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Community Feedback Update - February 10 - Page 2

Forum Index > SC2 General
164 CommentsPost a Reply
Prev 1 2 3 4 5 7 8 9 Next All
starkiller123
Profile Joined January 2016
United States4030 Posts
February 10 2017 20:34 GMT
#21
God it's amazing how much people can bitch
operwolf
Profile Joined April 2008
United States324 Posts
February 10 2017 20:34 GMT
#22
Another completely underwhelming and absolutely disappointing community update. Again, everything is pushed to the back burner, and the devs escape the clutches of work once again. There are so many things to discuss and address, yet week after week we get these pathetic 'updates'. It seems as soon as they write these up, they act as if they are done. Never mentioning previous updates and suggestions again. How can a company accomplish so little during the week?
He'll end up dead, because he'll die.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
February 10 2017 20:43 GMT
#23
Hmm, well as far as realistic changes go I think the corruptor change might be okay. I think most units are too fast, especially the air units, but at least this might make a boring unit slightly more interesting.

Still, the dream is an overhaul of Zerg AA, starting with swapping the hydralisk with the roach at tier 1 and giving the SH scourge.
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Kafka777
Profile Joined December 2015
361 Posts
February 10 2017 21:03 GMT
#24
I see the patching is done as if everything is almost perfect and just a minuscule change will fix the current issues. Well I do not think this is the case. I can understand that Blizz wants to wait with mine nerf - as the liberator change is very significant and the state of TvP balance might not be bad now. But the mine is too powerful - this is bad design and this applies to many units - like disruptors, reapers, swarmhosts, carriers etc. making the games being won on random basis by random players. I especially despise very strong early game units that cannot be truly countered on many maps. I disagree with the logic of balancing the game with maps, but I guess too many changes would have to be applied to fix this.
You have not heard much about Hydra buff change as you would have expected - well who cares about a change that will not change anything? Who cares really? Its a move in the right direction as the unit is too fragile in relation to technology and cost required and does not fulfill the function it should have - well maybe it counters mutalisks.
You are fixing TvP but you are ignoring TvZ as if that is a perfect MU, it is not - look at GSL. Look at the games. I cannot believe you are totally ignorant of the problems.
Try to make the game competitive and balanced in a sport-like manner like chess. Similar apm - similar advantage. Similar early game harass and scouting options. Balanced early, middle game and late game power. Make maps irrelevant.
Otherwise there is something wrong with the whole philosophy and vision behind the work. Be brave with changes and make them more frequently - as it is it is a big mess.


ihatevideogames
Profile Joined August 2015
570 Posts
February 10 2017 21:12 GMT
#25
Nothing about Swarm Hosts.

Whatever, I'll stick to dota 2 I guess.

Who knows, maybe someone someday will make another good RTS.
billynasty
Profile Joined October 2014
United States260 Posts
February 10 2017 21:19 GMT
#26
Blizzard states that they have an issue with the Carrier, so their response is to buff the corrupter, & in typical Blizzard fashion they figure making it move faster is the answer. Air units are already too strong imo. At this rate if the game lasts a few more years, units will just be flying all over the map lol.
i dont miss God but i sure miss Santa Claus
Mizenhauer
Profile Blog Joined February 2015
United States1805 Posts
February 10 2017 21:27 GMT
#27
The corrupter is one of the worst units in the game. Anything that makes it closer to viable is a really good thing in my book.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
Mizenhauer
Profile Blog Joined February 2015
United States1805 Posts
February 10 2017 21:44 GMT
#28
On February 11 2017 06:03 Kafka777 wrote:
I see the patching is done as if everything is almost perfect and just a minuscule change will fix the current issues. Well I do not think this is the case. I can understand that Blizz wants to wait with mine nerf - as the liberator change is very significant and the state of TvP balance might not be bad now. But the mine is too powerful - this is bad design and this applies to many units - like disruptors, reapers, swarmhosts, carriers etc. making the games being won on random basis by random players. I especially despise very strong early game units that cannot be truly countered on many maps. I disagree with the logic of balancing the game with maps, but I guess too many changes would have to be applied to fix this.
You have not heard much about Hydra buff change as you would have expected - well who cares about a change that will not change anything? Who cares really? Its a move in the right direction as the unit is too fragile in relation to technology and cost required and does not fulfill the function it should have - well maybe it counters mutalisks.
You are fixing TvP but you are ignoring TvZ as if that is a perfect MU, it is not - look at GSL. Look at the games. I cannot believe you are totally ignorant of the problems.
Try to make the game competitive and balanced in a sport-like manner like chess. Similar apm - similar advantage. Similar early game harass and scouting options. Balanced early, middle game and late game power. Make maps irrelevant.
Otherwise there is something wrong with the whole philosophy and vision behind the work. Be brave with changes and make them more frequently - as it is it is a big mess.




If every game was played on overgrowth I would be so happy.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
jpg06051992
Profile Joined July 2015
United States580 Posts
February 10 2017 23:08 GMT
#29
I've just completely lost track of this game because of these updates.


So has David

Or they are trying to keep the game somewhat realistic. Air control is imperative in modern warfare but would suddenly stop being so valuable and powerful in space battles?


Yea I understand that, but the reason air control isn't the only thing that matters in modern warfare is because ground forces still have powerful options against most air fighters

"SO MANY BANELINGS!"
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2017-02-10 23:28:48
February 10 2017 23:22 GMT
#30
Guys never use "realism" as an argument for video game design UNLESS it's a simulation. The game has to be fun and interesting. Air armies going head to head with ground armies in open field (or rather being better than ground armies) isn't interesting. Air vs air is mostly boring as well. The game should be designed in a way which let's you make air units do pick off workers, use terrain to its advantage, etc
Just look at the carrier interactions in sc2 compared to bw (yes again bw as an example boo-hoo) and while it wasn't perfect in bw either, it was at least way better.

A Nony video from back then explaining a bit (some of it iirc got added in sc2, but the interactions simply aren't comparable still edit: i think retargeting got added?)




IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Clonester
Profile Joined August 2014
Germany2808 Posts
February 10 2017 23:30 GMT
#31
Sometimes I wish they would just stop giving a fuck what the community says (which is more divided then the political U.S.), lock the design team in some basement and tell them, that they have to deal with saw level "games" if they dont redesign the complete game within 2 months.

Then just release this redesign without any "community discussion" aka "cancerish 1 playstyle only players trying to be the loudest so the game gets pushed in their direction" shittalks dont matter and then bring out one or two patches for the most imbalanced numbers and leave it.

Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Elentos
Profile Blog Joined February 2015
55463 Posts
Last Edited: 2017-02-10 23:41:06
February 10 2017 23:39 GMT
#32
On February 11 2017 03:34 The_Red_Viper wrote:
I never liked the widow mine one shotting units like the oracle tbh

And I don't like the fact that widow mines are the only Terran units that have a realistic chance of killing an oracle the Protoss is paying attention to for the first 10 minutes of a game. But that's the world we live in, you're stuck with widow mines that one-shot oracles and I'm stuck with cyclones that couldn't defend my base from overlords, much less kill actual air units.
Every 60 seconds in Africa, a minute passes.
Boggyb
Profile Joined January 2017
2855 Posts
February 10 2017 23:54 GMT
#33
On February 11 2017 08:08 jpg06051992 wrote:
Show nested quote +
Or they are trying to keep the game somewhat realistic. Air control is imperative in modern warfare but would suddenly stop being so valuable and powerful in space battles?


Yea I understand that, but the reason air control isn't the only thing that matters in modern warfare is because ground forces still have powerful options against most air fighters

The only reason air control hasn't been the sole deciding factor in modern warfare is the modern wars have been fought in jungles or against people not wearing uniforms who surround themselves by civilians. In a true army in the field modern war fought directly between world powers, air control would be decisive. Hell, assuming anti-ballistic missile protection systems don't exist, those could decide things without a shot being fired from a conventional weapon.

As to Starcraft 2, a Battlecruiser or a Carrier would absolutely have defense systems capable of stopping anything deployed from a mobile weapon system regardless of its type. Stationary defense might have weapons capable of breaking through that and to defend itself, but armies definitely shouldn't. One Battlecruiser or Carrier should completely invalidate any and all ground armies, so air in SC2 is significantly under powered.
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-02-11 00:00:03
February 10 2017 23:58 GMT
#34
If the problem is Carriers (and it is), why not just nerf Carriers......? Buff Protoss ground to compensate.
Buffing Corruptors buffs ZvT as well as ZvP, and ZvT is about as close to perfect as it can ever get, in terms of balance.

Makes no sense to destabilize other matchups when Carrier range, or attack speed, or interceptor build time, or anything else, could just be nerfed.


As far as mines go, perhaps removing (+shield) splash bonus completely and buffing Ghosts as a replacement?
Denominator of the Universe
TL+ Member
bulya
Profile Joined February 2016
Israel386 Posts
February 11 2017 00:20 GMT
#35
I don't know where all these whine replies come from!
Blizz are on the right track lately. TvP is addressed, and obviously they can't push another terran nerf before checking how did the previous one did (released less then 2 weeks ago). It takes time for players realizing that Stalkers are a soft counter to libs now, unlike 2 weeks before, and use them in a more decisive way vs Libs.
So regarding the widow mine change lets see where the lib nerf leads us now.

Corruptor buff is a good thing in my opinion, as unlike P or T zerg don't have AA air units that can do that much, and the corruptor's weak link is its speed. I don't think it will make a huge change in ZvT, even though corruptor ling bane can turn into a thing ones the corruptors are buffed. It is a style which is hard to play now, medivacs can run away from them (can even escape mutas), so buffing corruptors can be a thing. Will help zergs vs skyterran, which is a state in the game where the zerg struggles.
Another solution can be modifying the HT feedback energy cost, as hydras don't do that well vs carriers because HTs are underneath them and can easily feedback vipers which can abduct carriers so that the carriers will be in a decent range for the hydras. I don't think the feedback energy nerf will affect other areas of the game apart for vipers abducting protoss power units. A counter can be a few tempests shooting these vipers from a far. But going for some tempests over carriers will make the carrier number low enough so the zerg can fight it.

In case a corruptor buff will happen then a hydra buff is not necessary and can even break PvZ.

Regarding the mech issue, then there are ways of playing mech in TvZ. What you can't do is start camping until you build an unbeatable army. And in case the later was possible the game and the match-up would have been broken.
There are more mobile mech units now, which can make mech work in the early game, and mines is the way to go in the later stage of the game, as they shut down both anti mech hard counters (swarm hosts and vipers).
I think mech players didn't really adjusted to the new patch, and didn't accept that the camping mech style isn't fun to play, isn't fun to play against, and isn't fun to watch, which is why it is not really an option now.
Edowyth
Profile Joined October 2010
United States183 Posts
Last Edited: 2017-02-11 00:42:40
February 11 2017 00:41 GMT
#36
On February 11 2017 08:54 Boggyb wrote:
As to Starcraft 2, a Battlecruiser or a Carrier would absolutely have defense systems capable of stopping anything deployed from a mobile weapon system regardless of its type. Stationary defense might have weapons capable of breaking through that and to defend itself, but armies definitely shouldn't. One Battlecruiser or Carrier should completely invalidate any and all ground armies, so air in SC2 is significantly under powered.


I mean ... marines have rifles that shoot bullets directly into space ... Something that tiny that doesn't get captured by the gravity of the planet is going to make for one hell of a hard-to-detect much less hard-to-stop-projectile.

Nonetheless, the carriers and battlecruisers in lore would still completely wreck face on planets (even if they lost one or two carriers to freak shots to power centers / distribution and took tons of casualties due to ordinary shots going end-to-end through their ship).

Regardless, none of that matters for game-play. Having a single unit end the game simply isn't fun. I'd argue this is even worse for ground-based units (disruptors, widow mines) than air-based units, but ground-to-air from all three races is significantly lacking and always has been.

I'd say all of these units either suck or are only marginal against air threats:

- stalker (damage)
- sentry (damage)
- archon (immobility, single-target damage)
- hydra (health)
- queen (damage)
- ravager (delay making damage nearly non-existent)
- thor (immobility, damage)
- cyclone (damage)

Which leaves slow, splash damage (HTs, WMs, infestors), cheap, mass-producible options (Marines), or high-impact options (Ghost).

Of those, only marines are actually reliable and mobile enough to be considered "good" versus air units.

It's not that air units are "too good" versus ground -- it's just that all the ground-to-air options are actually horrible.
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JimmyJRaynor
Profile Blog Joined April 2010
Canada16647 Posts
Last Edited: 2017-02-11 01:09:44
February 11 2017 01:09 GMT
#37
i like how careful DK is being with changing the Widow Mine
On February 11 2017 06:12 ihatevideogames wrote:
Nothing about Swarm Hosts.
Whatever, I'll stick to dota 2 I guess.
Who knows, maybe someone someday will make another good RTS.

Halo Wars 2 is out in February
its gonna go down faster than the Hindenburg.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Exquisite7
Profile Joined June 2016
34 Posts
February 11 2017 02:01 GMT
#38
On February 11 2017 09:41 Edowyth wrote:
Show nested quote +
On February 11 2017 08:54 Boggyb wrote:
As to Starcraft 2, a Battlecruiser or a Carrier would absolutely have defense systems capable of stopping anything deployed from a mobile weapon system regardless of its type. Stationary defense might have weapons capable of breaking through that and to defend itself, but armies definitely shouldn't. One Battlecruiser or Carrier should completely invalidate any and all ground armies, so air in SC2 is significantly under powered.


I mean ... marines have rifles that shoot bullets directly into space ... Something that tiny that doesn't get captured by the gravity of the planet is going to make for one hell of a hard-to-detect much less hard-to-stop-projectile.

Nonetheless, the carriers and battlecruisers in lore would still completely wreck face on planets (even if they lost one or two carriers to freak shots to power centers / distribution and took tons of casualties due to ordinary shots going end-to-end through their ship).

Regardless, none of that matters for game-play. Having a single unit end the game simply isn't fun. I'd argue this is even worse for ground-based units (disruptors, widow mines) than air-based units, but ground-to-air from all three races is significantly lacking and always has been.

I'd say all of these units either suck or are only marginal against air threats:

- stalker (damage)
- sentry (damage)
- archon (immobility, single-target damage)
- hydra (health)
- queen (damage)
- ravager (delay making damage nearly non-existent)
- thor (immobility, damage)
- cyclone (damage)

Which leaves slow, splash damage (HTs, WMs, infestors), cheap, mass-producible options (Marines), or high-impact options (Ghost).

Of those, only marines are actually reliable and mobile enough to be considered "good" versus air units.

It's not that air units are "too good" versus ground -- it's just that all the ground-to-air options are actually horrible.


In regards to the list of units you posted, it really matters what this air threat really means. The only units on that list that truly struggle against all air types are ravagers, sentries and cyclones. Everything else does really well against a certain type of air unit like Thor to muta, or queens to void rays.
necrosexy
Profile Joined March 2011
451 Posts
February 11 2017 02:04 GMT
#39
oracle speed still not nerfed
Kokujin
Profile Joined July 2010
United States456 Posts
February 11 2017 02:22 GMT
#40
i like that suggestion earlier about balancing around similar apm=similar advantages for all races.
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