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On February 13 2017 06:07 Kafka777 wrote: If you have a group of players from a given race that is better than the best players from other races by a huge margin - it is nothing less than obvious.
here some insight from years of watching sc: the best terrans always beat the best zergs
like yeah, you have ur Life's and your Dark's that really do look unbeatable, but the trend in professional sc is that at the highest highs of each of the races, when they go head to head, terran comes out on top (id say like 60+% of the time, assuming tey are evenly matched). its not because teran is wildly imba, its just a design thing that happens when micro becomes perfect, the drones vs units understanding becomes deeper and deeper (ever made a round of lings and then felt like you lost the game because of it? well now Top terrans are reading zergs better and better, and they know the impact of droning vs unit decisions probably, better than most zergs at this point). this is probably even more true in bw than in sc2 tbqh. although i am not playing bw anymore..
remember that these guys have hundreds of thousands of games under their belt. just looking at the unit designs of bw AND sc2 you can tell that the highest levels really are about reads with unit vs drone production, counter attacks, and terrans reads on when there is window, because their units can be so efficient
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On February 13 2017 04:07 pvsnp wrote:Show nested quote +4M vs Muta/Bling is not balanced like it was. It can't be as new economy model with more workers at the start favors Terran (Bio is mineral based composition. And second but more important reason is macro nerf that was much more painful for Zerg than for Terran. Mules are almost as strong as they were but 3 larva instead of 4 is huge as it snowballs from early game to late midgame. Certainly there have been chances from HotS, I'm not saying the MU is exactly the same. But it's not as though Zerg has only received nerfs and Terran only buffs. Marauders have split attacks now, Banes have +5 health, burrowed fungals are a thing, etc. My point was that TvZ is balanced right now, or as close as any MU is ever going to be. One side is not clearly dominant and, like in HotS, there is enormous micro potential on both sides, so the more skilled player typically wins. To be sure, at the very top Terrans seem to be doing better right now. Watching GSL, INnoVation is invincible against Zergs, but really, that says more about INnoVation than it does about Zerg. Like Artosis said: "I don't think that TvZ is imbalanced but INnoVation vs Z certainly is."
The problem is that u are not looking beyond pure units stats.It's more complicated than that. Marauder attack split doesn't matter for ZvT as it matters for TvP more. Baneling hp buff is gimicky and to be honest i didn't noticed any improvement in egagements as Terran just makes more WM to compensate. Burrowed Funghal might help, but it comes to late. The big problem with ZvT nowadays is LOTV economy model and how Terrans economy is superior vs Zerg when Terran chooses to go BIO. Zerg who chooses counter it with muta/bling will not be as sufficient as he was in HOTS for example. Less larva in early game means slower saturation on your third and slower 4th base. In the same time with more workers at the beginning Terran will have faster first orbital, and faster second orbital and faster mules. That snowballs into faster BIO production. And Zerg in order to counter BIO needs gas, which collection rate did not change at all. Look at the most games- in HOTS when Terran came with push Zerg with muta/bling had solid army and 4th base with at least gas saturation. in LOTV, when Terran comes Zerg just finished his 4th or is just making it. Therefore sustaining 4th base under pressure is nearly impossible for Z. Terran has his 3 orbitals EZ, and on 3 bases he can outproduce Zerg. Indeed with all that changes, Terran is now the one, true Swarm.
So no- TvZ is not balanced at all. It was balanced in HOTS (in BIO+WM vs Muta/Bling) but now it's not. Zerg supposed to have weaker units, but had the ability to make more of them. that's why he had superior economy to sustain production. in LOTV- Zerg still has weaker units but with larva nerf, has weaker macro and weaker economy. Blizzard also made harras muchm ore efficient in LOTV which not helps at all. U must remember that Zerg has 3 recources (not 2 like T and P) the third one is Larva. There is a reason why they say that "Zerg always needs to have 1 base more than opponent".
I hope i helped u to understand the issues. English is not my native, so sorry for mistakes and shit.
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On February 13 2017 06:57 MockHamill wrote:Show nested quote +On February 12 2017 16:09 avilo wrote: Ok, time to bring in the real talk here.
1) Swarmhosts are currently ridiculously overpowered versus mech.
This is a fact. You can ask any mech player or even Zerg players themselves, or infested Terrans like myself that play both races. This unit was removed from the game (essentially) for a reason before, and it's because it generates free income.
It needs to be toned down massively. Mech will be viable after that. Increase the price of swarmhosts to double the current price, change swarmhosts to LIGHT TAG so they can be chased down by hellions, and give them less health so that they can be caught and killed.
These nerfs might seem heavyhanded and too many, but this unit honestly does not belong in Starcraft.
2) Along with the above, once swarmhosts are fixed, ravens are the next counter part on the list. Auto-turrets are just as bad as locusts currently, allowing ravens to infinitely scale as they produce free income from energy. My suggestion for this is simply blizzard should increase auto-turret energy to 75 energy.
This fix alone will address ravens without making the unit useless. You'll have to think more carefully about how you allocate energy, since you won't be able to PDD/seeker/mass turret anymore.
3) Tempests/Carriers need to be toned down.
People saying Zerg AA is too weak might not have tried mass burrow neural/fungal + corruptor etc. Zerg AA is fine imo (i play a ton of Zerg) what is not fine are how bullshit carriers are atm. We all know objectively interceptors should be 25 minerals as they originally were, so you can now fungal interceptors or use mines on interceptors to fight the carriers. This alone will fix the carrier issue that everyone knows is a problem, including blizzard.
Just revert interceptors to 25 minerals, and carriers are most likely fixed and not a balance issue anymore.
Everyone knows that Swarm Hosts are broken, A lie repeted multiple times doesn't become a truth
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Proposed changes all seem quite good to me, although i primarely speak from a viewers perspective.
Seems to be a step into the right direction. I understand they want to wait a bit ... but i think, it has to come sooner or later. Lib buff doesn't have that much of an impact for the TvP imbalance right now, it's more about early marine/wm/tank pushes, which a lot of even very good toss players can only survive, if luck is heavily on their side.
Regarding GSL / race distribution. Well, i maybe guessing here ... but isn't it possible that there just are NOT as many top tier zerg players in Korea (left) compared to top tier terran und toss players (i honestly had the feeling, toss has been the biggest numbers in the top korean scene for a quite long time)? And would that really be that strange / bad? I think that's a bit typical for all the other regions too ... in europe for example you have a huge pool of extremely strong / top tier zerg players, less top tier toss und even more less top tier terrans. In NA you have more top tier toss players ... and so on. It's a bit diverted in all the regions. So why should we expect a perfect race distribution for korea regarding their top players? Who is saying that the 6 best korean players must be diverted into 2 T, 2 P and 2 Z?
But as some already said, it is no point you can use to truely measure balance with. There can be many reasons why people like or dislike one or the other races. And who knows, maybe even Life has his part that zerg in general isn't that beloved in the korean region. (don't think so personally, but at least there are so much more reasons for people prfer playing terran or toss than just "zerg is underpowered". if zerg would be that underpowered, they wouldn't be that strong in other reagions ...
And you can't forget, korean starcraft 2 scene took quite a beating at the end of last year (although you can argue they just got grounded and are now more comparable to the EU/NA scene). A lot of good players disappeared or switched to other games.
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i love those guys pretending to understand balance more than blizzard. They talk big but still don't give any reason of what they said.... cmon go play tetris maybe u chill out a bit. It seems to me that any particular imbalance has always been fixed, in fact the game now looks so balanced, with ofc little adjustments to be done, but nothing disastrous.
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Its blizzard that doesnt showcase anything when it comes around. Looking at winrates is pathetic if thats your #1 priority when what should matter overall is the context of said games, how someone wins, how someone loses. What could this player do better in this game?
Does a particular race lack anything mandatory? Can the race scout in time? This player right here, he lost the deathball, could he have microed it better?
You look at everything, it takes time and effort, yes but thats how you do it.
I could give blizzard the benefit of the doubt that they dont show what goes on behind the curtains but why wouldnt blizzard showcase it to us since they are so "open" to us?
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On February 14 2017 01:29 junkdrop wrote: i love those guys pretending to understand balance more than blizzard. They talk big but still don't give any reason of what they said.... cmon go play tetris maybe u chill out a bit. It seems to me that any particular imbalance has always been fixed, in fact the game now looks so balanced, with ofc little adjustments to be done, but nothing disastrous.
Tetris is imbalanced, it requires Korean levels of APM to be good at it
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Personally I would. be very sad to see widow mine Go. The dmg they got against Protoss allowed Terran to not have to be 10x better than toss to hold off charglot archon, the most a move type army in the game if there is no splash on the other side. It also prity much kills drop playstyles and evrey game will start being about turtleing till you get critical mass than fighting one or two big battles agian. As for those who want mine nerfed because they think it shreds workers to fast. I would say so do orcles, so do dts. Why should terran's worker shreding option be removed in a matchup that has these option from both sides currently? If tank push is a problem I'd much rather see Protoss buffs to help them hold it, they could also use the buffs in Pvz probably.
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On February 13 2017 16:49 Tyrhanius wrote:Show nested quote +On February 13 2017 06:57 MockHamill wrote:On February 12 2017 16:09 avilo wrote: Ok, time to bring in the real talk here.
1) Swarmhosts are currently ridiculously overpowered versus mech.
This is a fact. You can ask any mech player or even Zerg players themselves, or infested Terrans like myself that play both races. This unit was removed from the game (essentially) for a reason before, and it's because it generates free income.
It needs to be toned down massively. Mech will be viable after that. Increase the price of swarmhosts to double the current price, change swarmhosts to LIGHT TAG so they can be chased down by hellions, and give them less health so that they can be caught and killed.
These nerfs might seem heavyhanded and too many, but this unit honestly does not belong in Starcraft.
2) Along with the above, once swarmhosts are fixed, ravens are the next counter part on the list. Auto-turrets are just as bad as locusts currently, allowing ravens to infinitely scale as they produce free income from energy. My suggestion for this is simply blizzard should increase auto-turret energy to 75 energy.
This fix alone will address ravens without making the unit useless. You'll have to think more carefully about how you allocate energy, since you won't be able to PDD/seeker/mass turret anymore.
3) Tempests/Carriers need to be toned down.
People saying Zerg AA is too weak might not have tried mass burrow neural/fungal + corruptor etc. Zerg AA is fine imo (i play a ton of Zerg) what is not fine are how bullshit carriers are atm. We all know objectively interceptors should be 25 minerals as they originally were, so you can now fungal interceptors or use mines on interceptors to fight the carriers. This alone will fix the carrier issue that everyone knows is a problem, including blizzard.
Just revert interceptors to 25 minerals, and carriers are most likely fixed and not a balance issue anymore.
Everyone knows that Swarm Hosts are broken, A lie repeted multiple times doesn't become a truth when you tell a lie.. keep it simple and keep repeating it.. eventually they'll believe you.
On February 14 2017 03:20 washikie wrote: Personally I would. be very sad to see widow mine Go. The dmg they got against Protoss allowed Terran to not have to be 10x better than toss to hold off charglot archon, the most a move type army in the game if there is no splash on the other side. ya, i agree.
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On February 13 2017 16:49 Tyrhanius wrote:Show nested quote +On February 13 2017 06:57 MockHamill wrote:On February 12 2017 16:09 avilo wrote: Ok, time to bring in the real talk here.
1) Swarmhosts are currently ridiculously overpowered versus mech.
This is a fact. You can ask any mech player or even Zerg players themselves, or infested Terrans like myself that play both races. This unit was removed from the game (essentially) for a reason before, and it's because it generates free income.
It needs to be toned down massively. Mech will be viable after that. Increase the price of swarmhosts to double the current price, change swarmhosts to LIGHT TAG so they can be chased down by hellions, and give them less health so that they can be caught and killed.
These nerfs might seem heavyhanded and too many, but this unit honestly does not belong in Starcraft.
2) Along with the above, once swarmhosts are fixed, ravens are the next counter part on the list. Auto-turrets are just as bad as locusts currently, allowing ravens to infinitely scale as they produce free income from energy. My suggestion for this is simply blizzard should increase auto-turret energy to 75 energy.
This fix alone will address ravens without making the unit useless. You'll have to think more carefully about how you allocate energy, since you won't be able to PDD/seeker/mass turret anymore.
3) Tempests/Carriers need to be toned down.
People saying Zerg AA is too weak might not have tried mass burrow neural/fungal + corruptor etc. Zerg AA is fine imo (i play a ton of Zerg) what is not fine are how bullshit carriers are atm. We all know objectively interceptors should be 25 minerals as they originally were, so you can now fungal interceptors or use mines on interceptors to fight the carriers. This alone will fix the carrier issue that everyone knows is a problem, including blizzard.
Just revert interceptors to 25 minerals, and carriers are most likely fixed and not a balance issue anymore.
Everyone knows that Swarm Hosts are broken, A lie repeted multiple times doesn't become a truth Ignoring an obvious issue doesnt make a balanced game either.
Seriously wtf are you talking about? Is this another one of your troll attempts, considering your post history, or are you just that ignorant? Plenty of players have already approved (besides TL) that Swarmhosts and Ravens are among the most broken Units.
But sure keep posting unproductive comments that lead to nowhere instead of contributing something constructive. Im sure this will make the game more balanced.
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I do not like swarmhosts, lousy units that do not fit into the game or Zerg gameplay. But to say they are broken is ludicrous in the current state of the game.
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The problem is that u are not looking beyond pure units stats.It's more complicated than that. Marauder attack split doesn't matter for ZvT as it matters for TvP more. Baneling hp buff is gimicky and to be honest i didn't noticed any improvement in egagements as Terran just makes more WM to compensate. Burrowed Funghal might help, but it comes to late. The big problem with ZvT nowadays is LOTV economy model and how Terrans economy is superior vs Zerg when Terran chooses to go BIO. Zerg who chooses counter it with muta/bling will not be as sufficient as he was in HOTS for example. Less larva in early game means slower saturation on your third and slower 4th base. In the same time with more workers at the beginning Terran will have faster first orbital, and faster second orbital and faster mules. That snowballs into faster BIO production. And Zerg in order to counter BIO needs gas, which collection rate did not change at all. Look at the most games- in HOTS when Terran came with push Zerg with muta/bling had solid army and 4th base with at least gas saturation. in LOTV, when Terran comes Zerg just finished his 4th or is just making it. Therefore sustaining 4th base under pressure is nearly impossible for Z. Terran has his 3 orbitals EZ, and on 3 bases he can outproduce Zerg. Indeed with all that changes, Terran is now the one, true Swarm.
So no- TvZ is not balanced at all. It was balanced in HOTS (in BIO+WM vs Muta/Bling) but now it's not. Zerg supposed to have weaker units, but had the ability to make more of them. that's why he had superior economy to sustain production. in LOTV- Zerg still has weaker units but with larva nerf, has weaker macro and weaker economy. Blizzard also made harras muchm ore efficient in LOTV which not helps at all. U must remember that Zerg has 3 recources (not 2 like T and P) the third one is Larva. There is a reason why they say that "Zerg always needs to have 1 base more than opponent".
I hope i helped u to understand the issues. English is not my native, so sorry for mistakes and shit.
Your English is quite good! I have no trouble comprehending your points.
I say this as somebody for whom English is also a second language (though I've spent years studying it at this point).
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On February 14 2017 06:31 Tresher wrote:Show nested quote +On February 13 2017 16:49 Tyrhanius wrote:On February 13 2017 06:57 MockHamill wrote:On February 12 2017 16:09 avilo wrote: Ok, time to bring in the real talk here.
1) Swarmhosts are currently ridiculously overpowered versus mech.
This is a fact. You can ask any mech player or even Zerg players themselves, or infested Terrans like myself that play both races. This unit was removed from the game (essentially) for a reason before, and it's because it generates free income.
It needs to be toned down massively. Mech will be viable after that. Increase the price of swarmhosts to double the current price, change swarmhosts to LIGHT TAG so they can be chased down by hellions, and give them less health so that they can be caught and killed.
These nerfs might seem heavyhanded and too many, but this unit honestly does not belong in Starcraft.
2) Along with the above, once swarmhosts are fixed, ravens are the next counter part on the list. Auto-turrets are just as bad as locusts currently, allowing ravens to infinitely scale as they produce free income from energy. My suggestion for this is simply blizzard should increase auto-turret energy to 75 energy.
This fix alone will address ravens without making the unit useless. You'll have to think more carefully about how you allocate energy, since you won't be able to PDD/seeker/mass turret anymore.
3) Tempests/Carriers need to be toned down.
People saying Zerg AA is too weak might not have tried mass burrow neural/fungal + corruptor etc. Zerg AA is fine imo (i play a ton of Zerg) what is not fine are how bullshit carriers are atm. We all know objectively interceptors should be 25 minerals as they originally were, so you can now fungal interceptors or use mines on interceptors to fight the carriers. This alone will fix the carrier issue that everyone knows is a problem, including blizzard.
Just revert interceptors to 25 minerals, and carriers are most likely fixed and not a balance issue anymore.
Everyone knows that Swarm Hosts are broken, A lie repeted multiple times doesn't become a truth Ignoring an obvious issue doesnt make a balanced game either. Seriously wtf are you talking about? Is this another one of your troll attempts, considering your post history, or are you just that ignorant? Plenty of players have already approved (besides TL) that Swarmhosts and Ravens are among the most broken Units. But sure keep posting unproductive comments that lead to nowhere instead of contributing something constructive. Im sure this will make the game more balanced. Who agree with that ? Avilo, you, platium/diamond terrans ?
The unit has a huge supply, and is useless most of the time, between 15 SH and 90 zerglings/banelings, i obviously choose 90 zerglings, even vs mech (with upgrades when you avoid the hellbat they are surprising good vs thor/tanks/cyclon) Mutas, faster hive for vipers/broodlords, all of that is better than building SH...
How you explain Gumiho, Innovation, TY manage to play mech (it's not me that say that it's Scarlett) while it's "it's not viable"... SH is niche unit, it's barely viable vs mech while completly useless vs the rest, but well it's me the troll while you call it "Broken overpowered units"
Do play zerg, play this "imba "unit, you'll probably crush every mech player, or not...
It's your personnal opinion, not an universally truth like you pretend, so yeah i disagree, insult me, bully me if you want, i won't cede because some other people think like you.
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Your English is quite good! I have no trouble comprehending your points.
I say this as somebody for whom English is also a second language (though I've spent years studying it at this point).
No input, irony, beside the topic, we are talking about updates here.... you will get yourself banned for this. Let's hope the next updates are better :-)
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On February 14 2017 09:07 Tyrhanius wrote:Show nested quote +On February 14 2017 06:31 Tresher wrote:On February 13 2017 16:49 Tyrhanius wrote:On February 13 2017 06:57 MockHamill wrote:On February 12 2017 16:09 avilo wrote: Ok, time to bring in the real talk here.
1) Swarmhosts are currently ridiculously overpowered versus mech.
This is a fact. You can ask any mech player or even Zerg players themselves, or infested Terrans like myself that play both races. This unit was removed from the game (essentially) for a reason before, and it's because it generates free income.
It needs to be toned down massively. Mech will be viable after that. Increase the price of swarmhosts to double the current price, change swarmhosts to LIGHT TAG so they can be chased down by hellions, and give them less health so that they can be caught and killed.
These nerfs might seem heavyhanded and too many, but this unit honestly does not belong in Starcraft.
2) Along with the above, once swarmhosts are fixed, ravens are the next counter part on the list. Auto-turrets are just as bad as locusts currently, allowing ravens to infinitely scale as they produce free income from energy. My suggestion for this is simply blizzard should increase auto-turret energy to 75 energy.
This fix alone will address ravens without making the unit useless. You'll have to think more carefully about how you allocate energy, since you won't be able to PDD/seeker/mass turret anymore.
3) Tempests/Carriers need to be toned down.
People saying Zerg AA is too weak might not have tried mass burrow neural/fungal + corruptor etc. Zerg AA is fine imo (i play a ton of Zerg) what is not fine are how bullshit carriers are atm. We all know objectively interceptors should be 25 minerals as they originally were, so you can now fungal interceptors or use mines on interceptors to fight the carriers. This alone will fix the carrier issue that everyone knows is a problem, including blizzard.
Just revert interceptors to 25 minerals, and carriers are most likely fixed and not a balance issue anymore.
Everyone knows that Swarm Hosts are broken, A lie repeted multiple times doesn't become a truth Ignoring an obvious issue doesnt make a balanced game either. Seriously wtf are you talking about? Is this another one of your troll attempts, considering your post history, or are you just that ignorant? Plenty of players have already approved (besides TL) that Swarmhosts and Ravens are among the most broken Units. But sure keep posting unproductive comments that lead to nowhere instead of contributing something constructive. Im sure this will make the game more balanced. Who agree with that ? Avilo, you, platium/diamond terrans ? The unit has a huge supply, and is useless most of the time, between 15 SH and 90 zerglings/banelings, i obviously choose 90 zerglings, even vs mech (with upgrades when you avoid the hellbat they are surprising good vs thor/tanks/cyclon) Mutas, faster hive for vipers/broodlords, all of that is better than building SH... How you explain Gumiho, Innovation, TY manage to play mech (it's not me that say that it's Scarlett) while it's "it's not viable"... SH is niche unit, it's barely viable vs mech while completly useless vs the rest, but well it's me the troll while you call it "Broken overpowered units" Do play zerg, play this "imba "unit, you'll probably crush every mech player, or not... It's your personnal opinion, not an universally truth like you pretend, so yeah i disagree, insult me, bully me if you want, i won't cede because some other people think like you. Just because you are bad at using it doesn´t make it any less broken. I know what Scarlett said but just because ONE pro player says THREE other pro players can make it work doesn´t make it viable either. And btw I called it "Broken Unit" not "broken overpowered Unit" thats a difference.
Of course Ignorant Zerg players like you are gonna defend this unit because they are scared their freewins will get taken away from them. But hey we are at a point where people call others "ludicrous" because they want something broken fixed, man this community...no wonder this game is such a mess right now.
And thanks for the "barely viable vs Mech", had a good laugh out of that XD.
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I'd like to see the widow mine retooled to fire multiple projectiles. The idea of it is kind of dumb. It's very much a suicide unit in that it either does damage, or it dies, and mostly dies after doing damage.
It should fire multiple longer ranged projectiles that do significantly less damage, but if all hit the same target it will do significant damage. Have it so if your unit walks out of A lock on range the follow up shots aimed at the current target lose lock and explode at the spot the unit walked out of range.
This significantly reduces alpha damage, bs reload times that make the unit useless for long periods after a shot, maybe allow us to remove the bs reveal mechanic. They can retain a much more limited splash area, meaning they don't just wipe out an army. single shots become much harder to bait and waste during early game aggression against Terran. Mine drops become less devastating.
Let each shot fired replenish over time.
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Blizz - why did you employ DK - Coz he was needed at the time. and speaks korean Blizz - How is balance - ask DK but DK has no clue about balance/ he is complacent and does not want to change anything, it would cost money and prove other decisions were wrong Blizz The game should be balanced like chess - DK over my dead body, fuck you
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give corrupters more range
make it an upgrade
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No input, irony, beside the topic, we are talking about updates here.... you will get yourself banned for this. Let's hope the next updates are better :-) ¯\_(ツ)_/¯ Can't even be a decent guy without somebody getting on your case. The Internet, smh.
On the subject of balance, I have to agree that Blizzard should really take a look at some of the more egregious abilities before trying to address everything else. Raven autoturrets, Reaper grenades, burrowed fungals, PO, etc should really be redesigned/replaced/repurposed before we worry about things like Corruptor speed. These topics seem to regularly come up every time a new update is released, but still no acknowledgement from Blizzard. If they disagree with the community, would it be too much to ask for a simple "we don't think x is the problem, but we will keep an eye on it" sort of message? Instead of just ignoring it altogether?
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On February 14 2017 10:03 Tresher wrote:Show nested quote +On February 14 2017 09:07 Tyrhanius wrote:On February 14 2017 06:31 Tresher wrote:On February 13 2017 16:49 Tyrhanius wrote:On February 13 2017 06:57 MockHamill wrote:On February 12 2017 16:09 avilo wrote: Ok, time to bring in the real talk here.
1) Swarmhosts are currently ridiculously overpowered versus mech.
This is a fact. You can ask any mech player or even Zerg players themselves, or infested Terrans like myself that play both races. This unit was removed from the game (essentially) for a reason before, and it's because it generates free income.
It needs to be toned down massively. Mech will be viable after that. Increase the price of swarmhosts to double the current price, change swarmhosts to LIGHT TAG so they can be chased down by hellions, and give them less health so that they can be caught and killed.
These nerfs might seem heavyhanded and too many, but this unit honestly does not belong in Starcraft.
2) Along with the above, once swarmhosts are fixed, ravens are the next counter part on the list. Auto-turrets are just as bad as locusts currently, allowing ravens to infinitely scale as they produce free income from energy. My suggestion for this is simply blizzard should increase auto-turret energy to 75 energy.
This fix alone will address ravens without making the unit useless. You'll have to think more carefully about how you allocate energy, since you won't be able to PDD/seeker/mass turret anymore.
3) Tempests/Carriers need to be toned down.
People saying Zerg AA is too weak might not have tried mass burrow neural/fungal + corruptor etc. Zerg AA is fine imo (i play a ton of Zerg) what is not fine are how bullshit carriers are atm. We all know objectively interceptors should be 25 minerals as they originally were, so you can now fungal interceptors or use mines on interceptors to fight the carriers. This alone will fix the carrier issue that everyone knows is a problem, including blizzard.
Just revert interceptors to 25 minerals, and carriers are most likely fixed and not a balance issue anymore.
Everyone knows that Swarm Hosts are broken, A lie repeted multiple times doesn't become a truth Ignoring an obvious issue doesnt make a balanced game either. Seriously wtf are you talking about? Is this another one of your troll attempts, considering your post history, or are you just that ignorant? Plenty of players have already approved (besides TL) that Swarmhosts and Ravens are among the most broken Units. But sure keep posting unproductive comments that lead to nowhere instead of contributing something constructive. Im sure this will make the game more balanced. Who agree with that ? Avilo, you, platium/diamond terrans ? The unit has a huge supply, and is useless most of the time, between 15 SH and 90 zerglings/banelings, i obviously choose 90 zerglings, even vs mech (with upgrades when you avoid the hellbat they are surprising good vs thor/tanks/cyclon) Mutas, faster hive for vipers/broodlords, all of that is better than building SH... How you explain Gumiho, Innovation, TY manage to play mech (it's not me that say that it's Scarlett) while it's "it's not viable"... SH is niche unit, it's barely viable vs mech while completly useless vs the rest, but well it's me the troll while you call it "Broken overpowered units" Do play zerg, play this "imba "unit, you'll probably crush every mech player, or not... It's your personnal opinion, not an universally truth like you pretend, so yeah i disagree, insult me, bully me if you want, i won't cede because some other people think like you. Just because you are bad at using it doesn´t make it any less broken. I know what Scarlett said but just because ONE pro player says THREE other pro players can make it work doesn´t make it viable either. And btw I called it "Broken Unit" not "broken overpowered Unit" thats a difference. Of course Ignorant Zerg players like you are gonna defend this unit because they are scared their freewins will get taken away from them. But hey we are at a point where people call others "ludicrous" because they want something broken fixed, man this community...no wonder this game is such a mess right now. And thanks for the "barely viable vs Mech", had a good laugh out of that XD. Who is your three pro players ? Quote them, if there are real... But no, it's just things you invent...
And please don't say avilo, and co, there are not pro players, they don't win any tournaments, they're not professionnal, and they whine long before SH exists...
So i don't use SH because i'm bad, but i defend them because they give me free wins lol ? You contradict yourself, big proof your arguments are false.
You know what will happened if Mech become OP ? Zerg will leave the game, that's all.
We've already had a few days ago a topic from a GM terran playing mech (which is not viable according to you) that was complaining he played too many TvT...
Must be so glad to play TvT as "It's the only MU where mech is viable", and "Mech is so good for the game", but apparently no... what a surprise !
Protoss have nearly all left the game, Zerg still stays but between the "Double medivac drops" "3 rax reapers" "cyclon-hellion" everygame, and the "All-in before skytoss", Zerg players are really close to the exit, push them and well, i hope TvT is your favorite MU.
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