protoss 5 long years later.

- Aerial armies almost unanimously being stronger in any situation to ground armies (leads to defensive turtle games)

- Ultralisks rofl stomping bio but being utterly useless vs Protoss is a weird dynamic for a tier 3 unit

- Liberators cancelling out the amazing skill and micro it takes to use Mutalisks in ZvT is just bad/lazy design

- Liberators being mandatory for Terrans against Protoss doesn't feel very fun or strategic for Terrans

- Mech being worse then it's ever been (Soo many hard counters, Vipers, Immortals, Chargelots, any air unit besides Mutalisks really) creating a serious lack of diversity in Terran play. 5 years later of bio bio bio bio bio bio OP Skyterran bio bio bio bio is not good for viewership.

- The Cyclone being the new retard unit in the game next to the Swarm Host due to having unbalance able gimmick ability instead of just good raw stats. Just make the unit a foot man for mech or something it has zero role or identity in the Terran army.

- All spell casters suck besides the High Templar and Viper, Ghosts and Ravens are unwieldy at best and Infestors are a very very fragile easy to focus down 150 gas sink while the High Templar is a standard unit in every match up.

- Vikings and Banshees being pushed to the way side because the Liberator does both of their jobs better then them (Just like the Adept making Stalkers and Zealots seem like a waste of supply)

I don't know maybe I'm just splitting hairs because I watch and play the game all the time but these all feel like design issues that if rectified would make the game have alot more depth to it.

don't worry those things all make for fun games so it's not a problem.
Many of the coolest moments in sc2 happen due to worker harassment
Charoisaur
Profile Joined August 2014
Germany15883 Posts
July 30 2016 00:03 GMT
#57
I can't believe DK can say with a straight face that ultralisks make for fun games who can seriously think this hive-turtle meta is fun?
At next he wants to tell me mass tempests is fun. Just surprised that he didn't enjoy BL/Infestor as much..
Many of the coolest moments in sc2 happen due to worker harassment
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
July 30 2016 00:11 GMT
#58
On July 30 2016 09:03 Charoisaur wrote:
I can't believe DK can say with a straight face that ultralisks make for fun games who can seriously think this hive-turtle meta is fun?
At next he wants to tell me mass tempests is fun. Just surprised that he didn't enjoy BL/Infestor as much..

I think Ultras are fun

I like to see Terran's suffering
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
scoo2r
Profile Joined December 2015
Canada90 Posts
July 30 2016 00:16 GMT
#59
I liked where they were going with putting worker/army count on the UI, then it just vanished from the dialogue. There seems to be a random 'wheel of issues' that gets spun, and who knows which issue is going to pop up next...
Another day, another depot.
Charoisaur
Profile Joined August 2014
Germany15883 Posts
July 30 2016 00:35 GMT
#60
But I don't think tankivacs should be removed anymore.
Of course tvt is worse than before but watching byun or marinelord microing their tanks is really something special.
Also how do you defend ravager allins without tankivacs?
How do you pressure/allin a protoss in the early game without tankivacs?
Removing tankivacs would be a HUGE blow to terran balance and would require massive buffs to compensate.
Many of the coolest moments in sc2 happen due to worker harassment
Frudgey
Profile Joined September 2012
Canada3367 Posts
July 30 2016 01:06 GMT
#61
On July 30 2016 09:11 SetGuitarsToKill wrote:
Show nested quote +
On July 30 2016 09:03 Charoisaur wrote:
I can't believe DK can say with a straight face that ultralisks make for fun games who can seriously think this hive-turtle meta is fun?
At next he wants to tell me mass tempests is fun. Just surprised that he didn't enjoy BL/Infestor as much..

I think Ultras are fun

I like to see Terran's suffering

That's some brutal honesty.

I like it.
It is better to die for The Emperor than live for yourself.
hitokoroshi
Profile Joined September 2013
1 Post
July 30 2016 01:12 GMT
#62
And like we’ve discussed in the past couple weeks, we believe the current issues we are looking at such as the Ultralisk, Adept, Liberator, or Warp Prism are all issues within the first category.


The problem with that is the following..

Ultralisks
OP-ness is the 8 armor that's completely passive, the only micro you could argue is Queen healing.

Liberator siege is a toggled mode state, so while not completely passive it creates a very safe area for terran aggrresion and defense and may be too strong for cost in its zoning ability.

Adepts are strong but not necessarily in a bad way, they force responses and both the adept and shade are micro-able (especially with prism) which adds to its strength. Whereas MSC, is strong in the bad way - its existence justifies the current nerfed state of gateway units, warp gate, and the technical compositions that are required of protoss. B/c really from a design POV Adept should probably have slightly further range (5) and deal +Bio damage instead of +Light.

Warp Prism is strong because decent units (HT, Immortal, Disruptor, Adept, DT) utilized with it are strong. I could see a pickup range nerf from 6 to 5 here though.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
July 30 2016 01:12 GMT
#63
Yeah, if it hadn't been for all the terran whining about ultras, I'd probably suggest a nerf myself, so we could have a more balanced game. But as it stands, the tears are just too sweet to pass on. Thus: ultras are fine and fun. Let's wait and see how it goes.
Charoisaur
Profile Joined August 2014
Germany15883 Posts
July 30 2016 01:20 GMT
#64
On July 30 2016 10:12 hitokoroshi wrote:


Ultralisks
OP-ness is the 8 armor that's completely passive, the only micro you could argue is Queen healing.


does it really matter if ultralisks don't require much micro when they are so fun to watch and play in their current state?
Many of the coolest moments in sc2 happen due to worker harassment
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 30 2016 02:09 GMT
#65
Not much to say, already posted my comment on bnet. Same ol' same ol. They never patch, just all talk as usual and none of the issues with the game fixed since launch.

Really frustrating to read an update that has no patch changes going to live. Blizzard lost their way a long time ago with SC2 - they also don't understand the definition of what "Iteration" is.

Funny enough with how Jeff Kaplan is handling Overwatch game balance/design and doing changes, i think he'd be better off heading the SC2 division as well.

We won't get changes at all to SC2 with the current devs on this game. That is a fact.
Sup
FeyFey
Profile Joined September 2010
Germany10114 Posts
July 30 2016 03:00 GMT
#66
I wish their stance would have been to almost never patch the game in WoL times. Just imagine a world where siege tanks wouldn't need to fly, because the high splash damage was denying the unmicroed use of Bio in TvT.
Where Seeker Missiles couldn't be outhealed by lower energy skills. And where Reapers would be a choice early game and be used in he lategame.
Just imagine a world where Ms aren't the only truth. (especially since we wouldn't have needed replacements in the Terran arsenal for units that already exist)
TheWinks
Profile Joined July 2011
United States572 Posts
July 30 2016 03:33 GMT
#67
On July 30 2016 09:03 Charoisaur wrote:
I can't believe DK can say with a straight face that ultralisks make for fun games who can seriously think this hive-turtle meta is fun?
At next he wants to tell me mass tempests is fun. Just surprised that he didn't enjoy BL/Infestor as much..

Given how long blord/infestor lasted he probably did enjoy it.
ilikeredheads
Profile Joined August 2011
Canada1995 Posts
July 30 2016 03:43 GMT
#68
so another long post where DK says pretty much nothing at all. Just the same old excuses. It's been 6 years and 2 expansions and they seem to be oblivious to the state of the game. They also like to avoid these issues intentionally by implementing band-aid solutions that only creates more problems. Why can't they be more proactive with patches???

sometimes I wonder if DK is the ONLY person on the sc2 balance team, so whenever he has "discussions" about balance, he's really just talking to himself.
ETisME
Profile Blog Joined April 2011
12329 Posts
July 30 2016 03:49 GMT
#69
I have gotten good feedback (yay karma) in the original thread.

I think the game doesn't need that many patches but it will be good to have major changes every few years so that the game can keep making big progress instead of being stucked at doing nothing and limited to same early and late game composition
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
July 30 2016 03:51 GMT
#70
On July 30 2016 08:37 Solar424 wrote:
Show nested quote +
On July 30 2016 08:32 SCHWARZENEGGER wrote:
On July 30 2016 05:31 Mlord wrote:
I'm not sure how david kim and his team can consider doing a balance patch when we have two totally different map pool in korea and foreigner scene, considering the foreigner one is worse for terran than the past one, it seems very dumb to say that korean tvz is still tough for zerg playing on almost the same map since the start of the year, + korean boyz started to use queen more this last week, they are doing better than before
I'm surprised they speak more about TvZ than protoss in term of balance to


zerg is just much more popular race, more crying mouths - more attention, uncle kim rolled up his sleeves.

Zerg isn't "much more popular" than the other races, it's second behind Terran. Terran players also tend to whine much more than others, just look in any of these community feedback update threads.


ofc they're whine more because terran isn't fun to play, especially late game, and highest multitasking requirement of the races, only innovation and maru can stay on top consistently among all of them, and those stats means nothing because average level of players is very low, most of those guys from bronze-gold and they're play terran just because their first experience in sc2 most likely was free WoL single player campaign.
Charoisaur
Profile Joined August 2014
Germany15883 Posts
Last Edited: 2016-07-30 04:21:39
July 30 2016 04:20 GMT
#71
On July 30 2016 08:37 Solar424 wrote:
Show nested quote +
On July 30 2016 08:32 SCHWARZENEGGER wrote:
On July 30 2016 05:31 Mlord wrote:
I'm not sure how david kim and his team can consider doing a balance patch when we have two totally different map pool in korea and foreigner scene, considering the foreigner one is worse for terran than the past one, it seems very dumb to say that korean tvz is still tough for zerg playing on almost the same map since the start of the year, + korean boyz started to use queen more this last week, they are doing better than before
I'm surprised they speak more about TvZ than protoss in term of balance to


zerg is just much more popular race, more crying mouths - more attention, uncle kim rolled up his sleeves.

Zerg isn't "much more popular" than the other races, it's second behind Terran. Terran players also tend to whine much more than others, just look in any of these community feedback update threads.

that wasn't always the case, when mech was strong or when the bio mine train became popular zerg complained the most by far. It depends on the meta which race is complaining the most.
Many of the coolest moments in sc2 happen due to worker harassment
Executer08
Profile Joined June 2015
Germany163 Posts
July 30 2016 06:04 GMT
#72
On July 30 2016 03:11 CTBM wrote:
Show nested quote +
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


Foreign Zergs are currently stronger than Korean zergs atm i'm not sure i see your point.


my point is that only 2 players at a foreign tournament being terran isnt thaaat special, maybe a little extreme, but if you would balance terran around their numbers at foreign tournaments they would be the only race left in the korean leagues.

On July 30 2016 05:16 SCHWARZENEGGER wrote:
uthermal won with 2 factory tanks because snute was sitting on roach ravager for too long, tankivaks isn't the reason.


no he lost because he took bad fights. you cant transition earlier or you dont even hold the first push. also i was only referring to that game because it is the only "real" tvz we saw at iem up to that point. mostly wanted to point out that pretty much all the terran games at iem are absolutely irrelevant to this balance post
"You have the image of being a robotic, stoic player among foreign fans. What do you think about that?" - "I don’t think it’s incorrect." || letodSWAG
MockHamill
Profile Joined March 2010
Sweden1798 Posts
July 30 2016 06:59 GMT
#73
The weekly updates are disappointing as always.

There are huge number of design issues with the game but they will never try to fix them since that would require actual effort.

Basically Blizzard do not care about SC2. They just allocate 30 minutes a week for David Kim to distract the community with updates that says nothing while they work on some idiotic free to play mobile game.
LSN
Profile Joined December 2010
Germany696 Posts
July 30 2016 07:16 GMT
#74
Tankivacs, invincible nydus and warpprism pickup range need to go. Hell we don't need kor feedback to know that for sure. And this is only to get things started and have a more solid basis for further changes.
Coffeeling
Profile Blog Joined November 2010
Finland250 Posts
Last Edited: 2016-07-30 08:05:08
July 30 2016 07:53 GMT
#75
Our stance on this definitely used to lean towards almost never patching the game back in wings


So this is why there was a Terran nerf patch after every tournament where they figured out something new until it was MMM.

Ultralisk, Adept, Liberator, or Warp Prism are all issues within the first category.


Adepts, if properly made, would be an issue in the first category. They are not. They're a unit that gets a free option that forces two commitments out of the defender for no cost, that can disengage at will, and do about as much damage as a stimmed Marine or a Crackling to all relevant T/Z targets that are not Queens. They suck. If there was a more normal tension and tradeoff to the unit, it'd be an issue of the first category.

Most of Toss design sucks in that way. Recall is the same. They can go, engage in deep, bam, they're out. Overcharge, press button push deflected. Press lamefield, engagement became a good one (this is an exaggeration obv., but the effect can readily be seen in tighter spaces. You can dare a tankline or a ravager bombardment or a disruptor shot. You can't dare a lamefield). Opponent not at home? Yay I can dump 6 gates of production in his face. The whole faction's built to say fuck you to basic logistics that are fundamental to making the game work and control engagements with gimmicks instead of the threat of damage and putting units physically in the way. It's why TvT, TvZ and to an extent ZvZ are consistently more enjoyable to watch than P MUs: T and Z obey basic logistics, even if the balance and unit diversity isn't always that hot.

A Prism with no warp-in would be an issue of the first category. I'm not sure warp-in is an issue of the first category.

Ultralisks seem borderline as well.
Squee
Ez7
Profile Joined June 2016
3 Posts
July 30 2016 08:09 GMT
#76
I wanna be able too use Lurkers in ZvT!!!! MAKE IT HAPPEN!
GUNZx5
Profile Joined September 2012
10 Posts
July 30 2016 08:11 GMT
#77
Tankivacs are what has been keeping me from playing Starcraft. I use Terran, but they just are not fun for me. Feels so weird and adds more all or nothing. I really hope that they remove them. You can do it Blizz!
Mobile08
Profile Joined January 2016
United States12 Posts
July 30 2016 08:27 GMT
#78
In the modern age of esports, you have to do it this way. The changes just have to be prioritized. Who makes the judgement call on what is higher priority and needs a change fast is up to Blizzard. There is plenty of issues that are out there, but by simply giving it time they would get figured out on their own. Other issues like they mentioned at the end of WoL & HotS that are critically hurting the playing and viewing experience, need to changed in a timely manner. There is no perfect way to balance the game it just comes down to the ability to identify what is high priority and what could be waited out.
Macro Macro Macro
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
July 30 2016 09:26 GMT
#79
On July 30 2016 17:09 Ez7 wrote:
I wanna be able too use Lurkers in ZvT!!!! MAKE IT HAPPEN!
You would need Scourge for that
gab12
Profile Joined June 2016
Poland147 Posts
July 30 2016 09:52 GMT
#80
I think that the good change that didnt went into life was removing tankivac and buffing tanks for more damage and maby some health, it would be great exchange if we have to do it, yet as article says tankivacs are pretty fun and cool to watch, but prehaps somewhat more like bw tank would be also... The big problem i think is pvz right now, propably some with disagree with me, but it seems to me like zerg just makes unit goes across the map and win with any of this shit stuff they have, and toss cant make many mistakes zerg are to punishing race, even if u damage zerg he just goes hydra bane ling timing and even it doesnt kill u but propably does then they just have finished 4th, or many others: hydra lurker,queen ling drop, roach ravager allin, roach queen ravager allin, nydus all kinds, bane bust, 12 pool, 7 roach push its just insane compareing it to toss shit adept allin or that old 2 immortal zealot allin... also its insane that zerg can make 20 mutas of 3 bases and still make 40 ravagers without taking 4th :/ great example of what i wrote is the 1st game of Showtime vs iAsonu, protoss made very litle and few mistakes, then zerg just makes units go across the map and wins:/
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
July 30 2016 10:09 GMT
#81
On July 30 2016 18:26 Nazara wrote:
Show nested quote +
On July 30 2016 17:09 Ez7 wrote:
I wanna be able too use Lurkers in ZvT!!!! MAKE IT HAPPEN!
You would need Scourge for that


Any anti-air that doesn't suck would be fine.
LSN
Profile Joined December 2010
Germany696 Posts
Last Edited: 2016-07-30 10:41:48
July 30 2016 10:26 GMT
#82
Removing tankivacs is absolutely necessary. The problem is just that this will make ravagers even stronger. Decreasing siege time for tanks is not an option at all. The whole tank vs. x meta is about siege/unsiege timings and these should continue to exist.

Therefore I suggested like half a year ago to move ravager on top of hydra and move lurker on top of roach. But then again we got the liberator way too early in the meta. Therefore it must be displaced as well. The liberator anyway comes in way too early. On the one hand it makes banshees kind of redundant, on the other hand liberators should not be spamable before zerg is able to build any mutalisks, which it is now. Meta is off in many ways. But yeah mentioned this like a dozen times here.

These things are the major factors for why midgame in TvZ is mainly skipped now.

Blizzard has to address these fundamental things I am convinced. And they probably will some day, the question is just how long it is gonna take them.

When you follow this line of changes to the end it will come down to the fact that marauders are too strong early on e.g. against lurkers (which then will be on top of the roach instead of hydra) and remove the necessity of building more mech or even make pure mech not viable. In fact I believe in order to allow a reasonable buff of tanks (after removing tankivacs) it is necessary to remove marauders from the early/midgame and make them a lategame unit (e.g. akademy building).

If SC2 could go along that path, alot would be helped already. Protoss can be adapted to this easily.
Sweetness.751
Profile Joined April 2011
United States225 Posts
Last Edited: 2016-08-01 22:03:01
July 30 2016 12:24 GMT
#83
On July 30 2016 02:34 PinoKotsBeer wrote:
"For example, if something is seen as overpowered but makes for fun games"

Tell us how TvZ/P late game is fun for the terran player?


Winning is generally considered fun by most players. So based on the transitive laws of Geometry we can conclude that Terran is fun to play. See how logic works :D
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-07-30 12:55:33
July 30 2016 12:55 GMT
#84
On July 30 2016 21:24 Sweetness.751 wrote:
Show nested quote +
On July 30 2016 02:34 PinoKotsBeer wrote:
"For example, if something is seen as overpowered but makes for fun games"

Tell us how TvZ/P late game is fun for the terran player?


Winning is generally considered fun by most players. So based of the transitive laws of Geometry we can conclude that Terran is fun to play. See how logic works :D


Not sure how serious you are, but winning alone is not fun.
ejozl
Profile Joined October 2010
Denmark3340 Posts
July 30 2016 13:12 GMT
#85
On July 30 2016 18:26 Nazara wrote:
Show nested quote +
On July 30 2016 17:09 Ez7 wrote:
I wanna be able too use Lurkers in ZvT!!!! MAKE IT HAPPEN!
You would need Scourge for that

Snute managed to make a similar style somewhat work, in Swarm Hosts vs Terran BIO on most maps in HotS. I think the bigger issue is that it takes 3 shots for a Lurker to kill a Marine.
The way I would go about it, is to make Lurkers do 30 damage vs ALL unit types, but heavily reduce the Spike spawn time, so that exciting micro can also arise and good players can outmaneuvre the unit with good plays. Fungal would be more synergistic that way too.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
IMPrime
Profile Joined September 2011
United States715 Posts
Last Edited: 2016-07-31 00:26:44
July 30 2016 14:02 GMT
#86
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, 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).

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.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
Last Edited: 2016-07-30 14:28:37
July 30 2016 14:28 GMT
#87
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, 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.

Mothership core - Alter photon overcharge into a spell that instead temporarily increases the attack speed of units 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).

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.


I love all your suggested changes.
Athenau
Profile Joined March 2015
569 Posts
Last Edited: 2016-07-30 14:44:09
July 30 2016 14:43 GMT
#88
We aren't going to get sweeping changes, so here's my list of conservative DKim-esque balance suggestions:

Swarm host cooldown reduced to 32 seconds.

The unit doesn't seem any play because locust downtime is too low. Reducing (but not removing) the vulnerability period might help.

Broodlord range reduced to 10

There was no reason for this unit to get such a significant range buff, it directly enables the mass broodlord/viper/infestor static-d deathball, which is one of the most cancerous compositions in the game.

Tempest supply up to 6

Building a few tempests for poking is fine. Massing them behind an uncrackable wall of static-d and storms is not. Mass air is too strong in general and needs to be toned down.

Liberator range removed

Without the upgrade this is actually a pretty interesting positional unit, since it has less range than most units that fit the archetype, but can abuse terrain (since it's flying) to compensate. With the upgrade that mostly goes out the window. It's a tad too strong in general and with other races receiving lategame nerfs, needs to be weaker.

Cyclone gains +1 lock-on range with hi-sec auto-tracking

It's a poking/sniping unit. This change makes it better in that role in the midgame, while giving an underused upgrade more utility. Plus it fits thematically.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 30 2016 14:51 GMT
#89
So much talk, no testing, no work, nothing for the game. Lazy, lazy team.
Head Coach Park: "They should buff tanks!"
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2016-07-30 15:38:23
July 30 2016 15:21 GMT
#90
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
[PkF] Wire
Profile Joined March 2013
France24192 Posts
Last Edited: 2016-07-30 16:17:17
July 30 2016 16:16 GMT
#91
Yeah let's have everyone say what he thinks should or should not be in the game without taking even slightly what DK said in the last community update (their stance -> slow and few changes and let the meta evolve, which I tend to agree with in the current state of the game modulo negligible things). As for me I think we should go back to WoL with projectile fungal and 4 range phoenix. Congrats boys, we're being very productive.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
July 30 2016 16:29 GMT
#92
On July 31 2016 01:16 [PkF] Wire wrote:
Yeah let's have everyone say what he thinks should or should not be in the game without taking even slightly what DK said in the last community update (their stance -> slow and few changes and let the meta evolve, which I tend to agree with in the current state of the game modulo negligible things). As for me I think we should go back to WoL with projectile fungal and 4 range phoenix. Congrats boys, we're being very productive.

While i don't think these big posts which show every change someone would do are productive at all, at the same time i think it's still better to show your disappointment with blizzard's approach than being completely quiet about it because DK said blizzard doesn't want to work on sc2 because reasons.

I am super happy about the idea of community updates, but the execution of it is rather meaningless atm.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
ejozl
Profile Joined October 2010
Denmark3340 Posts
Last Edited: 2016-07-30 16:55:06
July 30 2016 16:53 GMT
#93
On July 31 2016 01:16 [PkF] Wire wrote:
Yeah let's have everyone say what he thinks should or should not be in the game without taking even slightly what DK said in the last community update (their stance -> slow and few changes and let the meta evolve, which I tend to agree with in the current state of the game modulo negligible things). As for me I think we should go back to WoL with projectile fungal and 4 range phoenix. Congrats boys, we're being very productive.

I agree with David Kim's approach from a pure balance approach, but I strongly think that this should not prevent design changes that better the game, just because it's not a horrible meta currently. Keep on improving the game, if balance is an issue, give credit to the players that they can solve it, before changing numbers which would go against said design.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
July 30 2016 16:56 GMT
#94
On July 31 2016 01:53 ejozl wrote:
Show nested quote +
On July 31 2016 01:16 [PkF] Wire wrote:
Yeah let's have everyone say what he thinks should or should not be in the game without taking even slightly what DK said in the last community update (their stance -> slow and few changes and let the meta evolve, which I tend to agree with in the current state of the game modulo negligible things). As for me I think we should go back to WoL with projectile fungal and 4 range phoenix. Congrats boys, we're being very productive.

I agree with David Kim's approach from a pure balance approach, but I strongly think that this should not prevent design changes that better the game, just because it's not a horrible meta currently. Keep on improving the game, if balance is an issue, give credit to the players that they can solve it, before changing numbers which would go against said design.

Their approach is this: Hey sc2 is kinda good atm, don't do anything because we might fuck it up badly.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2016-07-30 17:29:26
July 30 2016 17:28 GMT
#95
On July 30 2016 02:35 blade55555 wrote:
I would love it if flying tanks were removed. I feel like it would make ling/bane better then it is now. My only concern with it is siege tanks being shit in tvz. Not sure if that will happen, but that is my only concern. I don't want that option to be removed, but we shall see.


Tankivacs need to go, the Viper needs a remake so it doesn't hard counter Siege Tanks with every other spell, and Siege Tanks need their damage from early WOL back, 60 damage to all targets.

On July 31 2016 01:56 The_Red_Viper wrote:
Show nested quote +
On July 31 2016 01:53 ejozl wrote:
On July 31 2016 01:16 [PkF] Wire wrote:
Yeah let's have everyone say what he thinks should or should not be in the game without taking even slightly what DK said in the last community update (their stance -> slow and few changes and let the meta evolve, which I tend to agree with in the current state of the game modulo negligible things). As for me I think we should go back to WoL with projectile fungal and 4 range phoenix. Congrats boys, we're being very productive.

I agree with David Kim's approach from a pure balance approach, but I strongly think that this should not prevent design changes that better the game, just because it's not a horrible meta currently. Keep on improving the game, if balance is an issue, give credit to the players that they can solve it, before changing numbers which would go against said design.

Their approach is this: Hey sc2 is kinda good atm, don't do anything because we might fuck it up badly.


Well said.

When are we going to get a design team that knows how to actually improve this game?
coolman123123
Profile Joined August 2013
146 Posts
Last Edited: 2016-07-30 17:48:36
July 30 2016 17:47 GMT
#96
They still just don't get it. It's not about balance patches it's about occasionally experimenting with design changes on units that are not working out. They don't even seem to consider design changes and it almost leads me to believe there will be another expansion. Either way I guess they are fine with watching their player base dwindle as they refuse to makes significant changes to the game.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
July 30 2016 17:49 GMT
#97
On July 31 2016 02:47 coolman123123 wrote:
They still just don't get it. It's not about balance patches it's about occasionally experimenting with design changes on units that are not working out. They don't even seem to consider design changes and it almost leads me to believe there will be another expansion. Either way I guess they are fine with watching their player base dwindle as they refuse to makes significant changes to the game.

This is the real problem! Design changes, changes which actually make the game more fun, changes which remove past bandaid fixes, etc
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Tanked1
Profile Joined May 2016
3 Posts
July 30 2016 18:14 GMT
#98
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, 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.

Mothership core - Alter photon overcharge into a spell that instead temporarily increases the attack speed of units 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).

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.


Excellent post!

Blizzard needs to focus on getting underused units back into the game. I also agree 200% that worker harass is way too strong and unforgiving for the defender and makes for a lot UN-fun wins and losses.

One additional suggestion: give BCs the ability to shoot and move at the same time, add +1 range. Maybe give a defensive matrix type spell. It's comical how bad terran are units are compared to protoss (with the exception of the over powered liberator). Bcs are simply too hard to keep alive to justify their cost, if you commit to a fight you cannot escape.


FLuE
Profile Joined September 2010
United States1012 Posts
July 30 2016 19:44 GMT
#99
This week it has been really interesting that we noticed we got some feedback from Group A at some time period, but then we got some feedback from Group B at a different time. We'll continue to monitor that feedback, but it has been really interesting to see that something is interesting and we'll continue to see if that remains interesting but we think it might lead to something cool down the road.

These updates are the most meaningless garbage. At first the idea of the "insight" into their thoughts was interesting, but now it is just disappointing to see how they actually think, because how we make fun of Blizzard's thought process prior to these updates is actually the reality of how they operate.

Sometimes it is best if you don't have anything to say, to just not say anything at all.

Also, as a side note, I think listening to pro players to the degree they do is annoying. Pro players have a financial interest in a specific race. Granted you might say well they also have a vested interest in the overall strength of the game, but I still think with how human nature is and bias that exists you'll rarely find a pro that doesn't lean in some way toward their main race, especially when their livelihood depends on it. I think the most valued feedback should come from team coaches, and *gasp* the people that should be designing the game and understanding it at a higher level than even the players. For example, the NFL has a rule change committee that looks at issues. They might go to the players to get some opinions and feedback or test out a rule, but ultimately they are watching and studying the game to make those changes because the players are bias(of course the defense wants certain rule changes, and the offensive players want different changes).

If Blizzard is really not capable of trusting their designers and internal testers to make changes good for the game then they should think about hiring pro players that understand the game at the highest level, pay them a salary that makes it worth it for them to basically quit playing pro and instead become a health of the game tester/idea person, and use those people and remove the bias toward a certain race. That is if you think the pro players are the most capable of providing that feedback, otherwise we'll keep getting these updates: "We talked to a protoss player and he thought this, then we talked to a Terran player and he thought that, so we'll do nothing."
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-07-30 21:15:04
July 30 2016 21:14 GMT
#100
On July 31 2016 02:28 BronzeKnee wrote:

Show nested quote +
On July 31 2016 01:56 The_Red_Viper wrote:
On July 31 2016 01:53 ejozl wrote:
On July 31 2016 01:16 [PkF] Wire wrote:
Yeah let's have everyone say what he thinks should or should not be in the game without taking even slightly what DK said in the last community update (their stance -> slow and few changes and let the meta evolve, which I tend to agree with in the current state of the game modulo negligible things). As for me I think we should go back to WoL with projectile fungal and 4 range phoenix. Congrats boys, we're being very productive.

I agree with David Kim's approach from a pure balance approach, but I strongly think that this should not prevent design changes that better the game, just because it's not a horrible meta currently. Keep on improving the game, if balance is an issue, give credit to the players that they can solve it, before changing numbers which would go against said design.

Their approach is this: Hey sc2 is kinda good atm, don't do anything because we might fuck it up badly.


Well said.

When are we going to get a design team that knows how to actually improve this game?



I already said it in the other thread, but if you think the issue here that they have no idea then you're delusional. The reality is that currently, there is no financial incentive for them to do any big changes. They make big changes and then what? People keep playing? Where's the money coming from?


This might change with microtransactions. No guarantee of course, but way more likely than currently.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2016-07-30 22:17:56
July 30 2016 21:22 GMT
#101
On July 31 2016 06:14 KeksX wrote:
Show nested quote +
On July 31 2016 02:28 BronzeKnee wrote:

On July 31 2016 01:56 The_Red_Viper wrote:
On July 31 2016 01:53 ejozl wrote:
On July 31 2016 01:16 [PkF] Wire wrote:
Yeah let's have everyone say what he thinks should or should not be in the game without taking even slightly what DK said in the last community update (their stance -> slow and few changes and let the meta evolve, which I tend to agree with in the current state of the game modulo negligible things). As for me I think we should go back to WoL with projectile fungal and 4 range phoenix. Congrats boys, we're being very productive.

I agree with David Kim's approach from a pure balance approach, but I strongly think that this should not prevent design changes that better the game, just because it's not a horrible meta currently. Keep on improving the game, if balance is an issue, give credit to the players that they can solve it, before changing numbers which would go against said design.

Their approach is this: Hey sc2 is kinda good atm, don't do anything because we might fuck it up badly.


Well said.

When are we going to get a design team that knows how to actually improve this game?



I already said it in the other thread, but if you think the issue here that they have no idea then you're delusional. The reality is that currently, there is no financial incentive for them to do any big changes. They make big changes and then what? People keep playing? Where's the money coming from?


This might change with microtransactions. No guarantee of course, but way more likely than currently.


As i said before, one incentive is to keep a good reputation. With your logic there would be no point to have "big" team working on sc2, as far as we know blizzard plans on supporting it for "years to come" though.
I agree that making actual money RIGHT NOW would be a better scenario, but considering that they seem to still work on it with a reasonably big team you kinda could expect them to do more.

And even if all that wouldn't be true the actual reasoning for the rather lacking support is rather meaningless to the disappointed end consumer. It might be true and make sense but in the end the product has to make people happy, not reasonings on why the product isn't moving in the right direction.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
Last Edited: 2016-07-30 22:28:04
July 30 2016 22:16 GMT
#102
On July 30 2016 02:36 Beelzebub1 wrote:
- Ultralisks rofl stomping bio but being utterly useless vs Protoss is a weird dynamic for a tier 3 unit

- Liberators cancelling out the amazing skill and micro it takes to use Mutalisks in ZvT is just bad/lazy design

- Liberators being mandatory for Terrans against Protoss doesn't feel very fun or strategic for Terrans

- Vikings and Banshees being pushed to the way side because the Liberator does both of their jobs better then them (Just like the Adept making Stalkers and Zealots seem like a waste of supply)

- The Cyclone being the new retard unit in the game next to the Swarm Host due to having unbalance able gimmick ability instead of just good raw stats. Just make the unit a foot man for mech or something it has zero role or identity in the Terran army.

- All spell casters suck besides the High Templar and Viper, Ghosts and Ravens are unwieldy at best and Infestors are a very very fragile easy to focus down 150 gas sink while the High Templar is a standard unit in every match up.


I think its ok for Ultras to be dominant in only one match up. I think that was the intended goal for Blizzard.

About the Liberator, I think mandatory in PvT is acceptable. In fact, I think its viable in all matchups, but the weakest in TvT. It does overlap roles with the Viking and Banshee (understandable as there all air units), but it isn’t better than both. Viking and banshee have uses that the Lib just can’t compete. Vikings are great at chasing away dropships/warp prisms/over lords; meanwhile libs aren’t that useful in that role. Banshee are much more microable, create exciting interaction, and much better at harass; something the lib can’t really do.

I don’t think the cyclone is much of an issue at the moment. I’ve seen them used solely on defense, and if they fit that role (or if Blizzard wants them used more defensively) then I think they accomplish it really well. You want the Cyclone to be a footman, but I think the hellbat fits that role. In fact, if you compare them to the WC3 footman, I would say they are comparable units.

I agree with the spellcasters comment, but I think number tweaking can fix most spell casters. They don’t need redesign.

On July 30 2016 02:50 petro1987 wrote:
One way to address tanks is to do what many people have suggested before: 1) Increase the damage a bit 40 (60 vs armored) and 2) tanks can be picked up sieged, but are dropped unsieged, transitioning to sieged state (which takes some seconds).

I guess this would be a good alternative to try.


They want to try delaying attack time after a sieged tank is dropped, which essentially is your second suggestion.

On July 30 2016 06:24 sc2_him wrote:
It's been a month+ since the last test map.I am not saying patch just a test map. In that period we could have explored at least 2 potential changes to the game even if they weren't implemented we could have iterated over many different solutions with those changes and let the community come up with different solutions. We need test maps every 2-3 weeks,patches are the result of many iterations in testing.I think that it's really bad for the game that blizzard is just willing to test many changes internally leaving the community out of the loop in regards to specific changes and test maps.I hope this approach changes in the coming weeks so we don't feel ignored and that our feedback is getting ignored.


I want to address many of these types of comments. I think Blizzard needs more time to analyze the data before making any decisions based on test patches. 2-3 weeks is not enough to determine if the test patch is good or not. Also, they can’t put too many changes in a test patch, because that would make it hard to determine which changes are the most viable. When doing multi-variate testing, you try to limit variable to a few. A system can’t be analyzed if we have too many changes.

On July 30 2016 10:12 hitokoroshi wrote:
Show nested quote +
And like we’ve discussed in the past couple weeks, we believe the current issues we are looking at such as the Ultralisk, Adept, Liberator, or Warp Prism are all issues within the first category.


The problem with that is the following..
Ultralisks OP-ness is the 8 armor that's completely passive, the only micro you could argue is Queen healing.

Liberator siege is a toggled mode state, so while not completely passive it creates a very safe area for terran aggrresion and defense and may be too strong for cost in its zoning ability.

Adepts are strong but not necessarily in a bad way, they force responses and both the adept and shade are micro-able (especially with prism) which adds to its strength. Whereas MSC, is strong in the bad way - its existence justifies the current nerfed state of gateway units, warp gate, and the technical compositions that are required of protoss. B/c really from a design POV Adept should probably have slightly further range (5) and deal +Bio damage instead of +Light.

Warp Prism is strong because decent units (HT, Immortal, Disruptor, Adept, DT) utilized with it are strong. I could see a pickup range nerf from 6 to 5 here though.


Ultralisks: 8 armor that is passive may seem OP, but Ultralisks have a glaring weakness, that is chokes. I would argue that they should be a non-micro unit, and that a Queen/Ultralisk interaction is enough micro for both units. I think its ok for each race to have non-micro units, and zerg arguably has only a small few of those types of units. You are essentially asking for Ultralisks should be a microable unit, but I have to say they should stay as a set and forget. Zerg has enough on their plates to micro, let’s not add the Ultra.

Liberators: They are very strong at zoning, along with tanks can sometimes create a kill zone for nearly any matchup. They are balanced by immobility (a common theme with Terran units), a weak air to air, and map specific. Do they need changes? Perhaps but I think it’s more numbers.

Adepts: I agree with your sentiment on adepts and the MSC, but not sure about your change suggestions for the adept. Giving it an increase to range and +bio attack would make early adept harass against T and Z very difficult to stop. More range would make kiting easier, along with shade would make 3-4 early adepts really difficult to handle. At least with + light you make marauders/roachs/stalkers viable against adepts.

Warp prism: Your suggestion would help balance out the WP, but I think we should see if a health nerf is enough first. Their goal is to make warp prism harder to use, so to differentiate between good and bad protoss.
90ti
Profile Joined August 2010
United States100 Posts
July 30 2016 23:44 GMT
#103
If ultras were smaller and could close the distance more easily, then i could go with an armor reduction.

Libs i still feel are a bit strong. Removal of range plus either ground dmg reduction or health would work. Also they need to be less like wol immortals vs tanks to mutas. Its a bit silly that mutas are completely unmade anymore in tvz. Either an overall dmg reduction or fix the splash.
IMPrime
Profile Joined September 2011
United States715 Posts
Last Edited: 2016-07-31 00:02:34
July 30 2016 23:45 GMT
#104
I actually could see a warp prism nerf where they go to 0 shields/200 health or something drastic like that. One issue is that because they have 100 shields and shields regen so fast out of combat, it's easy to take a few hits from a spore/turret to quickly drop your load and then maneuver around where the static D aren't at, pick up when the units come, and then get out and wait for shields to come back, and your warp prism still remains at full or near-full HP after the harass (and of course with the pick up range it's easy to not lose any units)

at least with medivacs the damage dealt to them is "permanent" until you return home to repair (or bring an scv in the medivac but I've never seen pro players do that), plus medivacs have 150 HP vs the 100/100 of the warp prism

0 shields/200 health would be drastic, but I don't think something like 40 shields/160 health would be bad. You can take 2-3 hits form static D to shields, meaning you could fly in, see a static D, take a few hits but quickly turn around to not take hull damage if you're paying attention, or you could hover over the static D to drop your units but you start taking permanent damage. You can still differentiate between the good and bad players; who pays attention to the static D and who just goes full on leeroy jenkins.
IMPrime
Profile Joined September 2011
United States715 Posts
Last Edited: 2016-07-31 00:31:41
July 31 2016 00:31 GMT
#105
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


>90% of these suggestions are great, and even the ones that I don't completely agree with I at least agree with the concept


oops double post, my bad.
ejozl
Profile Joined October 2010
Denmark3340 Posts
Last Edited: 2016-07-31 01:44:59
July 31 2016 00:55 GMT
#106
On July 31 2016 08:45 IMPrime wrote:
I actually could see a warp prism nerf where they go to 0 shields/200 health or something drastic like that. One issue is that because they have 100 shields and shields regen so fast out of combat, it's easy to take a few hits from a spore/turret to quickly drop your load and then maneuver around where the static D aren't at, pick up when the units come, and then get out and wait for shields to come back, and your warp prism still remains at full or near-full HP after the harass (and of course with the pick up range it's easy to not lose any units)

at least with medivacs the damage dealt to them is "permanent" until you return home to repair (or bring an scv in the medivac but I've never seen pro players do that), plus medivacs have 150 HP vs the 100/100 of the warp prism

0 shields/200 health would be drastic, but I don't think something like 40 shields/160 health would be bad. You can take 2-3 hits form static D to shields, meaning you could fly in, see a static D, take a few hits but quickly turn around to not take hull damage if you're paying attention, or you could hover over the static D to drop your units but you start taking permanent damage. You can still differentiate between the good and bad players; who pays attention to the static D and who just goes full on leeroy jenkins.

I think they see Warp Prism as a micro unit for pro players to utilize the most, so I'd think they'd go about nerfing the Health Pool instead actually.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Soke
Profile Joined September 2012
United States790 Posts
July 31 2016 02:02 GMT
#107
Eight Zergs were in the IEM ro16. One was in the quarters and none in the finals ._.
Djsoke
Charoisaur
Profile Joined August 2014
Germany15883 Posts
July 31 2016 02:27 GMT
#108
On July 31 2016 11:02 Soke wrote:
Eight Zergs were in the IEM ro16. One was in the quarters and none in the finals ._.

only zergs would complain about balance in a tournament with 8 zergs in ro16.
Many of the coolest moments in sc2 happen due to worker harassment
Soke
Profile Joined September 2012
United States790 Posts
Last Edited: 2016-07-31 02:53:40
July 31 2016 02:32 GMT
#109
On July 31 2016 11:27 Charoisaur wrote:
Show nested quote +
On July 31 2016 11:02 Soke wrote:
Eight Zergs were in the IEM ro16. One was in the quarters and none in the finals ._.

only zergs would complain about balance in a tournament with 8 zergs in ro16.


Not complaining. Pointing it out. And, 3 were invited. Hydra got through the Oceania server qualifier with a 3-2 over Khelazur. Snute got second in the EU qualifier. Nerchio got through the server quali where the toughest opponent he faced was Bly and the notable terran he faced was Khelazur. And it's hard to judge China and SEA hard to measure playstyles. Not to belittle it, but it's not like the 8 zergs rolled over everyone to get in, and performing in the actual tournament matters, and it's not like IEM or all of the qualis had top tier players consistently duking it out.
Djsoke
SwiftCrane
Profile Joined April 2016
26 Posts
July 31 2016 06:38 GMT
#110
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!
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-07-31 07:26:34
July 31 2016 07:22 GMT
#111
On July 31 2016 11:32 Soke wrote:
Show nested quote +
On July 31 2016 11:27 Charoisaur wrote:
On July 31 2016 11:02 Soke wrote:
Eight Zergs were in the IEM ro16. One was in the quarters and none in the finals ._.

only zergs would complain about balance in a tournament with 8 zergs in ro16.


Not complaining. Pointing it out. And, 3 were invited. Hydra got through the Oceania server qualifier with a 3-2 over Khelazur. Snute got second in the EU qualifier. Nerchio got through the server quali where the toughest opponent he faced was Bly and the notable terran he faced was Khelazur. And it's hard to judge China and SEA hard to measure playstyles. Not to belittle it, but it's not like the 8 zergs rolled over everyone to get in, and performing in the actual tournament matters, and it's not like IEM or all of the qualis had top tier players consistently duking it out.

They just didn't happen to make it to the finals for the first time in a WCS tournament this year. If your measure of success is based purely on reaching the finals, terrans have a much better case to make than zergs do. They were overrepresented in the RO16 and RO8 and represented normally in the RO4. In the RO4 when all three races are represented, there's always going to be 2 of one and 1 of each of the others. uThermal actually benefited from the lack of terran representation I think. He's always been stronger in the non-mirrors.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16647 Posts
July 31 2016 07:49 GMT
#112
a few months ago someone suggested no Medivac Speed Boost for Medivacs carrying items like Thor and SiegeTank that are picked up outside the Medivac.

i still think its a great idea and i wish DK would consider it. And then in turn buff the Tank and Thor in some way to compensate.

In general, i want less air play and more ground play with Terran.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
July 31 2016 07:50 GMT
#113
On July 31 2016 16:49 JimmyJRaynor wrote:
a few months ago someone suggested no Medivac Speed Boost for Medivacs carrying items like Thor and SiegeTank that are picked up outside the Medivac.

i still think its a great idea and i wish DK would consider it. And then in turn buff the Tank and Thor in some way to compensate.

In general, i want less air play and more ground play with Terran.

No boost is a great idea.

Because it's a great idea, Blizzard will never, ever listen to it.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
July 31 2016 07:53 GMT
#114
I actually don't see how that would change too much tbh. Sure it would be easier to snipe the medivac here and there but overall?
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Elentos
Profile Blog Joined February 2015
55465 Posts
July 31 2016 07:57 GMT
#115
On July 31 2016 16:53 The_Red_Viper wrote:
I actually don't see how that would change too much tbh. Sure it would be easier to snipe the medivac here and there but overall?

Tankivacs forever stuck in queen range sounds fun
Every 60 seconds in Africa, a minute passes.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
July 31 2016 08:03 GMT
#116
Sure, but i don't think that the main problem about tankivacs is the boost. Would it help a little balance wise? (if that is actually a problem) Sure.
Would it make the design better? No
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Elentos
Profile Blog Joined February 2015
55465 Posts
July 31 2016 08:06 GMT
#117
On July 31 2016 17:03 The_Red_Viper wrote:
Sure, but i don't think that the main problem about tankivacs is the boost. Would it help a little balance wise? (if that is actually a problem) Sure.
Would it make the design better? No

We'll see, maybe a year in they'll consider having tanks unsieged when they get picked up, as has been proposed by the community since about forever.
Every 60 seconds in Africa, a minute passes.
Turb0Sw4g
Profile Joined August 2015
74 Posts
July 31 2016 13:21 GMT
#118
In the spirit of posting changes which have no hope of ever seeing the light of day (no matter how reasonable) ... here's what I would like to see.

Protoss
  1. Stalker
    Change: flat 14 DMG per shot (instead of 10 + 4 vs. armored). Cost increased to 150/75.
    Reasoning: Stalkers with 14 flat DMG are a better counter to Oracle rushes and 1G/ 2G Phoenix builds in PvP. In PvZ Stalkers might be able to replace Phoenix as a counter/ deterrent to heavy Mutalisk builds and therefore allow a broader range of builds. In PvT nothing I can think of would change significantly other than Stalkers killing light units like SCVs, Marines, Widow Mines and Banshees more quickly which is balanced by their higher cost.

  2. Adept
    Change: move Psionic Transfer upgrade to Twilight Council. Revert damage reduction (so that Adepts two shot all workers again).
    Reasoning: the harassment potential of this ability is too high considering how early it's available. Also — not to be forgotten — it's more or less a free scout in PvP and PvZ. I would like to see a change to Psionic Transfer itself at some point but this is the next best thing to do (and more simple to implement and balance). Adept eco-harass is still possible but would likely rely only on warp prisms (since the added research for the upgrade is not warranted). This is good because it increases the defender's advantage.


Terran
  1. Liberator
    Change: Tech lab and fusion core requirement. Can only attack while deployed. A2A damage reverted. Range upgrade removed (Liberator now comes with increased range).
    Reasoning: The liberator overlaps with the Viking, the Thor and the Banshee. All of which are (somewhat at least) mobile units. The major point of distinction with this change is the power and the mobility of the Liberator: it is much more powerful out of the box, but it's a lot less mobile and comes out later. Muta plays in TvZ — especially Ling/Bling/Muta — would be possible until the Fusion Core is done and Liberators come out. After that Mutas are getting shreked by Liberators and substantially lose value in army fights (harass potential is still there ofc). I think this would be a great change since we don't see heavy Muta builds in TvZ a lot any more and they are fun to watch.

  2. Siege Tank
    Change: damage changed to flat 25 (tank mode)/ flat 50 damage (siege mode)
    Reasoning: Siege Tanks simply need to be more powerful considering how easily they are countered (even with the addition of Tankivacs). This change helps against heavy Ravager compositions in TvZ and heavy adept compositions in TvP.

  3. Medivac
    Change: Boost costs energy (say 50 energy).
    Reasoning: Creates a trade off between healing and saving units. If you just let a drop sit in the enemy base, energy may be depleted from healing units once you eventually want to boost out.


Zerg
  1. Nydus Worm
    Change: as many have suggested — cloaked but not untargetable while constructing.
    Reasoning: it's easier to pull off than the HotS Nydus but may be countered using detection. This should have been patched a long time ago tbh. It's the mother of all no-brainer SC2 balance change proposals.


All comments are welcome!
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-07-31 14:21:56
July 31 2016 14:21 GMT
#119
On July 31 2016 06:22 The_Red_Viper wrote:
Show nested quote +
On July 31 2016 06:14 KeksX wrote:
On July 31 2016 02:28 BronzeKnee wrote:

On July 31 2016 01:56 The_Red_Viper wrote:
On July 31 2016 01:53 ejozl wrote:
On July 31 2016 01:16 [PkF] Wire wrote:
Yeah let's have everyone say what he thinks should or should not be in the game without taking even slightly what DK said in the last community update (their stance -> slow and few changes and let the meta evolve, which I tend to agree with in the current state of the game modulo negligible things). As for me I think we should go back to WoL with projectile fungal and 4 range phoenix. Congrats boys, we're being very productive.

I agree with David Kim's approach from a pure balance approach, but I strongly think that this should not prevent design changes that better the game, just because it's not a horrible meta currently. Keep on improving the game, if balance is an issue, give credit to the players that they can solve it, before changing numbers which would go against said design.

Their approach is this: Hey sc2 is kinda good atm, don't do anything because we might fuck it up badly.


Well said.

When are we going to get a design team that knows how to actually improve this game?



I already said it in the other thread, but if you think the issue here that they have no idea then you're delusional. The reality is that currently, there is no financial incentive for them to do any big changes. They make big changes and then what? People keep playing? Where's the money coming from?


This might change with microtransactions. No guarantee of course, but way more likely than currently.


As i said before, one incentive is to keep a good reputation. With your logic there would be no point to have "big" team working on sc2, as far as we know blizzard plans on supporting it for "years to come" though.
I agree that making actual money RIGHT NOW would be a better scenario, but considering that they seem to still work on it with a reasonably big team you kinda could expect them to do more.

And even if all that wouldn't be true the actual reasoning for the rather lacking support is rather meaningless to the disappointed end consumer. It might be true and make sense but in the end the product has to make people happy, not reasonings on why the product isn't moving in the right direction.



The reality is though that Blizzard already has a great reputation, even if they only balance the game and fix bugs/exploits. They're already doing a lot of work with the ladder revamp and so on. They don't need to do big gameplay changes to ensure what they need to ensure.

Big gameplay changes are basically just risk with limited (if any) reward right now.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16647 Posts
Last Edited: 2016-07-31 14:44:42
July 31 2016 14:28 GMT
#120
balancing 3 diverse races is very difficult. its why a multi-race diverse race RTS was avoided until SC1 came along. C&C had 2 races with ying-yang type unit differences. And that was difficult to balance.

in general, the people complaining the loudest about DK's alleged stupidity underestimate how difficult the problem is.

On July 31 2016 06:22 The_Red_Viper wrote:
As i said before, one incentive is to keep a good reputation. With your logic there would be no point to have "big" team working on sc2, as far as we know blizzard plans on supporting it for "years to come" though.


Blizzard takes care of my time and money investment into their franchises better than any other company in the world by a large margin.

The majority of SC2 owners just bought WoL. i know several people who only own WoL. They bought it 6 years ago. Look at all the new stuff WoL people are getting. The majority of SC2 WoL buyers have gotten more support and new content than any other non-Blizz RTS by 87 bazillion light years.

In terms of pure fun I think RA2 and RA3 are slightly better than BW and SC2. and yet here i am.. playing SC2 for years. All due to Blizzard's support.

This is why Blizzard has a stellar reputation.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Tyrhanius
Profile Joined April 2011
France947 Posts
July 31 2016 16:07 GMT
#121
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...
Nebuchad
Profile Blog Joined December 2012
Switzerland12054 Posts
July 31 2016 16:13 GMT
#122
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?
"It is capitalism that is incentivizing me to lazily explain this to you while at work because I am not rewarded for generating additional value."
JDfz
Profile Joined December 2012
United Kingdom50 Posts
July 31 2016 17:04 GMT
#123
If you change the tankivac, please buff tank as was discussed a few months ago.
CJGumiho <3
CTBM
Profile Joined December 2015
United Kingdom13 Posts
Last Edited: 2016-07-31 18:38:08
July 31 2016 18:35 GMT
#124
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
Nebuchad
Profile Blog Joined December 2012
Switzerland12054 Posts
Last Edited: 2016-07-31 19:22:34
July 31 2016 18:55 GMT
#125
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)
"It is capitalism that is incentivizing me to lazily explain this to you while at work because I am not rewarded for generating additional value."
CTBM
Profile Joined December 2015
United Kingdom13 Posts
Last Edited: 2016-07-31 19:18:29
July 31 2016 19:15 GMT
#126
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.
IMPrime
Profile Joined September 2011
United States715 Posts
July 31 2016 22:00 GMT
#127
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.
TheLordofAwesome
Profile Joined May 2014
Korea (South)2616 Posts
July 31 2016 22:30 GMT
#128
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.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16647 Posts
August 01 2016 01:51 GMT
#129
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.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
mierin
Profile Joined August 2010
United States4943 Posts
August 01 2016 04:29 GMT
#130
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?).
JD, Stork, Calm, Hyuk Fighting!
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2016-08-01 04:55:16
August 01 2016 04:54 GMT
#131
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.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16647 Posts
Last Edited: 2016-08-01 05:18:29
August 01 2016 05:18 GMT
#132
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.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Ace1123
Profile Joined September 2011
Philippines1187 Posts
August 01 2016 05:40 GMT
#133
UI Update please!! Make it more sociable, Make spectating easier
ForGG, Mvp, MMA, MarineKing, BoxeR,
y0su
Profile Blog Joined September 2011
Finland7871 Posts
August 01 2016 05:50 GMT
#134
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?
ihatevideogames
Profile Joined August 2015
570 Posts
August 01 2016 06:28 GMT
#135
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.
xAdra
Profile Joined July 2012
Singapore1858 Posts
Last Edited: 2016-08-01 06:49:02
August 01 2016 06:48 GMT
#136
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.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2016-08-01 10:23:58
August 01 2016 10:14 GMT
#137
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
Revolutionist fan
InfCereal
Profile Joined December 2011
Canada1759 Posts
August 01 2016 12:00 GMT
#138
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
Cereal
petro1987
Profile Joined May 2009
Brazil374 Posts
August 01 2016 12:21 GMT
#139
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.
Sweetness.751
Profile Joined April 2011
United States225 Posts
Last Edited: 2016-08-01 22:08:10
August 01 2016 22:07 GMT
#140
+ 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.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
Sweetness.751
Profile Joined April 2011
United States225 Posts
August 01 2016 22:31 GMT
#141
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.


Well at least you are man enough to admit your comments were either dumb or sarcastic or both.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2016-08-02 02:03:24
August 02 2016 01:58 GMT
#142
On July 30 2016 11:09 avilo wrote:
Not much to say, already posted my comment on bnet. Same ol' same ol. They never patch, just all talk as usual and none of the issues with the game fixed since launch.

Really frustrating to read an update that has no patch changes going to live. Blizzard lost their way a long time ago with SC2 - they also don't understand the definition of what "Iteration" is.

Funny enough with how Jeff Kaplan is handling Overwatch game balance/design and doing changes, i think he'd be better off heading the SC2 division as well.

We won't get changes at all to SC2 with the current devs on this game. That is a fact.


Avilo for LotV game balancer position! Lets make Starcraft great again and make RTS fanboys pay for it!
[url]http://i.imgur.com/lw2yN.jpg[/url]
OrangeGarage
Profile Joined October 2015
Korea (South)319 Posts
Last Edited: 2016-08-02 02:03:17
August 02 2016 02:02 GMT
#143
On July 30 2016 03:11 CTBM wrote:
Show nested quote +
On July 30 2016 03:04 Executer08 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


foreign terrans have always been weaker than korean terrans in relation to the other races. besides, masa played 2 tvps and barely lost 2-3 to showtime, one of the best foreigners there is. uthermal absolutely rekt snute in the 1 "real" game they played using double factory tanks.


Foreign Zergs are currently stronger than Korean zergs atm i'm not sure i see your point.

Dark: (laughs)"We'll see at Blizzcon"
Solar: "Ah man that's horseshit"(laughs)
I am drone! My dream is Hatchery!
SlimeBagly
Profile Blog Joined August 2010
356 Posts
Last Edited: 2016-08-02 20:02:03
August 02 2016 20:01 GMT
#144
I guess I'm a bit out of the loop - Why do people hate tankivacs so much? It seems like cool micro to me. I'm a zerg player and it's frustrating as hell dealing with them, but I think the corrosive bile vs medivac micro is one of the cooler interactions these days, and it's really fun to watch the pros that can save 5 tanks with one medivac (I think it was marinelord vs snute on New Gettysburg?)

Is it just because it makes TvT a shitshow? (like, worse of a shitshow than ling-bane vs ling-bane?)
mutalisks are awesome!
ihatevideogames
Profile Joined August 2015
570 Posts
August 02 2016 20:44 GMT
#145
On August 03 2016 05:01 SlimeBagly wrote:
I guess I'm a bit out of the loop - Why do people hate tankivacs so much? It seems like cool micro to me. I'm a zerg player and it's frustrating as hell dealing with them, but I think the corrosive bile vs medivac micro is one of the cooler interactions these days, and it's really fun to watch the pros that can save 5 tanks with one medivac (I think it was marinelord vs snute on New Gettysburg?)

Is it just because it makes TvT a shitshow? (like, worse of a shitshow than ling-bane vs ling-bane?)



Think about it. Is it really good design to sacrifice positional play just so casters can scream SICK MICRO a few times more during a match?
Incognoto
Profile Blog Joined May 2010
France10239 Posts
August 02 2016 21:11 GMT
#146
Do I need to download 1 Gb of random stuff I don't need in the form of offline scenarios which I don't care about?

Why can't they release a Starcraft ladder client which is very light? I just care about the ladder really and Starcraft 2 is taking up a ridiculous amount of space on my SSD, which is limited in its size. My internet connection is also very slow and me downloading this update condemns my house to no internet until the update finishes.

This is absolutely ridiculous. :/

http://imgur.com/fFA7a2O
maru lover forever
Athenau
Profile Joined March 2015
569 Posts
August 02 2016 22:33 GMT
#147
On August 03 2016 05:44 ihatevideogames wrote:
Show nested quote +
On August 03 2016 05:01 SlimeBagly wrote:
I guess I'm a bit out of the loop - Why do people hate tankivacs so much? It seems like cool micro to me. I'm a zerg player and it's frustrating as hell dealing with them, but I think the corrosive bile vs medivac micro is one of the cooler interactions these days, and it's really fun to watch the pros that can save 5 tanks with one medivac (I think it was marinelord vs snute on New Gettysburg?)

Is it just because it makes TvT a shitshow? (like, worse of a shitshow than ling-bane vs ling-bane?)



Think about it. Is it really good design to sacrifice positional play just so casters can scream SICK MICRO a few times more during a match?


There was no "positional play" with tanks outside of TvT before LoTV. Tanks were too weak to hold ground.

On the other hand we do see positional play with liberators in LoTV, so making the tank into a micro cannon with tankivacs seems ok.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 03 2016 04:04 GMT
#148
On August 03 2016 07:33 Athenau wrote:
Show nested quote +
On August 03 2016 05:44 ihatevideogames wrote:
On August 03 2016 05:01 SlimeBagly wrote:
I guess I'm a bit out of the loop - Why do people hate tankivacs so much? It seems like cool micro to me. I'm a zerg player and it's frustrating as hell dealing with them, but I think the corrosive bile vs medivac micro is one of the cooler interactions these days, and it's really fun to watch the pros that can save 5 tanks with one medivac (I think it was marinelord vs snute on New Gettysburg?)

Is it just because it makes TvT a shitshow? (like, worse of a shitshow than ling-bane vs ling-bane?)



Think about it. Is it really good design to sacrifice positional play just so casters can scream SICK MICRO a few times more during a match?


There was no "positional play" with tanks outside of TvT before LoTV. Tanks were too weak to hold ground.


It was also in TvZ with marine tank vs ling bane muta and also the occasional mech game before the SH and Raven were discovered. There is no coincidence IMO that many of the best games SC2 had to offer were TvTs and TvZ from that era. A functioning Tank with low mobility creates great interactions IMO, not to mention that it spreads the armies on the screen making fights look much much better.
Head Coach Park: "They should buff tanks!"
Charoisaur
Profile Joined August 2014
Germany15883 Posts
Last Edited: 2016-08-03 04:19:07
August 03 2016 04:18 GMT
#149
On August 03 2016 05:01 SlimeBagly wrote:
I guess I'm a bit out of the loop - Why do people hate tankivacs so much? It seems like cool micro to me. I'm a zerg player and it's frustrating as hell dealing with them, but I think the corrosive bile vs medivac micro is one of the cooler interactions these days, and it's really fun to watch the pros that can save 5 tanks with one medivac (I think it was marinelord vs snute on New Gettysburg?)

Is it just because it makes TvT a shitshow? (like, worse of a shitshow than ling-bane vs ling-bane?)

cool interaction? to me it seems pretty lame. either the medivac gets picked up before the bile lands and survives or the bile lands before the medivac gets picked up and the tank dies. Don't know what's so cool about such a binary interaction..
and yes it makes tvt a shitshow.
Many of the coolest moments in sc2 happen due to worker harassment
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
August 03 2016 05:24 GMT
#150
IMO, LotV interaction is not cool at all. It just requires endless mouse-shaking labours.

"Morality is simply the attitude we adopt towards people we personally dislike"
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
August 03 2016 05:28 GMT
#151
On August 03 2016 14:24 Thouhastmail wrote:
IMO, LotV interaction is not cool at all. It just requires endless mouse-shaking labours.


But that's generally what blizzard considers cool
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
VHbb
Profile Joined October 2014
689 Posts
August 03 2016 05:33 GMT
#152
I'm just happy that Blizzard doesn't listen to all community feedback.. some of the list of suggestions in this topic are (in my opinion!) terrible: I even read someone suggest that no game should be won or decided by a cheese. Why? Cheesing is part of the game and prevent the players to be too greedy with their economy.
It also feels a bit pointless since in every community feedback 80% of the comments are always identical (remove tankivacs, 6 supply tempests, etc.) and only ~ 20% address the points in the opening post. I get that this is an indication that many people on TL want these issues addressed, but the comments on this specific community feedback are somewhat lost in the sea of complaints
My life for Aiur !
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
August 03 2016 10:06 GMT
#153
On August 03 2016 14:33 VHbb wrote:
It also feels a bit pointless since in every community feedback 80% of the comments are always identical (remove tankivacs, 6 supply tempests, etc.) and only ~ 20% address the points in the opening post.
isn't that a very good indication that there are some very obvious problems?
VHbb
Profile Joined October 2014
689 Posts
August 03 2016 11:48 GMT
#154
On August 03 2016 19:06 Nazara wrote:
Show nested quote +
On August 03 2016 14:33 VHbb wrote:
It also feels a bit pointless since in every community feedback 80% of the comments are always identical (remove tankivacs, 6 supply tempests, etc.) and only ~ 20% address the points in the opening post.
isn't that a very good indication that there are some very obvious problems?


Yep I agree (and I also wrote it in the post ) but it depends on how much you think the TL community is representative of the overall feeling, and what fraction of the player base is posting here
So I don't think there's anything obvious (also that's why I think it is a bit absurd to propose several changes labelling them as "no brainer"..)
My life for Aiur !
Creager
Profile Joined February 2011
Germany1889 Posts
August 03 2016 12:07 GMT
#155
On August 03 2016 20:48 VHbb wrote:
Show nested quote +
On August 03 2016 19:06 Nazara wrote:
On August 03 2016 14:33 VHbb wrote:
It also feels a bit pointless since in every community feedback 80% of the comments are always identical (remove tankivacs, 6 supply tempests, etc.) and only ~ 20% address the points in the opening post.
isn't that a very good indication that there are some very obvious problems?


Yep I agree (and I also wrote it in the post ) but it depends on how much you think the TL community is representative of the overall feeling, and what fraction of the player base is posting here
So I don't think there's anything obvious (also that's why I think it is a bit absurd to propose several changes labelling them as "no brainer"..)


I'd say the most loyal and die-hard fans/players post around here since TL got some tradition among SC fans. The more active posters should be in their mid/late twenties, early/mid thirties, I guess, which probably isn't Blizzard's desired target audience, as we get more nitpicky with getting older and don't swallow their direction for the game as easily as younger players do.

That said, only that small fraction of players in any gaming community is vocal about their game, so go figure how representative opinions here are compared to other platforms like reddit.
... einmal mit Profis spielen!
LSN
Profile Joined December 2010
Germany696 Posts
Last Edited: 2016-08-03 12:54:43
August 03 2016 12:50 GMT
#156
On August 03 2016 06:11 Incognoto wrote:
Do I need to download 1 Gb of random stuff I don't need in the form of offline scenarios which I don't care about?

Why can't they release a Starcraft ladder client which is very light? I just care about the ladder really and Starcraft 2 is taking up a ridiculous amount of space on my SSD, which is limited in its size. My internet connection is also very slow and me downloading this update condemns my house to no internet until the update finishes.

This is absolutely ridiculous. :/

http://imgur.com/fFA7a2O

Just delete the game and reload it from zero. Then stop a minute after it becomes playable.
You should have a SC2 client then that is of small size only. Its going to be extended with future patches tho.

At this stage however it hasn't even loaded unit/building textures fully. Maybe it is good to wait a bit more than only one minute after playable and still have a reasonable client size.

Well I just checked this and even tho I did this method my installation is still 47gb. Not sure/cant remember if it downloaded all the rest secretly or if I just let it download the full thing later on.
Creager
Profile Joined February 2011
Germany1889 Posts
August 03 2016 12:58 GMT
#157
On August 03 2016 21:50 LSN wrote:
Show nested quote +
On August 03 2016 06:11 Incognoto wrote:
Do I need to download 1 Gb of random stuff I don't need in the form of offline scenarios which I don't care about?

Why can't they release a Starcraft ladder client which is very light? I just care about the ladder really and Starcraft 2 is taking up a ridiculous amount of space on my SSD, which is limited in its size. My internet connection is also very slow and me downloading this update condemns my house to no internet until the update finishes.

This is absolutely ridiculous. :/

http://imgur.com/fFA7a2O

Just delete the game and reload it from zero. Then stop a minute after it becomes playable.
You should have a SC2 client then that is of small size only. Its going to be extended with future patches tho.

At this stage however it hasn't even loaded unit/building textures fully. Maybe it is good to wait a bit more than only one minute after playable and still have a reasonable client size.

Well I just checked this and even tho I did this method my installation is still 47gb. Not sure/cant remember if it downloaded all the rest secretly or if I just let it download the full thing later on.


Just checked my folder and it says 24,3GB, I got every expansion except Nova DLC. Do you play arcade a lot?
... einmal mit Profis spielen!
karitas
Profile Joined August 2016
1 Post
August 03 2016 14:25 GMT
#158
On August 03 2016 20:48 VHbb wrote:
Show nested quote +
On August 03 2016 19:06 Nazara wrote:
On August 03 2016 14:33 VHbb wrote:
It also feels a bit pointless since in every community feedback 80% of the comments are always identical (remove tankivacs, 6 supply tempests, etc.) and only ~ 20% address the points in the opening post.
isn't that a very good indication that there are some very obvious problems?


Yep I agree (and I also wrote it in the post ) but it depends on how much you think the TL community is representative of the overall feeling, and what fraction of the player base is posting here
So I don't think there's anything obvious (also that's why I think it is a bit absurd to propose several changes labelling them as "no brainer"..)

It is perfectly representative. Even in many single-player games community feedback consists mostly of complaints of a weapon being underpowered or an enemy being overpowered. A stopped clock is right twice a day but it's pretty much game design 101 that actually listening to your users does not make the game more fun.
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
Last Edited: 2016-08-03 16:27:33
August 03 2016 16:12 GMT
#159
i dont believe there is anything wrong with the game, every single style has had some streamer beat it or ive seen it beat on the calandered shows and events.

People who claim they are watching starcraft are simply not watching starcraft as much as they claim they are. The only thing this article has said which ive agreed with and im sorry blizzard these updates are more or less totally useless, its like the dad saying i 'might' take you kids out this saturday then on saturday you dont go out or go somewhere you didnt have in mind which is out of touch, kinda like taking my kids to a fucking flower show, anyway i digress, the line,

" The Swarm Host issue back in HotS was the same sort of issue, and that’s why we made a move to nerf the unit even when top Korean pro players at the time were saying there was no balance problem with Swarm Hosts (since we mostly only saw the stalemate games outside of KR)."

this was absolutely right. i was saying this all day while the fucktard na/eu players settled for this kind of play where it was non existent in KR, broodlord infester wasnt as prevailant in KR infact it took near 3 months for the NA/EU shitlords to make moire than 4 infestors, and then when they did . . well the rest is history

i always have to get this in, but when i was playing wol i bought coaching from a very popular then and still is sc2 player, in the rep i gave him i built 12 infesters and he laughed and said you dont need to build that many. i said why i can fungal all day and the terrans get upgrades its like a free army. he laughed at me and and explained how lower level players might think this way and that my strategy is wrong. Come the fucking dream hack or whatever it was the following weekend and the kr players building upwards of 20. Fuck coaching man. Play your own way. coincidentally i stopped playing with infesters after that coaching because he the pro right? he knows right? but in the back of my mind, building less than 8 was a waste of time. Guess i might be the next bonj . . .oh fuck off.


People will figure it out, btw anyone care to have a think back to bl/inf combination . . .yes. you let that play out for a whole fucking 2 months. way to go community, way to figure out a strategy in your strategy game.

man im getting a little bit triggered right now.

for the longest time ive NEVER been more excited to watch sc2 games and i AM the biggest fan i think there is on this planet, no im dead fucking serious, you wont hear me ever talking shit about the game. I just wish i had that extra shiny goldish border to make any of these letters seem credible and of course any opinion that i have, its always seemed to work that way around here.

Anyway, my response to this thread is, it doesnt matter what you do, leave it a while, change it often. Its starcraft, the better players out there will adapt, learn and innovate, the lazy players who cant be bothered will just continue to utilise their ability to 'macro' up the ladder (btw, the ladder revamp is single handedly the best update you have done including the actual release of the expansions)

anyway, im rambling, im drunk, sc2 greatest game on earth c ya

[N3O]r3d33m3r
Profile Blog Joined July 2010
Germany673 Posts
Last Edited: 2016-08-03 18:53:22
August 03 2016 16:53 GMT
#160
On August 03 2016 06:11 Incognoto wrote:
Do I need to download 1 Gb of random stuff I don't need in the form of offline scenarios which I don't care about?

Why can't they release a Starcraft ladder client which is very light? I just care about the ladder really and Starcraft 2 is taking up a ridiculous amount of space on my SSD, which is limited in its size. My internet connection is also very slow and me downloading this update condemns my house to no internet until the update finishes.

This is absolutely ridiculous. :/

http://imgur.com/fFA7a2O

edit: woops i was wrong. i mistook the file size with D3 =S
coolmiyo
Profile Joined February 2016
51 Posts
Last Edited: 2016-08-05 12:43:05
August 05 2016 12:42 GMT
#161
i hope they write something interesting today, like ultralisk things.
ihatevideogames
Profile Joined August 2015
570 Posts
August 05 2016 12:44 GMT
#162
On August 05 2016 21:42 coolmiyo wrote:
i hope they write something interesting today, like ultralisk things.


Even if they do, it's not like they're ever gonna change anything.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16647 Posts
August 06 2016 05:46 GMT
#163
no community feedback update this week.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
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