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Community Feedback Update - 8/26 - Page 3

Forum Index > SC2 General
132 CommentsPost a Reply
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Lightrush
Profile Joined July 2015
Bulgaria164 Posts
August 26 2016 23:00 GMT
#41
I didn't even realise people were discussing adept vision range adjustments...
User was warned for this post
FOXHOUND2
Profile Joined July 2016
5 Posts
August 26 2016 23:01 GMT
#42
Good job.
Liberators make too much dmg (antiground) tho, not even talking about the "gg upgrade" on it...
The last nerfs on this unit just affects TvZ, not PvT. bio + libs when tempest cant be an option yet (mid game), is very broken atm, please check it out.
Keep up the good work blizz
Clonester
Profile Joined August 2014
Germany2808 Posts
August 26 2016 23:17 GMT
#43
Require Armory for Banshee speed upgrade.
Double the cooldown of the shades before Blizzcon and this update.
Remove the "funny tunnels" and please, make a visual indicator for tunneled infestors just like for burrowed widow mines. The pathing this is not enough and I cant see a reason to give this visual indicator for all cloaked units and burrowed widow mine, but not burrowed zerg units. While its mostly not a balance problem for the rest, its definitly for the game changing infestor who can now fungle from underground.

More balance:
Give Cyclone 4+2 attack but decrease the attack rate so the damage against non armored units stays the same. The Damage against armored units should be lowered quite a bit.
Reduce the stim upgrade time by 20 real time secs.
Increase Marauder from (5+5)*2 to (6+6)*2.
Remove Warp-Prism hot pickup or decrease its range from 6 to 3. Reduce researchtime for blink-DTs by 60 real time secs. (It is currently 120 or?) (Else make it 60s int total).
Give oracle old detection and relevation again.
Give carriers +50 hp back, reduce their build time by 20%
Reduce BC build time by 20%
Call Armory Engineering Bay and the Engineering Bay Armory.
Remove neo steel bunkers, nobody ever makes that.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
SHODAN
Profile Joined November 2011
United Kingdom1060 Posts
Last Edited: 2016-08-26 23:23:57
August 26 2016 23:22 GMT
#44
On August 27 2016 07:48 CannonsNCarriers wrote:
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.


I really like this idea. it would be similar to how stimpack works. where bio is punished for over-stimming, adepts should be punished for shading at the wrong moment. maybe deplete the unit's shields entirely while it is shading. thematically, the "shield" part of the adept is its soul, which would be reunited with its corporeal self when the cooldown is over.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
August 27 2016 00:30 GMT
#45
On August 27 2016 08:22 SHODAN wrote:
Show nested quote +
On August 27 2016 07:48 CannonsNCarriers wrote:
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.


I really like this idea. it would be similar to how stimpack works. where bio is punished for over-stimming, adepts should be punished for shading at the wrong moment. maybe deplete the unit's shields entirely while it is shading. thematically, the "shield" part of the adept is its soul, which would be reunited with its corporeal self when the cooldown is over.


Make adepts take double damage when they have a shade out, also make the shade attackable and the damage on the shade gets transferred on the adept
[url]http://i.imgur.com/lw2yN.jpg[/url]
VHbb
Profile Joined October 2014
689 Posts
Last Edited: 2016-08-27 01:23:45
August 27 2016 01:06 GMT
#46
On August 27 2016 08:17 Clonester wrote:
Reduce the stim upgrade time by 20 real time secs.
Increase Marauder from (5+5)*2 to (6+6)*2.


These are MAJOR changes to the core terran units, I'm not really sure they would be very well balanced.
20s on stim is really huge

Of course we should just nerf protoss into oblivion, it's nice that for every nerf to early game units there is some absurd compensation like reduced buildtime for carriers
We are surely gonna get to carriers with nerfed adepts competing with super early stimmed marines and buffed marauders
(just joking I don't know how it would play out, but I feel these 2 changes are a bit extreme)



edit: btw, kind of unrelated
watching avilo stream for a few minutes he's playing zerg to prove they are imbalanced and op
then he meets a protoss and doesn't know if whine about P or Z, you can see how he looses and starts to whine about P, then realizes that he's playing Z which are supposed to be OP so he has to invent some excuse ... it's really funny

My life for Aiur !
MaxTa
Profile Joined February 2016
61 Posts
Last Edited: 2016-08-27 04:03:43
August 27 2016 01:22 GMT
#47
Some ideas :

-Cyclone: weapon speed changed to 0.36

- Adept: base armor 0 instead of 1 OR change to armored tag

- Ravager: require lair OR roach warren mutation, Increase hp to 165

- Lurker: reduce range to 8
Pugfarmer
Profile Joined April 2014
70 Posts
August 27 2016 01:57 GMT
#48
JUST MAKE IT SO YOU CAN'T CANCEL THE SHADE. It's very simple.
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2016-08-27 04:13:46
August 27 2016 04:12 GMT
#49
Adept should lose all of it's shields when it completes the psionic transfer.

Creates a drawback/choice on the unit.

Do you want to use it as your army? OK, it has full HP/shields.
Do you want to use it for harrass? OK, but they are actually killable now.

Or do you want to use zealots instead of adepts?

Right now the adept is one of the worst designed units in the game. It's basically a better Zealot. There is absolutely no choice for Protoss - u just simply make adepts because it does everything the Zealot does but with better stats, range, and no upgrade necessary for insane mobility.

I hope they fix 8 armor ultras/banelings by the way guys...i don't know if bio will be viable with those being in the game. And blizzard should want choices for players - not just you HAVE to play mech or HAVE to play bio. There should be strategic choices.

Zerg right now is the best race with the most unit compositional choices. I also think queens need a range revert but people don't seem to want to discuss that.

On August 27 2016 10:57 Pugfarmer wrote:
JUST MAKE IT SO YOU CAN'T CANCEL THE SHADE. It's very simple.


Or this. Something to make the unit have an actual drawback. Otherwise what is the point of the Zealot being in the game? I dunno about most people, but i think blizzard should relegate the adept to specifically more of a harrass unit, not a massable unit for the entire army. And then Zealot is the main army unit. Just a thought.
Sup
Traitorwtf
Profile Joined May 2016
Russian Federation15 Posts
Last Edited: 2016-08-27 07:54:29
August 27 2016 06:43 GMT
#50
Just. Nerf. Adepts. Already...

Adepts with Resonating Glaives are cancer. It's not that Protoss don't need Zealots nowadays, they don't need AoE. They just build Adepts death ball and destroy everything in every matchup. Recent games in GSL are hard to watch without SPARKULING tears...
Best Terran players in GSL(Maru and TY) were whiped out by mass adepts builds.

My suggestions are(one of them):
1) Nerf Adepts HP or Shield drastically. So Zealots will become tanky units again. There will be diversity.
2) Nerf Adepts base armor. But I don't think that will be enough.
3) Nerf Resonating Glaives. From 45% -> 25% or smth. or change upgrade( +45% atack speed and -40%(-50%) shield or health).
4) Nerf Shades somehow someway.


ilikeredheads
Profile Joined August 2011
Canada1995 Posts
August 27 2016 07:28 GMT
#51
lol nerfing adepts shade vision, something that is suggested by almost no one and it doesn't address the problem. Adepts are too good at everything. It can harass, scout, force engagements, tank damage, and can be mass very easily. Just nerf the shade cooldown or its health. It's not that hard, Blizzard.
Dingodile
Profile Joined December 2011
4133 Posts
Last Edited: 2016-08-27 07:37:14
August 27 2016 07:36 GMT
#52
On August 27 2016 16:28 ilikeredheads wrote:
[...] something that is suggested by almost no one and it doesn't address the problem.[...]

This is Blizzard style for 5 years. They are reading all suggestions about unit x and then they come with one suggestion that nobody said for unit x. This actually means they are really reading all suggestions and looking for one suggestion that no one said.

edit: They do the same in Diablo3.
Grubby | ToD | Moon | Lyn | Sky
Sajaki
Profile Joined June 2011
Canada1135 Posts
August 27 2016 08:14 GMT
#53
A rarely suggested but significant nerf to the adept without changing the unit at all stat wise would be to give shades collision vs enemy units. Adds a ton of counterplay to the unit. For example:
A zerg could block shades from getting into the main by holding a ramp, lowering the amount of bases where units are required from 3 to 2 (in a prism-less scenario).
A worker surround on adepts can prevent them from shading away if you surround them before the cooldown resets.
Most importantly, it prevents the, IMHO, toxic mechanic of shading on top of armies to kill them which has next to no counterplay. Like, positioning and whatnot is very important, and the shade just kind of negates that because you cannot really ever get into a good position vs adepts. Adepts are absolutely at their strongest when they shade directly into the center of a bio ball, and there is really nothing Terran (or anyone, but most problematic vs T) can do to prevent it. To top it all off, the Adept is really snowball-y by nature so if Protoss ever really gets an advantage they can just shade on Terran's army and its almost always a 1-sided slaughter. You cannot run from it because shades are much faster that unstimmed bio, and if you preemptively stim P can just cancel the shade and you've effectively just damaged your army for nothing.

If shade collision with enemy units existed, P would never be able to spawn inside the bioball, which would allow T to kite back and re-position better. Instead of shading on top of an army and disallowing micro from both sides (a situation where adepts win, heavily), the fight would be more fair (it just is, testing has shown me T trades much, much better against Adepts shaded beside vs Adepts shaded into Bio) AND micro would be both allowed and rewarded.
Inno pls...
Creager
Profile Joined February 2011
Germany1889 Posts
August 27 2016 08:33 GMT
#54
On August 27 2016 16:36 Dingodile wrote:
Show nested quote +
On August 27 2016 16:28 ilikeredheads wrote:
[...] something that is suggested by almost no one and it doesn't address the problem.[...]

This is Blizzard style for 5 years. They are reading all suggestions about unit x and then they come with one suggestion that nobody said for unit x. This actually means they are really reading all suggestions and looking for one suggestion that no one said.

edit: They do the same in Diablo3.


Don't worry, it's just taking some patience lol. Siege Tank buff only took them 5 years
... einmal mit Profis spielen!
Dingodile
Profile Joined December 2011
4133 Posts
August 27 2016 09:08 GMT
#55
On August 27 2016 17:33 Creager wrote:
Show nested quote +
On August 27 2016 16:36 Dingodile wrote:
On August 27 2016 16:28 ilikeredheads wrote:
[...] something that is suggested by almost no one and it doesn't address the problem.[...]

This is Blizzard style for 5 years. They are reading all suggestions about unit x and then they come with one suggestion that nobody said for unit x. This actually means they are really reading all suggestions and looking for one suggestion that no one said.

edit: They do the same in Diablo3.


Don't worry, it's just taking some patience lol. Siege Tank buff only took them 5 years

it is not about patience but how they listen to community. Suggestions said "We need blue or red or green or yellow cars". Blizz says then "We have heard about cars, we will implement pink cars".
Grubby | ToD | Moon | Lyn | Sky
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
August 27 2016 09:16 GMT
#56
On August 27 2016 18:08 Dingodile wrote:
Show nested quote +
On August 27 2016 17:33 Creager wrote:
On August 27 2016 16:36 Dingodile wrote:
On August 27 2016 16:28 ilikeredheads wrote:
[...] something that is suggested by almost no one and it doesn't address the problem.[...]

This is Blizzard style for 5 years. They are reading all suggestions about unit x and then they come with one suggestion that nobody said for unit x. This actually means they are really reading all suggestions and looking for one suggestion that no one said.

edit: They do the same in Diablo3.


Don't worry, it's just taking some patience lol. Siege Tank buff only took them 5 years

it is not about patience but how they listen to community. Suggestions said "We need blue or red or green or yellow cars". Blizz says then "We have heard about cars, we will implement pink cars".


yeah, it`s been like "you said that you want chocolate ice cream, so we decided to give you a fudge brownie"
"Morality is simply the attitude we adopt towards people we personally dislike"
Traitorwtf
Profile Joined May 2016
Russian Federation15 Posts
Last Edited: 2016-08-27 09:19:37
August 27 2016 09:17 GMT
#57
On August 27 2016 18:08 Dingodile wrote:
it is not about patience but how they listen to community.


They do not listen. Moreover, they don't watch pro matches, like GSL or SSL or SPL.
They just do what they like. I'm not even sure if they play SC
Traitorwtf
Profile Joined May 2016
Russian Federation15 Posts
Last Edited: 2016-08-27 09:19:16
August 27 2016 09:18 GMT
#58
.
Tyrhanius
Profile Joined April 2011
France947 Posts
Last Edited: 2016-08-27 10:07:17
August 27 2016 09:51 GMT
#59
Ravager regenerate HP when they burrow to compensate the armor nerf ?

Edit :
Else as zerg would love to have larvas buff, and roach/hydra cut in half :
example instead of a 100/50 16 attack 80HP 2 supply hydra.
You have some 50/25 8 attack 40hp 1 supply hydra.

So feel more swarmy with both ling/bane and roach/hydra.
And with the larvas buff we could nerf ultras to compensate.
FLuE
Profile Joined September 2010
United States1012 Posts
August 27 2016 11:13 GMT
#60
The warpgate mechanic is the core problem with adepts and Protoss in general. The gateway units will always be off because of how strong warpgate is. Make gateway units too strong like adept now and they own the game and easily mass able. Make gateway units too weak and toss struggles early and we get shooting pylons. If you remove warpgate, you could slightly nerf adepts, beef up stalkers and zealots, and then maybe do something with the warp prism where it has charges that can be used to warp In units per energy. Then you still have that in the game in some form but you also don't have a warp prism in your base with 10 units warping in all the sudden.

Summary- remove warpgate, nerf adept, beef up stalker and zealot, let warp prism warp in gateway units at a rate of 50 energy per unit.
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