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Community Feedback Update - 8/26 - Page 2

Forum Index > SC2 General
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jackacea
Profile Joined April 2014
66 Posts
August 26 2016 20:02 GMT
#21
I agree with the proposed Infestor change, casting while burrowed seems very natural to the infestor while beaming anywhere is kinda odd. Only thing I ask is reverting the design of the burrowed Infestor to what it was before. Right now it looks butt ugly when its underground.
praise kek
Beelzebub1
Profile Joined May 2015
1004 Posts
August 26 2016 20:04 GMT
#22
On August 27 2016 04:58 insitelol wrote:
Show nested quote +
On August 27 2016 04:39 Beelzebub1 wrote:
All I play is the test map nowadays since once this goes through those who are prepared will excel in the new meta, this is a mildly disappointing update but only because the Adept isn't being taken seriously as a balance problem.

The problem with the Adept is threefold

1. Bonus damage vs. almost everything Zerg/Terran has in the early game (especially Zerg) while being BEEFY AS HELL
2. The Shade allowing the Adepts to perfectly and with zero risk scout for holes/weaknesses
3. Easy to mass and once massed can attack 2 - 3 different places at once with an innate ability

1. Give the shade a weakness (it's a spam ability with no energy and low cool down) not something lame like they can't see as well that is a terrible PR "Yea we know Adepts are OP let's give it more time" nerf.

2. Nerf it's damn HP or shields or something, they take more punishment then a Zealot while dealing much more damage and being infinitely more mobile, the unit is just absurdly tanky for how mobile it is. Generally units that hit hard are either slow or fragile or why would you even bother building anything else?

3. Do something about the fact that Protoss players mass Adepts over and over again and Blink Stalkers are still horrible, there needs to be a power balance shift between the 2 units. Stalkers need to hit harder out of the gate, and Adepts need to be mellowed out. Notice how there is no mass stalker or mass zealot builds but mass adepts builds are dominating the ladder and pro scene.

anyways...

Remove the goddamn Banshee speed change, stop making everything so fast, that isn't balance, this isn't FastCraft 2. It was OP when they tried it before and it's OP now, give the Banshee a useful change like +1 range upgrade, make the Banshee better offensively not broken.

Change the Raven some other way, auto turret buffs? Hello mass Raven cancer builds, if anything buff this unit's speed it's slow as hell but turrets are so cancerous.

Remove the Swarm Host from the game, please, or make it counter mass air or give it some actual useful role in the Zerg Swarm. It has no identity, why would I build these siege unit wannabe's when I can use that gas for Brood Lords which do the job better?

Disruption Web (the Corsair/Tempest thingy) seems cool but with how long it lasts it can kind of be a bit broken, I think if the duration wasn't almost a minute it would be a cool addition to the game but in it's current form it's just OP as shit.

Pretty much every other change besides these ones seem fantastic, Hydralisks are awesome, scarier Zealots are awesome, the new Cyclone seems cool.


Agreed on everything but adepts. I guess poeple had figured them out. They are not as dominant as they used to be. A very slight HP buff is, may be, the only thing that could be done.


I'm not sure if you just meant that they should slightly buff Adept HP but if that is what you meant, you are absolutely dead wrong lol unless they drastically reduced it's damage or nerfed the living shit out of the Shade ability, it's already more tanky then a Zealot.
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2016-08-26 20:33:14
August 26 2016 20:11 GMT
#23
On August 27 2016 04:35 gab12 wrote:
I agree with infestor deep tunnel ability to be a bit similar or nearly the same as bc tactical jump... however casting speels while burrowed is kinda op as fuck in my opinion it can be to deadly specially when paired with banes vs infantry or toss deathball... also i still think that nerfing tempest range vs ground to 6 is overreaction killing the unit, and the spell on it is kinda useless, it cant kill running through ling, only good vs cannons and tanks... much more like worse storm or damageing FF.banshee speed upgread must be moved somewhere, otherwise meching players have justto many opening options as zergs have vs toss now- insane, imagine toss haveing to be ready for banshee opener, tank pushes, helion/mines drop standard bio, cyclone pushes and more ( tested it on balance map ) also i disagree on nerfing adept.i even think that instead of nerfing terran mech now, we should focus on buffing both zerg and toss abit, not to much but small buffs to more units instead of buffing 1 unit to be just ridicoulus effective


Realy? For years Terran have complaned about build variety disparity in tvp. Protoss have so many early game options. Pylon rush, proxy oracle,in base oracle dt Rush, blink Allin, blink fast 3rd, 6 gate adept drop, 8 gate adept Allin,3 gate proxy stargate void ray bust. 3 gate adept prism pressure, proxy robo, cannon rush, proxy tempest, 2 gate stalker pressure, 4 gate Allin, 2 gate adept pressure. 2 base imortal, disrupter drop, Phenix expand, proxy robo dt drop and many other builds. In addition p have many valid unit comps, collosi+support, blink stalker disrupter, mass gate way into storm+tempest. Imortal gateway into storm and tempest. Charglot archon+storm. Gateway+phenix into storm and tempest.

Meanwhile Terran prity much has had reaper into mine drop. 1-1-1. Proxy rax. Reaper into 2 hellion into bio, fast expand, cyclone expand, fast lib range rush, and surprise I hope he has no robo or stargate clock banshee rush.. The only valid unit comp is bio lib with occasional tank or mine support in the early game and ocasional ghost support in the late game. So finally Terran has some parity in options and you want them taken away??
"when life gives Hero lemons he makes carriers" -Artosis
JackONeill
Profile Joined September 2013
861 Posts
August 26 2016 20:25 GMT
#24
What the actual hell. Infestor burrowed casting is making ambush infestor moves completely braindead. Whereas deep tunnel would help infestors to deal with multiproned threats, offering zerg another tech path to deal with drops than mutas.

It's amazing how the dev team seems to grasp very well the issues of their game, then throw it away for the "cool factor"
BaronVonOwn
Profile Joined April 2011
299 Posts
Last Edited: 2016-08-26 20:32:19
August 26 2016 20:29 GMT
#25
Yeah not a fan of that adept change. What I'd like to see is the adept ability reworked into something more positional. Remove the "move" command from the ghosts so that they cannot be redirected and always go to the casting target. Then, change it so that the shade lifetime is either really long or does not expire, and add a "transfer" command. The cast range will need to be nerfed to something like 15 or 20, and the cooldown will need to be much longer (45-60 seconds?).

This recall-type ability would make the adept a lot more flexible - it's usable for defense, harassment, denying expansions etc. It overlaps with the MSC but it is overall more flexible because it's not tied to a nexus and there is still an offensive use case. I was actually planning on putting this into an arcade map/mod where the MSC would just be removed among many other changes...

I guess one problem is that the shades might be able to block building construction, not sure if there's a way around that. Maybe they would need to have HP and lose invulnerability.
FoxDog
Profile Joined October 2007
170 Posts
August 26 2016 20:35 GMT
#26
Why are you making changes and nerfing stuff before the matchmaker is out so you can properly test this? banshee speed is 5.25 while phoenix speed is 5.95 and muta speed is 5.6, even with the uppgrade you can easily catch the banshees this is a non issue balancewise...

on the other hand what needs looking into is mech against air which still is massively underpowered and we can tell by the fact this has not been adressed you arrent balancing according to data yet, please fix mech against air specificly:

Mass carrier/tempest
Viper broodlord infestor corruptor

Please wait for the testmap ladder so you can test the changes before you make up your mind.
Remember without fear, there is no courage!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2016-08-26 21:10:15
August 26 2016 20:56 GMT
#27
--- Nuked ---
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
Last Edited: 2016-08-26 21:11:28
August 26 2016 21:08 GMT
#28
On August 27 2016 03:01 TheWinks wrote:
Show nested quote +
On August 27 2016 02:12 blade55555 wrote:
Wait, out of all the Adept discussions they single out the vision radius? I didn't know people were even discussing that. I think they should increase shade cooldown and it'd be good but whatever, maybe it will be a better change.

It's being rallied around by protoss players in an attempt to avoid a nerf that actually matters just like msc vision during blink era.

I can't comment on the proposed nerf to Adept, but your example was quite the nerf to the blink play. The MSC was able to give high-ground vision with absolutely no risk. The MSC was completely safe to any attacks while allowing stalkers to blink up. Granted it wasn't the nerf everyone expected, but it did limit the success of blink play. The MSC vision nerf mattered.

edit:

Now that I think about it, the proposed nerf to adept vision will be impactful. Currently, protoss can send the shade out and know exactly if it is risky to complete the shade or cancel. With the vision nerfed on shade, protoss won't know the risk invovled, and might accidentally complete the shades near a stack of roaches or any defensive units/structures.
Grumbels
Profile Blog Joined May 2009
Netherlands7028 Posts
August 26 2016 21:11 GMT
#29
On August 27 2016 03:01 TheWinks wrote:
Show nested quote +
On August 27 2016 02:12 blade55555 wrote:
Wait, out of all the Adept discussions they single out the vision radius? I didn't know people were even discussing that. I think they should increase shade cooldown and it'd be good but whatever, maybe it will be a better change.

It's being rallied around by protoss players in an attempt to avoid a nerf that actually matters just like msc vision during blink era.

Do you know where that discussion happened? On TL or Reddit or in progamer feedback maybe? I can't recall it being discussed in one of these threads.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
yolteotl
Profile Joined October 2011
France76 Posts
August 26 2016 21:12 GMT
#30
I think Blizzard should remove latest queen up.
Change hydras like you want, but Queens are way too critical to be THAT versatile.
Edowyth
Profile Joined October 2010
United States183 Posts
August 26 2016 21:20 GMT
#31
On August 27 2016 06:11 Grumbels wrote:
Do you know where that discussion happened? On TL or Reddit or in progamer feedback maybe? I can't recall it being discussed in one of these threads.


It was mentioned a few places by people as a counter to the scouting of the adept. I've never seen it mentioned as a nerf to the harassment or rallied behind by anybody.
"Q. How do I check a valid [e-]mail address? A. You can't, at least, not in real time. Bummer, eh?" /r/programming
Of course, you could just send them a validation email.
TheWinks
Profile Joined July 2011
United States572 Posts
August 26 2016 21:20 GMT
#32
On August 27 2016 06:08 Jett.Jack.Alvir wrote:
Show nested quote +
On August 27 2016 03:01 TheWinks wrote:
On August 27 2016 02:12 blade55555 wrote:
Wait, out of all the Adept discussions they single out the vision radius? I didn't know people were even discussing that. I think they should increase shade cooldown and it'd be good but whatever, maybe it will be a better change.

It's being rallied around by protoss players in an attempt to avoid a nerf that actually matters just like msc vision during blink era.

I can't comment on the proposed nerf to Adept, but your example was quite the nerf to the blink play. The MSC was able to give high-ground vision with absolutely no risk. The MSC was completely safe to any attacks while allowing stalkers to blink up. Granted it wasn't the nerf everyone expected, but it did limit the success of blink play. The MSC vision nerf mattered.

The msc still gave enough high ground vision to keep blink broken. It made msc control more important, but it didn't really impact the strength of the strategy itself.
Now that I think about it, the proposed nerf to adept vision will be impactful. Currently, protoss can send the shade out and know exactly if it is risky to complete the shade or cancel. With the vision nerfed on shade, protoss won't know the risk invovled, and might accidentally complete the shades near a stack of roaches or any defensive units/structures.

They will still know the risk. The actual transit will show a lot of information and if they arrive at their intended destination before the cooldown is up they can just move around a little and see all that needs to be seen. For committed adept attacks like in ZvP the vision doesn't even matter because almost the entire zerg army has to fight the protoss adept ball anyway and you're going to know where that is because they're attacking the adepts. The vision would have to be reduced to like 1 in order for things like widow mines and units to surprise them.
Grumbels
Profile Blog Joined May 2009
Netherlands7028 Posts
August 26 2016 21:23 GMT
#33
On August 27 2016 05:25 JackONeill wrote:
What the actual hell. Infestor burrowed casting is making ambush infestor moves completely braindead. Whereas deep tunnel would help infestors to deal with multiproned threats, offering zerg another tech path to deal with drops than mutas.

It's amazing how the dev team seems to grasp very well the issues of their game, then throw it away for the "cool factor"

An invisible spellcaster that can instantly lock down your entire army seems like good design...(not)

To me the fact that Blizzard is even contemplating this shows that something somewhere has gone wrong, perhaps with the relative power of invisible units, the strength of the infestor itself or the relevance of high tech caster units.

And it is certainly not cool. What was kind of cool was the bug in beta where you could cast while burrowed if you used an exploit at the cost of requiring a fair amount of control. That would have been weird to have in the game maybe, but at least wouldn't be a blatant example of power creep.

Certainly the current infestor is quite flexible and intriguing, but it lacks a good replacement for neural parasite and is probably undertuned. Perhaps deep burrow was the better approach because at least it fits into the new gameplay of super dynamic harassment units. I guess both iterations can end up being balanced, but I like neither. Why can't Blizzard just fix it in a normal way instead of constantly making everything more dynamic and powerful?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
August 26 2016 21:35 GMT
#34
On August 27 2016 06:20 TheWinks wrote:
Show nested quote +
On August 27 2016 06:08 Jett.Jack.Alvir wrote:
On August 27 2016 03:01 TheWinks wrote:
On August 27 2016 02:12 blade55555 wrote:
Wait, out of all the Adept discussions they single out the vision radius? I didn't know people were even discussing that. I think they should increase shade cooldown and it'd be good but whatever, maybe it will be a better change.

It's being rallied around by protoss players in an attempt to avoid a nerf that actually matters just like msc vision during blink era.

I can't comment on the proposed nerf to Adept, but your example was quite the nerf to the blink play. The MSC was able to give high-ground vision with absolutely no risk. The MSC was completely safe to any attacks while allowing stalkers to blink up. Granted it wasn't the nerf everyone expected, but it did limit the success of blink play. The MSC vision nerf mattered.

The msc still gave enough high ground vision to keep blink broken. It made msc control more important, but it didn't really impact the strength of the strategy itself.
Show nested quote +
Now that I think about it, the proposed nerf to adept vision will be impactful. Currently, protoss can send the shade out and know exactly if it is risky to complete the shade or cancel. With the vision nerfed on shade, protoss won't know the risk invovled, and might accidentally complete the shades near a stack of roaches or any defensive units/structures.

They will still know the risk. The actual transit will show a lot of information and if they arrive at their intended destination before the cooldown is up they can just move around a little and see all that needs to be seen. For committed adept attacks like in ZvP the vision doesn't even matter because almost the entire zerg army has to fight the protoss adept ball anyway and you're going to know where that is because they're attacking the adepts. The vision would have to be reduced to like 1 in order for things like widow mines and units to surprise them.

Yes it depends on the vision nerf to shade. It needs to be enough that you can surprise the adept if they misplay the shade, but not enough that protoss would use it solely as an escape mechanism.
Jaedrik
Profile Joined June 2015
113 Posts
August 26 2016 21:51 GMT
#35
On August 27 2016 03:02 FFW_Rude wrote:
Infestor and battlecruiser ability overlaps ? If you MC a Battlecruiser then yes ?

They are of the (stupid, IMO) disposition that there must be radical asymmetry between the factions.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2016-08-26 21:56:39
August 26 2016 21:55 GMT
#36
--- Nuked ---
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
August 26 2016 22:03 GMT
#37
Until Zerg is buffed accordingly and given more options in play than it currently has, I think I might just switch to Terran and go mech every game in every MU, lol. Getting tired of ZvP especially.

Blizzard needs to make the shade ability uncancellable and increase the cool down. Free scouting + the ability to pull the opponent's army around without commitment + insane synergy with warprism is just way too much versatility from such a cheap low tech unit. I would also like to see hydras get an HP buff, please.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
lestye
Profile Blog Joined August 2010
United States4149 Posts
August 26 2016 22:13 GMT
#38
regardless if they decide to buff other units instead of directly nerfing adept, they need to make shade uncancellable, its shit bad design, they shouldnt be able to to force you to split up and be 2 places at once just to deal with harassment.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
Edowyth
Profile Joined October 2010
United States183 Posts
August 26 2016 22:26 GMT
#39
On August 27 2016 06:55 Barrin wrote:
were abandoned since after WC2


What I've been waiting on since the final expansion to WC2 is another WC2 game.

I guess that's never going to happen, but it's what I really want.
"Q. How do I check a valid [e-]mail address? A. You can't, at least, not in real time. Bummer, eh?" /r/programming
Of course, you could just send them a validation email.
CannonsNCarriers
Profile Joined April 2010
United States638 Posts
August 26 2016 22:48 GMT
#40
Adepts should take bonus damage while their shades are out. This puts some kind of risk into sending a shade out in the middle of a fight. You can theme it out as them severing part of their soul or shield system.
Dun tuch my cheezbrgr
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