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Community Feedback Update - December 2 - Page 4

Forum Index > SC2 General
161 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
MiCroLiFe
Profile Joined March 2012
Norway275 Posts
December 03 2016 00:05 GMT
#61
colosuss buss will make tvp impossible
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
geokilla
Profile Joined May 2011
Canada8245 Posts
December 03 2016 00:29 GMT
#62
Please bring back mid-season demotions for ladder.
Charoisaur
Profile Joined August 2014
Germany16055 Posts
December 03 2016 00:37 GMT
#63
On December 03 2016 09:29 geokilla wrote:
Please bring back mid-season demotions for ladder.

how would that affect you?
Many of the coolest moments in sc2 happen due to worker harassment
xTJx
Profile Joined May 2014
Brazil419 Posts
December 03 2016 01:05 GMT
#64
forgot to mention that reaper grenade still in the game for no reason and zerg has no counter to it.
No prejudices, i hate everyone equally.
Lexender
Profile Joined September 2013
Mexico2656 Posts
December 03 2016 03:34 GMT
#65
On December 03 2016 06:35 Liquid`Snute wrote:
Because right now there is no doubt that Mass Raven destroys sky-zerg and that Mass Viper/Hydra/Swarmhost kill-them-before-they-get-there taking free trades is better. I do think Terran lategame is stronger than Zerg but it's impossible for them to reach that stage. So one should work on fixing both.


Mass ravens make as much sense as current vipers, both should be nerfed instead of staying in this stupid arms race of who gets the supreme lategame first.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2016-12-03 04:12:44
December 03 2016 04:09 GMT
#66
i will never be one of the annoying entitled people who go on rants about ded gaem or firing david kim - i have a lot of respect for sc2 and have enjoyed countless hours of it. mostly i find their reasoning for balance changes pretty rational even when i disagree with it

the one thing that's starting to confuse me though is why they seem to fixate on abstract concepts like "if hydras are a problem maybe we can buff colossus" when there are broad issues emerging with how the game is actually played by human beings. on ladder huge majorities of people are either racing to unbeatable turtle styles or doing allins to avoid ever getting there.

huge majorities of my zvzs are literally just mass banelings move commanding into my natural because the game has become so ability casting intensive that no one wants to bother with tech. same thing with adepts and same thing with terrans starting to use 2rax stim timings. these are all clear signs that a lot of players want to play mechanically with low tech units instead of worrying about dodging spells and juggling hotkeys. but for some reason the solution blizzard offers is to buff tower defense playstyles like mech and skytoss based on some weird even-stevens idea that any style you can dream up should be viable. what actually happens is that the entire midgame of every matchup is ruined because you either survive to tech or you die to aggression

again, i love the game, it's fun and i still play it. but i even find myself going hyper aggressive and ignoring the meta entirely just to play ling bane muta in every matchup because it's simply more fun than playing pin the tail on the counter and don't sneeze or you're dead. and don't misunderstand this as racially motivated - it's a problem across all races and matchups. it's a problem because blizzard is trying to please everyone in ways that arent possible. please just make the game have a consistent feel and consistent requirements. making every random thing viable doesn't help. gimmicks like burrow and DT blink don't make the game more playable, they just make it more intense. and it's already VERY INTENSE


the midgame is dying. hots tvz with ling bane muta vs bio mine was beautiful because it had a rich mechanical midgame. NOT because 48 styles and builds were all viable.
TL+ Member
Yiome
Profile Joined February 2014
China1687 Posts
December 03 2016 04:41 GMT
#67
I really need to find some time to actually play a few ladder games before possible hydra nerf haha
End of year and so much work irl :'(
bObA
Profile Joined May 2012
France300 Posts
December 03 2016 07:19 GMT
#68
For sure with the actual viper's abilities that's quite impossible to play mech.

Imo you should reduce the blind cloud effect to one targeted unit.

That's not normal to make 3/4 tanks useless with only one blinding cloud. And during a fight that's not easy to split tanks well enough to avoid to have a group focused by one blinding cloud, since you have to scan all the time to see where zerg army is, and since zerg army can attack from multiple angles.

Very often you are following your attack carefully but just one seconde when the zerg army is on you, you have to siege them up quickly but that's too late. 2 blinding clouds and your all army is useless.
And everybody knows how long is the mech army repop, so one fight lost and you are DEAD.

Also with the disappearance of the tankivacs it is impossible to take up a good position back and unsiege them during a fight is a loss for sure.
SilverBullet
Profile Joined September 2010
Canada79 Posts
December 03 2016 07:42 GMT
#69
I don't see the point of the colossus buff. The disruptor seems to work just fine, and this buff wouldn't be needed if it wasn't for the hasty hydralisk buff last patch.

I still haven't seen a compelling reason why the hydralisk was buffed in the first place - and now that it's making PvZ suffer you're going to buff the colossus with some weird +light damage to compensate. Why did you buff the hydralisk to begin with?
There is no shame in defeat, so long as the spirit remains unconquored
Nerchio
Profile Joined October 2009
Poland2633 Posts
December 03 2016 09:07 GMT
#70
I am tired of Blizzard taking away any good units from Zerg and then you are left with mediocre only. Leave Vipers alone
Progamer"I am the best" - Nerchio , 2017.
JackONeill
Profile Joined September 2013
861 Posts
December 03 2016 09:29 GMT
#71
At least they're on the right path. Nerfing the gamebreaking caster instead of the very strong (arguably OP) core unit is the better choice
hiroshOne
Profile Joined October 2015
Poland425 Posts
December 03 2016 09:49 GMT
#72
On December 03 2016 18:07 Nerchio wrote:
I am tired of Blizzard taking away any good units from Zerg and then you are left with mediocre only. Leave Vipers alone


Exactly this. It's been years now and Blizzard always does the same thing. They nerf to the ground every good unit that Zerg has. Balance topics are always about Terran and Protoss crying as they cannot a-move to victory vs Zerg. Terrans crying about ultralisks-Blizzard nerfs them-Terrans switch to cry about vipers, infestors, hydralisks. I mean...what will left after those oceans of tears for Zerg?

I'm also tire of reading about mech as it would be a 4th race in this game. It's Terran. And i just don't understand this cry that pure mech composition cannot kill everything in the game. Zergs are not crying that Muta/bling doesnt kill mass siegetanks/thors. They just make units that can do that. U cry about mech having problems with Vipers. So how about mixing some ghosts? Too hard?

Year after year of those changes of Zerg based on rivers of tears makes Zerg less and less fun to play. I mean Blizzard. Stop listening biased people like Avilo or others. I would strongly reccomend to u all to play the game and stop whining. Meta needs time to settle. I loose hard to Terran bio but still im not whining. Just playing and improving.
Ultima Ratio Regum
Tyrhanius
Profile Joined April 2011
France947 Posts
December 03 2016 10:01 GMT
#73
On December 03 2016 04:38 Musicus wrote:
I'm not too sure about these changes, but sure let's test things. I just don't want to see too much Colossus and mech play.

Nerf the viper all you want, I don't like the unit at all! Still, reducing the abduct range would be bad because it would affect fighting vs air armies too. So it would be much better to nerf blinding cloud instead in my opinion.

But if you nerf viper you will see more mech, mass colo and mass carrier.

PB are uneffective vs capital ship, and abduct barely useful. Actually, zerg can't kill the golden skytoss with their units when P reach a point of invincible deathball.

It will nerf viper you encourage T/P to camp and make their deathball.
FoxDog
Profile Joined October 2007
170 Posts
December 03 2016 10:17 GMT
#74
On December 03 2016 19:01 Tyrhanius wrote:
Show nested quote +
On December 03 2016 04:38 Musicus wrote:
I'm not too sure about these changes, but sure let's test things. I just don't want to see too much Colossus and mech play.

Nerf the viper all you want, I don't like the unit at all! Still, reducing the abduct range would be bad because it would affect fighting vs air armies too. So it would be much better to nerf blinding cloud instead in my opinion.

But if you nerf viper you will see more mech, mass colo and mass carrier.

PB are uneffective vs capital ship, and abduct barely useful. Actually, zerg can't kill the golden skytoss with their units when P reach a point of invincible deathball.

It will nerf viper you encourage T/P to camp and make their deathball.


Mech is 100% unviable atm for people who are not gm/highmaster who main mech, you can literally not play mech on the ladder because of how good vipers are and this is not up for debate, mech players have to avoid lategame or suffer an instant loss, this is entirely unbalanced in zergs favor and the fact you dont see this is worrysome.
Remember without fear, there is no courage!
Cosmos
Profile Joined March 2010
Belgium1077 Posts
December 03 2016 10:30 GMT
#75
On December 03 2016 03:49 Charoisaur wrote:
I feel like blinding cloud and abduct are the smallest issues with the viper in zvt. In HotS you could zone out vipers with vikings. this is not possible anymore because of parasitic bomb countering vikings. Also parasitic bomb made BL/Viper OP because terran didn't have an answer to this before the raven buff (which is OP too)
solution: nerf/remove parasitic bomb so terran can counter vipers with vikings again - revert the seeker missile buff.



Totally aggree with that, parasite bomb is the issue, when one viper can kill 15 vikings, you know something is not right. The other spells can be avoided by good tank placement while parasite bomb just counters viper's counter...
http://www.twitch.tv/becosmos
Nerchio
Profile Joined October 2009
Poland2633 Posts
December 03 2016 10:39 GMT
#76
On December 03 2016 18:29 JackONeill wrote:
At least they're on the right path. Nerfing the gamebreaking caster instead of the very strong (arguably OP) core unit is the better choice

Wrong, if there is any gamebreaking caster it's high templar
Progamer"I am the best" - Nerchio , 2017.
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
December 03 2016 11:05 GMT
#77
On December 03 2016 03:53 JimmyJRaynor wrote:
i've said this before.. i'll say it again.
how does the tongue of a flying unit pull a Sieged Tank out of the ground while the flying Viper remains motionless and in the exact same position?

shouldn't this "abduct"/tongue-pull not be possible at all OR at least force the Viper itself to move towards the Sieged Tank at least a little bit?

I say either a Sieged Tank can't be abducted at all.. .or the Viper is pulled forward as it pulls the Sieged Tank out of the ground and towards it... Both the Viper and Sieged Tank should come together and both objects should move.

nerf the Viper in this way... make it move towards the victim of its abduct/tongue-pull OR maybe lower the range of the tongue pull OR eliminate the abduct ability from working on Tanks seiged into the ground.


nah. it leans back a bit.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
Last Edited: 2016-12-03 11:19:01
December 03 2016 11:17 GMT
#78
Why not make it so that sieged tanks cannot be abducted? They are bolted into the ground after all. Doesn't need to be about physics. Just that static deployed units cannot be abducted. And maybe massive units can only abducted half way? And blinding cloud cutting range in half rather than to zero? Not saying that all that should be used of course, just some thoughts.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
FoxDog
Profile Joined October 2007
170 Posts
December 03 2016 11:39 GMT
#79
On December 03 2016 19:39 Nerchio wrote:
Show nested quote +
On December 03 2016 18:29 JackONeill wrote:
At least they're on the right path. Nerfing the gamebreaking caster instead of the very strong (arguably OP) core unit is the better choice

Wrong, if there is any gamebreaking caster it's high templar


nerchio please be honest, do you want mech to be a viable playstyle or not? if not then why, and what buffs would you give zerg in exchange for removing blinding cloud?
Remember without fear, there is no courage!
Freeborn
Profile Joined July 2010
Germany421 Posts
Last Edited: 2016-12-03 12:00:24
December 03 2016 11:59 GMT
#80
raven turret damage is way too high and protoss is totally fucked vs zerg.
we need 14 damage flat stalker damage and maybe more.
Disruptors are a total gamble and not worth it with their tiny range and slow shot speed. Colossus are boring and will always create deathballs. Make disruptor shots last longer or go faster and maybe reduce damage and increase radius or the other way around.
Interceptors probably should be 10 minerals.
tempests shoulb go back to the way they were with 4-5 supply cost but with less HP since they are artillery.

Vipers parasitic bomb should not stack but do more damage and blinding cloud might need a shorter casting range.

I like the chargelot and void speed buff though.

Thx
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