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Community Feedback Update - July 12

Forum Index > SC2 General
292 CommentsPost a Reply
1 2 3 4 5 13 14 15 Next All
hiroshOne
Profile Joined October 2015
Poland425 Posts
July 12 2017 22:45 GMT
#1
[image loading]


There is new Community update on battle.net:

Hey everyone. We’ve been seeing your feedback on the forums and elsewhere over the past few weeks and wanted to make an effort this week to provide more insight into our thoughts. These thoughts range from less discussed units like the Colossus, to more common topics like Reapers and Mech. In all of this, we’re making an effort to be conservative with making changes in an effort to bring greater stability to promote mastery. With that in mind, let’s discuss these topics.

Reaper

Recently, we’ve been receiving feedback regarding Reapers openings. We have some changes we’d like to test, but before we get to them we want to clarify what our intended role for the Reaper should be. Reapers should be good for scouting, and through tactical use of their KD8 charge be a viable but risky rush opener when made in large quantities. However, in the TvZ matchup we are seeing numerous Reapers being used as a general opener that has a bit too clean of a transition to normal play for Terrans. While this strategy requires a lot of skill to execute perfectly, we think that amassing larger numbers of Reapers is too safe for how much threat they pose.

Currently, we are thinking of the following possible options:
  • Increase the Reaper’s cost to 75 minerals / 50 Vespene gas. This would make it harder for the Reaper user to transition into a normal game after a Reaper rush.
  • Reduce the Reaper’s KD8 Charge damage from 10 to 5. This is a direct nerf to the damage output of Reapers, especially to small and fragile units like Zerglings.
  • Adjusting the Reaper’s Combat Drugs so that it would also not heal if the Reaper recently attacked. This would result in Reapers being more fragile in long running fights with an opponent which could encourage a Reaper user to back off and let them heal to full more often.


We are planning to implement Reaper changes during the period between IEM Season XII – Shanghai and GSL vs. the World.

Terran Mech

Recently at high levels in Korea we have been seeing a relatively new form of mech play appearing in TvZ and performing well. We would like to continue to observe how it continues to play out first before stepping in and making changes here. This includes keeping an eye on its historic predator, the Swarm Host. Currently it has not been as effective in the Korean scene as elsewhere so we are wondering if there are regional differences in meta at play here.

Raven

Mass Raven strategies have shown up infrequently in high level play. However, we believe the playstyle of mass Raven could be problematic for ladder level play. We are currently thinking of increasing its supply count from 2 to 3, which would bring it in line with other tech air units like the Banshee and Viper. This should have limited impact at professional levels of play and when using smaller counts of Ravens, while making mass Raven style easier to counter.

Colossus

In high level play we have not been seeing much Colossus use, even in situations where it seems like the Colossus should be viable. We think this is partially due to the Colossus not having a sharp enough identity, so we want to explore changing the Colossus from a general purpose splash damage unit into an anti-light splash damage unit.

Our current thinking is to change its weapon from doing 12 damage flat to 10 + 5 light.

Ideally this would also make the differences between Protoss’s splash damage options more clear. Disruptors have high burst damage and work especially well vs low mobility units, the Colossus is good for sustained damage vs light enemies, and High Templars are a more general purpose splash damage role.

This change would likely impact the current pro-level PvZ and PvT metas which involves heavy Hydralisk/Zergling and Marine usage respectively. While we want to give Protoss a new option, we don’t want Colossi to be the only build choice so we will have to be careful with this change.

Please feel free to let us know your thoughts on these topics and provide any feedback on the proposed changes.

Original link : https://us.battle.net/forums/en/sc2/topic/20757617408
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phodacbiet
Profile Joined August 2010
United States1740 Posts
July 12 2017 22:54 GMT
#2
Please don't buff the Colossus... I don't want to see 3 base turtle into deathball again please (
Aiobhill
Profile Joined June 2013
Germany283 Posts
July 12 2017 22:56 GMT
#3
A day late and a dollar short. These are the correct fixes, but they should have happened many months ago.
Axslav - apm70maphacks - tak3r
bulya
Profile Joined February 2016
Israel386 Posts
July 12 2017 22:56 GMT
#4
The change of the colossus is a buff and a nerf.
Units like lurkers Ultras, Marauder and some others will be better against it while marines hydras and lings will be worse.
Penev
Profile Joined October 2012
28476 Posts
July 12 2017 22:59 GMT
#5
I'd say change the grenades to do 0 damage so they're only used defensively (to get away)
I Protoss winner, could it be?
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
Last Edited: 2017-07-12 23:04:29
July 12 2017 23:04 GMT
#6
Colossus needs a buff but im guessing it will only impact PvZ because colossus will be even worse vs Marauders.
bulya
Profile Joined February 2016
Israel386 Posts
July 12 2017 23:04 GMT
#7
They said that they don't mind mass reaper openers. They only want to make it a more risky opener so that the terran has problems transitioning out of it, so 0 damage for the granades will make these openers completely not viable (not even a risk)..
Elentos
Profile Blog Joined February 2015
55550 Posts
July 12 2017 23:05 GMT
#8
I'm surprised that they talk about the reaper without acknowledging the fact that like half the GSL/SSL level TvT's we've been seeing recently involved at least one player proxying reapers.
Every 60 seconds in Africa, a minute passes.
Dav1oN
Profile Joined January 2012
Ukraine3164 Posts
July 12 2017 23:11 GMT
#9
On July 13 2017 08:04 Zaros wrote:
Colossus needs a buff but im guessing it will only impact PvZ because colossus will be even worse vs Marauders.


but if they make it 12+3 vs light it would be fine

and make thermal lance cost higher/research longer in addition with +2 range +20% attack speed
In memory of Geoff "iNcontroL" Robinson 11.09.1985 - 21.07.2019 A tribute to incredible man, embodiment of joy, esports titan, starcraft community pillar all in one. You will always be remembered!
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-07-13 04:26:35
July 12 2017 23:13 GMT
#10
Most of this looks reasonable.

But Colossus changes are sketchy. Banelings aren't Light and Marines already melt to Colossi. 10 (+5 Light) seems to push them down the wrong path.

Also would love to see a Ghost cost reduction, perhaps 150/100. I almost never see Ghosts in professional play. Fixing Steady Targeting to not waste energy when interrupted would be another great change.
Denominator of the Universe
TL+ Member
raff100
Profile Joined April 2011
498 Posts
July 12 2017 23:19 GMT
#11
I really appreciate the Raven and Reaper change proposed. Hope that they'd go on and tone down the SH too.
Even the Colossus "buff" seems reasonable.
Good update overall
Elentos
Profile Blog Joined February 2015
55550 Posts
Last Edited: 2017-07-12 23:23:51
July 12 2017 23:23 GMT
#12
I think specifically for the reaper changes, they absolutely need pros to test them thoroughly to see which one is the most suitable.
Every 60 seconds in Africa, a minute passes.
Myrddrael
Profile Joined November 2012
United Kingdom291 Posts
July 12 2017 23:27 GMT
#13
There's literally under 10 players actually doing well with reaper openings. I'd complain, but I don't see it affecting the rest of us that much honestly.

The raven was the answer to the super late-game Zerg tech. Increasing the supply to 3 isn't too bad, but there might be needed changes to Terrans other answers vs late-game Zerg, like ghosts.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2017-07-12 23:34:16
July 12 2017 23:31 GMT
#14
On July 13 2017 08:27 Myrddrael wrote:
There's literally under 10 players actually doing well with reaper openings. I'd complain, but I don't see it affecting the rest of us that much honestly.

The raven was the answer to the super late-game Zerg tech. Increasing the supply to 3 isn't too bad, but there might be needed changes to Terrans other answers vs late-game Zerg, like ghosts.

I mean reaper builds happen in TvT a lot as well, something should change..

Personally i would rather see a complete redesign of the raven and how spellcasting works in sc2. I said it a million times already, but all these changes to spellcasters are basically bandaid fixes which don't address the real problem (that mass spellcasting is too easy to execute)
One way to stop this is to make spells less effective on their own, but then you also nerf single spellcaster usage. I would prefer a way to nerf mass spellcasters only. Changing the supply is a way i guess, but i don't think it's really enough in general.

On July 13 2017 08:13 pvsnp wrote:
Most of this looks reasonable.

But Colossus changes are sketchy. Banelings aren't Light and Marines already melt to Colossi. 10 (+5 Light) seems to push them down the wrong path.


Same thing, a redesign to the colossus would be needed. A lot of it is "do i have enough anti air units like vikings or vipers for zerg". The interactions a colossus creates are uninspiring.
Exactly why i think all this balance talk should only happen if we are actually fine with the basic interactions.



About the update: Well at least we are talking about reapers finally, so good one
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
blade55555
Profile Blog Joined March 2009
United States17423 Posts
July 12 2017 23:33 GMT
#15
I assumed the reaper would never get changed. I think the changes looked great until colossus. Just delete that unit, such a boring unit.
When I think of something else, something will go here
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2017-07-12 23:47:52
July 12 2017 23:41 GMT
#16
i actually do like the colossus and i don't mind it being brought back into more viability, but i worry about pvz. right now hydra bane vs immortal archon is in a weird place, because the balance is good but there are a lot of ways an engagement can quickly get messy and snowball for either side depending on when the high HP units start dying. if colossus becomes a stable long-range damage output that allows protoss to better control the shape of pvz engagements we could see protoss ground armies dominating in macro games, which could lead to a meta where zerg relies more heavily on gimmicky plays like ling/bane drop allins, swarm hosts, surprise mutas, etc., which leads back to where pvz was for a long time during heart of the swarm

i'm not suggesting that hydra/bane isn't really strong right now (it is), but it's also really popular because it's tough to go into the lategame against protoss without hitting a specific timing like broodlords before tempests. with proxy double robo immortal suddenly looking really strong against terran, maybe the colossus buff could be mixed with a slight immortal nerf? people complained a lot about colossus in HOTS, but i think it's a better design than the immortal

more random thoughts on the colossus - it might be cool if the attack fired slower and hit a wider area but did less DPS, so target fire and counter-splitting would matter more. or maybe a damage point delay?
TL+ Member
Vutalisk
Profile Joined August 2016
United States680 Posts
July 12 2017 23:52 GMT
#17
Surprisingly well-thought out changes. I like them all really, especially reapers and raven changes.
bulya
Profile Joined February 2016
Israel386 Posts
July 13 2017 00:31 GMT
#18
The moment the collosus are the go to for the Protoss in a PvZ it will bring lurkers back into the game as the current way of countering lurkers is mass immortals. With robos you must choose whether you go immortals or collosus. Disruptors are available, but a zerg can switch back into ling bane, so it will turn into tech switches which both sides can do.
Charoisaur
Profile Joined August 2014
Germany15953 Posts
Last Edited: 2017-07-13 00:56:04
July 13 2017 00:54 GMT
#19
In high level play we have not been seeing much Colossus use

wait... what? don't they watch any PvTs?
Collossi are built almost every game.

The reaper HP nerf is terrible, huge nerf to standard reaper openers.
The grenade is the problem so just nerf the grenade.
Many of the coolest moments in sc2 happen due to worker harassment
Carminedust
Profile Joined October 2014
487 Posts
July 13 2017 01:04 GMT
#20
bet avilo was angry at the raven change
Maybe was Zoun only Fan before he retired idk
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