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LotV 3.10.1 Patch Notes + Balance Test Map Update - Page 2

Forum Index > SC2 General
90 CommentsPost a Reply
Prev 1 2 3 4 5 Next All
zakadar
Profile Joined December 2015
Germany409 Posts
January 31 2017 21:19 GMT
#21
on of the most if not the best part of starcraft is in my mind the unitscaling into the lategame even t1 units have their uses but it is worth teching
TY my boy gogo
bObA
Profile Joined May 2012
France300 Posts
January 31 2017 21:20 GMT
#22
I really hope they will see the widow mine nerf is very bad.
We already have liberator nerf that's way enough !!!

Protoss already kill back terran even before Liberator nerf so that's not useful to nerf mines now
tili
Profile Joined July 2012
United States1332 Posts
January 31 2017 21:23 GMT
#23
Yay!! They read the forums... thanks blizz
Exquisite7
Profile Joined June 2016
34 Posts
January 31 2017 21:44 GMT
#24
On February 01 2017 06:08 DinoMight wrote:
So widow mines still obliterate Probes.

Cool.


Yes but at least there is more potential for a counter push IF you lose some workers or IF they go for this type of opening.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17657 Posts
January 31 2017 21:45 GMT
#25
nice compromise with the Widow Mine. It also makes the Tank more and more the ground based splash damage unit against big armies.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
ogsgodlike
Profile Joined March 2013
Bulgaria31 Posts
January 31 2017 21:57 GMT
#26
Stop killing terran..(((((
There can be only one..IMMvp..!!!!
Heyjoray
Profile Joined September 2015
240 Posts
January 31 2017 22:09 GMT
#27
I wonder when terrans are gonna realize that they need to get their bio nerfed before they can get decent factory/stargate units
Charoisaur
Profile Joined August 2014
Germany16079 Posts
Last Edited: 2017-01-31 22:20:59
January 31 2017 22:20 GMT
#28
I think people severily underestimate the impact of the liberator nerf. It heavily reduces their efficiency against gateway units.
I don't think the widow mine nerf will be needed.
Many of the coolest moments in sc2 happen due to worker harassment
ArtyK
Profile Joined June 2011
France3144 Posts
Last Edited: 2017-01-31 22:22:43
January 31 2017 22:22 GMT
#29
On February 01 2017 07:20 Charoisaur wrote:
I think people severily underestimate the impact of the liberator nerf. It heavily reduces their efficiency against gateway units.
I don't think the widow mine nerf will be needed.


I'm pretty sure it would have been fine at 80 damage, now at 75 theyre terrible, especially if WM lose the bonus to splash

obviously theyre still amazing to harass and later on with upgrades
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
jpg06051992
Profile Joined July 2015
United States580 Posts
January 31 2017 22:24 GMT
#30
Oracle and Raven still desperately need a redesign, Oracle to do less damage but scale better outside of mass Oracle cheese and Raven's are just cancerous to play against, PDD being shorter but more powerful totally negates anything outside of a Viper pull and auto turrets are literally enough to drive me away from this game, I've already dealt with a different metagame shift that gravitated towards the mass Raven cloud and it makes SC2 go from an 8 or 9/10 game to a 2/10.

Redesign the Raven to provide utility and survivability to Terran end game, and give the Oracle something along these lines..

Oracle

- Remove bonus damage to light and increase range on Pulsar Beam by 1 or 2 so it does not instantly melt workers but at the same time can find sweet spots in static air defense like a Banshee

- Remove Revelation and give the Oracle innate detection

- Nerf the radius, time spent frozen, and mana cost of Stasis, so it functions more like Spider Mines being a spammable map control element

Raven

- Remove Auto Turret from the game along with Seeker Missile and replace them with good non damage for spell points abilities that let's Terran have more utility units outside of the Medivac



The rest of the changes are fine, Hydralisks are still not as beefy as they need to be and Widow Mines shouldn't be deleting Chargelot compositions just by existing.
"SO MANY BANELINGS!"
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
January 31 2017 22:36 GMT
#31
Oh man, oh man, oh man if the hydra change goes through I am so going to be playing again .
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Nerchio
Profile Joined October 2009
Poland2633 Posts
January 31 2017 23:12 GMT
#32
On February 01 2017 07:24 jpg06051992 wrote:
Oracle and Raven still desperately need a redesign, Oracle to do less damage but scale better outside of mass Oracle cheese and Raven's are just cancerous to play against, PDD being shorter but more powerful totally negates anything outside of a Viper pull and auto turrets are literally enough to drive me away from this game, I've already dealt with a different metagame shift that gravitated towards the mass Raven cloud and it makes SC2 go from an 8 or 9/10 game to a 2/10.

Redesign the Raven to provide utility and survivability to Terran end game, and give the Oracle something along these lines..

Oracle

- Remove bonus damage to light and increase range on Pulsar Beam by 1 or 2 so it does not instantly melt workers but at the same time can find sweet spots in static air defense like a Banshee

- Remove Revelation and give the Oracle innate detection

- Nerf the radius, time spent frozen, and mana cost of Stasis, so it functions more like Spider Mines being a spammable map control element

Raven

- Remove Auto Turret from the game along with Seeker Missile and replace them with good non damage for spell points abilities that let's Terran have more utility units outside of the Medivac



The rest of the changes are fine, Hydralisks are still not as beefy as they need to be and Widow Mines shouldn't be deleting Chargelot compositions just by existing.

Smart man
Progamer"I am the best" - Nerchio , 2017.
JuanDi
Profile Joined February 2016
45 Posts
January 31 2017 23:26 GMT
#33
On February 01 2017 05:47 ArtyK wrote:
Show nested quote +
On February 01 2017 05:45 Elentos wrote:
On February 01 2017 05:44 ArtyK wrote:
On February 01 2017 05:40 pvsnp wrote:
They've also boosted the +shield impact damage back to +35 in the test map.

https://us.battle.net/forums/en/sc2/topic/20753345206


But they don't remove the bonus to splash? Now i don't understand -_- that means the mines only change is 40+25 instead 40+40 splash on shieds?

They're still testing, they might still come around to removing +shields on splash entirely.


yeah i know, just the order in which they decide to do stuff makes no sense to me.


it is intended to cause as little impact as posible in the game to address specific issues. If it is not enough, they tweak it further
jimminy_kriket
Profile Blog Joined February 2007
Canada5536 Posts
January 31 2017 23:28 GMT
#34
It seems like blizzards fix to the black screen at the start is to force V-Sync on for everyone now, regardless of if they choose to enable it?
life of lively to live to life of full life thx to shield battery
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
January 31 2017 23:30 GMT
#35
Cool man a test map that almost no-one is gonna play.

Hydra hp buff won't help much vs Carriers anyway, will just make it stronger vs Protoss ground and in timing attacks.

Intercepter cost change will not make a difference either, carriers were always this strong, but just hard to get to without dying.

Make the interceptors 5 minerals again for all I care, but decrease their damage or increase carrier supply.

Hopefully the lib change will at least help Protoss, and we will see in a few weeks if the mine change is still needed or not
ArtyK
Profile Joined June 2011
France3144 Posts
January 31 2017 23:32 GMT
#36
On February 01 2017 08:26 JuanDi wrote:
Show nested quote +
On February 01 2017 05:47 ArtyK wrote:
On February 01 2017 05:45 Elentos wrote:
On February 01 2017 05:44 ArtyK wrote:
On February 01 2017 05:40 pvsnp wrote:
They've also boosted the +shield impact damage back to +35 in the test map.

https://us.battle.net/forums/en/sc2/topic/20753345206


But they don't remove the bonus to splash? Now i don't understand -_- that means the mines only change is 40+25 instead 40+40 splash on shieds?

They're still testing, they might still come around to removing +shields on splash entirely.


yeah i know, just the order in which they decide to do stuff makes no sense to me.


it is intended to cause as little impact as posible in the game to address specific issues. If it is not enough, they tweak it further


And when the change on both single target + splash was revealed some people basically said : "it is intended to cause as much impact as possible in the game to address specific issues. If its too much, they tweak it back a bit..."
Works both ways :p

Then again i wasn't questionning the change rather than the way they changed their mind on the last few feedbacks.
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Psychobabas
Profile Blog Joined March 2006
2531 Posts
January 31 2017 23:33 GMT
#37
On February 01 2017 05:58 Elentos wrote:
Show nested quote +
On February 01 2017 05:51 Psychobabas wrote:
Love the changes, especially how I cant use widow mines to deal with the carriers' interceptors any more. Great job.

In how many of your TvPs does the Protoss get out carriers? Do you mech or something?


I do as the latest big balanced patch promoted me to do as stated by David Kim. Play mech terran.
Is that not viable?
tantalus
Profile Joined June 2012
69 Posts
January 31 2017 23:46 GMT
#38
If you're at the point in the late game where you can afford like 5/6 carriers, is a 5 mineral nerf to interceptor cost really that big a deal? Seems like just a slap on the wrist.
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
February 01 2017 00:02 GMT
#39
On February 01 2017 07:24 jpg06051992 wrote:
Oracle and Raven still desperately need a redesign, Oracle to do less damage but scale better outside of mass Oracle cheese and Raven's are just cancerous to play against, PDD being shorter but more powerful totally negates anything outside of a Viper pull and auto turrets are literally enough to drive me away from this game, I've already dealt with a different metagame shift that gravitated towards the mass Raven cloud and it makes SC2 go from an 8 or 9/10 game to a 2/10.

Redesign the Raven to provide utility and survivability to Terran end game, and give the Oracle something along these lines..

Oracle

- Remove bonus damage to light and increase range on Pulsar Beam by 1 or 2 so it does not instantly melt workers but at the same time can find sweet spots in static air defense like a Banshee

- Remove Revelation and give the Oracle innate detection

- Nerf the radius, time spent frozen, and mana cost of Stasis, so it functions more like Spider Mines being a spammable map control element

Raven

- Remove Auto Turret from the game along with Seeker Missile and replace them with good non damage for spell points abilities that let's Terran have more utility units outside of the Medivac



The rest of the changes are fine, Hydralisks are still not as beefy as they need to be and Widow Mines shouldn't be deleting Chargelot compositions just by existing.


oracle is cancer but since they only listen what majority says, it won't be changed.
Exquisite7
Profile Joined June 2016
34 Posts
February 01 2017 00:04 GMT
#40
On February 01 2017 08:32 ArtyK wrote:
Show nested quote +
On February 01 2017 08:26 JuanDi wrote:
On February 01 2017 05:47 ArtyK wrote:
On February 01 2017 05:45 Elentos wrote:
On February 01 2017 05:44 ArtyK wrote:
On February 01 2017 05:40 pvsnp wrote:
They've also boosted the +shield impact damage back to +35 in the test map.

https://us.battle.net/forums/en/sc2/topic/20753345206


But they don't remove the bonus to splash? Now i don't understand -_- that means the mines only change is 40+25 instead 40+40 splash on shieds?

They're still testing, they might still come around to removing +shields on splash entirely.


yeah i know, just the order in which they decide to do stuff makes no sense to me.


it is intended to cause as little impact as posible in the game to address specific issues. If it is not enough, they tweak it further


And when the change on both single target + splash was revealed some people basically said : "it is intended to cause as much impact as possible in the game to address specific issues. If its too much, they tweak it back a bit..."
Works both ways :p

Then again i wasn't questionning the change rather than the way they changed their mind on the last few feedbacks.


Because changing your mind is a bad thing? They realized their idea wasn't good enough so they changed it to a better idea. And it was based off popular opinion. That's a good thing man!
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