• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:26
CEST 03:26
KST 10:26
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!33Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week Daily SC2 Player Grid - feedback wanted Balance hotfix patch 5.0.16b (July 16)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ New 3v3 BGH Ladder (and more) on ShieldBattery! ASL22 General Discussion Pros React To: Calm's Big Brain Play Vs Mini [Personal Project Share] Terran Defense v0.60
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro24 Group F BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine The Letting Off Steam Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9736 users

Community Feedback Update 23 February - Page 9

Forum Index > SC2 General
183 CommentsPost a Reply
Prev 1 7 8 9 10 Next All
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 26 2017 16:14 GMT
#161
On February 25 2017 13:18 Vedeynevin wrote:
Show nested quote +
On February 24 2017 07:54 Odowan Paleolithic wrote:
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.



I mean, sure, but a strong breeze will finish them off.
Cereal
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-02-26 23:14:40
February 26 2017 23:14 GMT
#162
I'm in agreement with the distinction between balance and design. Balance refers strictly to winrates, what percentage of games is won or lost. How is irrelevant to balance.

What you are talking about is playstyle, how people win, which is dependent on design.

Two different issues, though they are connected to some extent.


What I am saying is that the current balance is fine, because wins/losses are roughly evenly distributed.
Design is much trickier and more subjective.
Denominator of the Universe
TL+ Member
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 26 2017 23:26 GMT
#163
On February 26 2017 19:33 Drfilip wrote:
Foxxan, you are talking about balance in play styles, aren't you? Not balance in win rate.
I think you are in a minority to not mean balance in win rate when talking about balance. Many people use the words 'design' or 'style' when talking about stuff that aren't win rates. You mentioned zerg having trouble vs skytoss. That is about viable strategies. You gave an example of a need to all-in a lot. That is also about viable strategies. It seems to me that you would like more play styles to be viable for the different races (which is a thing I think the design team is trying to accomplish).

I do actually mean balance of the game. Not sure i mentioned zerg having trouble vs air.

Look lets take that same example:
50/50 between tvz and terran wins all their games by playing standard. While zerg wins all its matches with all-ins and cheese.

Lets say you come to the conclusion that zerg cant win by playing standard, then this is to me a very big imbalance in the game that needs to be adressed no matter if the statistics says 50/50 for a long time.
No race shouldnt have to relie on rng to win, its that simple.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17791 Posts
Last Edited: 2017-02-27 05:35:27
February 27 2017 04:33 GMT
#164
looking at the Poll results we have a very divided community.

Nathanias published this little talk about the Community Update yesterday. I recommend watching it.



Lets add Nathanias's comments on the Reaper to The_Red_Vipers comments on the Reaper.
On February 24 2017 20:01 The_Red_Viper wrote:
Spamable aoe on an early game unit which can jump cliffs and heals itself out of combat. Just think about that for a second


please remove the grenade and the Health Regeneration from the Reaper. Bring back the WoL Reaper. Alter its stats so its useful early game and an effective scouting unit. IF you can find a way to alter its stats to be useful in early game and occasionally has a mid-game role then even better. The unit is so gimmicky right now, so hard to control and learn. On top of that much better players like Nathanias have really well thought out criticisms of the unit. Just blow it up and start with the WoL Reaper.

My 50-100 APM Silver//Gold friends think the Reaper and many other aspects of LotV is too complicated. I played 2v2s for 1/2 the day Sunday. it was all in WoL because all my clan mates are WoL only players. They own every game in the trilogy and they stick to WoL for multiplayer.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
February 27 2017 14:42 GMT
#165
Nathanias seems fairly unbiased, i like these videos quite a bit. I also agree that we should just be content with the reaper being a scouting unit initially. As i said before, i don't think you can change that role unless you completely change the game. (because the reaper WOULD be good in the midgame if medivacs didn't exist and the game was designed in a way the cliff jumping would be more impactful, right now it's only good early game)

I mean there is the potential to create a useful ability for the unit, but it has to be good enough so you rather build reapers which cost gas over more marines/medivacs. I don't see it.
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 |
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2017-02-27 15:31:15
February 27 2017 15:22 GMT
#166
I have hope that this game eventually at some day will turn to the better as people start discussing the right stuff.

The issue about SC2 is not if at some point at the end of a match the winrates are 50/50. It is about all little details that you meet on the way there. It is about if the game is fun to play and which mechanics take away the fun, not if that mechanic helps to create artificial balance in matchups and metagames with other absolute non fun game mechanics.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17791 Posts
Last Edited: 2017-02-27 21:38:34
February 27 2017 21:33 GMT
#167
On February 27 2017 23:42 The_Red_Viper wrote:
Nathanias seems fairly unbiased, i like these videos quite a bit. I also agree that we should just be content with the reaper being a scouting unit initially. As i said before, i don't think you can change that role unless you completely change the game. (because the reaper WOULD be good in the midgame if medivacs didn't exist and the game was designed in a way the cliff jumping would be more impactful, right now it's only good early game)

I mean there is the potential to create a useful ability for the unit, but it has to be good enough so you rather build reapers which cost gas over more marines/medivacs. I don't see it.


Re: Reaper.
can't they just play with "rate of fire", "how far it shoots" , "health/light/armour/psionic", "armour level" and other basic stats to create a role for the Reaper so that it can go back to the WoL Reaper; As you've already noted the Reaper's behaviour is so convoluted.. its just so gimmicky...

the current Reaper belongs in the ultra-gimmicky super-stupid-on-purpose Red Alert Franchise. it does not belong in an SC franchise or any other serious C&C franchise.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
February 27 2017 21:50 GMT
#168
I mean reapers would need something marines/marauders don't already provide if you want reapers to be impactful in the midgame. That's the reason they included the grenades, they thought the knockback would be useful against banelings,etc
The truth is that there is no reason to stop building marines/marauders/medivacs and focus on reapers.
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 |
ejozl
Profile Joined October 2010
Denmark3540 Posts
Last Edited: 2017-02-28 09:56:12
February 28 2017 09:55 GMT
#169
The way I want to go about it is to give it a use in the late game instead of the mid game. So by removing the Combat Healing, the unit obviously needs some kind of early game compensation and my choice would be to up it's health by 10 points or so. It should still help the Zerg player early game, since every point of damage you do to the Reaper is permanent until Medivacs come out. The unit loses a lot of traction by then, since Medivac Boost drops is a lot stronger than cliff jumping and also Marines are just more cost efficient. But then there should be a late game upgrade which ups the Grenades damage towards structures marginally. So you can run around finishing off Hatcheries, Pylons and Protoss Tech with a pack of Reapers.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Charoisaur
Profile Joined August 2014
Germany16086 Posts
Last Edited: 2017-02-28 10:12:21
February 28 2017 10:05 GMT
#170
An interesting suggestion I've seen is removing the damage from grenades so they just knock back units without damaging them.
Seems like the most elegant solution to the reaper problematic (next to removing the grenade completely).
It doesn't really affect standard reaper openers since the damage of a single grenade is negliglibe anyway - but it massively nerfs mass reaper builds.
Many of the coolest moments in sc2 happen due to worker harassment
egrimm
Profile Joined September 2011
Poland1201 Posts
February 28 2017 11:16 GMT
#171
On February 28 2017 18:55 ejozl wrote:
The way I want to go about it is to give it a use in the late game instead of the mid game. So by removing the Combat Healing, the unit obviously needs some kind of early game compensation and my choice would be to up it's health by 10 points or so. It should still help the Zerg player early game, since every point of damage you do to the Reaper is permanent until Medivacs come out. The unit loses a lot of traction by then, since Medivac Boost drops is a lot stronger than cliff jumping and also Marines are just more cost efficient. But then there should be a late game upgrade which ups the Grenades damage towards structures marginally. So you can run around finishing off Hatcheries, Pylons and Protoss Tech with a pack of Reapers.


Although removal of combat healing might help in TvZ at the smae time it is quite needed in TvP to allow reaper to scout protoss base more than once.

Generally speaking reaper has a lot of small, strange mechanics which affects to some extent all matchups however some of them has much bigger impact in one matchup some in other which makes reaper hard to balance.
Combat healing is needed to scout in TvP however it makes reaper rushes in TvZ stronger and makes this strategies much easier to snowball.
Granades dealing dmg has little impact in TvP but is crucial in TvZ for reaper openers.
Granades knockback effect is needed in TvP so reaper can easier manouver in Protoss base and avoid being sniped by adepts/stalkers but at the same time in TvZ allows to heavily slow down Zerg counter all-in with roaches/Ravagers vs reaper rushes to a point were people wonder if it is not too much.
and there is cliff jump which is crucial for current reaper iteration so it has any use at all and at the same time makes reaper rushes really hard to hold and makes mapmaking much harder (a lot of contraints).

Reaper is really strange, gimmicky and hard to balance unit which performs small but crucial role and at the same time is a part of some really questionable early game strategies.
sOs TY PartinG
egrimm
Profile Joined September 2011
Poland1201 Posts
February 28 2017 11:46 GMT
#172
On February 27 2017 13:33 JimmyJRaynor wrote:
looking at the Poll results we have a very divided community.

Nathanias published this little talk about the Community Update yesterday. I recommend watching it.

https://www.youtube.com/watch?v=07uwDfx3AW0

Lets add Nathanias's comments on the Reaper to The_Red_Vipers comments on the Reaper.
Show nested quote +
On February 24 2017 20:01 The_Red_Viper wrote:
Spamable aoe on an early game unit which can jump cliffs and heals itself out of combat. Just think about that for a second


please remove the grenade and the Health Regeneration from the Reaper. Bring back the WoL Reaper. Alter its stats so its useful early game and an effective scouting unit. IF you can find a way to alter its stats to be useful in early game and occasionally has a mid-game role then even better. The unit is so gimmicky right now, so hard to control and learn. On top of that much better players like Nathanias have really well thought out criticisms of the unit. Just blow it up and start with the WoL Reaper.

My 50-100 APM Silver//Gold friends think the Reaper and many other aspects of LotV is too complicated. I played 2v2s for 1/2 the day Sunday. it was all in WoL because all my clan mates are WoL only players. They own every game in the trilogy and they stick to WoL for multiplayer.


Really good video - I especially agree with Nathanis about everything he said concerning Reapers and WMs. Well presented thought process.
sOs TY PartinG
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
February 28 2017 13:23 GMT
#173
They made corruptors great again! I like this buff, helping zerg to fight the opponent's air superiority.
You don't choose to play zerg. The zerg choose you.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
February 28 2017 15:06 GMT
#174
On February 27 2017 13:33 JimmyJRaynor wrote:
looking at the Poll results we have a very divided community.

I think it mostly means the proposed changes are unconvincing at best. When a change that was really called for and sensible gets made it usually gets much higher "good" percentages.
jpg06051992
Profile Joined July 2015
United States580 Posts
February 28 2017 17:32 GMT
#175
the current Reaper belongs in the ultra-gimmicky super-stupid-on-purpose Red Alert Franchise. it does not belong in an SC franchise or any other serious C&C franchise.


This, I don't know how many times the community can clamor for real and elegant Reaper changes at this point without getting results. Why not..

1. Above poster already said remove damage entirely so it provides the knock back but nerfs mass reaper
2. Nerf regen at the very least, mass Reaper wouldn't be nearly as bad if you could actually kill them.
3. Go back to WOL Reapers entirely

They made corruptors great again! I like this buff, helping zerg to fight the opponent's air superiority.


Theres no question that Corruptors sucked and needed buffs, but Starcraft at this point is turning into an air superiority battle and it's not good for the game. Air armies are already so powerful and pretty much necessitate nerfs. Skyzerg was broken in WoL and it necessitated huge nerfs and the literal castration of the Infestor. Skyterran became popular but it was cancer and now Liberators are nerfed for it. Skytoss is popular but it's cancer and now Blizzard is buffing things around it so they can fix it without nerfs.

See what I'm saying? Having super strong air units just isn't good for SC2, the battles aren't interesting because of the way collision works, micro means little, it's more about who has the upfront better firepower.
"SO MANY BANELINGS!"
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
Last Edited: 2017-03-01 03:58:04
March 01 2017 03:56 GMT
#176
Yeah the mass air battle are stupid and the ground counters to it are very limited per race. Also making everything faster isnt always the solution it disconnects the player from the battles since everything is over in a blink. As a terran player i like it that they are looking at the reaper. But when they will nerf the reaper, what kind of openers does terran have left? a lot of builds got a lot weaker/almost not worth to do anymore.
http://www.twitch.tv/pinokotsbeer
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-03-01 05:07:13
March 01 2017 05:03 GMT
#177
With any luck IEM will be an opportunity for Blizzard to take a hard look at the current state of balance.
How the tournament progresses is anybody's guess of course, but in terms of representation (at the moment) it seems that Protoss is doing just fine and in no need of any help. Same for Terran. It's Zerg that's suffering, and pretty exclusively in ZvP.

Though top Korean Zergs like ByuL and soO aren't there, and of course Terran winrates are always misleadingly high at global events because the best Korean Terrans are peerless among foreigners.
Denominator of the Universe
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
March 01 2017 06:03 GMT
#178
Sick vid. I like his thoughts on that a lot. I'm always happy when someone advocates design before balance.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
washikie
Profile Joined February 2011
United States752 Posts
March 01 2017 09:09 GMT
#179
While i do agree that mass reaper is dumb. Im worried about reaper nerfs, Reapers are a critical component of TvZ. they allow terran to delay zergs third, and poke for scouting nerfing grenade hurts this important non cheesy reaper scouting in adition to the cheesy alling plays you can make with the unit.
"when life gives Hero lemons he makes carriers" -Artosis
washikie
Profile Joined February 2011
United States752 Posts
March 01 2017 09:12 GMT
#180
On February 28 2017 19:05 Charoisaur wrote:
An interesting suggestion I've seen is removing the damage from grenades so they just knock back units without damaging them.
Seems like the most elegant solution to the reaper problematic (next to removing the grenade completely).
It doesn't really affect standard reaper openers since the damage of a single grenade is negliglibe anyway - but it massively nerfs mass reaper builds.


I think this would be a much better place to start than removing grenade completely, allows reaper to keep the positional utility of grenade which is crucial for their early game scouting role while realy nerfing allin reaper play.
"when life gives Hero lemons he makes carriers" -Artosis
Prev 1 7 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSTL: Main Stage Day 3
CranKy Ducklings132
Discussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EnDerr 22
Dota 2
NeuroSwarm183
monkeys_forever171
LuMiX0
League of Legends
JimRising 551
Cuddl3bear4
Counter-Strike
minikerr119
Other Games
gofns17881
Doublelift5329
Coldzera 1115
XaKoH 217
ToD140
Livibee134
ViBE88
Trikslyr74
Mew2King42
Organizations
Other Games
gamesdonequick1274
[ Show 12 non-featured ]
StarCraft 2
• davetesta23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• RayReign 32
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22498
Other Games
• Scarra904
Upcoming Events
WardiTV Weekly
9h 34m
Sparkling Tuna Cup
1d 8h
Afreeca Starleague
1d 8h
Monday Night Weeklies
1d 14h
GSL
2 days
PiGosaur Cup
2 days
Replay Cast
3 days
The PondCast
4 days
IntoTheTV X SOOP
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-08-27
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
BSL 2026 LAN: Kraków
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL 2026 AUTUMN (S22)
Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.