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Community Feedback Update 23 February - Page 7

Forum Index > SC2 General
183 CommentsPost a Reply
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I wasbanned fromthis
Profile Blog Joined August 2012
113 Posts
Last Edited: 2017-02-25 01:30:10
February 25 2017 01:29 GMT
#121
This game was ready for retail and competition in beta. whuchuu mean?
Entropy137
Profile Joined January 2012
Canada215 Posts
February 25 2017 02:46 GMT
#122
Widow Mine nerf is needed. The nerf to liberators (which affected harassing Libs mostly) was not enough to bring the most imbalanced matchup since WoL release TvZ back to baseline. I trust blizzards data. Hydra buff is good, zerg isn't in the best of shape. Though I do think swarmhosts will need to be looked at soon.
zyce
Profile Blog Joined March 2011
United States649 Posts
February 25 2017 03:41 GMT
#123
The Widow Mine nerf is long overdue, and should be separated from the other changes. The bonus to shields makes it really difficult to balance. I think the Hydralisk should remain the same, and that changing it would be a big mistake. I don't buy the premise for the Corruptor change, and the changes seem more like a QoL change.
Beauty is not the goal of competitive sports, but high-level sports are a prime venue for the expression of human beauty. The relation is roughly that of courage to war.
Vedeynevin
Profile Joined February 2015
United States431 Posts
February 25 2017 04:18 GMT
#124
On February 24 2017 07:54 Odowan Paleolithic wrote:
Show nested quote +
On February 24 2017 07:43 Tyrhanius wrote:
I wonder if corruptors buildings harass will become a thing with the speed boost


Not harass. Basetrade. You need at least 6 corruptor to meaningfully damage, quite a lot of supply to dedicate to (and a waste if you are facing ground based composition). And the change changed the acceleration more than velocity (ie they turn sharper but still slower than pheonix/muta/boosted vacs)

Disclamer: I mostly play carriers.

That aside, if they really intend to buff hydras this way and make 1 storm not enough to kill hydras (combined with the speed boost on creep), I wonder how Protosses like me going to match up with it. I personally believe if we lower the upgrade time hydra timing will be sharper and kill most carrier builds before they happen. The economy change has already eliminated several stargate-based timings from HotS. The current "normal" builds of Protoss absolutely requires some sort of pressure to take a third. This new hydra is just roach 2.0 in many ways.

I don't believe the widow mine change is warranted or going to make much a difference.


Storm already leaves hydras alive.
Zulu23
Profile Joined August 2011
Germany132 Posts
February 25 2017 05:21 GMT
#125
First, Can you guys actually begin in tweaking balance by tradeing one nerf of a Unit with a buff of the same Unit? Then it would feel less "unfair" if a Unit gets a change.
For example if damage to shields is an issue. Test to tune it down but give something back to that Unit at the same time. For example less friendly Fire damage or reduced Upgrade cost or faster burrow from the getgo or whatever seems reasonable.

Second, i wish you would revise previous balance changes on a regular basis to check if they are still necessary. It may be that a very old changes are outdated behause some other Units undergone major changes as well making these old changes obsolete.
For example think of removing the siege upgrade for the Tank with Hots. It was a good think back then, but it may be much more effective to reintroduce this Upgrade again more so then tweaking the Medivac capacity to avoid Doom dropping....
bObA
Profile Joined May 2012
France300 Posts
February 25 2017 06:57 GMT
#126
I guess when you see the poll results, that's not very good as a change.
By the past good changes collected around 70% of good and even better.
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
February 25 2017 07:27 GMT
#127
On February 25 2017 14:21 Zulu23 wrote:
First, Can you guys actually begin in tweaking balance by tradeing one nerf of a Unit with a buff of the same Unit? Then it would feel less "unfair" if a Unit gets a change.
For example if damage to shields is an issue. Test to tune it down but give something back to that Unit at the same time. For example less friendly Fire damage or reduced Upgrade cost or faster burrow from the getgo or whatever seems reasonable.

.....


That would also buff the unit vs Zerg, which would be unfair aswell
egrimm
Profile Joined September 2011
Poland1199 Posts
February 25 2017 12:37 GMT
#128
Nerf to +shield on WMs warmly welcomed from design standpoint.
If balance in PvT is the concern then why not also nerf adepts? Win - Win situation.
sOs TY PartinG
[PkF] Wire
Profile Joined March 2013
France24193 Posts
February 25 2017 12:42 GMT
#129
On February 25 2017 21:37 egrimm wrote:
Nerf to +shield on WMs warmly welcomed from design standpoint.
If balance in PvT is the concern then why not also nerf adepts? Win - Win situation.

this is imo the best solution. Adepts are problematic in every mu anyway.

Maybe the mine nerf could be delayed and some adept nerf added to a balance test map ? The hydra and corruptor buffs seem a lot more innocuous and should be able to be incorporated to the game rather harmlessly.
fx9
Profile Joined November 2013
117 Posts
February 25 2017 12:43 GMT
#130
Why should WM do more dmg to Protoss than to Zerg & Terran? This decision by blizzard always baffles me.

The whole Protoss race is designed to have more shields than base health, less base health than zergs & terrans units, while trading dps for shield regen.
This has been the way since BW.
egrimm
Profile Joined September 2011
Poland1199 Posts
Last Edited: 2017-02-25 12:49:23
February 25 2017 12:48 GMT
#131
On February 25 2017 21:42 [PkF] Wire wrote:
Show nested quote +
On February 25 2017 21:37 egrimm wrote:
Nerf to +shield on WMs warmly welcomed from design standpoint.
If balance in PvT is the concern then why not also nerf adepts? Win - Win situation.

this is imo the best solution. Adepts are problematic in every mu anyway.

Maybe the mine nerf could be delayed and some adept nerf added to a balance test map ? The hydra and corruptor buffs seem a lot more innocuous and should be able to be incorporated to the game rather harmlessly.


I second this.
However I have rather mixed feelings about hydra and corruptor changes. Something obviously should be done about turtle air strategies against zerg but I'm not conviced this is the way. However might as well try them out, this is what PTR should be for anyway, no?

Altough if we were after creating the best possible gameplay then hydras should be redesign for 1supply/hatch tech unit and carriers changed to perfrom siege than dmg dealer role insted of changing corruptors imho.
sOs TY PartinG
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
Last Edited: 2017-02-25 14:47:47
February 25 2017 14:47 GMT
#132
On February 24 2017 20:01 The_Red_Viper wrote:
Again: can anybody tell me why reapers have grenades to begin with? IIRC blizzard wanted to make the reaper have impact in the midgame, well all the grenades did was creating the cheese/allin possibility (and most of the time you can transition perfectly fine)
Spamable aoe on an early game unit which can jump cliffs and heals itself out of combat. Just think about that for a second


ravagers at terran's natural before even 2 marines showed up after reaper opener, think about that for a sec...
Charoisaur
Profile Joined August 2014
Germany15928 Posts
February 25 2017 14:51 GMT
#133
On February 25 2017 21:37 egrimm wrote:
Nerf to +shield on WMs warmly welcomed from design standpoint.
If balance in PvT is the concern then why not also nerf adepts? Win - Win situation.

I'd prefer a collossus nerf. adepts aren't that much of a problem anymore.
Many of the coolest moments in sc2 happen due to worker harassment
Elentos
Profile Blog Joined February 2015
55511 Posts
Last Edited: 2017-02-25 15:04:51
February 25 2017 15:02 GMT
#134
On February 25 2017 23:51 Charoisaur wrote:
Show nested quote +
On February 25 2017 21:37 egrimm wrote:
Nerf to +shield on WMs warmly welcomed from design standpoint.
If balance in PvT is the concern then why not also nerf adepts? Win - Win situation.

I'd prefer a collossus nerf. adepts aren't that much of a problem anymore.

I've seen INnoVation and TY complain about the strength of adepts this week, haven't heard anything about colossi (a unit that is still weaker in a fight than its HotS counterpart) from a player that good.
Every 60 seconds in Africa, a minute passes.
[PkF] Wire
Profile Joined March 2013
France24193 Posts
February 25 2017 15:13 GMT
#135
On February 25 2017 23:51 Charoisaur wrote:
Show nested quote +
On February 25 2017 21:37 egrimm wrote:
Nerf to +shield on WMs warmly welcomed from design standpoint.
If balance in PvT is the concern then why not also nerf adepts? Win - Win situation.

I'd prefer a collossus nerf. adepts aren't that much of a problem anymore.

I don't see in which world colossi are a problem. Disruptors transition after 3 colossi are strong but nothing worrisome if you ask me. On the other hand, mass adepts floods are already kinda problematic and will undoubtedly be broken if the mine nerf goes through. So all in all, some adept nerf (more severe than the vision change that didn't really do much ; not cancellable shade or straight nerf to the unit) would be a wiser move in complement to the WM nerf imo.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
February 25 2017 15:48 GMT
#136
Colossi aren't a problem, just badly designed. Instead of having instantly value you need a critical mass, otherwise the bio player can easily snipe them.
Aka a deathball unit.
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 |
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
February 25 2017 15:50 GMT
#137
On February 25 2017 23:47 SCHWARZENEGGER wrote:
Show nested quote +
On February 24 2017 20:01 The_Red_Viper wrote:
Again: can anybody tell me why reapers have grenades to begin with? IIRC blizzard wanted to make the reaper have impact in the midgame, well all the grenades did was creating the cheese/allin possibility (and most of the time you can transition perfectly fine)
Spamable aoe on an early game unit which can jump cliffs and heals itself out of combat. Just think about that for a second


ravagers at terran's natural before even 2 marines showed up after reaper opener, think about that for a sec...

Well you cannot be more allin than that though. I also dislike ravagers so there is that
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 |
todespolka
Profile Joined November 2012
221 Posts
February 25 2017 15:55 GMT
#138
The movement speed buff to corruptor is not good. Corruptors are already very strong. If it flies faster, other units won't be able to counter micro. We have a very nice dynamic at the moment between corruptor and other air units. Corruptors zone out, counter units micro around.
todespolka
Profile Joined November 2012
221 Posts
February 25 2017 15:56 GMT
#139
On February 25 2017 23:47 SCHWARZENEGGER wrote:
Show nested quote +
On February 24 2017 20:01 The_Red_Viper wrote:
Again: can anybody tell me why reapers have grenades to begin with? IIRC blizzard wanted to make the reaper have impact in the midgame, well all the grenades did was creating the cheese/allin possibility (and most of the time you can transition perfectly fine)
Spamable aoe on an early game unit which can jump cliffs and heals itself out of combat. Just think about that for a second


ravagers at terran's natural before even 2 marines showed up after reaper opener, think about that for a sec...


That is not possible.

todespolka
Profile Joined November 2012
221 Posts
February 25 2017 16:03 GMT
#140
On February 26 2017 00:48 The_Red_Viper wrote:
Colossi aren't a problem, just badly designed. Instead of having instantly value you need a critical mass, otherwise the bio player can easily snipe them.
Aka a deathball unit.


You describe the situation, where both sides have uneven army. The terran has a lot of marauders and protoss has nothing to stop them. In an even scenario terran has not enough marauders, if he tries to catch collossus, he loses a lot of units, when protoss retreats with his collossus.

Watch games of stats vs terran. He plays collossus based and has a lot of success. If it was easy to stop 1-2 collossus, terranes would kill stats easily.
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