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Community Feedback Update - 9/2 - Page 3

Forum Index > SC2 General
218 CommentsPost a Reply
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PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
September 02 2016 23:42 GMT
#41
warprism, pickup range and speed is the problem. Not the health.
Nerfing tanks already? maybe wait a bit , "let the meta settle" , etc...
http://www.twitch.tv/pinokotsbeer
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
September 02 2016 23:44 GMT
#42
Don't touch tank damage! Nerf anything else, but leave tank damage alone!
I want my tanks to kill, not bruise.
ㅇㅅㅌㅅ
ihatevideogames
Profile Joined August 2015
570 Posts
September 02 2016 23:53 GMT
#43
As a terran, how is it possible to not get salty when DK comes out and says things like that?

Mech too strong with 2 weeks of testing on a test map almost noone plays. OK.

Meanwhile, anyone who's actually played mech on the map says the same thing, mech lacks anti-air, lategame TvZ still unwinnable, etc etc.
TheWildShooter
Profile Joined September 2011
79 Posts
September 02 2016 23:53 GMT
#44
1. Health reduction to Warp Prism.


So it could be one-shotted by the widow mine? NOICE
oGsMC <3
FoxDog
Profile Joined October 2007
170 Posts
September 02 2016 23:54 GMT
#45
How is mech possibly too strong when broodlord viper infestor only gets -1 range, mass broodlord viper or mass carrier completely shuts down mech

this was not tested with gm players let alone gsl level players, it is way too early to nerf tanks again, please david kim wait for the test map ladder before you make up your mind and start balancing

and one more thing, if mech was underpowered for an eternity and you finally balance it, doesnt that mean the mech players will get an artificial boost because of this, and so mech will SEEM to be overpowered?

try 200 army mech vs 200 army protoss/zerg and see how you fare before saying such things as "mech is too strong", it is demonstrably palpably obvious it is not...
Remember without fear, there is no courage!
petro1987
Profile Joined May 2009
Brazil374 Posts
September 03 2016 00:01 GMT
#46
Mech might even be too strong, I'm not saying it's impossible. But how do they conclude this from a test map that has seen very few games in 2 weeks is just mind blowing. Meanwhile, 8 armor ultras have been in the game for 1 year and they have been saying just wait and see if players can come up with solutions. Isn't that kinda nonsensical?
Sweetness.751
Profile Joined April 2011
United States225 Posts
Last Edited: 2016-09-03 00:15:02
September 03 2016 00:13 GMT
#47
On September 03 2016 08:23 Qwyn wrote:
Just make it so siege tanks don't one shot zerglings (30 + 40 should be good) and I think we're good. Also, please for the love of SC put the siege mode upgrade back into the game or something @@.

And I definitely don't think that ravagers should be armored, or else we're never going to see them at all in SC2 (the other races have great answers to armored units from Zerg, and with the rise of the turbo tank an armored ravager will be virtually unusable).

Tanks definitely shouldn't go live with this kind of strength without some sort of penalty. Zerg are just not going to be able to fight around that kind of mech army without doing cheese strats, broodlord deathballs, or dumb, awkward feeling anti-mech play. So please Blizzard tune them appropriately so we can do some sort of swarm style play against mech instead of what we saw during the final days of HotS.

Warp prisms don't need ANOTHER HP reduction! Please just tone down their speed and pick up range...or just make the warp mode transformation take longer...

I think that adepts should not be allowed to cancel their shades once used. This vision change is going in the right direction, but is still not enough. It's not going to change whether or not Protoss shade around between mineral lines...it just makes it a complete gamble.

A change like preventing shade cancel would force Protoss players to think a bit more before committing their shades to harassment and would mean that adepts could keep their low shade cooldown.


Its pretty clear to me you don't understand how Tanks work. There is absolutely no problem with a Tank one-shoting a Zergling. In fact, logically it makes sense. But the change you are asking for will not solve the problem you stated. Technically Zerglings counter Tanks. Yes, COUNTER TANKS. The problem for Zerg comes in when splash gets applied. Clumping your Zerglings is what gets you wrecked, not the fact that a single Zergling gets one-shot. With perfect micro, Tanks are weak. Luckily, perfect micro is no where near possible.

This is what the battle would look like if you negated Siege Tank splash:



As you can see, your problem is not that Tanks one-shot Zerglings, Its the SPLASH that does the lings in. If Tanks are too strong as you suggest, its the splash that is causing it.

Your Adept statement is ludicrous. No other unit has the inability to cancel a shade, why would Adepts be the exception? Shading is hardly the best ability in the game. Why not give Adepts Mana and make a Shade cost 25-50 Mana per attempt. It would be a balance between both worlds. Newly warped in Adepts would have 1- 2 shades max, and a Protoss player can accrue additional shades for harassment tactics in the mid-late game. Would create an interesting advantage Ghosts, and Feedback would be a fringe counter at best.

For the people that are complaining about Warp Prisms. The problem is that Protoss does not gain enough utility by creating additional warp prisms past the first. The reason is because the Robo Facility is too important of a structure to be building several Warp Prisms. The other units are more useful. That is why the Warp Prism has an upgrade to make it the fastest unit in the game and the ability to constantly spawn units. This increases its survivability so it can constantly harass. This was no fluke. That's also why it was given as much health as an Overlord. AND SINCE WE ARE TALKING ABOUT IT....no one complains about Overlord health. So it would be intuitive that Warp Prism health is not the issue. Its either the speed or the pick up range. And the speed is arguably justified because its survivability is necessary for the reason I stated above. If they are going to nerf anything, it should be the pick up range. Reduce it by one if you want to be conservative, or by two if you want to be aggressive. But anything more than that is excessive and will defeat the utility of the new LotV ability.
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.
necrosexy
Profile Joined March 2011
451 Posts
September 03 2016 00:17 GMT
#48
oh goodness, they're nerfing adept shade vision

hallucinating phoenixes, oracles, observers, blink stalkers notwithstanding, how will toss scout?
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
September 03 2016 00:20 GMT
#49
My sarcasm detector is tingling.

I like the Adept nerf. I think it will separate the good Toss from the bad ones. However, 2 vision might be too much. 3 is probably a better number.
Sweetness.751
Profile Joined April 2011
United States225 Posts
Last Edited: 2016-09-03 00:34:10
September 03 2016 00:33 GMT
#50
On September 03 2016 09:01 petro1987 wrote:
Mech might even be too strong, I'm not saying it's impossible. But how do they conclude this from a test map that has seen very few games in 2 weeks is just mind blowing. Meanwhile, 8 armor ultras have been in the game for 1 year and they have been saying just wait and see if players can come up with solutions. Isn't that kinda nonsensical?


To be fair. The Ultra upgrade makes sense. They hard counter marines. A tier 3 unit hard countering a tier 1 unit.....MADNESS, UTTER MADNESS!

Lets nerf Archons cuz they wreck Zerglings, or

Liberators because they smash Zealots.

Honestly the armor buff should have been there years ago, it should have always been a thing. That's what makes Ultralisks so ULTRA! Battlecruisers should also have sick armor as well. Just look at them. They lose to Marines. A CAPITAL SHIP, that should have whole garrisons on Marines in it, loses to just a handful in a straight up fight. Absolute madness. It would be ok if the BCs had sick range like Carriers, Tempests, or BroodLords, but they don't. SO give them sick ULTRALISK armor BLIZZARD! DO IT!

P.S. I play Protoss.
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.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
September 03 2016 00:37 GMT
#51
i suppose they're done with changes to the release version :z
Team Liquid
Zacrophage
Profile Joined October 2015
5 Posts
Last Edited: 2016-09-03 00:55:46
September 03 2016 00:55 GMT
#52
MECH TO STRONG

WOW!!!!!
WE SEE NO MECH PLAY
LIKE FUCK ALLL SINCE LOTV IS THERE

WE WANT HOTS BACK!!!!!
ilikeredheads
Profile Joined August 2011
Canada1995 Posts
September 03 2016 01:21 GMT
#53
"mech too strong" wut???

meanwhile 8 armor Ultras continues to get unnoticed. lol
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
Last Edited: 2016-09-03 01:48:18
September 03 2016 01:41 GMT
#54
Here's sort of a messed up suggestion in terms of the game, which if you think about it will get rid of every single problem said on the last three pages of chat.

Scale the game better. Actively section units into tier 1,2,3 by giving each race two new buildings that they need to build to unlock tech. At tier one have marines/rauders, zealot/stalker, zergling/baneling/queen? Then have a building (like another twilight council) to unlock tier two units, which will include all more of the cheesy/splash units. Thus when cheesy/splash units come out players will have a baseline defense of tier one units, and will not be simply overwhelmed or one second killed by drops, adepts, oracles. However the cheesy/units won't really need to be nerfed into oblivion.

Note:this will also fix a lot of other problems the game is having. Including the unwelcomeness it presents to beginners. Give those noobs a few expansions and minutes on the map before you smash them. Also will prompt more back and forth battling, as opposed to back and forth raiding, which is main complaint of Korean pros.

It's simple, but its brilliant, and it doesn't remove any units or their complexity Blizz seems so set on.
Its going to be a glorious day, I feel my luck could change
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
Last Edited: 2016-09-03 01:52:39
September 03 2016 01:51 GMT
#55
On September 03 2016 09:33 Sweetness.751 wrote:
Show nested quote +
On September 03 2016 09:01 petro1987 wrote:
Mech might even be too strong, I'm not saying it's impossible. But how do they conclude this from a test map that has seen very few games in 2 weeks is just mind blowing. Meanwhile, 8 armor ultras have been in the game for 1 year and they have been saying just wait and see if players can come up with solutions. Isn't that kinda nonsensical?


To be fair. The Ultra upgrade makes sense. They hard counter marines. A tier 3 unit hard countering a tier 1 unit.....MADNESS, UTTER MADNESS!

Lets nerf Archons cuz they wreck Zerglings, or

Liberators because they smash Zealots.

Honestly the armor buff should have been there years ago, it should have always been a thing. That's what makes Ultralisks so ULTRA! Battlecruisers should also have sick armor as well. Just look at them. They lose to Marines. A CAPITAL SHIP, that should have whole garrisons on Marines in it, loses to just a handful in a straight up fight. Absolute madness. It would be ok if the BCs had sick range like Carriers, Tempests, or BroodLords, but they don't. SO give them sick ULTRALISK armor BLIZZARD! DO IT!

P.S. I play Protoss.


You forget: ultras are not made individually from buildings, but enmass via larva.... Thus the transition to ultras for zerg tends to be game ending rather than say a build up of tempests or BCs, which is done slowly or with great infrastructure costs
Its going to be a glorious day, I feel my luck could change
Exquisite7
Profile Joined June 2016
34 Posts
September 03 2016 02:14 GMT
#56
On September 03 2016 06:42 Zulu23 wrote:
Why (does Blizzard) don't organize a Test map tournament with a 1000$ prize pool to get Public attention and some pros playing it on competitive level....



Soooo.... You want to put up $1000?

People keep acting like Blizzard is there mama and has to do everything for them. Go ask your friends to meet online and play the test map. Otherwise save your complaints for your ACTUAL mamas.
avilo
Profile Blog Joined November 2007
United States4100 Posts
September 03 2016 02:23 GMT
#57
On September 03 2016 06:31 petro1987 wrote:
Show nested quote +
On September 03 2016 06:19 Charoisaur wrote:
On September 03 2016 06:11 Zulu23 wrote:
Give us Automatchmaking for the testmap to make reliable test games on similar skill levels.
There is no way mech is too strong, right now. Cyclones are not cost effective. Siege Tank Fire indeed is strong.

vs zerg it's probably too strong right now because of tank buff + ravager nerf + broodlord range nerf which are all massive.
60 damage tanks should be tested instead of 70.


I don't think ravagers are supposed to be the composition to face mech in the test map. Hydras and infestors were buffed so maybe that's the new way to fight mech alongside vipers?


I play Zerg vs Mech on the live game and most games i don't even build a single ravager.

Just all roach/hydra/viper with nydus etc.

It's ludicrous for blizzard to think mech is too strong 2 weeks on the test map when i've played it myself as Zerg and did not have any problem at all versus mech.

The problem is no one in the SC2 community has massive experience vs mech because it's played 1% of games at masters+ and pro level...

They buffed all the mech counters - burrowed infestors, hydras, vipers, etc etc...but wait tanks are too strong? ROFL give me a break.

Kinda depressing they're already backtracking as usual. This happens every single time. I knew not to believe anything about blizzard ever fixing mech.
Sup
Lexender
Profile Joined September 2013
Mexico2657 Posts
Last Edited: 2016-09-03 02:26:29
September 03 2016 02:25 GMT
#58
On September 03 2016 09:33 Sweetness.751 wrote:
Show nested quote +
On September 03 2016 09:01 petro1987 wrote:
Mech might even be too strong, I'm not saying it's impossible. But how do they conclude this from a test map that has seen very few games in 2 weeks is just mind blowing. Meanwhile, 8 armor ultras have been in the game for 1 year and they have been saying just wait and see if players can come up with solutions. Isn't that kinda nonsensical?


To be fair. The Ultra upgrade makes sense. They hard counter marines. A tier 3 unit hard countering a tier 1 unit.....MADNESS, UTTER MADNESS!

Lets nerf Archons cuz they wreck Zerglings, or

Liberators because they smash Zealots.

Honestly the armor buff should have been there years ago, it should have always been a thing. That's what makes Ultralisks so ULTRA! Battlecruisers should also have sick armor as well. Just look at them. They lose to Marines. A CAPITAL SHIP, that should have whole garrisons on Marines in it, loses to just a handful in a straight up fight. Absolute madness. It would be ok if the BCs had sick range like Carriers, Tempests, or BroodLords, but they don't. SO give them sick ULTRALISK armor BLIZZARD! DO IT!

P.S. I play Protoss.


Now you can see why saying mech is too strong makes no sense, expensive powerful units like tanks, thors, BCs being countered by almost every damn thing in the game.

Even roaches, lings, adepts, blinkstalkers, fucking counter siege tanks with the shit damage tanks deal.
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
September 03 2016 03:12 GMT
#59
I feel like when people read something they disagree with, they immediately stop reading everything else.

2. Mech is too strong right now.
a. We’ve been hearing your feedback on this.
b. We can approach this from many different angles, such as: the Siege Tank buff may have been slightly too much, or maybe we’ve touched too many units overall.
c. While we’re still not certain that this is a big issue and we’d like to have more games played before making a call, it would be great to discuss this further.


I've just bolded, italicized, AND underlined something that everyone jumping down DK's throat should probably read. I won't go into a lot of discussion, and I think this should speak for itself.
scoo2r
Profile Joined December 2015
Canada91 Posts
September 03 2016 03:15 GMT
#60
The cyclone could go back to the way it is in current version, but with a slight health buff.
Another day, another depot.
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