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Thanks to everyone who provided feedback on the proposed Reaper changes from last week’s update. After reading over your feedback we are increasing the cooldown of the KD8 Charge from 7 to 14 seconds to reduce the offensive capability of Reaper-heavy openers, while still allowing the unit to function as a scout in smaller numbers. At the moment, we are planning for this change to go live in an upcoming patch with the Widow Mine, Hydralisk, and Corruptor changes that have been on the balance test map. We'd like to implement this soon so that players have time to prepare and adjust to the new units before other major tournaments commence. We welcome your thoughts and feedback.
Just to remind, these are the changes which will go live in the next patch
Terran Widow Mine -Splash damage +shield bonus reduced from +40 to +25.
Reaper -KD8 Grenade cooldown increased from 7 to 14.
Zerg Hydralisk -Health increased from 80 to 90.
Corruptor -Movement speed changed from 4.1343 to 4.725. -Acceleration speed changed from 3.675 to 4.2. -Parasite Spore weapon damage point changed from .1193 to .0446.
Source:https://us.battle.net/forums/en/sc2/topic/20753505814#post-1
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I'm bewildered they're actually going to go through with the mine change so soon after the liberator nerf.
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On March 03 2017 19:15 Elentos wrote: I'm bewildered they're actually going to go through with the mine change so soon after the liberator nerf.
Well a lot of ppl complained that they are being slow with small changes so here you go
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so here goes so only thing you could do agaisnt adept phoenix play. I sense a lot of good time in tvp in the next weeks ...
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I am strictly against any increase of movement speed of any unit. Everything already moves like it was on crack and this inflation spiral is rolling over and over. If they want to change relative speeds of units, they should just lower the movement of everything else accordingly. If this goes on for a couple more years, everything will have instant teleport. The acceleration is fine, but movement speed is stupid.
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On March 03 2017 19:16 PharaphobiaSC wrote:Show nested quote +On March 03 2017 19:15 Elentos wrote: I'm bewildered they're actually going to go through with the mine change so soon after the liberator nerf. Well a lot of ppl complained that they are being slow with small changes so here you go The thing is, two small changes in a row (and this one is bigger than the liberator change for TvP) to address the same thing, before you even clearly know how effective the first change was, can cause a huge swing.
Granted if this leads to them finally making it so adepts are no longer the most used Protoss unit it might be for the better. But that'd still be some time away.
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I agree with the reaper change, 3-rax reaper is too strong.
Widow mine nerf without nerfing adepts at the same time is a huge mistake. I hope Blizzard put that change on hold.
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Far to many negative nerfs to Terran recently, and making units even faster has always proved to be a bad thing, just look at Medivacs, Mutas and Oracles .
God these balance teams sucks so much, they are simply devoid of ideas on good gameplay
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Turboracle into adepts/phenixes every game is gonna be so damn fun.
RIP vP Mech 2017-2017 ?
The reaper change is nice tho, might open early TvT
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Widow Mine nerf 2.0. The last time it worked great.
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Russian Federation473 Posts
Don't like anything except for the reaper nerf. What I'm concerned about:
Zerg is so damn hard to deal with late game, and they buff corruptors&hydras even more
With the mines nerfed carriers will be even harder to deal with
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They need to nerf DK first.
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WM change is strange. Maybe DK has a vision for the game and this nerf is a step to reach his goal.
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From a Mech perspective: - TvZ Mech isnt possible anymore due to the hydra buff. Not to mention all the other tools Zerg has to shut down a mech player. You wanted to make mech more viable, where is that perspective ? You guys promised alot but slowly drifted away from your ground posistion.
I can agree on all other buffs/nerfs than then Hydra one.
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So....how is Terran supposed to deal with Adept/Phoenix? It's stupidly strong in the early game, and widow mines are the only thing keeping it close to balanced. Anticipating a lot of Terran outcry over this one.
Not to mention, I fully expect the Corruptor buff to have little to no effect on skytoss while likely boosting Ling-Bane-Corruptor and destabilizing the delicate TvZ balance.
Literally the only good idea here is the reaper grenade nerf. The most imbalanced matchup according to Aligulac (latest period) is PvZ at 53%. There's 2 Protoss, 1 Terran, 1 Zerg in the GSL semis. Yes, Aligulac is obviously flawed. Yes, IEM has so far favored Terran. But and there were just as many Protoss players as Terran in the Ro24 and Adept/Phoenix is a strong build as it is.
Why the hell does Blizzard think this is a good idea?
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Finally some fixes in the direction of PvT, the liberator nerf was not enough, aligulac stats maintain the same 40 and less % winrates in PvT. And globally the race is having trouble vs terran , although I think the problem is more about how the races work than a particular unit but w/e.
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Making mech worse and worse patch after patch
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Don't think this will solve skytoss problems...
The hydra buff will make it easier to allin before they hit a critical mass, that's all.
The corruptor change will make them being able to escape void rays and storms maybe, but eventually you are gonna have to fight and they are still gonna be bad.
Corruptor will help catching medivacs though, and I think Zerg needed some help midgame in ZvT, but this is probably gonna affect the lategame even more.
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After watching Terran players got destroyed at GSL post liberator nerf, i'm quite surprised that Blizzard still proceed to this wm nerf. Even the very top Terrans couldn't stop adept+phoenix lately, how are we supposed to deal with that combo after wm nerf ?
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On March 03 2017 20:13 ParksonVN wrote: After watching Terran players got destroyed at GSL post liberator nerf, i'm quite surprised that Blizzard still proceed to this wm nerf. Even the very top Terrans couldn't stop adept+phoenix lately, how are we supposed to deal with that combo after wm nerf ?
This.
They really need to slow down this balance update mania. There will always be heaps of players complaining that IMBA this, IMBA that when they loose. Blizzard needs to take a longer look at things and, most importantly, wait for the meta to stabilize before they mess with stuff.
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is there an ETA when this patch is going live?
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It's almost as if the people at Blizzard don't watch any recent GSL games at all!!!
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On March 03 2017 20:31 sneakyfox wrote:Show nested quote +On March 03 2017 20:13 ParksonVN wrote: After watching Terran players got destroyed at GSL post liberator nerf, i'm quite surprised that Blizzard still proceed to this wm nerf. Even the very top Terrans couldn't stop adept+phoenix lately, how are we supposed to deal with that combo after wm nerf ? This. They really need to slow down this balance update mania. There will always be heaps of players complaining that IMBA this, IMBA that when they loose. Blizzard needs to take a longer look at things and, most importantly, wait for the meta to stabilize before they mess with stuff.
I can understand they are in a rough position. When these changes were all announced, I saw post after post saying, 'these are so small, don't waste time testing them, just put them in'
Now everyone else on the other half is coming out and complaining they are so fast.
I, for one, am in favor of most of these. We'll see how it works out, and I don't necessarily think it's going to be all gloom and doom, after people start to adjust.
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So, assuming PvZ (on the Ground) was pretty much equal in HOTS, we ended up with the following in LoTV (compared to HotS):
Protoss. Colossi - nerfed to the ground, not worth its price and plain unusable. Sentry and Stalker - indirectly nerfed by introducing a ravager and lurker. Zealot - regardless of a mediocre buff, hardcountered by baneling. Adept - a unit that can't be used outside of allins/initial harass and is pretty much a protoss version of hellion for pvz. Nerfed numerous times after the release. Tbh the only unit that prevents zerg from having a 95% winrate in the MU. Disruptor - don't even mention that piece of trash.
Meanwhile, zerg: Ravager - a tier 1 unit that competely shuts down ANY protoss allin, opens a huge variety of allins for zerg, can be used on any stage of the game, vs any unit composition (even vs air), allows zerg to steamroll protoss tier 3 ground armies in the mix with banelings. Baneling - got an HP buff, and with colosi completely gone makes zealots/adepts completely worthless starting from midgame. Hydra - got a speed buff, HP buff, upgrades combined, and with colosi completely gone makes all other protoss ground units completely worthless on any stage of the game. Lurker - Not as threatening but allows a whole new playstyle for a zerg. SH - unit that stays in the game for the unknown reason and which true potential i believe is yet to be fully discovered, costs like a roach, moves like a speedling, evaporates nexuses in a blink of an eye.
So, In HotS, protoss relied on either colosi or sentry-stalker play. And zerg somehow managed to have a 50% rate vs that. In LotV both these styles are extinct due to ravager/colosi nerf. So protoss is left with severely nerfed ground army vs newly introduced zerg units and old zerg units significantly buffed. How does that make any fcking sense is mystery to me.
Now, you can whine about Carriers.
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On March 03 2017 20:11 avilo wrote:Making mech worse and worse patch after patch
it has been publicly know that your brain is not capable enough to learn more than one passive build as a terran. Anyone with your free time could get far far ahead of you skillwise, mechanic wise and knowledge wise...
And yet you still suprised noone cares about your opinion in 2017...
P.S: Is not an insult, just not everyone can be smart, and don't start with that GM all races thing. 1st its NA ladder, 2nd you never went above rank 100, 3rd anyone could do it with being fulltime nothing
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On March 03 2017 20:54 insitelol wrote: So, assuming PvZ (on the Ground) was pretty much equal in HOTS, we ended up with the following in LoTV (compared to HotS):
Protoss. Colossi - nerfed to the ground, not worth its price and plain unusable. Sentry and Stalker - indirectly nerfed by introducing a ravager and lurker. Zealot - regardless of a mediocre buff, hardcountered by baneling. Adept - a unit that can't be used outside of allins/initial harass and is pretty much a protoss version of hellion for pvz. Nerfed numerous times after the release. Tbh the only unit that prevents zerg from having a 95% winrate in the MU. Disruptor - don't even mention that piece of trash.
Meanwhile, zerg: Ravager - a tier 1 unit that competely shuts down ANY protoss allin, opens a huge variety of allins for zerg, can be used on any stage of the game, vs any unit composition (even vs air), allows zerg to steamroll protoss tier 3 ground armies in the mix with banelings. Banleing - got an HP buff, and with colosi completely gone makes zealots/adepts completely worthless starting from midgame. Hydra - got an HP buff, and with colosi completely gone makes all other protoss ground units completely worthless on any stage of the game. Lurker - Not as threatening but allows a whole new playstyle for a zerg. SH - unit that stays in the game for the unknown reason and which true potential i believe is yet to be fully discovered, costs like a roach, moves like a speedling, evaporates nexuses in a blink of an eye.
So, In HotS, protoss relied on eaither colosi or sentry stalker play. And zerg somehow managed to have a 50% rate vs that. In LotV both these styles are extinct due to ravager/colosi nerf. So protoss is left with severely nerfed ground army vs newly introduced zerg units and old zerg units significantly buffed. How does that make any fcking sense is mystery to me.
Now, you can whine about Carriers.
Not fun part about hots is that even when zerg scouting the 2base crap protoss thorwed in... it was 50/50% win/loss even knowing whats going on...
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Reaper -KD8 Grenade cooldown increased from 7 to 14.
Too late. Way too late.
I wonder how BlizzCon would have played out with this change and better maps :thinking: oh well what's done is done and it's not like ByuN is totally awful either.
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every change will ruin another aspect of the game. too many changes happening too often. Either that, or the game is just fundamentally flawed.
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On March 03 2017 20:56 PharaphobiaSC wrote:Show nested quote +On March 03 2017 20:54 insitelol wrote: So, assuming PvZ (on the Ground) was pretty much equal in HOTS, we ended up with the following in LoTV (compared to HotS):
Protoss. Colossi - nerfed to the ground, not worth its price and plain unusable. Sentry and Stalker - indirectly nerfed by introducing a ravager and lurker. Zealot - regardless of a mediocre buff, hardcountered by baneling. Adept - a unit that can't be used outside of allins/initial harass and is pretty much a protoss version of hellion for pvz. Nerfed numerous times after the release. Tbh the only unit that prevents zerg from having a 95% winrate in the MU. Disruptor - don't even mention that piece of trash.
Meanwhile, zerg: Ravager - a tier 1 unit that competely shuts down ANY protoss allin, opens a huge variety of allins for zerg, can be used on any stage of the game, vs any unit composition (even vs air), allows zerg to steamroll protoss tier 3 ground armies in the mix with banelings. Banleing - got an HP buff, and with colosi completely gone makes zealots/adepts completely worthless starting from midgame. Hydra - got an HP buff, and with colosi completely gone makes all other protoss ground units completely worthless on any stage of the game. Lurker - Not as threatening but allows a whole new playstyle for a zerg. SH - unit that stays in the game for the unknown reason and which true potential i believe is yet to be fully discovered, costs like a roach, moves like a speedling, evaporates nexuses in a blink of an eye.
So, In HotS, protoss relied on eaither colosi or sentry stalker play. And zerg somehow managed to have a 50% rate vs that. In LotV both these styles are extinct due to ravager/colosi nerf. So protoss is left with severely nerfed ground army vs newly introduced zerg units and old zerg units significantly buffed. How does that make any fcking sense is mystery to me.
Now, you can whine about Carriers.
Not fun part about hots is that even when zerg scouting the 2base crap protoss thorwed in... it was 50/50% win/loss even knowing whats going on... I'm not saying it was fun and "right" but it WAS in the game, and somehow zergs managed to live with that. Now, protoss is robbed of its core units/playstyles w/o any compensation. Or should i accept carriers as a substitute?
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Rofl if this patch goes through I'm 100% stopping this game. No point in playing a bad race ... blizz can't accept that only KR terrans are strong atm, it's like they agree that proxy oracles/pylon rush and 1 base ravagers rushes are legit skill-wise but WM are way too strong xD
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Yes, yes, please go back to WoL and just nerf Terran to the ground because literally ONE progamer can win most of his TvZs with Reapers! And TvP mine nerf? Really?
Because nerfing Terran is always the answer.
------------ Personally, I believe these changes are ridiculous or at least too extensive.
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Finally the corruptor buff I've always wanted.
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theyre still buffing hydras?
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On March 03 2017 22:04 TT1 wrote: theyre still buffing hydras? Yeah this is the "redesign" zerg players got teased with. Hurray!
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We already talked lengths about the WM nerf against chargelots and adepts and it´s still a horrendous change.Post lib nerf combined with more time to explore various openings the early tank pushes are becoming more and more of a rarity so that just puts us back to pre 3.8 TvP where protoss was slightly favoured but now we have nerfed libs and mines? Lategame it´s hard to say how things are yet, bc´s are stronger but the tempest AA is still a hard counter and carriers are way better. But getting there isn´t very easy.
Nerfing reaper grenades isnt a bad idea but im a bit baffled we don´t see it combined with something like a revert of the queen AA range or something else to open up more early game TvZ harras. Without reaper cheeses 2 minute 3 hatch with 60+ drones before units is extremely strong and there´s almost no way to stop it.
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Regarding ZvT, there's 2 more things that need to be looked into:
Autoturret behind mineral line: Seems pretty dumb that zerg has to pull a whole mineral line every 30 seconds because of 2 ravens and nothing can be done until they get spire. Also it can be used as a distraction to helion runby. Helion opening already gives terran the edge since it forces earlier units out for zerg, and terran can go fast third CC without worrying. Now with raven trading energy for drones and mining time, it might be too much.
1 base ravager: It's becoming popular fast and it seems pretty strong.
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On March 03 2017 22:14 xTJx wrote: and terran can go fast third CC without worrying. 1 base ravager: It's becoming popular fast and it seems pretty strong.
You´re essentially saying the opposite.
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On March 03 2017 22:26 TheKhyira wrote:Show nested quote +On March 03 2017 22:14 xTJx wrote: and terran can go fast third CC without worrying. 1 base ravager: It's becoming popular fast and it seems pretty strong. You´re essentially saying the opposite.
You know that reaper can scout right? I'm talking about 2 different scenarios.
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On March 03 2017 22:12 The_Red_Viper wrote:Yeah this is the "redesign" zerg players got teased with. Hurray!
After all Zerg buffs got reverted in 3.8, we finally get 10 more health for hydras!
Hurrah!
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What a lazy patch. Maybe ok for winrates but the gameplay is going to be yet further degraded. I mean this corruptor change, that's going to move Zv bio T towards Dark's corruptor style for sure, which is ok but not the ling bane muta vs bio games we all love to see. Hydra change isn't going to address the hard counters to hydras in the game, so whats weak against hydras will be even weaker being the only real change. ZvP is already so hard countery. Yet more adderall required to keep up with the yet further increased pace of the game.
This makes me so sad.
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On March 03 2017 22:57 Iksf wrote: What a lazy patch. Maybe ok for winrates but the gameplay is going to be yet further degraded. I mean this corruptor change, that's going to move Zv bio T towards Dark's corruptor style for sure, which is ok but not the ling bane muta vs bio games we all love to see. Hydra change isn't going to address the hard counters to hydras in the game, so whats weak against hydras will be even weaker being the only real change. ZvP is already so hard countery. Yet more adderall required to keep up with the yet further increased pace of the game.
This makes me so sad.
It is kinda hard to do any job with the most diversed community on earth so I'm not suprised
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Does anyone else find it stupid that Voidrays are faster than Vikings? And that soon even corruptors will be faster? What's the Viking good for? What does Terran now do vs Adept phoenix w/ Widows being nerfed? Why do I as a Terran do vs Adept Phoenix and Roach Hydra builds? It feels like even with tanks, the Zerg army will still just overwhelm me lol... The only good thing about this patch was the reaper nerf.
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Toss has a 54% winrate vs Terran in Code S. Why do we need a Mine nerf?
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From a viewer perspective of sc2 as an esport , anything that prevents repetetive early stomps are good. At the same time predictable drawn out stalemates are not good either, not an easy task to balance.
I really like the reaper grenade nerf. Not sure of the reason for corruptor nerf. Widow mine ... this have been a very strong terran tool in pvt and will probably cause upsets, (I'm however not a big fan of hidden units, be it mines, baneling bombs, burrowed infestor, dt, or cloaked stuff), this nerf probably need an adept nerf as well. I guess hydra hp buff is to help vs storm or slightly reduce the need of ling/roaches as buffer wall, not sure how vital the buff is.
Ps. someone mentioned gsl results and racial distribution, check here for accurate info, http://wiki.teamliquid.net/starcraft2/2017_Global_StarCraft_II_League_Season_1/Code_S Ds.
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LOTV: make everything faster...
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Is that Reaper change a joke? Its nerf to one player (byun) and maybe kelazhur and uthermal.
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Agreed!
On March 03 2017 19:19 opisska wrote: I am strictly against any increase of movement speed of any unit. Everything already moves like it was on crack and this inflation spiral is rolling over and over. If they want to change relative speeds of units, they should just lower the movement of everything else accordingly. If this goes on for a couple more years, everything will have instant teleport. The acceleration is fine, but movement speed is stupid.
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WM change maybe is not needed balance-wise in TvP but It still move in right direction imho. What is needed is nerf to Adept to compensate for WM nerf.
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Thank you Blizzard; I'm sure mech will now be viable after this patch.
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On March 03 2017 22:29 xTJx wrote:Show nested quote +On March 03 2017 22:26 TheKhyira wrote:On March 03 2017 22:14 xTJx wrote: and terran can go fast third CC without worrying. 1 base ravager: It's becoming popular fast and it seems pretty strong. You´re essentially saying the opposite. You know that reaper can scout right? I'm talking about 2 different scenarios.
Yeah sure because no matter what your opening is, once you scout 1 base ravager with reaper you can't lose to it ROFL
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Ridiculous T nerfs, don't think they are needed... Again destroy everything that is fun ...
so poor game design
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that's ridiculous to nerf widow mines, I am wondering if they are even watching games... Adepts phenix will be imba well done...
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On March 03 2017 23:26 royalroadweed wrote: Is that Reaper change a joke? Its nerf to one player (byun) and maybe kelazhur and uthermal.
SO TRUE.... And the players who does know use them has an insane micro. So that punish players who has real skill. That's ridiculous
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On March 04 2017 00:09 beefITek wrote: Ridiculous T nerfs, don't think they are needed... Again destroy everything that is fun ...
so poor game design
I agree 100%
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On March 03 2017 23:16 IMplying wrote: Toss has a 54% winrate vs Terran in Code S. Why do we need a Mine nerf?
We have already seen so many terrans destroyed by toss after the liberator patch. Why this new nerf ??????????????
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On March 04 2017 00:21 bObA wrote:Show nested quote +On March 03 2017 23:26 royalroadweed wrote: Is that Reaper change a joke? Its nerf to one player (byun) and maybe kelazhur and uthermal. SO TRUE.... And the players who does know use them have an insane micro. So that punish players who has real skill. That's ridiculous
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On March 04 2017 00:21 bObA wrote:Show nested quote +On March 03 2017 23:26 royalroadweed wrote: Is that Reaper change a joke? Its nerf to one player (byun) and maybe kelazhur and uthermal. SO TRUE.... And the players who does know use them has an insane micro. So that punishes players who have real skill. That's ridiculous
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Hopefully the mine nerf will open up the design space enough for them to buff another, less controversial Terran unit. The double nerf on both the Liberator and the mine might tip the winrates too much and maybe even into Protoss favor this time, but it was so heavily skewed in favor of Terran before that we'll see how it ends up turning out.
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I'm a 7 year Terran player, and I'm fine with the reaper nerf. I'm not fine with nerfing liberator, widow mines, and reapers within a couple of weeks and buffing corruptor at the same time. Terran just lost the only 1 base aggression option they have and late game is pretty brutal in TvZ when you don't have 300 apm to spread around. The problem TvZ vs. corruptor is that zerg can have 0 corruptors one minute and 12 or 15 the next. I'm not exactly going to be able to produce 16 vikings to catch up with that, and if I make them early to stay ahead then he just makes hydras instead and they're worthless. I'm hoping there's something else coming down the pipeline to help Terran, because this stuff is disheartening.
A part of the problem with this is that the design team seems to have spent considerably more time on making zerg cohesive, flexible, and powerful as a race prior to Legacy of the Void. Burrow move infestors, invincible nydus, hatchery ravagers, and single overlord drops are not imba in and of themselves but the entire race comes together for so many options. Meanwhile they make moves like this that drop the already limited terran options, especially in terms of early aggression, to nil. I do not want every TvZ to be terrans trying to keep zerg from taking that 4th base.
Now, rather than just complaining, here are some units that I think could use some help.
1. Ghost - perhaps add some kind of "building detonator" ability so that ghosts could sneak in a base and plant a bomb on a structure that does like 800 damage or something. Another option is to give it back lockdown or some kind of detection (aside from emp) ability, since terran has few consistent detection options.
2. Hellion/Hellbat - I think a hit point buff for hellions might be in order, maybe just make it to where the hellion has the same hit points as a hellbat. It certainly doesn't make sense to transform and have different hit points. If not this, maybe the hellbat could plant in the ground and gain armor like one of swann's fire turrets.
3. Thor - For Pete's sake, if you're going to require Thors for mech then make them cheaper, weaker, and faster to produce, or streamline the aoe air attack so that it's 4 missiles or something that always actually damage 4 targets. This unit has been terrible for literally 7 years and has gotten very little attention. At the very least that delay on its attack has got to go.
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"Trying" to get SC2 in better shape before SSL.
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...Terrans will never catch a break
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On March 04 2017 00:37 Ransomstarcraft wrote: I'm a 7 year Terran player, and I'm fine with the reaper nerf. I'm not fine with nerfing liberator, widow mines, and reapers within a couple of weeks and buffing corruptor at the same time. Terran just lost the only 1 base aggression option they have and late game is pretty brutal in TvZ when you don't have 300 apm to spread around. The problem TvZ vs. corruptor is that zerg can have 0 corruptors one minute and 12 or 15 the next. I'm not exactly going to be able to produce 16 vikings to catch up with that, and if I make them early to stay ahead then he just makes hydras instead and they're worthless. I'm hoping there's something else coming down the pipeline to help Terran, because this stuff is disheartening.
A part of the problem with this is that the design team seems to have spent considerably more time on making zerg cohesive, flexible, and powerful as a race prior to Legacy of the Void. Burrow move infestors, invincible nydus, hatchery ravagers, and single overlord drops are not imba in and of themselves but the entire race comes together for so many options. Meanwhile they make moves like this that drop the already limited terran options, especially in terms of early aggression, to nil. I do not want every TvZ to be terrans trying to keep zerg from taking that 4th base.
Now, rather than just complaining, here are some units that I think could use some help.
1. Ghost - perhaps add some kind of "building detonator" ability so that ghosts could sneak in a base and plant a bomb on a structure that does like 800 damage or something. Another option is to give it back lockdown or some kind of detection (aside from emp) ability, since terran has few consistent detection options.
2. Hellion/Hellbat - I think a hit point buff for hellions might be in order, maybe just make it to where the hellion has the same hit points as a hellbat. It certainly doesn't make sense to transform and have different hit points. If not this, maybe the hellbat could plant in the ground and gain armor like one of swann's fire turrets.
3. Thor - For Pete's sake, if you're going to require Thors for mech then make them cheaper, weaker, and faster to produce, or streamline the aoe air attack so that it's 4 missiles or something that always actually damage 4 targets. This unit has been terrible for literally 7 years and has gotten very little attention. At the very least that delay on its attack has got to go.
The mine nerf shouldn't be an issue in TvZ since it only affects shields.
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Wow this patch is a massive terran nerf, small buff for z corruptor and all i read is z and p whines? What the hell is going on here? Finally they changed reapers and now "its too late". Sure it is but should it have stayed like this? Can't you have one bit of gratitude towards a new patch? I play terran and i know there are hard times ahead for us. But these fixes were nessecary and open the possibility to refine other units in the next balance patches.
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I feel there was not enough time to test these changes. Especially the WM change so soon right after the Liberator change seems a little too ambitious....
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On March 03 2017 19:45 Ej_ wrote: Terran's dead lol.
To be fair, Blizzard let Terran get way too strong.
But this is too much, and will result in an imbalance in the other direction.
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113 Posts
Ron Burgundy: Brick, where did you get a hand grenade? Brick Tamland: I don't know.
Brick Tamland: [while coughing] Cough. Look over here. [spoken] Brick Tamland: Excuse me, Veronica? Veronica Corningstone: Yes? What is it, Brick? Brick Tamland: I would like to extend to you an invitation to the pants party. Veronica Corningstone: Excuse me? Brick Tamland: [struggling] The... party. With the... with the pants. Party with pants? Veronica Corningstone: Brick, are you saying that there's a party in your pants and that I'm invited? Brick Tamland: That's it. Veronica Corningstone: Did Brian tell you to say this, Brick? Brick Tamland: No. Yes. He did. Veronica Corningstone: Okay. No. I don't want to go to a party in your pants. Brick Tamland: Very well. Ian, would you like to go to a party in my pants? Ian: No, Brick. Brick Tamland: All right. Let's go. [runs off, there is a sound of crashing off screen] Brick Tamland: It's all right. I'm all right.
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finally a widow mine nerf :D
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On March 03 2017 19:15 Elentos wrote: I'm bewildered they're actually going to go through with the mine change so soon after the liberator nerf. same. This is bound to be a disaster for PvT. I'd be happy to be wrong but I could very well imagine a PvT at 60% for P.
Then again it should force an adept nerf, so if we have to go through one month of heavy imbalance to get those changes (after which the game will undeniably be sounder) I'm ok with it.
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Lotv so far has been a shit show imo. Tons of circlejerking around the same stupidly designed units like WM or adepts and making everything faster paced. Wol was in my eyes the best Iteration of SC2 so far and it was a lot slower than Lotv is now. Deciding the game with one doom drop or one huge ass cloud of Adepts is fucking retarded has little strategic depth and is boring af to watch. I feel like Sc2 generally emphasises mechanics way too much whereas strategic thinking gets severly limited by the fast paced nature of the game.
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That's the wrong reaper nerf, but any reaper nerf at all is welcome.
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On March 04 2017 00:47 jedi1982 wrote: ...Terrans will never catch a break Yeah, they were only horrendously OP for 3 months this time, instead of a whole year like before. The horror!
User was warned for this post
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I agree with most of these changes, besides the Hydra buff. I cannot even fathom a situation where Hydras are considered weak right now, they are the go to unit for most zergs already.
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On March 03 2017 23:19 PinoKotsBeer wrote: LOTV: make everything faster... Not only in LOTV. They ´ve done this in the past before. Which is wrong btw.
Hydra HP buff is wrong too I think. They are supposed to be damage dealers not Tanks.
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stop making everything faster please
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What was the point of buffing corruptor? Unit design just wrong and it's impossible to correct with buffs/nerfs of damage/speed.
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I agree with the widow mine change, but frankly the corruptor movement speed buff is just not necessary. Obviously the unit is bad but buffing it is not the answer. Phoenix range, carriers, vikings, void rays, off the top of my head all effectively hard counter corruptors, perhaps nerf the range on vikings down from 9, slow interceptor attack speed, remove void ray overcharge, give corruptors CORRUPTION BACK.
Increasing movement speed is just the wrong way to take the game. medivac boost is still the most broken ability in the entire game. The ability to instantly outrun every unit except for phoenixes and mutalisks (effectively making EXTREMELY POWERFUL drop harassment 100% safe) is fucking ridiculous.
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Terrans seem to forget about the double Protoss nerf in early Lotv :
- 1 less damage from adepts to not 2 shot SCVs (only worker who need 3 shots now) - Photon overcharge nerf (energy required from 25 to 50)
When the matchup wasn't as imbalanced as it was recently, Blizzard still did a double nerf in only one patch.
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All of this because they refused to let warping go, we could have had strong gateway units and no need for gimmick overcharge into gimmick openings.
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This topic have become dull, since it's been the same forever and nothing ever gets into the game. When will this go live or are we still at the discussing phase?
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On March 04 2017 03:36 nojok wrote: All of this because they refused to let warping go, we could have had strong gateway units and no need for gimmick overcharge into gimmick openings.
If enough of us made a fuss about this, I wonder if they'd change it. Maybe we the player base need to speak up.
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Nice change to widow mines. One-shotting probes was stupid.
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On March 03 2017 19:51 Topdoller wrote: Far to many negative nerfs to Terran recently, and making units even faster has always proved to be a bad thing, just look at Medivacs, Mutas and Oracles .
God these balance teams sucks so much, they are simply devoid of ideas on good gameplay
Really? A bad thing? None of those units have been changed in so long. I am not saying it definitely is a good thing but your examples are very weak.
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The Hydra and Widow nerf is good for unit composition diversity, but the changes to the Reaper (while welcome and absurdly long over due) isn't the right ones, this doesn't nerf 3 rax reaper in the way it needs to be nerfed, the problem is the grenades stacking.
Heres some more (possibly) sensible changes
1. Remove knock back entirely 2. Slow down regeneration 3. Remove KD8 and make it a mid game upgrade that gives the Reaper a "quality of life" boost past the early game, make it hit hard.
Reapers definitely need nerfs, figures you can't rely on this balance team for something elegant. Thank God the Hydralisk is finally getting a durability increase, it's needed one since WoL, 50 gas for 80 HP with super tanks on the field?
Far to many negative nerfs to Terran recently
Lol, this is a straight up falsity.
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On March 04 2017 03:59 Shield wrote: Nice change to widow mines. One-shotting probes was stupid.
...they still one shot probes
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On March 04 2017 03:21 Snarosc wrote: Terrans seem to forget about the double Protoss nerf in early Lotv :
- 1 less damage from adepts to not 2 shot SCVs (only worker who need 3 shots now) - Photon overcharge nerf (energy required from 25 to 50)
When the matchup wasn't as imbalanced as it was recently, Blizzard still did a double nerf in only one patch.
2 shot scv was imbalanced and imagine 25 energy pylon rush lol
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yei maybe people can win pvt again. doubt its enough but there is hope.
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On March 04 2017 04:07 SCHWARZENEGGER wrote:Show nested quote +On March 04 2017 03:21 Snarosc wrote: Terrans seem to forget about the double Protoss nerf in early Lotv :
- 1 less damage from adepts to not 2 shot SCVs (only worker who need 3 shots now) - Photon overcharge nerf (energy required from 25 to 50)
When the matchup wasn't as imbalanced as it was recently, Blizzard still did a double nerf in only one patch. 2 shot scv was imbalanced and imagine 25 energy pylon rush lol when we look back we will look at the current period we're in and call it imbalanced, but seems everyone is too scared to say anything. It's easier to say in hindsight.
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On March 03 2017 20:54 insitelol wrote: So, assuming PvZ (on the Ground) was pretty much equal in HOTS, we ended up with the following in LoTV (compared to HotS):
Protoss. Colossi - nerfed to the ground, not worth its price and plain unusable. Sentry and Stalker - indirectly nerfed by introducing a ravager and lurker. Zealot - regardless of a mediocre buff, hardcountered by baneling. Adept - a unit that can't be used outside of allins/initial harass and is pretty much a protoss version of hellion for pvz. Nerfed numerous times after the release. Tbh the only unit that prevents zerg from having a 95% winrate in the MU. Disruptor - don't even mention that piece of trash.
Meanwhile, zerg: Ravager - a tier 1 unit that competely shuts down ANY protoss allin, opens a huge variety of allins for zerg, can be used on any stage of the game, vs any unit composition (even vs air), allows zerg to steamroll protoss tier 3 ground armies in the mix with banelings. Baneling - got an HP buff, and with colosi completely gone makes zealots/adepts completely worthless starting from midgame. Hydra - got a speed buff, HP buff, upgrades combined, and with colosi completely gone makes all other protoss ground units completely worthless on any stage of the game. Lurker - Not as threatening but allows a whole new playstyle for a zerg. SH - unit that stays in the game for the unknown reason and which true potential i believe is yet to be fully discovered, costs like a roach, moves like a speedling, evaporates nexuses in a blink of an eye.
So, In HotS, protoss relied on either colosi or sentry-stalker play. And zerg somehow managed to have a 50% rate vs that. In LotV both these styles are extinct due to ravager/colosi nerf. So protoss is left with severely nerfed ground army vs newly introduced zerg units and old zerg units significantly buffed. How does that make any fcking sense is mystery to me.
Now, you can whine about Carriers.
Stalkers are really good vs ravager when they get blink. And a void ray all in will wreck a ravager opening, in fact ravagers are really not good against air unless they are complimented with infestors. Disruptors are really good vs ravager/lurker/roach/hydra builds too. Banelings are only as cost efficient as the different in micro skill between the two players. If the protoss is good at splitting, banelings lose a lot of value quickly. It sounds more like you're either not trying different strategies, or your not giving one strong strategy enough practice. Zerg is very beatable as toss.
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On March 03 2017 20:09 pvsnp wrote: So....how is Terran supposed to deal with Adept/Phoenix? It's stupidly strong in the early game, and widow mines are the only thing keeping it close to balanced. Anticipating a lot of Terran outcry over this one.
Not to mention, I fully expect the Corruptor buff to have little to no effect on skytoss while likely boosting Ling-Bane-Corruptor and destabilizing the delicate TvZ balance.
Literally the only good idea here is the reaper grenade nerf. The most imbalanced matchup according to Aligulac (latest period) is PvZ at 53%. There's 2 Protoss, 1 Terran, 1 Zerg in the GSL semis. Yes, Aligulac is obviously flawed. Yes, IEM has so far favored Terran. But and there were just as many Protoss players as Terran in the Ro24 and Adept/Phoenix is a strong build as it is.
Why the hell does Blizzard think this is a good idea?
Even a single thor can really help immensely against a flock of phoenix. Widow mines still kill adepts in one hit so if you can keep up with supply with a good bio army and get at least a few mine hits, then you should be fine.
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On March 04 2017 03:21 Snarosc wrote: Terrans seem to forget about the double Protoss nerf in early Lotv :
- 1 less damage from adepts to not 2 shot SCVs (only worker who need 3 shots now) - Photon overcharge nerf (energy required from 25 to 50)
When the matchup wasn't as imbalanced as it was recently, Blizzard still did a double nerf in only one patch.
Lol the matchup was broken as fuck back then
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If Ryung loses in the GSL Ro4 again he can type out IMBA IMBA IMBA again just like old times
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On March 04 2017 04:07 Exquisite7 wrote:Show nested quote +On March 04 2017 03:59 Shield wrote: Nice change to widow mines. One-shotting probes was stupid. ...they still one shot probes
I thought this change was enough:
-Splash damage +shield bonus reduced from +40 to +25.
Then again, I don't remember widow mine's non-bonus damage. It's stupid if probes are still one shot.
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On March 04 2017 04:54 Shield wrote:Show nested quote +On March 04 2017 04:07 Exquisite7 wrote:On March 04 2017 03:59 Shield wrote: Nice change to widow mines. One-shotting probes was stupid. ...they still one shot probes I thought this change was enough: -Splash damage +shield bonus reduced from +40 to +25. Then again, I don't remember widow mine's non-bonus damage. It's stupid if probes are still one shot. The base splash is enough to one-shot probes and drones. If it did less splash than that it'd be a terrible unit.
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Im surprised more people arent mentioning the v-sync bug thats been in the game for a month now.
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I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
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cool with the reaper nerf everything else seems kinda bad imo hydras seem fine corruptors are already tanky and now move faster so they can get in and out of fight better now idk. and the mine nerf was fine no need to nerf splash.
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On March 04 2017 05:19 MockHamill wrote: I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
Maybe because mech is a playstyle that encourages players to turtle on three bases until they build an unbeatable army, something they have been trying to eliminate with the LotV economy model.
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On March 04 2017 03:45 ejozl wrote: This topic have become dull, since it's been the same forever and nothing ever gets into the game. When will this go live or are we still at the discussing phase? I'm guessing they'll release this with patch 3.11, which seems to be coming very soon. I speculate that it'll even hit as early as this coming Tuesday or the one after. Blizzard just released a couple blog posts about the patch's features, namely a new co-op map and bundles for the existing cosmetics,announcers, and co-op commanders.
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On March 04 2017 05:30 Solar424 wrote:Show nested quote +On March 04 2017 05:19 MockHamill wrote: I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
Maybe because mech is a playstyle that encourages players to turtle on three bases until they build an unbeatable army, something they have been trying to eliminate with the LotV economy model. Yes thats why we see players like Gumiho and Ryung doing tvz mech at IEM, because they are just sitting there to collect a "free win". Yes some mech players just turtle hardcore, but many of them dont want to play like that. With the upcoming patch it will force the mech player to turtle more instead of being active. TVZ mech: old cyclone hellions were great combination and was nice interactions for both sides. Current cyclone hellion? you a-move and hope for the best, because if you get caught offguard you lose them anyway and there is nothing you can do. The old cyclone was even useful vs broodlords. Now the meta is more speed banshees. With this patch it will be even harder to do anything vs zerg or being active at all. Hellions should be the counter to hydra's, but they have become so good that hellions arent the counter anymore but just a unit. SH just kills mech straight up, just like we have seen in the mech games with Snute. Did his opponent turtle? no they were active non stop. Blizzard made protoss a lot more active in lotv by giving it the adept and disruptor, mech is "protoss hots" in Lotv, it has to stay as 1 big ball or its often too weak to do something.
But the general idea is: mech = turtle, so l2p bio. I guess people love to play only vs bio playstyle, dont want to scout , dont want to see diversity because that pulls them out of their comfort zone and you cant do simply a mindless buildorder but have to adept and maybe think out of the box to get a win.
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Reaper nerf is welcome.
If you want to quickly nerf Terran twice without waiting for feedback then I expect the same for the Phoenix+Adept situation.
I will watch competitions and streams for the next 4 weeks and if no one can find an answer to Phoenix+Adept, and if Blizz ignore it, then I will bow out of SC2, probably with a bunch of other Terrans.
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So, what I've gathered from reading through the comments is that: • about 1 post in 5 is directly mentioning that speed buffs are bad. Quite a few are saying that a general speed nerf wouldn't be bad. • a nerf to the reaper is needed, but increasing cooldown is not a good way to nerf the reaper. Only a couple of posters have come with suggestions for how to nerf the reaper , though. • about 1 post in 10 asks for a nerf to the adept. This nerf is to balance TvP since the widowmine nerf makes pheonix adept much stronger. • a few posters are against the widowmine nerf, but they seem to be neglectable minority. • some are chering the hydra buff, others are cursing it. • some posters argue that the corruptor buff will affect ZvT way more than ZvP. The buff won't help much vs the golden armada, but will help vs terran bio and medivac • a few posters say that terran mech has been nerfed in many small steps and ask for a change. • a not uncommon opinion seems to be "less gimmicks and speed, more strategy" • several posters say that this patch is a general terran nerf and that PvZ is relatively unaffected.
I have probably missed a lot, but I wanted to make a summary just to clarify for myself and anyone interested.
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On March 03 2017 19:51 Topdoller wrote: Far to many negative nerfs to Terran recently, and making units even faster has always proved to be a bad thing, just look at Medivacs, Mutas and Oracles .
God these balance teams sucks so much, they are simply devoid of ideas on good gameplay
I love how you say making things fast is bad and then use 3 units that really gained a lot of valuable gameplay and micro potential through their speed.
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On March 04 2017 05:49 PinoKotsBeer wrote:Show nested quote +On March 04 2017 05:30 Solar424 wrote:On March 04 2017 05:19 MockHamill wrote: I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
Maybe because mech is a playstyle that encourages players to turtle on three bases until they build an unbeatable army, something they have been trying to eliminate with the LotV economy model. Yes thats why we see players like Gumiho and Ryung doing tvz mech at IEM, because they are just sitting there to collect a "free win". Yes some mech players just turtle hardcore, but many of them dont want to play like that. With the upcoming patch it will force the mech player to turtle more instead of being active. TVZ mech: old cyclone hellions were great combination and was nice interactions for both sides. Current cyclone hellion? you a-move and hope for the best, because if you get caught offguard you lose them anyway and there is nothing you can do. The old cyclone was even useful vs broodlords. Now the meta is more speed banshees. With this patch it will be even harder to do anything vs zerg or being active at all. Hellions should be the counter to hydra's, but they have become so good that hellions arent the counter anymore but just a unit. SH just kills mech straight up, just like we have seen in the mech games with Snute. Did his opponent turtle? no they were active non stop. Blizzard made protoss a lot more active in lotv by giving it the adept and disruptor, mech is "protoss hots" in Lotv, it has to stay as 1 big ball or its often too weak to do something. But the general idea is: mech = turtle, so l2p bio. I guess people love to play only vs bio playstyle, dont want to scout , dont want to see diversity because that pulls them out of their comfort zone and you cant do simply a mindless buildorder but have to adept and maybe think out of the box to get a win. Yes, bu the mech people want to be viable is the "turtle to victory" sort. It's the main reason why tanks got buffed, which didn't help mech, it just made TvP horribly broken.
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On March 04 2017 06:27 JuanDi wrote:Show nested quote +On March 03 2017 19:51 Topdoller wrote: Far to many negative nerfs to Terran recently, and making units even faster has always proved to be a bad thing, just look at Medivacs, Mutas and Oracles .
God these balance teams sucks so much, they are simply devoid of ideas on good gameplay I love how you say making things fast is bad and then use 3 units that really gained a lot of valuable gameplay and micro potential through their speed.
I also think that the Medivac did gain a lot from the speed boost, gameplay wise. I love that the unit can be boosted for a little while, but is not permanently fast. Perhaps it is permanent speed that is the issue, with the Medivac you have to choose when to engage thrusters, and if you do it at the wrong time it can be costly.
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Very good patch! I think if you hate this patch you are just a mad Terran.
I don't get how people use two or three gsl series as proof that "patches should not go through, X is going to suck now".
I hope they look at the raven's auto turret damage output next. It's nice to see it get used but seeing energy trading for tanks, or killing 4-6 workers per turret is annoying.
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On March 04 2017 06:30 Solar424 wrote:Show nested quote +On March 04 2017 05:49 PinoKotsBeer wrote:On March 04 2017 05:30 Solar424 wrote:On March 04 2017 05:19 MockHamill wrote: I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
Maybe because mech is a playstyle that encourages players to turtle on three bases until they build an unbeatable army, something they have been trying to eliminate with the LotV economy model. Yes thats why we see players like Gumiho and Ryung doing tvz mech at IEM, because they are just sitting there to collect a "free win". Yes some mech players just turtle hardcore, but many of them dont want to play like that. With the upcoming patch it will force the mech player to turtle more instead of being active. TVZ mech: old cyclone hellions were great combination and was nice interactions for both sides. Current cyclone hellion? you a-move and hope for the best, because if you get caught offguard you lose them anyway and there is nothing you can do. The old cyclone was even useful vs broodlords. Now the meta is more speed banshees. With this patch it will be even harder to do anything vs zerg or being active at all. Hellions should be the counter to hydra's, but they have become so good that hellions arent the counter anymore but just a unit. SH just kills mech straight up, just like we have seen in the mech games with Snute. Did his opponent turtle? no they were active non stop. Blizzard made protoss a lot more active in lotv by giving it the adept and disruptor, mech is "protoss hots" in Lotv, it has to stay as 1 big ball or its often too weak to do something. But the general idea is: mech = turtle, so l2p bio. I guess people love to play only vs bio playstyle, dont want to scout , dont want to see diversity because that pulls them out of their comfort zone and you cant do simply a mindless buildorder but have to adept and maybe think out of the box to get a win. Yes, bu the mech people want to be viable is the "turtle to victory" sort. It's the main reason why tanks got buffed, which didn't help mech, it just made TvP horribly broken. I heard that about Tankivacs as well that they were broken. But no, tanks didnt got buffed because people want to turtle. As a terran player i would love to see liberator range to be removed since there is no ground proper counter play to it. You need a lot of ground units that can shoot up or forced to go into air. Stuff like that isnt fun to play against. Same with the current raven. The game would be a lot more fun without toxic units. Imbalance in stats is "okay" but some of the unit designs are not "okay". Mech doesnt need all that much adjustments, its stuff like a "retarded" Thor AI, shooting an overlord instead of lings. etc.
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On March 04 2017 06:44 PinoKotsBeer wrote: As a terran player i would love to see liberator range to be removed since there is no ground counter play to it. You need a lot of ground units that can shoot up or forced to go into air. Stuff like that isnt fun to play against. Same with the current raven. The game would be a lot more fun without toxic units. Imbalance in stats is "okay" but some of the unit designs are not "okay".
Honestly, the focus on "not disturbing the Pro-scene" along with the idea that this game is already "finished" / "well-designed" is what has hurt 1v1 SC2 the most. Yeah, maybe RTS isn't ever going to be the most popular genre, but if the games we do have aren't enjoyable, exciting, and well-designed first, then there will never be any incentive for more games.
I won't go into too much detail, but I'll post the most-obvious design holes here that Blizzard either hasn't addressed or has addressed unsatisfactorily:
Terran * Factory-based compositions are a very poor second to Barracks based compositions. Based solely upon upgrades and production Terran isn't designed to have factory units as just support.
Zerg * Spell casting unit options are poor. Most games have 0 spell casting units involved. Somewhat conversely, anti-caster options are poor as well for zerg.
Protoss * Basic units (units produced from the gateway before warp gate finishes) scale very poorly. While they all have significant power plateaus in the early-game, these level off immediately and then fall off a sharp cliff as the opponents' basic units continue to gain power. This forces Protoss into tech-reliant play in every game and leads to all the problems with balancing this race.
Without addressing these basic design holes, Blizzard will continue to have problems with the direction of the game.
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Does this mean a widow mine no longer one shots an Oracle? Isn't that quite a big deal? I haven't seen it mentioned.
I actually voted for the mine buff in the TL poll, but this didn't occur to me at the time.
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I really don't think the adept nerf that would help both PvZ and PvT post-mine nerf has to be huge. Like, a slight health reduction, a nerf to the upgrade efficiency, or removal of the possibility to cancel shades (ok, that nerf would be rather big, but I think this would be a wise move that would make adepts still quite mobile but a lot less abusable ; if you shade, you'll commit somewhere. Could go along with restoring shade vision). But I'm quite positive it would make for a better game overall - even as far as PvP is concerned.
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On March 04 2017 07:19 Justinian wrote: Does this mean a widow mine no longer one shots an Oracle? Isn't that quite a big deal? I haven't seen it mentioned.
I actually voted for the mine buff in the TL poll, but this didn't occur to me at the time. It's only on the splash. Single target is the same. So it one-shots singular oracles but not entire groups of sentries.
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Don't like the movement speed buff on corruptor. Other buffs towards it seem interesting.
Personally, I've always wanted to see the corruptor redesigned into more of a T3 debuff/tank unit that's entirely committed to AA similar to the devourer from BW.
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On March 04 2017 05:49 PinoKotsBeer wrote:Show nested quote +On March 04 2017 05:30 Solar424 wrote:On March 04 2017 05:19 MockHamill wrote: I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
Maybe because mech is a playstyle that encourages players to turtle on three bases until they build an unbeatable army, something they have been trying to eliminate with the LotV economy model. Yes thats why we see players like Gumiho and Ryung doing tvz mech at IEM, because they are just sitting there to collect a "free win". Yes some mech players just turtle hardcore, but many of them dont want to play like that. With the upcoming patch it will force the mech player to turtle more instead of being active. TVZ mech: old cyclone hellions were great combination and was nice interactions for both sides. Current cyclone hellion? you a-move and hope for the best, because if you get caught offguard you lose them anyway and there is nothing you can do. The old cyclone was even useful vs broodlords. Now the meta is more speed banshees. With this patch it will be even harder to do anything vs zerg or being active at all. Hellions should be the counter to hydra's, but they have become so good that hellions arent the counter anymore but just a unit. SH just kills mech straight up, just like we have seen in the mech games with Snute. Did his opponent turtle? no they were active non stop. Blizzard made protoss a lot more active in lotv by giving it the adept and disruptor, mech is "protoss hots" in Lotv, it has to stay as 1 big ball or its often too weak to do something. But the general idea is: mech = turtle, so l2p bio. I guess people love to play only vs bio playstyle, dont want to scout , dont want to see diversity because that pulls them out of their comfort zone and you cant do simply a mindless buildorder but have to adept and maybe think out of the box to get a win. When zerg, scouts, and perfectly adapt to the mech composition, do mech players say ? " well played"
No it's just : "OMG mech so weak" and they ask to remove the counter zerg has...
Like it's easy to handle the cyclon/hellion, we've lost plenty of games trying to handle but finally we've learned to deal with.
But mech player keep spamming it and we beat them, they ask on balance discussion to nerf the counter we have in order we can't beat their style anymore...
That's why we say mech players only want a deathball, they never propose an interaction where the other has 50% chance of winning, it all about mech units having no weakness.
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On March 04 2017 09:34 Tyrhanius wrote:Show nested quote +On March 04 2017 05:49 PinoKotsBeer wrote:On March 04 2017 05:30 Solar424 wrote:On March 04 2017 05:19 MockHamill wrote: I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
Maybe because mech is a playstyle that encourages players to turtle on three bases until they build an unbeatable army, something they have been trying to eliminate with the LotV economy model. Yes thats why we see players like Gumiho and Ryung doing tvz mech at IEM, because they are just sitting there to collect a "free win". Yes some mech players just turtle hardcore, but many of them dont want to play like that. With the upcoming patch it will force the mech player to turtle more instead of being active. TVZ mech: old cyclone hellions were great combination and was nice interactions for both sides. Current cyclone hellion? you a-move and hope for the best, because if you get caught offguard you lose them anyway and there is nothing you can do. The old cyclone was even useful vs broodlords. Now the meta is more speed banshees. With this patch it will be even harder to do anything vs zerg or being active at all. Hellions should be the counter to hydra's, but they have become so good that hellions arent the counter anymore but just a unit. SH just kills mech straight up, just like we have seen in the mech games with Snute. Did his opponent turtle? no they were active non stop. Blizzard made protoss a lot more active in lotv by giving it the adept and disruptor, mech is "protoss hots" in Lotv, it has to stay as 1 big ball or its often too weak to do something. But the general idea is: mech = turtle, so l2p bio. I guess people love to play only vs bio playstyle, dont want to scout , dont want to see diversity because that pulls them out of their comfort zone and you cant do simply a mindless buildorder but have to adept and maybe think out of the box to get a win. When zerg, scouts, and perfectly adapt to the mech composition, do mech players say ? " well played" No it's just : "OMG mech so weak" and they ask to remove the counter zerg has... Not sure, i dont know all mech players and their communication skill. Do "ALL" zergs say well played? see, what i did? 
Like it's easy to handle the cyclon/hellion, we've lost plenty of games trying to handle but finally we've learned to deal with.
Thats a good thing, because both sides should scout and adjust. imho thats the part of the game. And there are many many examples for every race. But that wasnt the point. The point was that the OLD cyclone with hellion had a better interaction for BOTH players and was more useful (and didnt fuck up tvt).
But mech player keep spamming it and we beat them, they ask on balance discussion to nerf the counter we have in order we can't beat their style anymore...
That's why we say mech players only want a deathball, they never propose an interaction where the other has 50% chance of winning, it all about mech units having no weakness.
Saying "all mech players" isnt helping, its non stop parochialism. There are plenty of good suggestions been posted, including nerfs for ravens/liberators etc. But i guess its like a discussion on religion, people will never agree/find a compromise.
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On March 04 2017 06:30 Solar424 wrote:Show nested quote +On March 04 2017 05:49 PinoKotsBeer wrote:On March 04 2017 05:30 Solar424 wrote:On March 04 2017 05:19 MockHamill wrote: I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
Maybe because mech is a playstyle that encourages players to turtle on three bases until they build an unbeatable army, something they have been trying to eliminate with the LotV economy model. Yes thats why we see players like Gumiho and Ryung doing tvz mech at IEM, because they are just sitting there to collect a "free win". Yes some mech players just turtle hardcore, but many of them dont want to play like that. With the upcoming patch it will force the mech player to turtle more instead of being active. TVZ mech: old cyclone hellions were great combination and was nice interactions for both sides. Current cyclone hellion? you a-move and hope for the best, because if you get caught offguard you lose them anyway and there is nothing you can do. The old cyclone was even useful vs broodlords. Now the meta is more speed banshees. With this patch it will be even harder to do anything vs zerg or being active at all. Hellions should be the counter to hydra's, but they have become so good that hellions arent the counter anymore but just a unit. SH just kills mech straight up, just like we have seen in the mech games with Snute. Did his opponent turtle? no they were active non stop. Blizzard made protoss a lot more active in lotv by giving it the adept and disruptor, mech is "protoss hots" in Lotv, it has to stay as 1 big ball or its often too weak to do something. But the general idea is: mech = turtle, so l2p bio. I guess people love to play only vs bio playstyle, dont want to scout , dont want to see diversity because that pulls them out of their comfort zone and you cant do simply a mindless buildorder but have to adept and maybe think out of the box to get a win. Yes, bu the mech people want to be viable is the "turtle to victory" sort. It's the main reason why tanks got buffed, which didn't help mech, it just made TvP horribly broken.
I do not think there's a single player on planet earth that wants only turtle mech to be viable. It's fine if it is, but people since WOL launch have asked for mech to be made viable that can move out on the map.
The problem persists in that they refuse to give mech a factory AA unit like the goliath, and they then made terrible changes like making cyclones WORSE against air, and now nerfing mines more vs P, buffing swarmhost, etc.
They've consistently made mech worse patch after patch, expansion after expansion. If you look through patch notes you'll find all the mech nerfs that are done, and any time there is a "mech buff" check the patch notes - for every miniscule mech "buff" there's 5 things Z/P get buffed at the same time that hard counters mech, making mech even worse than it originally started before that patch LOL.
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Doubling the cooldown of reaper ability, are they looney? Yeah add three seconds or something of that nature to make multiple rax reaper openings less painful but you're just taking that unit and nerfing it into the ground unnecessarily. Widow mine nerf is also a bad idea. Oracles 160, kill less than 8 marines, mine now 150. Unless oracles are simultaneously nerfed, this makes no sense. Future TvP failboating and reverting the change will come.
Corruptor change is fine to counter pesky move and shoot attacks.
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Totally agree with the widow mine nerf, was a band-aid solution in the first place and a nerf has been long overdue. Bunch of terrans getting their panties in a bunch in this thread.
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On March 04 2017 06:30 Solar424 wrote:Show nested quote +On March 04 2017 05:49 PinoKotsBeer wrote:On March 04 2017 05:30 Solar424 wrote:On March 04 2017 05:19 MockHamill wrote: I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
Maybe because mech is a playstyle that encourages players to turtle on three bases until they build an unbeatable army, something they have been trying to eliminate with the LotV economy model. Yes thats why we see players like Gumiho and Ryung doing tvz mech at IEM, because they are just sitting there to collect a "free win". Yes some mech players just turtle hardcore, but many of them dont want to play like that. With the upcoming patch it will force the mech player to turtle more instead of being active. TVZ mech: old cyclone hellions were great combination and was nice interactions for both sides. Current cyclone hellion? you a-move and hope for the best, because if you get caught offguard you lose them anyway and there is nothing you can do. The old cyclone was even useful vs broodlords. Now the meta is more speed banshees. With this patch it will be even harder to do anything vs zerg or being active at all. Hellions should be the counter to hydra's, but they have become so good that hellions arent the counter anymore but just a unit. SH just kills mech straight up, just like we have seen in the mech games with Snute. Did his opponent turtle? no they were active non stop. Blizzard made protoss a lot more active in lotv by giving it the adept and disruptor, mech is "protoss hots" in Lotv, it has to stay as 1 big ball or its often too weak to do something. But the general idea is: mech = turtle, so l2p bio. I guess people love to play only vs bio playstyle, dont want to scout , dont want to see diversity because that pulls them out of their comfort zone and you cant do simply a mindless buildorder but have to adept and maybe think out of the box to get a win. Yes, bu the mech people want to be viable is the "turtle to victory" sort. It's the main reason why tanks got buffed, which didn't help mech, it just made TvP horribly broken.
Yet mech players have been saying that nerfing the raven (why the fuck did they even buffed them againt in the first place?) and the BC (wich are pretty strong since the cooldown changes) are pretty okay changes.
If we only asked for turtle mech we wouldn't ask for a better AA on the cyclone or a nerf/change to SH all of wich only affect mid game mech and have no effect on turtle mech (wich has mass air AA and the main counter as the viper rather than the SH).
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On March 04 2017 10:30 Danglars wrote: Doubling the cooldown of reaper ability, are they looney? Yeah add three seconds or something of that nature to make multiple rax reaper openings less painful but you're just taking that unit and nerfing it into the ground unnecessarily. Widow mine nerf is also a bad idea. Oracles 160, kill less than 8 marines, mine now 150. Unless oracles are simultaneously nerfed, this makes no sense. Future TvP failboating and reverting the change will come.
Corruptor change is fine to counter pesky move and shoot attacks.
Mine still one shot oracle. It's the splash that got nerfed.
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On March 04 2017 09:34 Tyrhanius wrote:Show nested quote +On March 04 2017 05:49 PinoKotsBeer wrote:On March 04 2017 05:30 Solar424 wrote:On March 04 2017 05:19 MockHamill wrote: I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
Maybe because mech is a playstyle that encourages players to turtle on three bases until they build an unbeatable army, something they have been trying to eliminate with the LotV economy model. Yes thats why we see players like Gumiho and Ryung doing tvz mech at IEM, because they are just sitting there to collect a "free win". Yes some mech players just turtle hardcore, but many of them dont want to play like that. With the upcoming patch it will force the mech player to turtle more instead of being active. TVZ mech: old cyclone hellions were great combination and was nice interactions for both sides. Current cyclone hellion? you a-move and hope for the best, because if you get caught offguard you lose them anyway and there is nothing you can do. The old cyclone was even useful vs broodlords. Now the meta is more speed banshees. With this patch it will be even harder to do anything vs zerg or being active at all. Hellions should be the counter to hydra's, but they have become so good that hellions arent the counter anymore but just a unit. SH just kills mech straight up, just like we have seen in the mech games with Snute. Did his opponent turtle? no they were active non stop. Blizzard made protoss a lot more active in lotv by giving it the adept and disruptor, mech is "protoss hots" in Lotv, it has to stay as 1 big ball or its often too weak to do something. But the general idea is: mech = turtle, so l2p bio. I guess people love to play only vs bio playstyle, dont want to scout , dont want to see diversity because that pulls them out of their comfort zone and you cant do simply a mindless buildorder but have to adept and maybe think out of the box to get a win. When zerg, scouts, and perfectly adapt to the mech composition, do mech players say ? " well played" No it's just : "OMG mech so weak" and they ask to remove the counter zerg has... Like it's easy to handle the cyclon/hellion, we've lost plenty of games trying to handle but finally we've learned to deal with. But mech player keep spamming it and we beat them, they ask on balance discussion to nerf the counter we have in order we can't beat their style anymore... That's why we say mech players only want a deathball, they never propose an interaction where the other has 50% chance of winning, it all about mech units having no weakness.
And this is why i say they're just the feminists of SC2. Every single balance thread it is: "we're being opressed and mech is not viable." Meanwhile high level players have been trying banshees and other mech styles that work well, just watch some GM zerg streams.
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Hydra 90 health....always mass hydra ............
Reduce power windowmines is correct WM = no skill
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On March 03 2017 19:19 opisska wrote: I am strictly against any increase of movement speed of any unit. Everything already moves like it was on crack and this inflation spiral is rolling over and over. If they want to change relative speeds of units, they should just lower the movement of everything else accordingly. If this goes on for a couple more years, everything will have instant teleport. The acceleration is fine, but movement speed is stupid. I don't mind personally, but let's talk about alternatives.
You know that you can't lower the speed of everything, as it'll mess with any interaction between units of different range. You'd have to rebalance the entire game from WoL alpha stage. Not viable option at this stage.
What you could do though, is to just lower the overall game speed by like 5% or 10%. It'd mostly not change balance (it'd be a small buff to micro and multi-task heavy builds, which I guess is good?), so could be rolled out without too much effort from developers. I personally don't really see the need, but maybe it'd address your issue better than move speed changes?
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The amount of Terrans crying in this threat, must suck that their free win match-up turns back into somewhat of an effort. And with the adept phoenix, just wall off and get a tank. Adept phoenix completely falls off in the midgame, you're going to be fine. Just no longer any instant free wins because a protoss reacted slightly too late to a random dropping of 2 mines in his mineral line.
Seriously the amount of protoss in some of the leagues fell under 25%... because playing PvT felt more like flaying yourself than having fun in a video-game.
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Terran is 40-15 so far in IEM TvP, might as well at least try out the mine nerf. It's not like Blizzard never reverse changes.
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This may be a little unrelated to this particular thread, but does anyone else find the Thor's High Impact Payload (the single target anti-armor anti-air attack) to be a little underwhelming?
Now I don't know if Thors (with some support) are supposed to be an answer to air units, but if they are, I feel like they under perform versus Protoss air units.
Hydralisk buff I don't think will be too big of an issue versus mech, but I don't play at the professional level so maybe I'm talking nonsense. I could see the Hellion-Hydralisk interacting a little bit by this change, but in my experience tanks do a pretty good job of chewing through Hydralisks that I doubt that Hydralisks will become a cost-efficient solution to tanks. Obviously there's going to be a lot of other units in those interactions but I think my point still stands.
Again I'd like to stress that I don't play at the highest level to take my opinions with a grain of salt.
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On March 04 2017 12:17 Cascade wrote:Show nested quote +On March 03 2017 19:19 opisska wrote: I am strictly against any increase of movement speed of any unit. Everything already moves like it was on crack and this inflation spiral is rolling over and over. If they want to change relative speeds of units, they should just lower the movement of everything else accordingly. If this goes on for a couple more years, everything will have instant teleport. The acceleration is fine, but movement speed is stupid. I don't mind personally, but let's talk about alternatives. You know that you can't lower the speed of everything, as it'll mess with any interaction between units of different range. You'd have to rebalance the entire game from WoL alpha stage. Not viable option at this stage. What you could do though, is to just lower the overall game speed by like 5% or 10%. It'd mostly not change balance (it'd be a small buff to micro and multi-task heavy builds, which I guess is good?), so could be rolled out without too much effort from developers. I personally don't really see the need, but maybe it'd address your issue better than move speed changes?
Sure, that's just a more thought-out version I see that changing movespeed and keeping weapon cooldowns changes unit interactions, so yeah, slow down everything a notch and then you can increase movespeeds of selected units.
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On March 04 2017 12:27 AvonMexicola wrote: The amount of Terrans crying in this threat, must suck that their free win match-up turns back into somewhat of an effort. And with the adept phoenix, just wall off and get a tank. Adept phoenix completely falls off in the midgame, you're going to be fine. Just no longer any instant free wins because a protoss reacted slightly too late to a random dropping of 2 mines in his mineral line.
Seriously the amount of protoss in some of the leagues fell under 25%... because playing PvT felt more like flaying yourself than having fun in a video-game. The thing is this "nerf" won't anything, noone will ever notice that. Still one-shotting oracles/stalkers etc, oblitirating probe lines.
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On March 04 2017 12:27 AvonMexicola wrote: The amount of Terrans crying in this threat, must suck that their free win match-up turns back into somewhat of an effort. And with the adept phoenix, just wall off and get a tank. Adept phoenix completely falls off in the midgame, you're going to be fine. Just no longer any instant free wins because a protoss reacted slightly too late to a random dropping of 2 mines in his mineral line.
Seriously the amount of protoss in some of the leagues fell under 25%... because playing PvT felt more like flaying yourself than having fun in a video-game.
tank vs phoenix haha, try all races before you say something
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On March 04 2017 17:34 SCHWARZENEGGER wrote:Show nested quote +On March 04 2017 12:27 AvonMexicola wrote: The amount of Terrans crying in this threat, must suck that their free win match-up turns back into somewhat of an effort. And with the adept phoenix, just wall off and get a tank. Adept phoenix completely falls off in the midgame, you're going to be fine. Just no longer any instant free wins because a protoss reacted slightly too late to a random dropping of 2 mines in his mineral line.
Seriously the amount of protoss in some of the leagues fell under 25%... because playing PvT felt more like flaying yourself than having fun in a video-game. tank vs phoenix haha, try all races before you say something
Hypothetical patch note:
When lifted, tanks are able to target and attack air units. Thors also get a "saddle upgrade" (baller, 2010). Game is fixed.
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On March 04 2017 10:08 PinoKotsBeer wrote:Show nested quote +On March 04 2017 09:34 Tyrhanius wrote:On March 04 2017 05:49 PinoKotsBeer wrote:On March 04 2017 05:30 Solar424 wrote:On March 04 2017 05:19 MockHamill wrote: I do not understand why Blizzard hate mech so much.
Mech is already almost unplayable in all matchups against an opponent who knows how to play against mech.
Add stronger Hydras and weaker widow mines to that and what do you get?
What is the point of making an entire playstyle extinct? If being a Korean with wrist problems is the only way to play Terran then count me out.
Maybe because mech is a playstyle that encourages players to turtle on three bases until they build an unbeatable army, something they have been trying to eliminate with the LotV economy model. Yes thats why we see players like Gumiho and Ryung doing tvz mech at IEM, because they are just sitting there to collect a "free win". Yes some mech players just turtle hardcore, but many of them dont want to play like that. With the upcoming patch it will force the mech player to turtle more instead of being active. TVZ mech: old cyclone hellions were great combination and was nice interactions for both sides. Current cyclone hellion? you a-move and hope for the best, because if you get caught offguard you lose them anyway and there is nothing you can do. The old cyclone was even useful vs broodlords. Now the meta is more speed banshees. With this patch it will be even harder to do anything vs zerg or being active at all. Hellions should be the counter to hydra's, but they have become so good that hellions arent the counter anymore but just a unit. SH just kills mech straight up, just like we have seen in the mech games with Snute. Did his opponent turtle? no they were active non stop. Blizzard made protoss a lot more active in lotv by giving it the adept and disruptor, mech is "protoss hots" in Lotv, it has to stay as 1 big ball or its often too weak to do something. But the general idea is: mech = turtle, so l2p bio. I guess people love to play only vs bio playstyle, dont want to scout , dont want to see diversity because that pulls them out of their comfort zone and you cant do simply a mindless buildorder but have to adept and maybe think out of the box to get a win. When zerg, scouts, and perfectly adapt to the mech composition, do mech players say ? " well played" No it's just : "OMG mech so weak" and they ask to remove the counter zerg has... Not sure, i dont know all mech players and their communication skill. Do "ALL" zergs say well played? see, what i did?  Show nested quote + Like it's easy to handle the cyclon/hellion, we've lost plenty of games trying to handle but finally we've learned to deal with.
Thats a good thing, because both sides should scout and adjust. imho thats the part of the game. And there are many many examples for every race. But that wasnt the point. The point was that the OLD cyclone with hellion had a better interaction for BOTH players and was more useful (and didnt fuck up tvt). Show nested quote + But mech player keep spamming it and we beat them, they ask on balance discussion to nerf the counter we have in order we can't beat their style anymore...
That's why we say mech players only want a deathball, they never propose an interaction where the other has 50% chance of winning, it all about mech units having no weakness.
Saying "all mech players" isnt helping, its non stop parochialism. There are plenty of good suggestions been posted, including nerfs for ravens/liberators etc. But i guess its like a discussion on religion, people will never agree/find a compromise. Good interaction with old cyclon ? Are you kidding ?
Yeah cyclon was outranging every zerg units, and hellion prevent them to be circled, so mech player just mass hellion/cyclon all the time...
The funny part is, did mech players say : "mech is on the right place ? No, they said it's weak and not viable, even said cyclon is really bad.
Now you have the supertank, you want old cyclon back to create a deathball : tanks/hellion/oldcyclon that will crush every ground and air units...
So as "not mech players are the same" according to you, where are your propositions to allow zerg to win 50% of the time vs your supermech ?
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Austria24417 Posts
Hydra buff might be troublesome for PvZ but we'll have to see - everything else is fine, I guess. Although mines deserve to be nerfed even harder.
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Imo phenix adepts will be imba in tvp with this widow mines nerf. Liberator nerf was way enough as we could lately see in the last tournaments games.
Regarding reapers nerf I think they do not realise they just penalize players who show great skills. Because reapers are really fragile and that's quite hard to macro and playing reapers too and microing them perfectly. And from 14 to 7 that's insane. At least they could have tried 10 but that's really a bad nerf.
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On March 04 2017 10:39 phodacbiet wrote:Show nested quote +On March 04 2017 10:30 Danglars wrote: Doubling the cooldown of reaper ability, are they looney? Yeah add three seconds or something of that nature to make multiple rax reaper openings less painful but you're just taking that unit and nerfing it into the ground unnecessarily. Widow mine nerf is also a bad idea. Oracles 160, kill less than 8 marines, mine now 150. Unless oracles are simultaneously nerfed, this makes no sense. Future TvP failboating and reverting the change will come.
Corruptor change is fine to counter pesky move and shoot attacks. Mine still one shot oracle. It's the splash that got nerfed. God, I need to read extra close, thanks. +shield different from splash +shield.
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The reaper nerf won't change the fact that TvT openers are all "2reaper1cyclone or die".
The mine nerf is needed but a compensation buff on another unit is needed.
The hydra buff will make mechVZ even more crappy.
The corruptor buff won't change anything against skytoss, but it'll break the viking vs corruptor balance. So now not only can queens shoot at vikings under broodlords, but corruptors can chase down vikings? I don't see how they fail to see the insanity of this.
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Lol at people quoting IEM PvT stats as if koreans smacking down Harstem, Neeb, Showtime, and Mana means anything. In GSL we just saw Innovation go down to Stats and Ty go down to Soo, but nah win rates should be 50/50 regardless who the players are.
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On March 04 2017 20:47 tskarzyn wrote: Lol at people quoting IEM PvT stats as if koreans smacking down Harstem, Neeb, Showtime, and Mana means anything. In GSL we just saw Innovation go down to Stats and Ty go down to Soo, but nah win rates should be 50/50 regardless who the players are. So there's 2 Protoss who can go toe to toe with the top Terrans, mb 2-3 Zergs and the top Terrans include ~12 or more players?
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On March 04 2017 21:16 ejozl wrote:Show nested quote +On March 04 2017 20:47 tskarzyn wrote: Lol at people quoting IEM PvT stats as if koreans smacking down Harstem, Neeb, Showtime, and Mana means anything. In GSL we just saw Innovation go down to Stats and Ty go down to Soo, but nah win rates should be 50/50 regardless who the players are. So there's 2 Protoss who can go toe to toe with the top Terrans, mb 2-3 Zergs and the top Terrans include ~12 or more players?
If top toss players are beating top terran players, maybe the issue isn't balance. Are Showtime, Mana, Neeb, and Harstem as skilled as even the 2nd tier korean terrans in this tournament (Gumiho, Alive, and Ryung)? Of course not.
Is Stats is as good mechanically as Innovation or Byun or Ty despite regularly beating them? Of course not.
The issue with SC2 is and always has been design and asymmetric mechanical ceilings, not balance. Push through the next round of Toss buffs, and you will again see foreign toss scrubs beating players much better than them.
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Just wanted to say that I don't consider hellion cyclone mech. Mech is more a playstyle than just massing units with the mechanical tag.
Mech should: - Revolve around the siege tank since it's a ground unit that's responsible for positional play. You don't want a flying siege tank that ignores terrain like the liberator. - Be immobile aside from their harassment/meatshield unit (such as the hellion). - Be able to defend locations with a minimal amount of units (some mines, turrets, tanks and a good sim city). - Not revolve around massing casters such as the raven.
In essence it should be more like Brood War mech.
But I'm fully aware that's a pipe dream. I don't really care anyway seeing as I don't play the game nor watch it (but not having it is of course one of the major contributors.)
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On March 04 2017 21:34 tskarzyn wrote:Show nested quote +On March 04 2017 21:16 ejozl wrote:On March 04 2017 20:47 tskarzyn wrote: Lol at people quoting IEM PvT stats as if koreans smacking down Harstem, Neeb, Showtime, and Mana means anything. In GSL we just saw Innovation go down to Stats and Ty go down to Soo, but nah win rates should be 50/50 regardless who the players are. So there's 2 Protoss who can go toe to toe with the top Terrans, mb 2-3 Zergs and the top Terrans include ~12 or more players? If top toss players are beating top terran players, maybe the issue isn't balance. Are Showtime, Mana, Neeb, and Harstem as skilled as even the 2nd tier korean terrans in this tournament (Gumiho, Alive, and Ryung)? Of course not. Is Stats is as good mechanically as Innovation or Byun or Ty despite regularly beating them? Of course not. The issue with SC2 is and always has been design and asymmetric mechanical ceilings, not balance. Push through the next round of Toss buffs, and you will again see foreign toss scrubs beating players much better than them. What makes you say this though? herO is very mechanically strong, if that's your only measure and he got absolutely destroyed. Showtime I would absolutely put at tier with Gumiho and Alive/Ryung weren't even that strong prior to patch 3.8, but they have good TvT so suddenly they do very well?
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On March 04 2017 22:19 ejozl wrote:Show nested quote +On March 04 2017 21:34 tskarzyn wrote:On March 04 2017 21:16 ejozl wrote:On March 04 2017 20:47 tskarzyn wrote: Lol at people quoting IEM PvT stats as if koreans smacking down Harstem, Neeb, Showtime, and Mana means anything. In GSL we just saw Innovation go down to Stats and Ty go down to Soo, but nah win rates should be 50/50 regardless who the players are. So there's 2 Protoss who can go toe to toe with the top Terrans, mb 2-3 Zergs and the top Terrans include ~12 or more players? If top toss players are beating top terran players, maybe the issue isn't balance. Are Showtime, Mana, Neeb, and Harstem as skilled as even the 2nd tier korean terrans in this tournament (Gumiho, Alive, and Ryung)? Of course not. Is Stats is as good mechanically as Innovation or Byun or Ty despite regularly beating them? Of course not. The issue with SC2 is and always has been design and asymmetric mechanical ceilings, not balance. Push through the next round of Toss buffs, and you will again see foreign toss scrubs beating players much better than them. What makes you say this though? herO is very mechanically strong, if that's your only measure and he got absolutely destroyed. Showtime I would absolutely put at tier with Gumiho and Alive/Ryung weren't even that strong prior to patch 3.8, but they have good TvT so suddenly they do very well?
Alive's TvZ has been among the best for ages. Gumiho is a perennial GSL caliber player. Ryung has been beating the best Terrans in the world and is clearly playing very well outside of TvP. Showtime is, i'm sorry to say, a foreign scrub and shouldn't be beating these guys.
Re: herO being a mechanical beast, I agree. The problem is that Protoss is poorly designed and doesn't reward mechanics anywhere near as much as Terran, so "tricky" scrub toss players like Has can beat top players in weird games whereas herO is limited by his race. He honestly should've pulled a Byun and switched to Terran, whereas foreigners like Neeb are better off playing P or Z.
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Except that even if we take only the foreign games. HeRoMaRinE and uThermal did better than Snute, ShoWTimE and MaNa in their respective group. HeRoMaRinE 2-0'd Snute and uThermal 2-1'd ShoWTimE and 2-0'd MaNa.
So even in "scrub land" Terran is overperforming and that is according to your hypothesis that it is indeed scrub land. But it's not, Serral and Nerchio are at the same skill tier as ShoWTimE and they can outperform strong players like True and Patience, because this group was not influenced by Terran dominance. Funny how that turns out.
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nothing to do with swarmhosts...
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wtf is with this zerg buff... does blizzard not look at the state of the game? do they honestly think having 50% zerg in opening bracket is a good thing?
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For anyone that that is saying the mech is viable I suggest the following:
Play mech in all matchups for your next 100 games. If your MMR after that is close to your non-mech MMR then mech is viable.
So for not a single person has managed this.
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On March 04 2017 22:53 ejozl wrote: Except that even if we take only the foreign games. HeRoMaRinE and uThermal did better than Snute, ShoWTimE and MaNa in their respective group. HeRoMaRinE 2-0'd Snute and uThermal 2-1'd ShoWTimE and 2-0'd MaNa.
So even in "scrub land" Terran is overperforming and that is according to your hypothesis that it is indeed scrub land. But it's not, Serral and Nerchio are at the same skill tier as ShoWTimE and they can outperform strong players like True and Patience, because this group was not influenced by Terran dominance. Funny how that turns out.
wtf wrong with heromarine and uthermal being just better than snute showtime and especially mana, uthermal beat innovation at least while king god nerchio lost to pilipili 0-2 and 0-3 to stats, and true is just a whipping boy for showtime, heromarine and even some gm amateurs on ladder lately so he's not really that strong.
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On March 05 2017 03:04 MockHamill wrote: For anyone that that is saying the mech is viable I suggest the following:
Play mech in all matchups for your next 100 games. If your MMR after that is close to your non-mech MMR then mech is viable.
So for not a single person has managed this.
Avilo played bio back in 2011 and 2012, and he was the same level as ever. He claims mech wasn't viable since, so logicaly he should have became a lower level player with mech, but no. Interesting isn't it?
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Let's see what TY and other creative/strategic terrans come up with after the nerf. I'm betting they will find a way.
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On March 05 2017 10:11 zealotstim wrote:Let's see what TY and other creative/strategic terrans come up with after the nerf. I'm betting they will find a way.
Just like how creative Protoss found adept/phoenix style to counter the TvP meta. Except then, it will be nerfed again and the top Terrans will have to find another way .. or just grind their wrist-bones to dust. RIP Taeja and Mvp.
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On March 05 2017 10:11 zealotstim wrote:Let's see what TY and other creative/strategic terrans come up with after the nerf. I'm betting they will find a way.
The problem is what all terran players think : everytime a top terran finds a good strategy the nerf arrives. It seems blizzard think that has to be the terrans to adapt.
Take a look on IEM games, you can see 2 very different ways to play TVP from P : Stats and Zest.
When you see Zest playing against TY, all protoss could think : Terran imba ! nerf terran !!! Even the casters said you cannot play phenix adepts all game long. How protoss can win using only 2 units when terran has to make almost every single unit he has ?
But when you see Stats playing against Byun, you can say there is no nerf needing at all. Stats was playing versus the best micro player with mines and reapers and he won.
I have already posted in another thread when they wanted us to test this next patch, Stats did it very well against Innovation in GSL.
He is not making phenix adepts all game long and sometimes start with a Robo. And he is using ALL the arsenal protoss has. He uses very well the oracle tag and the friendly fire. And a very good use of warp prism to destroy the terran economy. Because that's easy to warp some adepts that kill terran economy and take care of the main battle, a terran has to micro every single unit he has and if he leaves the battle for one sec, he can loose everything with storms, disruptor shots or even with his own mines.
And as a terran I do not say Protoss imba. He played very well. But if they nerf mines and reapers yea protoss will be imba, and Zest could win only with 2 units. So imagine what stats will do after the nerf since before he can beat Byun and Innovation ?
I hope Blizzard is following IEM and realizing they are making a huge mistake. Terran doesn't need a nerf, but protoss players have to play as Stats shows, as us terrans have to play as INnovation or Byun.
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On March 05 2017 16:05 bObA wrote:Show nested quote +On March 05 2017 10:11 zealotstim wrote:Let's see what TY and other creative/strategic terrans come up with after the nerf. I'm betting they will find a way. And as a terran I do not say Protoss imba. He played very well. But if they nerf mines and reapers yea protoss will be imba, and Zest could win only with 2 units. So imagine what stats will do after the nerf since before he can beat Byun and Innovation ?
There might be imbalance, but hopefully it's temporary and in the end the game design will have improved.
ByuN versus Stats was a great game. But to be honest, if I didn't know how much skill this takes from both sides, I wouldn't have enjoyed the match half as much. Stats defense and backstabbing was great. ByuN's macro and harassment was awesome. Still, the games were decided in big army fights. And those are simply awful: shade in with mass adepts, widow mines explode, then a few seconds of "what the f*ck is happening???" and someone comes out ahead. The whole concept here is just weird: you make mass adepts to be able to trigger widow mines and kill Terran with their own stuff and then pick off whatever's left. And, mind you, this is the best tactic Protoss has right now. How can anyone be happy with that?
So, let me say this: I really hope there' s gonna be temporary imbalance in TvP which will result in further adjustments to units like the Widow Mine, Adepts (especially the shade), Oracles, Liberators etc.
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113 Posts
to be honest if i didnt know much to be honest let me say at least that its simply too great
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On March 05 2017 20:03 I wasbanned fromthis wrote: to be honest if i didnt know much to be honest let me say at least that its simply too great
No.
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On March 04 2017 12:42 jalstar wrote: Terran is 40-15 so far in IEM TvP, might as well at least try out the mine nerf. It's not like Blizzard never reverse changes.
Let´s keep the lineups in mind. Terran had pretty much every top player from the race except for Maru, protoss had pretty much only stats and noone else.
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On March 06 2017 05:25 TheKhyira wrote:Show nested quote +On March 04 2017 12:42 jalstar wrote: Terran is 40-15 so far in IEM TvP, might as well at least try out the mine nerf. It's not like Blizzard never reverse changes. Let´s keep the lineups in mind. Terran had pretty much every top player from the race except for Maru, protoss had pretty much only stats and noone else.
herO and Zest are also top 5 Protosses.
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On March 06 2017 05:56 ZigguratOfUr wrote:Show nested quote +On March 06 2017 05:25 TheKhyira wrote:On March 04 2017 12:42 jalstar wrote: Terran is 40-15 so far in IEM TvP, might as well at least try out the mine nerf. It's not like Blizzard never reverse changes. Let´s keep the lineups in mind. Terran had pretty much every top player from the race except for Maru, protoss had pretty much only stats and noone else. herO and Zest are also top 5 Protosses. Don't forget PiLiPiLi
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On March 06 2017 05:25 TheKhyira wrote:Show nested quote +On March 04 2017 12:42 jalstar wrote: Terran is 40-15 so far in IEM TvP, might as well at least try out the mine nerf. It's not like Blizzard never reverse changes. Let´s keep the lineups in mind. Terran had pretty much every top player from the race except for Maru, protoss had pretty much only stats and noone else. Protoss had every top player except Classic and sOs.
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On March 06 2017 05:56 ZigguratOfUr wrote:Show nested quote +On March 06 2017 05:25 TheKhyira wrote:On March 04 2017 12:42 jalstar wrote: Terran is 40-15 so far in IEM TvP, might as well at least try out the mine nerf. It's not like Blizzard never reverse changes. Let´s keep the lineups in mind. Terran had pretty much every top player from the race except for Maru, protoss had pretty much only stats and noone else. herO and Zest are also top 5 Protosses.
Given their recent form, are they really though?
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Protoss had every top player except Classic and sOs.
They had herO, who died in the group stage after a dismal showing against ByuN (understandable), Ryung (wtf, Ryung's TvP is awful) and Solar, and they had Zest, who thinks Adept/Phoenix works in lategame. No Classic, no sOs, both of whom have been looking quite strong in GSL, unlike Zest.
Given their recent form, are they really though?
herO you could argue had a bad day at IEM, since his GSL performance has been quite good. Zest, just no. He isn't a top Protoss right now, at least not against Terran.
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"Honestly, the focus on "not disturbing the Pro-scene" along with the idea that this game is already "finished" / "well-designed" is what has hurt 1v1 SC2 the most. Yeah, maybe RTS isn't ever going to be the most popular genre, but if the games we do have aren't enjoyable, exciting, and well-designed first, then there will never be any incentive for more games."
- I agree with this completely.
"I won't go into too much detail, but I'll post the most-obvious design holes here that Blizzard either hasn't addressed or has addressed unsatisfactorily:"
"Terran * Factory-based compositions are a very poor second to Barracks based compositions. Based solely upon upgrades and production Terran isn't designed to have factory units as just support."
- The basic problem i see with Terran design is that marine/marauder medivac works so well that if you add anything that will have synergy with it, it can easily get out of hand. The mine and the liberator are the best two options that work well with it, and as we've seen they are controversial because of that. All other units (hellbats, tanks, and thors especially) are left behind in balance because they won't work from a design angle. The problem seems to be "if bio is good, then bio plus anything else is too good." The only solution I can come up with is to change the way medivacs work (make them have stronger mobility but no healing, for instance. In this case you would have to reintroduce medics into the game.)
- The more complicated solution would be to make tech upgrades a much higher investment across the board. The game may be too far along to change stim/warpgate/ling speed and all the rest of the upgrades that completely decide how units function in the game, but if nothing else this is an area that can be explored in RTS games in general. (Is that you peaking over the fence SC3?)
"Zerg * Spell casting unit options are poor. Most games have 0 spell casting units involved. Somewhat conversely, anti-caster options are poor as well for zerg."
- I think what is being said here is that casters and "units that can kill other casters" (anti-casters?) are weak for zerg. Infestors and Vipers are everywhere in TvZ, so you must be referring to the other two matchups, but even in those I think this is in a good place. Zerg as a race has always been about massive amounts of swarming units. Protoss is the magic trickster race with all the bells and whistles and the reliance on tech units.
- As for the "anti-caster" issue, I think the main problem is that protoss doesn't have a good answer for high templar. If the viper "yank" ability is not working adequately, then that's as simple as a minor buff since strong single units are exactly what it's designed for. Overall, I think zerg is the most cohesive and flexible of all 3 of the races right now. More varied unit compositions, and even choices of which composition to play in various matchups. Moreover, the units actually all work pretty well together. The same cannot be said of other races.
"Protoss * Basic units (units produced from the gateway before warp gate finishes) scale very poorly. While they all have significant power plateaus in the early-game, these level off immediately and then fall off a sharp cliff as the opponents' basic units continue to gain power. This forces Protoss into tech-reliant play in every game and leads to all the problems with balancing this race."
- Protoss had been obviously lacking in the warpgate area up until Legacy of the Void. I can agree that some late game upgrades to warpgate units could be interesting to make the race more flexible, with particular attention to the zealot or the stalker. The crackling upgrade is a great example of something like this, and it brings me back to something I mentioned earlier.
- I would love to see some expensive but very meaningful upgrades added into the game. Make an expensive upgrade where zealots can clamp units to the ground with their charge or something like that. There are several weird terran upgrades that never get used like the bunker cargo space buff, and I would love it if each game had more of a unique flavor based on what upgrades and unit compositions were chosen. Other than these basic ideas, I think protoss is in a pretty good place. To me, Protoss should be played by those who have the best micro and precision. This trickster race should always still have this flavor to it.
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On March 04 2017 18:24 Olli wrote: Hydra buff might be troublesome for PvZ but we'll have to see - everything else is fine, I guess. Although mines deserve to be nerfed even harder.
I don't think the hydra buff will be too bad because of adepts + disruptors, but I definitely agree with the WM problem.
It should either do massive single-target damage, or massive AoE, but not both. The unit is oppressive in the extreme as it is.
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On March 06 2017 07:45 Ransomstarcraft wrote: - The basic problem i see with Terran design is that marine/marauder medivac works so well that if you add anything that will have synergy with it, it can easily get out of hand. The mine and the liberator are the best two options that work well with it, and as we've seen they are controversial because of that. All other units (hellbats, tanks, and thors especially) are left behind in balance because they won't work from a design angle. The problem seems to be "if bio is good, then bio plus anything else is too good."
This is due to factory-based units being poorly designed as a composition, but well-designed to complement bio. Again, this is counter-intuitive to the structures and upgrades but units like Liberators and Mines don't need upgrades to have good synergy with bio. This is part of the issue with mech as a whole: units from the factory (mines especially) are designed to be good with bio instead of with units from the factory.
It's precisely the conflict I'm talking about Blizzard resolving poorly. "Mech sucks, let's add an anti-ground unit from the starport that's better than tanks, but doesn't really require upgrades (though upgrades are awesome for it as well)." That's not going to solve the factory-based composition problem at all.
Many things could be done, but I think the most critical are these three:
- Hellions / hellbats need to be better map-control units Without any form of map-control, factory-based compositons will always be turtle-y bore-fests.
- Thors need to suck less (more mobility and more-reliable damage) Thors are the answer to any air units from the factory until the Terran can transition to adding air support. They simply don't work currently. This is the biggest problem facing any possible factory-based, long-term mid-game solutions: there is absolutely no good anti-air.
- Widow mines have a split personality They either need to be focused on single-target damage (having a large single-target damage with no AoE on a much shorter cooldown than today), or on splash damage (having a larger radius blast, no single-target damage, and a lower AoE damage, but on a much shorter cooldown than today). Either way, they're too high a reward for very little risk today. There's no real way to add meaningful micro to the unit, so they need to be toned down on the reward side, but toned up on the reliability.
On March 06 2017 07:45 Ransomstarcraft wrote: - I think what is being said here is that casters and "units that can kill other casters" (anti-casters?) are weak for zerg. Infestors and Vipers are everywhere in TvZ, so you must be referring to the other two matchups, but even in those I think this is in a good place.
I see infestors fairly rarely in TvZ as an anti-bio fungal machine, and vipers only when sky-terran is present. Zerg casters are far, far too niche and there are far too few of them. No one's terrified of infestors. No one's scared of vipers. Where's the inspiring spell micro and awesome abilities for zerg? They just don't have them. That's a travesty.
At the least, Zerg needs an area-denial spell (perhaps fungal gets a much larger AoE, and vastly slows units down [larger effect on-creep than off] instead of locking them in place?) and some sort of serious anti-ground damage spell (perhaps replace ITs with a burrowed-baneling-type bomb that is visible, but explodes for something like 90 damage in an AoE after a [very] short cooldown?).
On March 06 2017 07:45 Ransomstarcraft wrote: - As for the "anti-caster" issue, I think the main problem is that zerg* [fixed by Edowyth] doesn't have a good answer for high templar. If the viper "yank" ability is not working adequately, then that's as simple as a minor buff since strong single units are exactly what it's designed for.
The viper is directly countered by the High Templar. Making the "yoink" ability (abduct) longer-ranged than feedback would only result in a reversal of roles (where Protoss' anti-caster options were too limited, specifically against any composition including vipers).
Infestors, nominally, should be the Zerg caster of choice -- the tech is required to get to hive, yet so few infestors actually appear in-game because they suck so hard (even after the questionable decision to allow them to cast everything while essentially invisible ...). That's why I suggested a change to both fungal and the replacement of ITs above and it's why I'll suggest a replacement for NP here: the infestor simply isn't the unit it should be (and the viper comes too late to fill most of the roles Zerg is missing here).
So, instead of NP, we could have something like an extremely-visible projectile-cast, range 8, AoE 1.0, drain of 200 energy for 100 energy from the infestor. Now things like mass-phoenix, mass-medivac, mass-ghost, mass HT have a soft-counter. In exchange for all these buffs, the infestor would be strong enough to no longer need burrow-cast so we'd remove it alongside this kind of change.
On March 06 2017 07:45 Ransomstarcraft wrote: Overall, I think zerg is the most cohesive and flexible of all 3 of the races right now. More varied unit compositions, and even choices of which composition to play in various matchups. Moreover, the units actually all work pretty well together. The same cannot be said of other races.
Zerg absolutely is the best-designed race in LotV. Lurkers and ravagers added some much-needed meat to the armies of Zerg so that the only things left to do would be beefing up spell-casting options and measuring the effectiveness of the race versus better-designed opposing races.
On March 06 2017 07:45 Ransomstarcraft wrote: - Protoss had been obviously lacking in the warpgate area up until Legacy of the Void. I can agree that some late game upgrades to warpgate units could be interesting to make the race more flexible, with particular attention to the zealot or the stalker. The crackling upgrade is a great example of something like this, and it brings me back to something I mentioned earlier.
Generally speaking, I agree that late-game upgrades are lacking from the game. Warp-gate units definitely have a problem here (but Protoss, in general, does not -- exchanges would be needed). Terran has an obvious problem here (with ghosts, factory, and stargate units).
On March 06 2017 07:45 Ransomstarcraft wrote: Other than these basic ideas, I think protoss is in a pretty good place. To me, Protoss should be played by those who have the best micro and precision. This trickster race should always still have this flavor to it.
"This trickster race" nicely sums up everything that's wrong with Protoss in SC2. Protoss' identity is "few but strong". What it has been made into is a joke compared to the original design.
Zealots are the perfect example of this problem:
- Marines are the first produce-able army unit, useful in main-armies, as harassment, and as map-control all game long. They are seen in every Terran game.
- Zerglings are the first produce-able army unit, useful in main-armies, as harassment, and as map-control all game long. They are seen in every Zerg game.
- Zealots are the first produce-able army unit, useful in main-armies versus Zerg, as harassment past 5 bases, and never as map-control. They are practically seen en-masse only in vs-Zerg mid-games.
Instead of using the basic Protoss units (Zealots, Stalkers, Sentries, Adepts) to form the back-bone of whatever tech Protoss is using, the race rushes to abuse the strongest upgrade timing possible for those units, then trades them away ASAP (if possible) for tech-units which actually do damage, scare the opponent, and are reliable.
Gateway units (those four listed immediately above) too niche. They simply don't scale well from the early into the mid and late game.
As long as gateway units are the "supporting" units for the bulk of the Protoss army, the race will continue to have the wildest swings in balance issues and will continue to be identified as the "trickster race" because this reversal of roles forces the Protoss tech-rushes that we see in every game and requires things like Photon Overcharge (gateway units scale like shit, and are very weak until their TC upgrade finishes = Protoss wants very few gateway units early = Protoss rushes some tech unit to do damage / survive more-powerful opposing units = Protoss has extremely low unit counts of any sort early = must defend somehow = Photon Overcharge).
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On March 04 2017 12:17 Cascade wrote:Show nested quote +On March 03 2017 19:19 opisska wrote: I am strictly against any increase of movement speed of any unit. Everything already moves like it was on crack and this inflation spiral is rolling over and over. If they want to change relative speeds of units, they should just lower the movement of everything else accordingly. If this goes on for a couple more years, everything will have instant teleport. The acceleration is fine, but movement speed is stupid. I don't mind personally, but let's talk about alternatives. You know that you can't lower the speed of everything, as it'll mess with any interaction between units of different range. You'd have to rebalance the entire game from WoL alpha stage. Not viable option at this stage. What you could do though, is to just lower the overall game speed by like 5% or 10%. It'd mostly not change balance (it'd be a small buff to micro and multi-task heavy builds, which I guess is good?), so could be rolled out without too much effort from developers. I personally don't really see the need, but maybe it'd address your issue better than move speed changes?
We don't need to slow the entire game, we just need to come back to the HOTS economy with 6 workers start. At 5 min mark if you don't have the Polt's skill you can't enjoy the game, that's why a lot of people had stop playing SC2. One mistake and you have ton of gas and mineral, a bad scout or if you don't play since 3 years at this game and all seems random, you can be attack by a fast Drop, fast Liberator, full Reaper, fast Cyclone etc..
If we slow the game with the 6 workers start, even the balance will be easier, cause army composition will be added more slowly, so it will be more readable for DK to see what's wrong. And casual player will come back on the game, on Twitch, on Youtube, so pro player will be more focus on the game, cause money will be back, and 6 pool, 4 gate, all the classic like the good old days.
We need this change, Starcraft 2 and RTS game's are not dead, it's just too fast, BW is slow at the begining, LOL, CS, HS, all the E-sport game start slowly. We need the same for Starcraft 2.
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Why would Obama increase corruptor speed? Sad!
User was warned for this post
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On March 04 2017 07:24 [PkF] Wire wrote: I really don't think the adept nerf that would help both PvZ and PvT post-mine nerf has to be huge. Like, a slight health reduction, a nerf to the upgrade efficiency, or removal of the possibility to cancel shades (ok, that nerf would be rather big, but I think this would be a wise move that would make adepts still quite mobile but a lot less abusable ; if you shade, you'll commit somewhere. Could go along with restoring shade vision). But I'm quite positive it would make for a better game overall - even as far as PvP is concerned. I totally agree. However I'd rather wiggle around whole shade thingy first than pure stats. I feel like the harass potential is what makes adepts broken and frankly stupid. I'd go for longer cooldown on ability or shorter duration of shade so adept would be able to make shorter "jump move" with shade making easier to follow it and catch.
Generally speaking I'd like to, iteratively with following patches so the balance is not broken, fade adepts and WMs out and "replace" this units with zelots and tanks for PvT. Weaker adepts and WMs would only be better for gameplay in every matchup imho.
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I still feel a limited number of reaper grenades would be much better than a longer timer. If it's 3 rax reaper the pack is still going to have more nades than they need to get clear. This way nerfs the legit reaper harass more than the "bad" kind of reaping.
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I still remember when the reaper grenade was added and the reasoning behind it was to make reapers useful in mid and late game. The grenade would let reapers be a part of your overall composition to help with zone control as well as harassing and chasing down fleeing units. It's kind of funny and a little bit sad to think about it now, didn't really pan out they way Blizzard wanted it.
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As a zerg player I think the 3 rax reaper is nerfed enough with this update. May be its because I'm confident with the 3 rax reaper even without the nerf, but it is something which require a bit of practice to defend.
Even Snute managed to win a game where Byun opened 3 rax reaper. So I don't think 3 rax reaper is a huge deal right now. I don't underestimate Snute, but after all its Byun's 3 rax reaper he faced with.
The mine nerf was only necessary because Terran got many other aggressive tools in the early game. I think TY demonstrated the best way of dealing with the phoenix adept combo which bothers Terrans that much. This composition expires at the late game, where TY took the games Stats played phoenix adept, and he bearly used mines as a defensive tool against it.
The initial nerf was too heavy, because mines couldn't one shoot oracles, but the way it is now seems good.
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Hello,
changes is good. but terran shot be nerf mulle. In game ByuN vs Stats, ByuN (~30SCV) - Stats (~60) - income is ~2000 vs 2000. Meddness
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On March 06 2017 23:18 bulya wrote: As a zerg player I think the 3 rax reaper is nerfed enough with this update. May be its because I'm confident with the 3 rax reaper even without the nerf, but it is something which require a bit of practice to defend.
Even Snute managed to win a game where Byun opened 3 rax reaper. So I don't think 3 rax reaper is a huge deal right now. I don't underestimate Snute, but after all its Byun's 3 rax reaper he faced with.
The mine nerf was only necessary because Terran got many other aggressive tools in the early game. I think TY demonstrated the best way of dealing with the phoenix adept combo which bothers Terrans that much. This composition expires at the late game, where TY took the games Stats played phoenix adept, and he bearly used mines as a defensive tool against it.
The initial nerf was too heavy, because mines couldn't one shoot oracles, but the way it is now seems good. In the midgame mines were his key defensive tool against phoenix/adept (except on Proxima Station where it's pretty much impossible to attack with phoenix/adept in the midgame).
Are the changes live yet? I saw on the battle.net site they were supposed to go live on March 6 on SEA and March 7 on NA.
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Corruptor -Movement speed changed from 4.1343 to 4.725. -Acceleration speed changed from 3.675 to 4.2. -Parasite Spore weapon damage point changed from .1193 to .0446.
What does damage point mean?
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On March 07 2017 21:33 redloser wrote:Show nested quote + Corruptor -Movement speed changed from 4.1343 to 4.725. -Acceleration speed changed from 3.675 to 4.2. -Parasite Spore weapon damage point changed from .1193 to .0446.
What does damage point mean? In essence, damage point describes the point during the attack animation at which damage is done. The lower it is, the sooner the damage happens.
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A lesser damage point adds micro potential to the unit. Stutter step wasn't possible if marines (or any other unis which do that) had high damage point.
In other words, the corruptor have more micro potential now.
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On March 07 2017 19:00 Elentos wrote:Show nested quote +On March 06 2017 23:18 bulya wrote: As a zerg player I think the 3 rax reaper is nerfed enough with this update. May be its because I'm confident with the 3 rax reaper even without the nerf, but it is something which require a bit of practice to defend.
Even Snute managed to win a game where Byun opened 3 rax reaper. So I don't think 3 rax reaper is a huge deal right now. I don't underestimate Snute, but after all its Byun's 3 rax reaper he faced with.
The mine nerf was only necessary because Terran got many other aggressive tools in the early game. I think TY demonstrated the best way of dealing with the phoenix adept combo which bothers Terrans that much. This composition expires at the late game, where TY took the games Stats played phoenix adept, and he bearly used mines as a defensive tool against it.
The initial nerf was too heavy, because mines couldn't one shoot oracles, but the way it is now seems good. In the midgame mines were his key defensive tool against phoenix/adept (except on Proxima Station where it's pretty much impossible to attack with phoenix/adept in the midgame). Are the changes live yet? I saw on the battle.net site they were supposed to go live on March 6 on SEA and March 7 on NA.
There were only 2 games where Stats played phoenix adept. On proxima and the underwater map. Both times mines were part of the mid game, but they were not the backbone which made TY defend there. They one shoot some units (which they will do after the nerf), they killed some probes (the nerf doesn't effect that at all), at some points stats didn't want to commit because there was a singe mine or 2 mines, but its no a backbone in TY's defense. He took both games to the very late game (playing quite defensively, with some mine drops and pokes at Stat's), and in the end game the Phoenix adept wasn't good enough. (a single EMP make the old mines and the new mines do the same amount of damage, and at this phase the damage rather be done with the bio force)
So your claim that it happened only on Proxima doesn't say anything (1 game out of 2, and the second was very similar to the proxima game).
Actually the fact that the games Stats won were those he went for early Robo tech rather then early Stargate (if we exclude the proxy stargate on Paladino), may tell something to the P players.
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Norway839 Posts
On March 06 2017 23:18 bulya wrote: As a zerg player I think the 3 rax reaper is nerfed enough with this update. May be its because I'm confident with the 3 rax reaper even without the nerf, but it is something which require a bit of practice to defend.
Even Snute managed to win a game where Byun opened 3 rax reaper. So I don't think 3 rax reaper is a huge deal right now. I don't underestimate Snute, but after all its Byun's 3 rax reaper he faced with.
take into consideration it was a gasless queen/spine defense on proxima station, the ONLY map in the map pool where such a defense is possible. on any other map you need to choose speedling defense or roach defense. regarding proxima, even spine queen looks pretty mediocre vs byun's reapers - i played some games in ladder vs him after our series and one actually needs to add in even more spines to not lose spines to spammed reaper grenades if they keep making a set amount of reapers. that's right, reaper grenades trade surprisingly well with spines and queens, the reapers don't die after all, even if i put my queens next to my spine and target-fire my queen and spine on single reapers they just get blown up together with the spine or out-AI'd by the knockback/ai/space clutter going on.
3 rax reaper won't be un-viable after the grenade change and might even still be too strong, it will just have some interactions make a bit more sense. such as 32 speedlings vs 8 reapers - it shouldn't look as miserable as it does today. zerg needs more ways to counter-play and micro against reapers and this reaper grenade change will make it more punishing when terran does mess up their positioning. today, 8 sloppily controlled reapers can still get away and even destroy 32 speedlings because constant reaper grenade spam followed by regeneration just voids the entire terran mistake.
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On March 08 2017 00:22 bulya wrote:Show nested quote +On March 07 2017 19:00 Elentos wrote:On March 06 2017 23:18 bulya wrote: As a zerg player I think the 3 rax reaper is nerfed enough with this update. May be its because I'm confident with the 3 rax reaper even without the nerf, but it is something which require a bit of practice to defend.
Even Snute managed to win a game where Byun opened 3 rax reaper. So I don't think 3 rax reaper is a huge deal right now. I don't underestimate Snute, but after all its Byun's 3 rax reaper he faced with.
The mine nerf was only necessary because Terran got many other aggressive tools in the early game. I think TY demonstrated the best way of dealing with the phoenix adept combo which bothers Terrans that much. This composition expires at the late game, where TY took the games Stats played phoenix adept, and he bearly used mines as a defensive tool against it.
The initial nerf was too heavy, because mines couldn't one shoot oracles, but the way it is now seems good. In the midgame mines were his key defensive tool against phoenix/adept (except on Proxima Station where it's pretty much impossible to attack with phoenix/adept in the midgame). Are the changes live yet? I saw on the battle.net site they were supposed to go live on March 6 on SEA and March 7 on NA. There were only 2 games where Stats played phoenix adept. On proxima and the underwater map. Both times mines were part of the mid game, but they were not the backbone which made TY defend there. They one shoot some units (which they will do after the nerf), they killed some probes (the nerf doesn't effect that at all), at some points stats didn't want to commit because there was a singe mine or 2 mines, but its no a backbone in TY's defense. He took both games to the very late game (playing quite defensively, with some mine drops and pokes at Stat's), and in the end game the Phoenix adept wasn't good enough. (a single EMP make the old mines and the new mines do the same amount of damage, and at this phase the damage rather be done with the bio force) So your claim that it happened only on Proxima doesn't say anything (1 game out of 2, and the second was very similar to the proxima game). Actually the fact that the games Stats won were those he went for early Robo tech rather then early Stargate (if we exclude the proxy stargate on Paladino), may tell something to the P players. I wasn't just referring to his match vs Stats in the finals. In the group stages, Stats won the 2nd game of their series with adept/phoenix because he completely circumvented the mines (TY didn't expect a frontal attack into his natural). In TY's match against Zest, on Newkirk Precinct, without widow mines TY would have never lived through the mid-game. And even the fact that it just discourages the Protoss to commit sometimes is a big help. Also I was specifically talking about adept/phoenix used for mid-game attacks, in the finals Stats just used the composition to get to the late game safely, not for attacking purposes.
Question regarding the hydra buff, has someone done the math to see how many unit interactions actually change with +10 HP?
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On March 08 2017 00:50 Elentos wrote:
Question regarding the hydra buff, has someone done the math to see how many unit interactions actually change with +10 HP?
I checked how will the new hydras deal with adepts (the main hydra killers in the P gateway aresnal). Seems like the +10 HP helps, but it requires to have carapce on the same level as the protoss ground upgrade.
Now, adepts 4 shoot hydras almost no matter what the upgrades are (an exclusion is if the P doesn't have ground upgrades at all while the zerg have +2 carapace). With the +10 HP adepts will 5 shoot hydras as long as the hydras have carapace on the same level as the P ground upgrade.
But not that many zergs go for carapace (unless its carriers), so I don't know if it will be a huge deal. As long as the P have one ground upgrade higher then the Z, its still 4 shoots.
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On March 08 2017 00:50 Elentos wrote:Show nested quote +On March 08 2017 00:22 bulya wrote:On March 07 2017 19:00 Elentos wrote:On March 06 2017 23:18 bulya wrote: As a zerg player I think the 3 rax reaper is nerfed enough with this update. May be its because I'm confident with the 3 rax reaper even without the nerf, but it is something which require a bit of practice to defend.
Even Snute managed to win a game where Byun opened 3 rax reaper. So I don't think 3 rax reaper is a huge deal right now. I don't underestimate Snute, but after all its Byun's 3 rax reaper he faced with.
The mine nerf was only necessary because Terran got many other aggressive tools in the early game. I think TY demonstrated the best way of dealing with the phoenix adept combo which bothers Terrans that much. This composition expires at the late game, where TY took the games Stats played phoenix adept, and he bearly used mines as a defensive tool against it.
The initial nerf was too heavy, because mines couldn't one shoot oracles, but the way it is now seems good. In the midgame mines were his key defensive tool against phoenix/adept (except on Proxima Station where it's pretty much impossible to attack with phoenix/adept in the midgame). Are the changes live yet? I saw on the battle.net site they were supposed to go live on March 6 on SEA and March 7 on NA. There were only 2 games where Stats played phoenix adept. On proxima and the underwater map. Both times mines were part of the mid game, but they were not the backbone which made TY defend there. They one shoot some units (which they will do after the nerf), they killed some probes (the nerf doesn't effect that at all), at some points stats didn't want to commit because there was a singe mine or 2 mines, but its no a backbone in TY's defense. He took both games to the very late game (playing quite defensively, with some mine drops and pokes at Stat's), and in the end game the Phoenix adept wasn't good enough. (a single EMP make the old mines and the new mines do the same amount of damage, and at this phase the damage rather be done with the bio force) So your claim that it happened only on Proxima doesn't say anything (1 game out of 2, and the second was very similar to the proxima game). Actually the fact that the games Stats won were those he went for early Robo tech rather then early Stargate (if we exclude the proxy stargate on Paladino), may tell something to the P players. I wasn't just referring to his match vs Stats in the finals. In the group stages, Stats won the 2nd game of their series with adept/phoenix because he completely circumvented the mines (TY didn't expect a frontal attack into his natural). In TY's match against Zest, on Newkirk Precinct, without widow mines TY would have never lived through the midgame. And even the fact that it just discourages the Protoss to commit sometimes is a big help. Also I was specifically talking about adept/phoenix used for midgame attacks, in the finals Stats just used the composition to get to the late game safely.
Yeah pretty much, much like WM one shoting oracles the strenght doesn't come from WM actually killing the oracle (a good protoss players will never take huge WM hits anyway) but in deterring the protoss from simply jumping on top the terran and straight kill him. Something that may or may not be the case post patch.
On March 08 2017 00:50 Elentos wrote: Question regarding the hydra buff, has someone done the math to see how many unit interactions actually change with +10 HP?
Tanks take 3 shots instead of 2 to kill a hydra, with+2 attack they go back to 2 shot them, then when they get +3 armor you need +3 attack to 2 shot them again (due to zerg regen)
Blue flame hellions go from taking four shots with attack upgrades (any attack) to take 5 to kill hydra (any upgrade makes no difference).
Hellbats (with blueflame) take 4 instead of 3 shots again due to zerg regen until +1, and +2 attack again when zerg has +3 armor.
WM take 4 shots instead of 3 (3 instead of 2 if they trigger in time to avoid zerg regen)
Cyclones are pretty lineas I'd say.
Haven't checked other units.
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Instead of nerfing the cooldown on grenades, would it have been a good idea to nerf the amount of grenades reapers can throw to say 3-5?
this way you have to make strategical use of your grenades. however I dont know if the reapers would lose too much value during your transition to reactors/stim.
what do you guys think?
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It really comes down to what we want to achieve. Do we like these early game unit interactions at all? Terran spamming grenades, zerg trying to not lose too much. If we do then we probably cannot remove the grenade/make it a max supply on grenades. If we think it's an interaction which doesn't add anything interesting/fun to the game then we should change it that way. Reapers got grenades because the rts team thought it would make them viable in the mid to lategame. It did not. I think reapers being an early game scouting unit is fine. If you want to make it viable mid game it needs to be better than the current bio army. It will never be and it shouldn't (because bio is already strong exactly there)
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On March 08 2017 01:38 The_Red_Viper wrote: Reapers got grenades because the rts team thought it would make them viable in the mid to lategame. It did not. I think reapers being an early game scouting unit is fine. If you want to make it viable mid game it needs to be better than the current bio army. It will never be and it shouldn't (because bio is already strong exactly there)
This is the key component. They added it specifically to attempt to make the reaper more valuable later on in the game - what ended up happening was it was incorporated into the early game harass, and then either sacrificed to get more intel, or grouped up with the army and eventually dies wandering off.
It's very difficult to make a unit that is so easy to build, so mobile, and potentially so strong in the early game (through concentrated effort and attention) something similar in the mid to late game, without making it crazy in the early game.
Part of the strength of the reaper is that it does (generally) need to be babysat. If you get a surround off on it, it's curtains. Whereas later-game armies don't need to be baby-sat (as much) to ensure they aren't totally destroyed.
There isn't anything wrong with having units that are strong in the early game, but are more useless in the late game. The reaper can get in & get extremely valuable information, which can have an enormous outcome on the fate of the game. That doesn't need it needs to become a staple in the army after the 5 minute mark.
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very, very good changes blizzard!!!
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So who got to play the new patch yet?
I got to make the new hydras in ZvZ and they seem really good. I really thought I was dead when a roach/ravager/muta army collapsed on me, but lots of hydras survived.
Did not get to build corruptors yet though. So much ZvZ in dia...
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I hope Stats will reck Soo even with +10 HP hydras.
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Am I the only one somehow struggling somehow with the buffed hydras in PvZ ?
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Nothing changed with hydra in PvZ. Hydras are still very timing based unit. It's not like they wreck protoss. But if i hit timing with mass hydra Toss is dead. Same if Toss hit timing with mass adepts.
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On March 03 2017 19:15 Elentos wrote: I'm bewildered they're actually going to go through with the mine change so soon after the liberator nerf. blizz is salty stats lost to ty
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The PvT fenix + adept is so unintersting to watch/play .. brainless P almost can't lose, and they nerfed the mine ..
Blizzard are you killing your game still more ? I stopped playing, this is way too poor/ridiculous design :D
GG DKim, you lost one more player Wonder how many left
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Changes are good! Not too meta-shifting, but a breath of fresh air. gogo power of protoss, stats # 1 etc etc > : )
I've just come back after quitting the game at the height of the swarm host 90min death-ball-hell that was ZvP, so I have to say anything would seem good in comparison, to be fair
On March 14 2017 07:07 beefITek wrote: The PvT fenix + adept is so unintersting to watch/play .. brainless P almost can't lose, and they nerfed the mine ..
Blizzard are you killing your game still more ? I stopped playing, this is way too poor/ridiculous design :D
GG DKim, you lost one more player Wonder how many left
Over a hundred thousand, easily.
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On March 14 2017 07:07 beefITek wrote: The PvT fenix + adept is so unintersting to watch/play .. brainless P almost can't lose, and they nerfed the mine ..
Blizzard are you killing your game still more ? I stopped playing, this is way too poor/ridiculous design :D
GG DKim, you lost one more player Wonder how many left
Colossus Death Ball uninteresting and brainless! Adept / Phoenix uninteresting and brainless!
What is it that Terrans actually want to see from Protoss? Not happy with A-move unit compositions not happy with compositions that literally half the army does nothing without micro..
It seems like par for the course with Terrans to just downplay any kind of skill or micro from Protoss while overplaying any advantages with hyperbole, whether it's blink micro, defensive colossus play, phoenix it's all skill-less and brainless while multi-prong drop play is the pinnacle of excellence....
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Balance update is such that it will not change anything. Especially early game, where most problems begin. It allows too strong Terran/Protoss economy. While the design of the game necessitates Zerg domination in economy. I mean - who the f... is working on this now. Are they paid for this? Really? Then what is the objective - reveal it.
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On March 14 2017 08:55 Beliskner wrote:Show nested quote +On March 14 2017 07:07 beefITek wrote: The PvT fenix + adept is so unintersting to watch/play .. brainless P almost can't lose, and they nerfed the mine ..
Blizzard are you killing your game still more ? I stopped playing, this is way too poor/ridiculous design :D
GG DKim, you lost one more player Wonder how many left Colossus Death Ball uninteresting and brainless! Adept / Phoenix uninteresting and brainless! What is it that Terrans actually want to see from Protoss? Not happy with A-move unit compositions not happy with compositions that literally half the army does nothing without micro.. It seems like par for the course with Terrans to just downplay any kind of skill or micro from Protoss while overplaying any advantages with hyperbole, whether it's blink micro, defensive colossus play, phoenix it's all skill-less and brainless while multi-prong drop play is the pinnacle of excellence....
first off i play random second let me just say that most terrans have no problem with protoss being strong but the early game is very stresful for terran and so is the lategame. the window where terran is strong is getting smaller, and protoss can manipulate when that window occurs with phoenix/adept production.
the mine change is going to be totally gamechanging, pylon rush > oracle > 3nex will be stronger than it already is and imho there will be no reason not to put this presure on a terran every game. i dont think this is necessarily bad, but this puts a lot of the burden of decision making and control on the terran. i really think that with no changes the matchup would be around 50% for the forseeable future, potentially even switching into protoss's favor once it is fully settled.
1 thing that people seem to forget is that we all learn patches together. so when the new tanks came out, tank liberator pushes were the rage. when protoss figured that out and started going phoenix adept as standard composition, terrans started going mines instead of tanks and hitting around the same time. now that people have begun to adapt to this by teching faster after adepts, or going full aggro with a prism + adept drop while hitting the front as terran takes his third, protoss winrates have finally hit the 50% we dreamed of vs terran.
i dont think these changes are warranted or even good for the game if terran is buffed in other ways to compensate. i dont think terrans will find success in the near future should these changes go live.
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