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Community Feedback Update: Matchmaking coming

Forum Index > SC2 General
171 CommentsPost a Reply
1 2 3 4 5 7 8 9 Next All
Edowyth
Profile Joined October 2010
United States183 Posts
September 09 2016 17:23 GMT
#1
[image loading]

Source


SSL/GSL finals

We’re very excited about these finals coming up! The sOs vs. Byun finals seems so exciting because $o$ winning this to qualify into BlizzCon would open the potential for having a three-time Global Champion. At the same time however, it would also be cool to see ByuN prove to the world that as long as you are awesome, you don’t necessarily need a team to win one of the most difficult tournaments in the world. Not only that, but the race-ratio of the two finals is perfect, and seeing how the remaining BlizzCon slots in KR turn out also sounds exciting.

Matchmaking for Balance Testing Next Week

We wanted to let you know that matchmaking for balance testing will come out next week. Using this will be similar to how you queue into multiplayer games. You would just need to go to the ‘Testing’ tab in Multiplayer, pick the map vetos as you normally would, and then hit play to match make. The starting MMR will be determined by your 1v1 MMR, but as you play it’ll be a separate MMR for this queue, so you don’t have to worry about losing your MMR by participating in this mode. Also, ‘Testing’ will have a separate matchmaking-pool, and the matchmaking quality increases as more players are playing, so if you enjoy this game mode please play it often!

Balance Test Map

Warp Prism health decreased from 100 health 100 shields to 80 health 100 shields
For reasons we’ve discussed before, we’d like to increase the difference between players who use this unit well over time, and those who do not.

Voidray speed increased from 3.15 to 3.5
Although used a lot in lower levels, Void Rays have not seen much use in competitive play throughout LotV, so we wanted to test what the game would be like if we made them more viable.
We are targeting a speed increase to increase their capability when micro’d, while keeping them similar in lower levels of play.

Ravager back to unarmored flag
With the Siege Tank damage buff, we definitely heard your feedback that the Ravager nerf may have been too much, so we wanted to try reverting the ‘armored’ change.
We would also like to check how the Stargate tech works against Roach/Ravager now with the Voidray change.
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The Bottle
Profile Joined July 2010
242 Posts
September 09 2016 17:29 GMT
#2
Oh shit, test matchmaking next week, I am psyched!

The void ray change is interesting. The most common role I think they have is in a skytoss comp in PvZ, as the go-to anti-corruptor unit. Of course, the best way for corruptors to deal with it is to back off and wait for the VR's anti-armor ability to wear off before re-engaging. However, this might make it harder for corruptors to back off from them. (They're still faster though, at 4.13 speed according to liquipedia so this particular situation might not be impacted.)
Charoisaur
Profile Joined August 2014
Germany15979 Posts
September 09 2016 17:38 GMT
#3
1 base voidray adept allin with speed voidrays I'm not hyped.
Many of the coolest moments in sc2 happen due to worker harassment
Zulu23
Profile Joined August 2011
Germany132 Posts
September 09 2016 17:46 GMT
#4
Ravager back to unarmored flag

That means Cyclones will be weaker agianst ravengers too.
Ravagers Counter then Tanks again and a roach ravager army will crush Tanklines and Cyclones.
In my opinion the cyclone is way to expensive to be a Reactor Unit.
I don't see Mech will ever have the Infrastructure to compete the roach ravavager timings
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
September 09 2016 17:46 GMT
#5
1 base voidray adept allin with speed voidrays I'm not hyped.


yep. its coming!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
September 09 2016 17:52 GMT
#6
Ravagers to armored is too weak vs. Terran. So they put it back. Fine.

How is it against Protoss?
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Lexender
Profile Joined September 2013
Mexico2650 Posts
September 09 2016 17:53 GMT
#7
I don't mind the voidray buff, if it allows for more protoss diversity its fine.

I just hope they adress cyclones and mech AA, because voidrays are actually good against mech (you know mech is bad when even voids are good against it)
Edowyth
Profile Joined October 2010
United States183 Posts
September 09 2016 17:59 GMT
#8
On September 10 2016 02:38 Charoisaur wrote:
1 base voidray adept allin with speed voidrays I'm not hyped.


I mean, it's a 11 & 1 / 9ths % increase.

The only units it moves from being "slower than" to "faster than" are queens and (non-boosted) medivacs. Yeah, it's mostly an early game change, but I don't think it really changes the relationships it has with anti-air units outside of queens.

So, maybe in PvZ, but probably not in any other match-ups.
"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.
Dungeontay
Profile Joined December 2015
126 Posts
September 09 2016 18:02 GMT
#9
Thx Blizzard, now i am actually really motivated to play the test maps. The changes overall seem to be much better now, eventhough Stargate openings will be the go to in PvZ again (probably, if players want to use it to defend against roach ravager pushes). Also i think the ravager doesnt need a nerf. Regarding the terran changes I think there is still some room to play with. Really dont want mech to become the go-to...
Zzz
purakushi
Profile Joined August 2012
United States3300 Posts
September 09 2016 18:02 GMT
#10
ASL finals, too!
T P Z sagi
The Bottle
Profile Joined July 2010
242 Posts
September 09 2016 18:06 GMT
#11
On September 10 2016 02:59 Edowyth wrote:
Show nested quote +
On September 10 2016 02:38 Charoisaur wrote:
1 base voidray adept allin with speed voidrays I'm not hyped.


I mean, it's a 11 & 1 / 9ths % increase.

The only units it moves from being "slower than" to "faster than" are queens and (non-boosted) medivacs. Yeah, it's mostly an early game change, but I don't think it really changes the relationships it has with anti-air units outside of queens.

So, maybe in PvZ, but probably not in any other match-ups.

Just because its speed ranking vs other units doesn't change, that doesn't mean that the interactions don't change. The interactions aren't binary based on "who's faster". They will, for example, be able to escape marine fire more quickly which makes them better for poking at structures. If corruptors are too much within their range when their anti-armor activates, it will take corruptors longer to escape their range making them take more damage. Etc. Not that I'm complaining, maybe the void ray needs this, I'm just saying it will change relationships more than you argue.
ShamanElemental1
Profile Joined April 2016
56 Posts
Last Edited: 2016-09-09 18:12:07
September 09 2016 18:07 GMT
#12
I like the new changes. But there is still work to be done.
I played more Zerg then P or T so...


- Zerg

The Baneling buff is cancer for ZvZ , please buff the speed of the Banelings instead of the HP , it makes more sense because banes without creep can hardly connect.

Hydras are just to costly and their HP is to low, reduce the gas by 25 and give them 10 HP

SH needs a redesign, their just bad. I would love to make them as an early unit at hatch tech but way weaker... maybe faster ( something that can harass early game without making lings all the time )

Infestor is so cool right now, give them NP without research to make some cool strats, maybe Infested Terrans upgrades.

Corrupter just needs to be alot better vs Air the AA of Zerg is so terrible... more DPS on the unit would be nice.


- Terran


Thor needs to be smaller and faster, better AA as Factory unit.

The Banshee is way to overpowered with the early speed. It needs reverted.

All their other buffs are pretty good and important for the game.


- Protoss

Nerf the adept shade by having longer cooldown

Zealot buff by doing more damage vs armored units

Nerf the Immortal shield barrier and revert the Tempest change.










Edowyth
Profile Joined October 2010
United States183 Posts
September 09 2016 18:15 GMT
#13
On September 10 2016 03:06 The Bottle wrote:
Just because its speed ranking vs other units doesn't change, that doesn't mean that the interactions don't change. The interactions aren't binary based on "who's faster". They will, for example, be able to escape marine fire more quickly which makes them better for poking at structures. If corruptors are too much within their range when their anti-armor activates, it will take corruptors longer to escape their range making them take more damage. Etc. Not that I'm complaining, maybe the void ray needs this, I'm just saying it will change relationships more than you argue.


Starting from a stop has more to do with acceleration than maximum movement speed.

There are some situations where voids will take more damage / do more damage ... but they should almost all be when the void ray is already moving (unless their acceleration is much higher than I expect). I don't have SC2 installed here, so I can't actually check the editor, but I suspect that the acceleration will mitigate much of the change you expect to see.
"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.
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
September 09 2016 18:20 GMT
#14
On September 10 2016 03:07 ShamanElemental1 wrote:
I like the new changes. But there is still work to be done.
I played more Zerg then P or T so...

- Zerg

Hydras are just to costly and their HP is to low, reduce the gas by 25 and give them 10 HP


Reducing its gas cost is ridiculous; Hydralisk is already a bit strong for its cost. (with its 7 range and speed buff)

Moreover, with buffed Ravagers, it'll be much more viable.
"Morality is simply the attitude we adopt towards people we personally dislike"
ShamanElemental1
Profile Joined April 2016
56 Posts
Last Edited: 2016-09-09 18:33:06
September 09 2016 18:25 GMT
#15
On September 10 2016 03:15 Edowyth wrote:
Show nested quote +
On September 10 2016 03:06 The Bottle wrote:
Just because its speed ranking vs other units doesn't change, that doesn't mean that the interactions don't change. The interactions aren't binary based on "who's faster". They will, for example, be able to escape marine fire more quickly which makes them better for poking at structures. If corruptors are too much within their range when their anti-armor activates, it will take corruptors longer to escape their range making them take more damage. Etc. Not that I'm complaining, maybe the void ray needs this, I'm just saying it will change relationships more than you argue.


Starting from a stop has more to do with acceleration than maximum movement speed.

There are some situations where voids will take more damage / do more damage ... but they should almost all be when the void ray is already moving (unless their acceleration is much higher than I expect). I don't have SC2 installed here, so I can't actually check the editor, but I suspect that the acceleration will mitigate much of the change you expect to see.



You are right, its the same as banshee with speed, if you keep them on the run... there is no zerg unit that can catch them but if you stop them and the Zerg has mutas he can get some shoots in.


Its do to acceleration.


This is why i dislike the banshee speed , its so god damn broken.

I dont think the void ray will be the same because you commit to that, the Terran doesnt really commit to 5 banshee.


Tho i still think Corrupter needs a buff in AA , it just sucks so bad.... you always have to wait for 3 Vipers and Para Bomb this days and most of the time its to late.


On September 10 2016 03:20 Thouhastmail wrote:
Show nested quote +
On September 10 2016 03:07 ShamanElemental1 wrote:
I like the new changes. But there is still work to be done.
I played more Zerg then P or T so...

- Zerg

Hydras are just to costly and their HP is to low, reduce the gas by 25 and give them 10 HP


Reducing its gas cost is ridiculous; Hydralisk is already a bit strong for its cost. (with its 7 range and speed buff)

Moreover, with buffed Ravagers, it'll be much more viable.


Hydralisk DPS is to strong yeah but the unit overall is bad if you dont have something to tank for it.

Blizzard said that they want Hydras to be core units, not support units this is why i made my case.


Speed buff on creep only ( that means mostly on defense do to the creep change in lotv , compare hots and lotv and see what game had more creep on map )



Morbidius
Profile Joined November 2010
Brazil3449 Posts
September 09 2016 18:26 GMT
#16
Blizzard should consider merging the baneling HP buff with its speed upgrade in my opinion. And i'm very scared of the new void ray.
Has foreign StarCraft hit rock bottom?
Empirimancer
Profile Joined July 2011
Canada1024 Posts
September 09 2016 18:43 GMT
#17
Buffing air units in general is a bad idea. Most of the interesting gameplay comes from ground units.
VonComet
Profile Joined November 2010
Slovenia26 Posts
September 09 2016 18:48 GMT
#18
This is really terrible news for mech players...
petro1987
Profile Joined May 2009
Brazil374 Posts
September 09 2016 18:52 GMT
#19
Are thors or vikings any good vs void rays? How is mech supposed to counter VRs? I really don't know. Any ideas?
avilo
Profile Blog Joined November 2007
United States4100 Posts
September 09 2016 18:53 GMT
#20
Ravagers not being armored with tankivac removed is pretty bad. These things need to be armored they have already been too strong for ages.

It's just a massable unit with a free spell on cooldown. With buffs to infestor burrow cast on top of this...i mean that's just really bad and poorly thought out.
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