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Community Feedback Update - March 30 - Page 6

Forum Index > SC2 General
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ihatevideogames
Profile Joined August 2015
570 Posts
March 31 2017 16:19 GMT
#101
What's wrong with massing Thors?

It beats turtling with tanks and turrets.

And it certainly beats quitting the game for months because of SHs, but that's another story.
RaFox17
Profile Joined May 2013
Finland4581 Posts
March 31 2017 16:20 GMT
#102
On April 01 2017 01:16 c0sm0naut wrote:
1. more terran nerfs
2. random zerg buffs in a matchup they are not struggling in

anyone want to enlighten me as to why zerg players can drop me with lings on 3 base vs 2 base while taking a 4th base ZvP and thats fine but getting a lot of value out of archon shields/ravens which are both really expensive units with big commitment of production time/gas/APM is not ok? im not talking about low masters or mid masters zergs. im talking about high mmr players who are dropping me with zerglings/banelings while being equal on economy, buying ling upgrades which i couldnt even dream about investing into my forge and forcing me to warp in stalkers or lose the game to nonstop drops/probe pulls??

anyone see solar lose 5 roaches/tons of queens to sOs's first warp prism? and then go on to win the game? literally just made 25 roaches and walked across the map and the game was over because the matchup is being balanced around zerg players mashing f2 and following a warp prism around the map while protoss chronos out immortals n techs to templars and hopes nothing attacks him. gets attacked and his army has to crab walk/360 congaline just to get out of the wall that you have to make to not automatically lose on the the game to mineral units

blizzard: "we noticed that one strategy was more popular than others in PvZ, so we decided we would nerf it. However we are not fond about the idea of nerfing adepts or warp prism pick up range, instead we are putting an upgrade into the game that will forever change, yet again, how warp prisms work and this will hopefully massively gimp protoss in pvz"

Where do you see pro zergs dropping lings while taking a fourth and protoss just sitting home and unable to handle the drop?
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
March 31 2017 16:44 GMT
#103
On April 01 2017 01:19 ihatevideogames wrote:
What's wrong with massing Thors?

It beats turtling with tanks and turrets.

And it certainly beats quitting the game for months because of SHs, but that's another story.



Nothing, it's probably their cost, supply cost, and size make them less popular.
Still diamond
Scarlett`
Profile Joined April 2011
Canada2393 Posts
Last Edited: 2017-03-31 17:33:43
March 31 2017 17:11 GMT
#104
On March 31 2017 19:11 reneg wrote:
Show nested quote +
On March 31 2017 18:41 TheKhyira wrote:
It´s a little disappointing there was no mention of the strength of adepts, by far the most overpowered and oppressive unit in the game currently when paired with warpgate.


That is literally what the entire PvZ section is about?

They say adepts are too prevent, and are looking at ways to address it without outright nerfing the adepts

adepts 2 shotting drones (and 2shot scv with +1) is one of the biggest issues though and has needed a nerf forever

if anything else, mothership basically ends the game in pvz as theres no reliable detection (such as scan/revelation) for zerg and is the biggest reason late game skytoss/storm is unbeatable
Progamer
jpg06051992
Profile Joined July 2015
United States580 Posts
Last Edited: 2017-03-31 17:26:03
March 31 2017 17:21 GMT
#105
On April 01 2017 02:11 Scarlett` wrote:
Show nested quote +
On March 31 2017 19:11 reneg wrote:
On March 31 2017 18:41 TheKhyira wrote:
It´s a little disappointing there was no mention of the strength of adepts, by far the most overpowered and oppressive unit in the game currently when paired with warpgate.


That is literally what the entire PvZ section is about?

They say adepts are too prevent, and are looking at ways to address it without outright nerfing the adepts

adepts 2 shotting drones (and 2shot scv with +1) is one of the biggest issues though and has needed a nerf forever


This +1

Adepts being as good as they are pretty much prevents any buffs ever going to the Zealot/Stalker (<---desperately needs a buff) which is just the same old same old with Protoss, oddly scaling Gateway units that are super strong early game but useless in the late game where all they want is a Carrier/Archon/Templar deathball because it's unbeatable even in it's own mirror match.

Buffing the Stalker and nerfing the Adept seems like the most sensible way to increase meta diversity in ZvP, especially with buffed Hydralisks, I see no real reason that power cannot be shifted a bit away from the Adept to the Stalker, which to me is a real high skill cap unit (blink) where as Adepts while requiring skill are more of a gimmick (the shade takes micro but it applies "fake" but real pressure) so no clue why the Stalker isn't getting love.

Oh, and Carriers just need to be straight up nerfed, they are OP in every match up, once again, not sure where the balance team's hesitance on nerfing units that are OP stems from. In Heroes of the Storm Blizzard is very proactive about buffing and nerfing problematic heroes and lo and behold, amazing balance AND amazing meta diversity (arguable in high level HOTS but whatever)

MY proposal to make Protoss more well rounded...

1. Nerf Adepts in whatever way is appropriate (make them 3 shot workers and less tanky)
2. Give Stalkers a small buff vs light units so they scale better against bio/zerg armies
3. Redesign the Sentry into a mobile shield battery, remove Force Field, buff it's damage so it can function more like a frontline version of the BW medic, keeping small groups of early game gateway units alive and rewarding good micro (not allowing your units to take hull damage)

Oh, and obviously nerf the Carrier.
"SO MANY BANELINGS!"
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-03-31 17:46:54
March 31 2017 17:31 GMT
#106
That is literally what the entire PvZ section is about?

They say adepts are too prevent, and are looking at ways to address it without outright nerfing the adepts

Just as long as Adepts are nerfed already, they are obnoxiously shitty to both play and watch en masse. Buff Stalkers or other gateway tech if necessary. Getting very sick of always either Adept/Phoenix or Adepts slaughtering drones.

There are so many ways to put in small nerfs without crippling them anyhow. Increase Glaives research time, increase shade cooldown time, WP slow warpin, etc etc. A health or shield nerf would be appropriate too, they are so tanky.


On the plus side, it's good to see so much focus on the Adept, hopefully Blizzard will take notice and nerf. Same with Carrier.
Denominator of the Universe
TL+ Member
Tyrhanius
Profile Joined April 2011
France947 Posts
March 31 2017 17:52 GMT
#107
On March 31 2017 09:23 Lexender wrote:
Show nested quote +
On March 31 2017 09:17 Tyrhanius wrote:
On March 31 2017 08:12 Lexender wrote:
On March 31 2017 07:39 FrkFrJss wrote:
Like some of the others on here, I think you have to be very careful where you nerf Protoss. I agree that against zerg, the warp prism + adept is hard to deal with.

However, any nerf to the warp prism whether it be health/speed/pickup range (health was already nerfed, by the way), is a nerf in PvT, where Terran really doesn't need any more help there against Protoss.


On March 31 2017 07:28 Tyrhanius wrote:
On March 31 2017 05:12 Olli wrote:
Pretty terrible as far as Protoss is concerned. PvZ variety is perfectly fine, and it's not going to improve if they take away potential Protoss openings without giving anything in return. No idea what they were thinking there. Meanwhile in PvT, there's exactly one somewhat reliable playstyle in phoenix/adept, everything else dies to tank pushes. How about addressing that first?

With these propositions Terran will be the big winner of the patch :

Better thor vs mutas with both bio and mech.

Also thor could become a really good counter to phoenix adept, he can't be lifted by phoenix, deal + light on AOE, has 400 HP and 1 armor, so it needs 45 shots of adept to die, it's repairable, and has a good 66 DPS (same than sieged liberator) before the patch...

The oracle into void to defend liberator/tanks push could be also weaker when void charge is on cooldown.

And the WP nerf won't just affect PvZ but aslo PvT.

Terran has won 4 tournaments on the last 5, they are not really on trouble.



Stop looking at it from balance view.

If something needs to be nerfed for terran or buffed for toss after the changes thats ok, as long as the changes makes sense.

Not making changes and letting meta get stale for months just because some winrates its not the way to go.

Nobody has said they shouldn't do anything, but we begin to be used the way they proceed.

The change won't be lived until 2-3 months, and then we have to wait for 2-3months to get the " corrective patch" because it's too strong, and usually it takes 2-3 patchs to correct something, so well it will take around 1 year from the change to the moment it will be balanced...

Better try to warn them about the consequences before the patch, rather than waiting 9months-12months.


This isn't a patch is just "things we might be looking into" community update, and your post isn't warning anything is just "don't change anything because terrans just won tournaments"

No it's, more : maybe don't buff a race that has won 80% of the last premier tournament from patch 3.8 ?

Seems to be common sense no ?

If they really want to change things, if you give some race one buff, give the other another to compensate, that's the way you balance.

If you want to nerf the harass, do it for every race.

If you want better anti-air, do it for every race.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2017-03-31 18:01:12
March 31 2017 18:00 GMT
#108
On March 31 2017 11:14 kirayao wrote:
The problem is always that Protoss could only built Stargate units to counter Stargate units.


This is really one of the glaring issues with SC2, across all races and matchups. When air units counter air units it creates stale and boring unit interactions. The strength of air units should be two things: the fact that only certain units can attack them, and the fact they can move freely over any part of the map. Air units and compositions should play a supporting role, not a primary role, and ground based anti-air should be strong.

Marines countering Mutalisks requires so much more skill for both players and invites more innovative play than the interaction of Phoenixes countering Mutalisks.
Brighman
Profile Joined March 2017
1 Post
March 31 2017 18:00 GMT
#109
thor's AA weapon damage point changed !! and thor's attack animation
JimmyJRaynor
Profile Blog Joined April 2010
Canada17246 Posts
March 31 2017 18:05 GMT
#110
On March 31 2017 19:27 Turb0Sw4g wrote:
Thor
It's already good versus light air. The High-Impact Payload transformation is a bit lacking though. A good change imo would be to move the Lock-On mechanic from the Cyclone to the Thor and merge it with High-Impact Payload. This obviously implies moving shot and a significant range boost. Both of which are good because the Thor is so clunky and slow.

i like this idea. or even more basic, the Thor can move and shoot air units in general with no specific ability. like that Diamondback Tank.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
jpg06051992
Profile Joined July 2015
United States580 Posts
March 31 2017 18:25 GMT
#111
On April 01 2017 03:00 BronzeKnee wrote:
Show nested quote +
On March 31 2017 11:14 kirayao wrote:
The problem is always that Protoss could only built Stargate units to counter Stargate units.


This is really one of the glaring issues with SC2, across all races and matchups. When air units counter air units it creates stale and boring unit interactions. The strength of air units should be two things: the fact that only certain units can attack them, and the fact they can move freely over any part of the map. Air units and compositions should play a supporting role, not a primary role, and ground based anti-air should be strong.

Marines countering Mutalisks requires so much more skill for both players and invites more innovative play than the interaction of Phoenixes countering Mutalisks.


If there was a bible of Starcraft truth this would be in there somewhere. +1 and completely agree, aerial armies being countered by aerial armies is lame and has been lame for a long time.
"SO MANY BANELINGS!"
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-03-31 18:43:45
March 31 2017 18:39 GMT
#112
No it's, more : maybe don't buff a race that has won 80% of the last premier tournament from patch 3.8 ?

Seems to be common sense no ?

If they really want to change things, if you give some race one buff, give the other another to compensate, that's the way you balance.

If you want to nerf the harass, do it for every race.

If you want better anti-air, do it for every race.


You are missing his point, and the point of Blizzard putting in this patch.
The Bluepost specifically says: "While we aren’t necessarily seeing an imbalance in win rates, we want to make sure that the meta doesn’t settle into a single strategy that gets used for every matchup."

Blizzard knows that the current balance is pretty good. What is not good, and what they are trying to fix, is the crappy Adepts-for-everything meta, and the equally crappy Carriers-for-everything meta.

Which is why this update is full of good things for everyone that is not a tunnel-visioned Protoss player only thinking about winning and not about his own shitty PvP, PvZ, and PvT meta. These changes are being made to help Protoss.

The point is NOT balance. The point is variety.
Denominator of the Universe
TL+ Member
91matt
Profile Joined March 2013
United Kingdom147 Posts
March 31 2017 18:42 GMT
#113
On April 01 2017 03:00 BronzeKnee wrote:
Show nested quote +
On March 31 2017 11:14 kirayao wrote:
The problem is always that Protoss could only built Stargate units to counter Stargate units.


This is really one of the glaring issues with SC2, across all races and matchups. When air units counter air units it creates stale and boring unit interactions. The strength of air units should be two things: the fact that only certain units can attack them, and the fact they can move freely over any part of the map. Air units and compositions should play a supporting role, not a primary role, and ground based anti-air should be strong.

Marines countering Mutalisks requires so much more skill for both players and invites more innovative play than the interaction of Phoenixes countering Mutalisks.


they shouldve increased the supply of certain air units years ago
JimmyJRaynor
Profile Blog Joined April 2010
Canada17246 Posts
Last Edited: 2017-03-31 19:09:13
March 31 2017 18:53 GMT
#114
i think people would get more of their feedback heard by Blizzard if they stuck to the single, tightly focused issues Blizzard/DK brings up in their posts. When people use these Blizzard posts as a way to continue evangelizing their all encompassing massive game redesign crusade they are on the signal-to-noise ratio of their feedback post is low.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Tyrhanius
Profile Joined April 2011
France947 Posts
Last Edited: 2017-03-31 19:09:06
March 31 2017 19:07 GMT
#115
On April 01 2017 03:39 pvsnp wrote:
Show nested quote +
No it's, more : maybe don't buff a race that has won 80% of the last premier tournament from patch 3.8 ?

Seems to be common sense no ?

If they really want to change things, if you give some race one buff, give the other another to compensate, that's the way you balance.

If you want to nerf the harass, do it for every race.

If you want better anti-air, do it for every race.


You are missing his point, and the point of Blizzard putting in this patch.
The Bluepost specifically says: "While we aren’t necessarily seeing an imbalance in win rates, we want to make sure that the meta doesn’t settle into a single strategy that gets used for every matchup."

Blizzard knows that the current balance is pretty good. What is not good, and what they are trying to fix, is the crappy Adepts-for-everything meta, and the equally crappy Carriers-for-everything meta.

Which is why this update is full of good things for everyone that is not a tunnel-visioned Protoss player only thinking about winning and not about his own shitty PvP, PvZ, and PvT meta. These changes are being made to help Protoss.

The point is NOT balance. The point is variety.

And i don't see how there will be less mass adepts or less mass carriers with these propositions.

And by the way, i play zerg.
Sure i must be happy with a nerf of warp with Warp prism, but let's be honest, it will make Protoss weaker while it won't encourage them to do less adepts/carrier.

The archons drop won't be really weaker while it will unbalance for sure PvT.

As snute mention i would prefer some inversion of the shield/hp of warp prism.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 31 2017 19:25 GMT
#116
Adepts hit as hard as a Vulture, are as tanky as a Zealot, and can be as slippery as a Stalker. I'd be fine with nerfing one of those aspects if they could buff another Gateway unit too.
ㅇㅅㅌㅅ
Charoisaur
Profile Joined August 2014
Germany16033 Posts
March 31 2017 19:35 GMT
#117
Back in HotS the community demanded a strong gateway unit for toss so they aren't forced to turtle to high-tech units every game.
Blizzard does what the community wants and adds a strong gateway unit and now the community complains again and doesn't want toss to have a strong gateway unit anymore.
Further proof that no matter what blizzard does, the community complains anyway. I wish Blizzard would just do their thing and not listen to the community as much.
Many of the coolest moments in sc2 happen due to worker harassment
Weltall
Profile Joined December 2015
Italy83 Posts
March 31 2017 19:42 GMT
#118
There is so much nonsense.
If there is 1 viable build, why nerf it to promote other builds?
If there is 1 playstylei it's just because other are not effective.

I would rather see some protoss buffs/changes overall, because they have really few options compared to other races.
MiCroLiFe
Profile Joined March 2012
Norway275 Posts
March 31 2017 20:00 GMT
#119
On April 01 2017 04:42 Weltall wrote:
There is so much nonsense.
If there is 1 viable build, why nerf it to promote other builds?
If there is 1 playstylei it's just because other are not effective.

I would rather see some protoss buffs/changes overall, because they have really few options compared to other races.

is this a troll? Protoss can use every unit in the roster and its stil viable.. terrans have ONE.
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-03-31 20:03:00
March 31 2017 20:01 GMT
#120
And i don't see how there will be less mass adepts or less mass carriers with these propositions.

And by the way, i play zerg.
Sure i must be happy with a nerf of warp with Warp prism, but let's be honest, it will make Protoss weaker while it won't encourage them to do less adepts/carrier.

The archons drop won't be really weaker while it will unbalance for sure PvT.

As snute mention i would prefer some inversion of the shield/hp of warp prism.


Well the idea is nerf Adepts and Carriers, either directly or indirectly through shade/WP/Void Rays, etc. Blizzard has not mentioned any specific numbers yet, so I think it's a bit premature to say that "it will make Protoss weaker w/o encouraging less adepts/carrier" like you did.

Why not just wait and see before assuming worst-case?
Denominator of the Universe
TL+ Member
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